Unity - 0-Change Rebuilds in IL2CPP - Now available in Unity 2020.2.0a18 - Unity Forum
https://forum.unity.com/threads/0-change-rebuilds-in-il2cpp-now-available-in-unity-2020-2-0a18.937100/
#rebuilds #il2cpp
https://forum.unity.com/threads/0-change-rebuilds-in-il2cpp-now-available-in-unity-2020-2-0a18.937100/
#rebuilds #il2cpp
Unity Forum
Unity - 0-Change Rebuilds in IL2CPP - Now available in Unity 2020.2.0a18
We've just landed a new feature for IL2CPP in Unity 2020.2.0a18, 0-change rebuilds! We're happy to invite you all to try out this new feature, and we...
EventSystem raycast debugging guide
https://gametorrahod.com/eventsystem-raycast-debugging-guide/
#raycaster #ordering #sorting #layer #debug
https://gametorrahod.com/eventsystem-raycast-debugging-guide/
#raycaster #ordering #sorting #layer #debug
Game Torrahod
EventSystem raycast debugging guide
Using EventSystem along with GraphicRaycaster, PhysicsRaycaster, or Physics2DRaycaster, and something didn't hit the way you expect it to? Let's dive into the code to debug this.
Моё знакомство с AppGallery: как я воспользовался возможностями Huawei и нашёл точку роста для своего проекта
https://m.habr.com/en/article/511460/
#hms #appgalery
https://m.habr.com/en/article/511460/
#hms #appgalery
Habr
Моё знакомство с AppGallery: как я воспользовался возможностями Huawei и нашёл точку роста для своего проекта
Привет, Хабр! Меня зовут Георгий, я менеджер проектов и гейм-дизайнер в компании Azur Games. Мир мобильных игр — это очень конкурентная среда: здесь важно регулярно включаться в освоение новых инструментов, чтобы продолжать наращивать свою аудиторию.
Наша…
Наша…
Packaging 93K Levels. A story of custom binary serialisation…
https://medium.com/@icex33/packaging-93k-levels-3ffc46b8ddac
#serialization #memory #optimization #flex #buffers
https://medium.com/@icex33/packaging-93k-levels-3ffc46b8ddac
#serialization #memory #optimization #flex #buffers
Medium
Packaging 93K Levels
A story of custom binary serialisation for a game made with Unity3D
The Quest for Very Wide Outlines. An Exploration of GPU Silhouette… | by Ben Golus
An advance article on shader outlines
https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9
#outline #jumpflood
An advance article on shader outlines
https://medium.com/@bgolus/the-quest-for-very-wide-outlines-ba82ed442cd9
#outline #jumpflood
Medium
The Quest for Very Wide Outlines
An Exploration of GPU Silhouette Rendering
“Entity Prefab” Management – COFFEE BRAIN GAMES
In Pure ECS
https://coffeebraingames.wordpress.com/2020/07/19/entity-prefab-management/
#prefab #ecs
In Pure ECS
https://coffeebraingames.wordpress.com/2020/07/19/entity-prefab-management/
#prefab #ecs
COFFEE BRAIN GAMES
“Entity Prefab” Management
I’m currently making a 2D builder game prototype as a side project. This time, though, it’s made with pure ECS, or at least the majority of it. I want to make the same prototype we did …
New World Notes: Coming Soon: Open Source, Non-Euclidean Graphics Engine Built on Top Unity to Develop Brain-Melting Games
https://nwn.blogs.com/nwn/2020/07/hyberbolica-game-engine-code-parade.html
#hyperbolic #space
https://nwn.blogs.com/nwn/2020/07/hyberbolica-game-engine-code-parade.html
#hyperbolic #space
New World Notes
Coming Soon: Open Source, Non-Euclidean Graphics Engine Built on Top Unity to Develop Brain-Melting Games
Hyperbolica is an indie adventure game coming out later this year on Steam and its rudimentary graphics hide an amazing innovation: The game world is set in hyperbolic, non-euclidean space. In other words -- and please correct me, math-minded readers,...
15 базовых советов по Git для эффективной работы каждый день / ManyChat / Habr
https://m.habr.com/en/company/manychat/blog/511946/
#git #tips
https://m.habr.com/en/company/manychat/blog/511946/
#git #tips
Habr
15 базовых советов по Git для эффективной работы каждый день
Привет, меня зовут Сергеев Сергей aka gurugray. Сейчас я «Mentor FrontEnd Community» в компании ManyChat. Вы могли видеть мои лекции по релизному циклу и регламенту работ с системами контроля...
GitHub - gleygames/MobileAds2019
A lot of ads SDKs integrated in the project. Can be useful to check the correct setup of each sdk when you have any issues integrating into your own project.
https://github.com/gleygames/MobileAds2019
#ads
A lot of ads SDKs integrated in the project. Can be useful to check the correct setup of each sdk when you have any issues integrating into your own project.
https://github.com/gleygames/MobileAds2019
#ads
GitHub
gleygames/MobileAds2019
Contribute to gleygames/MobileAds2019 development by creating an account on GitHub.
Равномерное перемещение объекта вдоль кривой / Comments / Habr
https://m.habr.com/en/post/512700/comments/
#spline
https://m.habr.com/en/post/512700/comments/
#spline
Quickly Boost Productivity with 3 New Editor Features in Unity Engine 2020 | by Jeff Lynch | Jul, 2020 | Medium
https://medium.com/@jeffreymlynch/quickly-boost-your-productivity-with-3-new-editor-features-in-unity-engine-2020-6eded771bc1e
https://medium.com/@jeffreymlynch/quickly-boost-your-productivity-with-3-new-editor-features-in-unity-engine-2020-6eded771bc1e
Medium
Quickly Boost Your Productivity with 3 New Editor Features in Unity Engine 2020
You should get to know these new, easy-to-learn editor features right away.
Making a Stylized Skybox Shader | Minions Art on Patreon
https://www.patreon.com/posts/27402644
#sky #shader
https://www.patreon.com/posts/27402644
#sky #shader
GitHub - Kovnir/UnityAnimationAndPhysicsBinding
Unity Animation And Physics Binding - is attempt to make simple tool for blending animations with physic. It is not production ready, it is prototyte, that can be used as start of your realisation.
https://github.com/Kovnir/UnityAnimationAndPhysicsBinding
#animation #physics
Unity Animation And Physics Binding - is attempt to make simple tool for blending animations with physic. It is not production ready, it is prototyte, that can be used as start of your realisation.
https://github.com/Kovnir/UnityAnimationAndPhysicsBinding
#animation #physics
GitHub
GitHub - Kovnir/UnityAnimationAndPhysicsBinding
Contribute to Kovnir/UnityAnimationAndPhysicsBinding development by creating an account on GitHub.
Global Snow. One-click cinematic snow effects
https://medium.com/@KronnectGames/global-snow-92f107a51edc
#snow #rendering
https://medium.com/@KronnectGames/global-snow-92f107a51edc
#snow #rendering
Medium
Global Snow
One-click cinematic snow effects for Unity
Daniel Santalla on Twitter: "New #under60sec tutorial! Here is how to fake 3D parallax with 2D assets in #shadergraph. It's easy to implement and makes the graphics pop! It's also great for mobile. Hope it helps! #gamedev #indiedev #unitytips #indiegame #VFX #unity3d Source code >> https://t.co/4YuNFtDBtR https://t.co/5xrqXPuvtY" / Twitter
https://mobile.twitter.com/danielsantalla/status/1288949993408061441
#parallax #shader
https://mobile.twitter.com/danielsantalla/status/1288949993408061441
#parallax #shader
Twitter
Daniel Santalla
New #under60sec tutorial! Here is how to fake 3D parallax with 2D assets in #shadergraph. It's easy to implement and makes the graphics pop! It's also great for mobile. Hope it helps! #gamedev #indiedev #unitytips #indiegame #VFX #unity3d Source code >> …
Unity3D procedural generated low-poly terrain
https://medium.com/@glazychevaeo/unity3d-procedural-generated-low-poly-terrain-d11914ab9f71
#mesh #terrain #generation
https://medium.com/@glazychevaeo/unity3d-procedural-generated-low-poly-terrain-d11914ab9f71
#mesh #terrain #generation
Medium
Unity3D procedural generated low-poly terrain
Procedural generation is a wonderful thing. I wanted to learn how to generate interesting terrain that would not necessarily be realistic…
Data persistence or how to save / load game data in Unity
https://pavcreations.com/data-persistence-or-how-to-save-load-game-data-in-unity/
#save #data
https://pavcreations.com/data-persistence-or-how-to-save-load-game-data-in-unity/
#save #data
Pav Creations
Data persistence or how to save / load game data in Unity - Pav Creations
The data persistence lies at the core of any game development. In a tutorial I'm going to show you how the data can be stored and later accessed in Unity.
Unity Tip: Improved UI Scaling
https://www.thesleepyorder.com/post/unity-tip-improved-ui-scaling
#sprite #slicing
https://www.thesleepyorder.com/post/unity-tip-improved-ui-scaling
#sprite #slicing
The Sleepy Order
Unity Tip: Improved UI Scaling
Something I see all too often in Unity games by small devs is poorly scaled UI, especially for border/background images. Below is an example from the inventory asset I've been working on. Note that all the images below are using the same sprite. Here you…