[Good for shader debug] UAV RandomWriteTarget – Ming Wai Chan
https://cmwdexint.com/2017/06/16/good-for-shader-debug-uav-randomwritetarget/
#shader #debug
https://cmwdexint.com/2017/06/16/good-for-shader-debug-uav-randomwritetarget/
#shader #debug
Ming Wai Chan
[Good for shader debug] UAV RandomWriteTarget
Send data to c# noscript from shader: vert/frag and surface shaders!
Mobile Graphics Optimization (for Artists) – Ming Wai Chan
https://cmwdexint.com/2017/05/06/mobile-graphics-optimization-for-artists/
#mobile #graphics #optimization
https://cmwdexint.com/2017/05/06/mobile-graphics-optimization-for-artists/
#mobile #graphics #optimization
Ming Wai Chan
Mobile Graphics Optimization (for Artists)
Unite Europe 2016 – Optimizing Mobile Applications Slide:
UnityObjectToClipPos(use float4 instead of float3) – Ming Wai Chan
https://cmwdexint.com/2017/05/06/unityobjecttoclipposuse-float4-instead-of-float3/
#shader
https://cmwdexint.com/2017/05/06/unityobjecttoclipposuse-float4-instead-of-float3/
#shader
Ming Wai Chan
UnityObjectToClipPos(use float4 instead of float3)
In the past, we uses mul(UNITY_MATRIX_MVP, v.vertex) to convert vertex position from local to world space. v.vertex is float4 which has w component. But in most cases w is = 1. To make vertex shade…
unitytips: Tuple Patterns | Giacomelli | C# programmer and Unity 3D gamedev
https://diegogiacomelli.com.br/unitytips-tuple-patterns/
#tuple
https://diegogiacomelli.com.br/unitytips-tuple-patterns/
#tuple
diegogiacomelli.com.br
unitytips: Tuple Patterns
Unity started to supporting C# 8.0 with version 2020.2 beta and now we can start to use some new features like the Tuple Patterns.
Best practices for writing unit tests - .NET Core | Microsoft Docs
https://docs.microsoft.com/en-us/dotnet/core/testing/unit-testing-best-practices
#unit #testing
https://docs.microsoft.com/en-us/dotnet/core/testing/unit-testing-best-practices
#unit #testing
Docs
Best practices for writing unit tests - .NET
Learn best practices for writing unit tests that drive code quality and resilience for .NET Core and .NET Standard projects.
The Bright Side of Ray-Traced Global Illumination in Unity
https://thegamedev.guru/unity-ray-tracing/global-illumination/
#gi
https://thegamedev.guru/unity-ray-tracing/global-illumination/
#gi
The Gamedev Guru
The Bright Side of Ray-Traced Global Illumination in Unity
Let's get back to ray tracing with Unity global illumination. See what's a better fit for you: baked GI, screen-space GI and ray-traced GI.
Working with Scriptable Objects and Blob Assets, and creating a Utility Class
https://neilmarkcorre.wordpress.com/2020/12/01/working-with-noscriptable-objects-and-blob-assets-and-creating-a-utility-class/
#blobasset #noscriptableobject
https://neilmarkcorre.wordpress.com/2020/12/01/working-with-noscriptable-objects-and-blob-assets-and-creating-a-utility-class/
#blobasset #noscriptableobject
Neil Mark Corre
Working with Scriptable Objects and Blob Assets, and creating a Utility Class
So, you want to convert noscriptable objects to data that you can use in your ECS systems – but, you can’t directly access SOs using pure ECS. Today, I’m going to share with you how…
How to Make a Game Like Monument Valley
https://www.raywenderlich.com/13582558-how-to-make-a-game-like-monument-valley
#feature #monument #valley
https://www.raywenderlich.com/13582558-how-to-make-a-game-like-monument-valley
#feature #monument #valley
kodeco.com
How to Make a Game Like Monument Valley
Learn to create a simple click-to-move game where you navigate a series of seemingly impossible platforms like in Monument Valley.
Automate your playtesting: Create Virtual Players for Game Simulation - Unity Technologies Blog
https://blogs.unity3d.com/2020/12/11/automate-your-playtesting-create-virtual-players-for-game-simulation/
#testing #simulation
https://blogs.unity3d.com/2020/12/11/automate-your-playtesting-create-virtual-players-for-game-simulation/
#testing #simulation
Unity
Automate your playtesting: Create virtual players for game simulation
It’s easy to automate playtesting by creating a Virtual Player (a game-playing agent), then using Game Simulation to run automated playtests with your Virtual Player at scale.
A Guide to Handling Huge Worlds in Unity – Part 1 – GameDev Academy
https://gamedevacademy.org/how-to-handle-huge-worlds-in-unity-part-1-deactivating-distant-regions-to-improve-performance/
#massive #world
https://gamedevacademy.org/how-to-handle-huge-worlds-in-unity-part-1-deactivating-distant-regions-to-improve-performance/
#massive #world
GameDev Academy
A Guide to Handling Huge Open Worlds in Unity – Part 1
Have you ever wondered how open worlds in video games work performance-wise?In this tutorial series, we're going to explore just how video games deal with huge worlds and make the best use of
Grass Geometry Shader with Interactivity (Part 1, the shader)
https://www.patreon.com/posts/grass-geometry-1-40090373
#grass #shader #interactive
https://www.patreon.com/posts/grass-geometry-1-40090373
#grass #shader #interactive
That's how I used a simple trick to make my 2D wheels looks 3D:
https://v.redd.it/7hqsmz6n06561
#2d #effect
https://v.redd.it/7hqsmz6n06561
#2d #effect
reddit
That's how I used a simple trick to make my 2D wheels looks 3D:
Posted in r/Unity3D by u/rustyharpy • 2,452 points and 94 comments
More productive noscripting workflows with Unity 2020.2 | Unity
https://unity.com/releases/2020-2/programmer-tools
#features
https://unity.com/releases/2020-2/programmer-tools
#features
Unity
Programmer tools
Improve your noscripting workflows with Unity 2020.2. Use our improved tools for programmers to iterate faster and optimize your projects.
Избавляемся от «мистических» строк в системе реактивного связывания на Unity
https://m.habr.com/en/company/pixonic/blog/533448/
#viewmodel #reactive #bindings #architecture
https://m.habr.com/en/company/pixonic/blog/533448/
#viewmodel #reactive #bindings #architecture
Habr
Избавляемся от «мистических» строк в системе реактивного связывания на Unity
Любая система, которая часто используется в проекте, со временем обречена на эволюцию. Так случилось и с нашей системой реактивного связывания reactive bindings. Что это за система? Она...
Gamlor's Blog: C# Updates for the Absent C# Developer (C# 6.0 and newer overview)
https://gamlor.info/posts-output/2020-12-05-csharp-for-the-absent/en/
#csharp #features
https://gamlor.info/posts-output/2020-12-05-csharp-for-the-absent/en/
#csharp #features
unitytips: Editor internal menus | Giacomelli | C# programmer and Unity 3D gamedev
https://diegogiacomelli.com.br/unitytips-editor-internal-menus/
#internal #menu
https://diegogiacomelli.com.br/unitytips-editor-internal-menus/
#internal #menu
diegogiacomelli.com.br
unitytips: Editor internal menus
Unity Editor has a kind of an easter-egg where you can enable internal menus, like Project / Save As Template, Screenshots, etc.
Binary Impact on Twitter: "#UnityTips This week we have a noscript for you!😎 Use the PostProcessBuildAttribute to call noscripts when a build was finished. Look at the image, on how to append the version to the filename. Useful for mobile apps to keep track of the deployed version!
https://mobile.twitter.com/BinaryImpactG/status/1338828590910234625
#postbuild
https://mobile.twitter.com/BinaryImpactG/status/1338828590910234625
#postbuild
Twitter
Binary Impact
#UnityTips This week we have a noscript for you!😎 Use the PostProcessBuildAttribute to call noscripts when a build was finished. Look at the image, on how to append the version to the filename. Useful for mobile apps to keep track of the deployed version! #gamedev…