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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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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Recent Selections

An editor window which shows recent selections both in assets and scene hierarchy and allows to quickly re-select them

https://github.com/sinedsem/unity-helpers

#editortools #selection
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Post-Processing-Scan

A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of a spherical signed distance field (SDF). Supports URP now

https://github.com/MirzaBeig/Post-Processing-Scan

#scan #sonar #vfx #shader #postprocess
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