Everyday Unity – Telegram
Everyday Unity
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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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Light in Unity 1 - Shader Coding in Unity from a to z

An article about how Lambert lighting works and how to reimplement it in unity shader.

https://medium.com/shader-coding-in-unity-from-a-to-z/light-in-computer-graphics-be438e13522f

#shader #basics #lighting
Rendering Pipeline In Unity - Shader Coding in Unity from a to z

Simple denoscription of unity rendering pipeline (looks more like a general rendering pipeline)

https://medium.com/shader-coding-in-unity-from-a-to-z/rendering-pipe-line-f0471aa0904b

#rendering #pipeline
Custom memory profiler. Can be used along with default memory profiler for better analysis.

GitHub - pschraut/UnityHeapExplorer: A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.

https://github.com/pschraut/UnityHeapExplorer

#heap #explorer #memory #profiler
Announcing Microsoft.IO.RecycableMemoryStream

Microsoft.IO.RecyclableMemoryStream is a MemoryStream replacement that offers superior behavior for performance-critical systems. In particular it is optimized to do the following:

Eliminate Large Object Heap allocations by using pooled buffers
Incur far fewer gen 2 GCs, and spend far less time paused due to GC
Avoid memory leaks by having a bounded pool size
Avoid memory fragmentation
Provide excellent debuggability
Provide metrics for performance tracking

https://www.philosophicalgeek.com/2015/02/06/announcing-microsoft-io-recycablememorystream/

Repo: https://github.com/Microsoft/Microsoft.IO.RecyclableMemoryStream
Nuget: https://www.nuget.org/packages/Microsoft.IO.RecyclableMemoryStream/

#optimization #performance #recycable #memorystream
How Signals saved my architecture - Dev Genius

At first seems like a good solution, but as a number of signals grows it becomes hard to maintain and debug. In a big teams it is easy to miss existing signals and add a similar new one which makes the problem worse. Also additional debug tools become a requirement to work with a massive amount of signal to understand what is going on.


https://medium.com/dev-genius/how-signals-saved-my-architecture-39aa1274aa5

#architecture #signal
Save Memory on Disabled GameObjects using Addressables. Can be quite handy when you are running low on memory, but loading/unloading assets is a lot slower than just enabling/disabling hierarchies.

https://thegamedev.guru/unity-addressables/save-memory-ondisable/

#memory #optimization
'Witcher 3' on the Nintendo Switch: CPU & Memory Optimization

Hardcore Witcher 3 optimization for Switch.
A lot of old and new games are ported to Nintendo Switch; this talk will show that Switch is a capable platform that can run even the most demanding today's games with little loss in fidelity. We describe in detail CPU, Memory and Build size optimizations and tradeoffs we made during the development of Switch version of Witcher 3: The Wild Hunt.

https://www.gdcvault.com/play/1026635/-Witcher-3-on-the

#switch #optimization #cpu #gpu #memory