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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Unity HTTP Debugger

We always had a similar, but smaller solution on any project that had client-server communication, as it makes debugging a lot easier. And altering responses opens up a new way of testing and reproducing bugs. Of course there are standalone apps likes Charles for this, but a tailored editor tool is more convenient in my opinion.

https://github.com/ErnSur/Unity-Http-Debugger

#debug #http #editortool
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UiParticles: Unity ParticleSystem for built-in UI

Unity ParticleSystem for built-in UI.
Full compatibility with Unity UI Canvas: sorting order, masking, UI shaders etc...
Size and speed of particles are in canvas-based coordinate system

https://github.com/ken48/UnityUiParticles

#ui #particles
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keijiro/StickShow: GPU instancing with RenderMeshInstanced

StickShow is a Unity sample project showing how to use Graphics.RenderMeshInstanced with a custom shader graph and per-instance data.

https://github.com/keijiro/StickShow

#instancing #rendermesh
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NullTale/SoCreator: Create ScriptableObject by type from Unity Editor.

Can come in quite handy when you have a lot of scriptable objects in the project. Which can be pretty common given that configs are better to be stored in SO since it doesn't generate garbage when being loaded. And SO loading is faster as it's a memcpy call under the hood.

https://github.com/NullTale/SoCreator

Info about SO is taken from a great talk at Unite

#scriptableobject #editortool
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UnityTexelShaders: URP Texel Lighting

The aim of this project is to make late-1990-early-2000 game graphics, but with all-new look. Think of it as of half-life 1 software renderer with pixelated PBR.

https://github.com/keeborgue/UnityTexelShaders

More info on the effect: https://forum.unity.com/threads/the-quest-for-efficient-per-texel-lighting.529948/

#texelspaceshading #shader #urp
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Top 10 Dotnet Exception Anti-Patterns in C#

- Exceptions should be reserved for the truly exceptional
- Exceptions should include all information needed to react to them
- Exceptions should only be caught where they can be appropriately responded to
- Do not catch Exception or force others to catch it by throwing Exception
- Exceptions add to your cognitive workload as a developer and slow down your application and should be avoided when possible

https://newdevsguide.com/2022/11/06/exception-anti-patterns-in-csharp/

#exception #errorhandling
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Unity-Dependencies-Hunter: This tool finds unreferenced assets by scanning all files in your Unity project.

https://github.com/AlexeyPerov/Unity-Dependencies-Hunter

#editortool #assets
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10 things you need to be doing in Unity

A list of basic tips by a guy who works on a lot of prototypes:
- Serializing components
- Drawing scene gizmos
- Initialization order
- Stop using public fields
- Mod to loop collections
- PlayClipAtPoint
- Limit extern calls with SetPositionAndRotation
- Operator overloading
- Composition
- Don't use lazy naming conventions

https://youtu.be/Ic5ux-tpkCE

#tips
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Custom Leaf Physics

Allows setting up fallen leaves with realistic physics

https://github.com/hasantarhan/LeafPhysics

#instancing #jobsystem #particles
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