RecordPhysicsAsAnimations: A Unity tool that lets you bake physics movements of an object and its children into animation and possibly let you save fps.
That's how destruction is made in The Ascent for example.
https://github.com/guraysenova/RecordPhysicsAsAnimations
#animation #physics
That's how destruction is made in The Ascent for example.
https://github.com/guraysenova/RecordPhysicsAsAnimations
#animation #physics
GitHub
GitHub - guraysenova/RecordPhysicsAsAnimations: A Unity tool that lets you bake physics movements of an object and its childrenβ¦
A Unity tool that lets you bake physics movements of an object and its children into animation and possibly let you save fps. - guraysenova/RecordPhysicsAsAnimations
π5
UnityTextToTextMeshProUpgradeTool: Upgrade Text, InputField, Dropdown and TextMesh objects to their TextMesh Pro variants in Unity
https://github.com/yasirkula/UnityTextToTextMeshProUpgradeTool
#textmeshpro #tools
https://github.com/yasirkula/UnityTextToTextMeshProUpgradeTool
#textmeshpro #tools
GitHub
GitHub - yasirkula/UnityTextToTextMeshProUpgradeTool: Upgrade Text, InputField, Dropdown and TextMesh objects to their TextMeshβ¦
Upgrade Text, InputField, Dropdown and TextMesh objects to their TextMesh Pro variants in Unity - yasirkula/UnityTextToTextMeshProUpgradeTool
π5
How to automatically generate icons based on 3D models
https://gist.github.com/Marc-Ducret/e9d3497645302944df18566891a69fe7
#tools #icongenerator
https://gist.github.com/Marc-Ducret/e9d3497645302944df18566891a69fe7
#tools #icongenerator
π5
From Junior to Genius: an optimization story
https://itnext.io/from-junior-to-genius-an-optimization-story-ab20afc8159d
#optimization #simd
https://itnext.io/from-junior-to-genius-an-optimization-story-ab20afc8159d
#optimization #simd
Medium
From Junior to Genius: an optimization story
Refactoring a checksum until it runs 100 times faster
π7
Problem-Solving Techniques: The Sniper vs the General
I don't really agree with the metaphor, but the main point is valid: the probability of a successful guess drops with each attempt, so try to use both techniques when solving an issue.
https://betterprogramming.pub/problem-solving-techniques-the-sniper-vs-the-general-5620e2096003
#problemsolving #se #engineering
I don't really agree with the metaphor, but the main point is valid: the probability of a successful guess drops with each attempt, so try to use both techniques when solving an issue.
https://betterprogramming.pub/problem-solving-techniques-the-sniper-vs-the-general-5620e2096003
#problemsolving #se #engineering
π3
Sorting a million sprites
https://coffeebraingames.wordpress.com/2022/10/04/sorting-a-million-sprites/
#rendering #drawmesh
https://coffeebraingames.wordpress.com/2022/10/04/sorting-a-million-sprites/
#rendering #drawmesh
COFFEE BRAIN GAMES
Sorting a million sprites
When I wrote this article in 2020 about rendering a million sprites, I was also writing a 2D rendering framework using this technique combined with DOTS. I was planning to use this framework for Acβ¦
π4
Sherlog: Flexible logging for C# and Unity
A logger from the developer of Entitas
https://github.com/sschmid/Sherlog
#logger
A logger from the developer of Entitas
https://github.com/sschmid/Sherlog
#logger
GitHub
GitHub - sschmid/Sherlog: Flexible logging for C# and Unity
Flexible logging for C# and Unity. Contribute to sschmid/Sherlog development by creating an account on GitHub.
π4
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Vertx.Debugging: Debugging Utilities for Unity
https://github.com/vertxxyz/Vertx.Debugging
#debug #gizmo
https://github.com/vertxxyz/Vertx.Debugging
#debug #gizmo
π6
animation.gif
14.9 MB
Rendering A Card In URP
A very detailed post about rendering a card with a custom VFX.
https://fronkongames.github.io/Dawn-Of-The-Cards/article/rendering_a_card/
#urp #shader #card
A very detailed post about rendering a card with a custom VFX.
https://fronkongames.github.io/Dawn-Of-The-Cards/article/rendering_a_card/
#urp #shader #card
π3
Performance traps of ref locals and ref returns in C#
Be cautious with ref returns because they can break encapsulation.
Be cautious with readonly ref returns because theyβre more performant only for readonly structs and could cause performance issues for regular structs.
Be cautious with readonly ref locals because they also could cause performance issues for non-readonly structs causing defensive copy each time the variable is used.
https://devblogs.microsoft.com/premier-developer/performance-traps-of-ref-locals-and-ref-returns-in-c/
#struct #readonly #ref #performance
Be cautious with ref returns because they can break encapsulation.
Be cautious with readonly ref returns because theyβre more performant only for readonly structs and could cause performance issues for regular structs.
Be cautious with readonly ref locals because they also could cause performance issues for non-readonly structs causing defensive copy each time the variable is used.
https://devblogs.microsoft.com/premier-developer/performance-traps-of-ref-locals-and-ref-returns-in-c/
#struct #readonly #ref #performance
Microsoft News
Performance traps of ref locals and ref returns in C#
The C# language from the very first version supported passing arguments by value or by reference. But before C# 7 the C# compiler supported only one way of returning a value from a method (or a property) β returning by value.
π2
Unity-Technologies/game-programming-patterns-demo: A repo of small demos that assemble some of the well-known design patterns in Unity development to support the ebook "Level up your code with game programming patterns"
https://github.com/Unity-Technologies/game-programming-patterns-demo
#pattern #book
https://github.com/Unity-Technologies/game-programming-patterns-demo
#pattern #book
GitHub
GitHub - Unity-Technologies/game-programming-patterns-demo: A repo of small demos that assemble some of the well-known design patternsβ¦
A repo of small demos that assemble some of the well-known design patterns in Unity development to support the ebook "Level up your code with game programming patterns" - Unity-Te...
π2
Animal Crossing curved world shader graph
https://www.youtube.com/watch?v=QkX1VerPiNQ
#shadergraph #curved
https://www.youtube.com/watch?v=QkX1VerPiNQ
#shadergraph #curved
YouTube
Animal Corssing Curved World Shader Graph - Easy Unity Tutorial
Learn how to bend your game world using Unity's Shader Graph to look like Animal Crossing visuals.
The Ultimate 2D & 3D Shader Graph Course: https://www.udemy.com/course/the-ultimate-2d-3d-shader-graph-vfx-unity-course/?referralCode=AA34C472F6CB6B86DE75
β¦
The Ultimate 2D & 3D Shader Graph Course: https://www.udemy.com/course/the-ultimate-2d-3d-shader-graph-vfx-unity-course/?referralCode=AA34C472F6CB6B86DE75
β¦
π3
Texture Debugger
A component used to display temporary textures generated during the rendering process(e.g. GBuffer,AO Texture) on the game screen.
https://github.com/Minghou-Lei/unity-texture-debugger
#debug #shader #texture
A component used to display temporary textures generated during the rendering process(e.g. GBuffer,AO Texture) on the game screen.
https://github.com/Minghou-Lei/unity-texture-debugger
#debug #shader #texture
π4
methodic: Test and interact with functions in Unity using a GUI.
Adds an editor window that provides a simple interface to select your script's functions and run them with parameters of your choice. Ideal for manually triggering events during gameplay and for modifying game objects in the editor.
https://github.com/mminer/methodic
#editortool #invoker
Adds an editor window that provides a simple interface to select your script's functions and run them with parameters of your choice. Ideal for manually triggering events during gameplay and for modifying game objects in the editor.
https://github.com/mminer/methodic
#editortool #invoker
π3
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Airplane trails with distance fading shader graph.
https://www.reddit.com/r/Unity3D/comments/xo3y6l/after_your_feedback_on_trails_heres_the_softer/
#shadergraph #trail
https://www.reddit.com/r/Unity3D/comments/xo3y6l/after_your_feedback_on_trails_heres_the_softer/
#shadergraph #trail
π3
A guide to advanced Editor scripting that will save you time | Unity Blog
https://blog.unity.com/technology/advanced-editor-scripting-hacks-to-save-you-time-part-1
#assetprocessor #assetdatabase
https://blog.unity.com/technology/advanced-editor-scripting-hacks-to-save-you-time-part-1
#assetprocessor #assetdatabase
Unity
Advanced Editor scripting hacks to save you time, part 1
Unity Developer Jordi Caballol shares advanced Editor scripting hacks that are sure to save you time on your next project in the latest Tech from the Trenches column.
π3
Shader Variant Explorer lets you peek into Unity's shader compilation process to better understand the composition of shader files. Allows checking used keywords.
https://github.com/needle-tools/shader-variant-explorer
#shader #shadervariant
https://github.com/needle-tools/shader-variant-explorer
#shader #shadervariant
GitHub
GitHub - needle-tools/shader-variant-explorer: Shader Variant Explorer lets you peek into Unity's shader compilation process toβ¦
Shader Variant Explorer lets you peek into Unity's shader compilation process to better understand the composition of shader files. - needle-tools/shader-variant-explorer
π3
Rhea - URP Geometry Shader Grass
Keep in mind that geometry shaders don't work on Metal though.
https://github.com/Ryan-Gee/RheaGrass
#shader #urp #grass
Keep in mind that geometry shaders don't work on Metal though.
https://github.com/Ryan-Gee/RheaGrass
#shader #urp #grass
GitHub
GitHub - Ryan-Gee/RheaGrass
Contribute to Ryan-Gee/RheaGrass development by creating an account on GitHub.
π3
GitHub - Cysharp/MemoryPack: Zero encoding extreme performance binary serializer for C# and Unity.
The newest serializer by the developer of UniTask and MessagePack for C#.
https://github.com/Cysharp/MemoryPack
#serializer
The newest serializer by the developer of UniTask and MessagePack for C#.
https://github.com/Cysharp/MemoryPack
#serializer
π8