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…
Continuous Deployment for Unity WebGL Games
https://studios.nomoss.co/blog/continuous-deployment-for-unity-webgl-games/
#ci #cd #webgl
https://studios.nomoss.co/blog/continuous-deployment-for-unity-webgl-games/
#ci #cd #webgl
No Moss Studios
Continuous Deployment for Unity WebGL Games | No Moss Studios
Last time, we discussed the basics of how to ensure that Unity WebGL can run in a production environment, and now it's time to dive further into that topic. Today, we'll be going step-by-step on how to set up continuous deployment for a Unity WebGL production…
Unity’s Scripting Duality and Object Destruction – Matheus Amazonas
https://sometimesicode.wordpress.com/2020/04/01/unitys-noscripting-duality/
#null #duality
https://sometimesicode.wordpress.com/2020/04/01/unitys-noscripting-duality/
#null #duality
Matheus Amazonas
Unity’s Scripting Duality and Object Destruction
The Unity engine provides users with tools and abstractions that ease its usage and hide its complexity. Although we often take these commodities for granted and completely forget they exist, we of…
Automate your playtesting: Create Virtual Players for Game Simulation
https://blogs.unity3d.com/2020/12/11/automate-your-playtesting-create-virtual-players-for-game-simulation/
#simulation #testing
https://blogs.unity3d.com/2020/12/11/automate-your-playtesting-create-virtual-players-for-game-simulation/
#simulation #testing
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.
Math behind the fast inverse square root from Quake III
https://youtu.be/p8u_k2LIZyo
#rsqrt #inverse #square #root
https://youtu.be/p8u_k2LIZyo
#rsqrt #inverse #square #root
YouTube
Fast Inverse Square Root — A Quake III Algorithm
In this video we will take an in depth look at the fast inverse square root and see where the mysterious number 0x5f3759df comes from. This algorithm became famous after id Software open sourced the engine for Quake III. On the way we will also learn about…
Why Is Apple’s M1 Chip So Fast?. Real world experience with the new M1
https://debugger.medium.com/why-is-apples-m1-chip-so-fast-3262b158cba2
#m1 #cpu #soc
https://debugger.medium.com/why-is-apples-m1-chip-so-fast-3262b158cba2
#m1 #cpu #soc
Medium
What Makes Apple Silicon So Fast?
Real world experience with the new Macs has sunk in. They are fast. Real fast. But why? What is the magic?
GitHub - cinight/ShadersForFun
Collection of different shaders, e.g. water drop, radial bar etc
https://github.com/cinight/ShadersForFun
#shader #effects #collection
Collection of different shaders, e.g. water drop, radial bar etc
https://github.com/cinight/ShadersForFun
#shader #effects #collection
GitHub
GitHub - cinight/ShadersForFun
Contribute to cinight/ShadersForFun development by creating an account on GitHub.
Your Questions: Cloud Content Delivery and Addressables - Unity Technologies Blog
https://blogs.unity3d.com/2021/01/05/your-questions-cloud-content-delivery-and-addressables/
#addressables #cdn
https://blogs.unity3d.com/2021/01/05/your-questions-cloud-content-delivery-and-addressables/
#addressables #cdn
Unity Blog
Your questions: Cloud Content Delivery and Addressables | Unity Blog
The Addressable Asset System is a vital feature for many Unity users – particularly those with lots of content to manage. We’ve noticed some questions about using Cloud Content Delivery to deliver those assets to players, so here’s a quickstart guide.