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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A stylized sand shader (with materials example) made with shader graph

https://github.com/AnzyGit/Unity-sand-shader

#shadergraph #sand
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GitHub - jacksondunstan/UnityNativeScripting: Unity Scripting in C++

A library to allow writing Unity scripts in native code: C, C++, assembly.

Purpose
This project aims to give you a viable alternative to C#. Scripting in C++ isn't right for all parts of every project, but now it's an option.

Goals
Make scripting in C++ as easy as C#
Low performance overhead
Easy integration with any Unity project
Fast compile, build, and code generation times
Don't lose support from Unity Technologies

https://github.com/jacksondunstan/UnityNativeScripting

#cpp #nativescripting #native
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A sprite glow effect for Unity game engine

The glow effect is achieved using sprite outline in HDR colors (applied via shader) and bloom post-processing.
For the bloom effect Unity Post Processing Stack (PPS) is used. You can replace it with similar 3rd-party solutions.
The effect is compatible with the Universal Render Pipeline (URP, aka LWRP). Bloom should be configured via URP's own post-processing solution; don't forget to enable HDR in the pipeline asset settings.

https://github.com/Elringus/SpriteGlow

#vfx #bloom #spriteglow #glow
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Simple post effects for Unity URP using Shader Graph

This is a Unity sample project showing how to implement simple post effects using Shader Graph and Renderer Features on the Universal Render Pipeline.

https://github.com/keijiro/SimplePostEffects

#urp #posteffect #shader
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Demystifying C#'s Parameter Modifiers and Value and Reference Types
A quick and rough simplification

Another article in the series of interview preparation. This type of question is asked almost always as far as I see. And of course it doesn't hurt to know how arguments are passed and what parameters modifiers exactly do in your day-to-day work

https://paulsebastian.codes/c-sharp-pass-by-value-vs-ref-vs-in-vs-out

#ref #valuetype #referencetype #interview
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Runtime Monitoring is an easy way for you to monitor the value or state of custom C# members during runtime. Just add the 'Monitor' attribute to a field, property, event, method or even class and get its value or state displayed automatically in a customizable and extendable debug UI

https://github.com/JohnBaracuda/Runtime-Monitoring

#debug #monitoring
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VContainer: Pre IL Code Generation

Just in case you didn't know that VContainer has a code generation that helps to avoid reflection during runtime and makes dependencies resolution faster. Another strong point to try it in your next project or even compare the performance to your current DI container and replace it if needed.

https://vcontainer.hadashikick.jp/optimization/codegen

Repo: https://github.com/hadashiA/VContainer

#vcontainer #di #dicontainer #dependencyinjection
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Deep dive into Android ANR

Not a Unity post, but gives some insights on ANRs and ways to detect it using a native plugin (most likely someone already implemented it with a wrapper for Unity and shared it as an open source)

https://medium.com/okcredit/how-we-reduced-our-anr-by-three-times-d9ae0b41ad94

#anr #android
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Benchmark Your .NET Code With Benchmark.NET

It is basically a standard nowadays how to measure performance. We have a Performance Testing package made by Unity Technologies, but it is not as advanced as Benchmark.NET (and not that useful in many cases, especially given that my tests have shown that it produces a performance test report from a device in Unity 2019 only and doesn't let check the device performance in newer Unity versions due to no report being created). So prefer Benchmark.NET for code that can be benchmarked in isolation.

https://programmingfire.com/benchmark-your-dotnet-code-with-benchmark-dotnet

#benchmark #profiling
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AR VFX samples with Bibcam (burnt-in barcode metadata camera)
BibcamVfx is a sample project using Bibcam to create AR visual effects.

Video is captured using iPhone

https://github.com/keijiro/BibcamVfx

#vfx #camera
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NEXT-GEN RENDERING coming to Unity - Nano Tech

Looks like a custom "Nanite for Unity" is going to be released pretty soon. I remember seeing early videos of this project the last year, and happy to see it being close to a release.

https://www.indiegogo.com/projects/the-unity-improver-nano-tech/coming_soon

#nanite #compute #nanotech
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SmartTexture Asset for Unity: Unity tool to pack texture assets via any custom material/shader.

https://github.com/neon-age/SmartTexture

#texture #channelpacking
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The definitive guide to lighting in the High Definition Render Pipeline (HDRP) is now updated with tips for taking on the latest capabilities in Unity 2021 LTS. Learn how to create high-end lighting with production-ready HDRP features – from Light Anchors to Lens Flares, and beyond

#hdrp #lighting #book
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