Improving and expanding use cases: Physics changes in Unity 2022.2
New physics features to squeeze more performance:
- Batches physics queries
- A lot faster OnContact callbacks
https://blog.unity.com/technology/physics-changes-in-unity-2022-2
#physics
New physics features to squeeze more performance:
- Batches physics queries
- A lot faster OnContact callbacks
https://blog.unity.com/technology/physics-changes-in-unity-2022-2
#physics
π2
How to build Hot Reload For Unity and run it on device
The second part of the hot reload implementation series
https://immersivevrtools.com/Blog/how-to-build-unity-hot-reload-on-device
#hotreload
The second part of the hot reload implementation series
https://immersivevrtools.com/Blog/how-to-build-unity-hot-reload-on-device
#hotreload
Immersivevrtools
How to build Hot Reload For Unity and run it on device - Immersive VR Tools
Learn how to implement Hot Reload functionality and run it directly in Unity build / on device. No need to redeploy whole app!
π3
Simulations - Black Holes
A video that covers step-by-step how to simulate a black hole. Its amazing quality and production reminds me of Sebastian Lague videos, so definitely recommend to watch it.
https://youtu.be/yhDxBt72PU4
#shader #simulation #raymarching
A video that covers step-by-step how to simulate a black hole. Its amazing quality and production reminds me of Sebastian Lague videos, so definitely recommend to watch it.
https://youtu.be/yhDxBt72PU4
#shader #simulation #raymarching
YouTube
Simulations - Black Holes
A ray-marched Black Hole simulation following the space theme of my previous video...
As always, any feedback is appreciated, I've been constantly playing around with the microphone settings so would love to know what works and what doesn't!
Project sourceβ¦
As always, any feedback is appreciated, I've been constantly playing around with the microphone settings so would love to know what works and what doesn't!
Project sourceβ¦
π1
This media is not supported in your browser
VIEW IN TELEGRAM
URP-Custom-Post-Processing: A framework that intends to quickly extend volume post-processing in Unity URP. And some experimental custom post-processing implementation.
Can be used as a sample of ScriptableRendererFeature usage
https://github.com/SleeplessOwl0102/URP-Custom-Post-Processing
#postprocessing #urp #rendererfeature
Can be used as a sample of ScriptableRendererFeature usage
https://github.com/SleeplessOwl0102/URP-Custom-Post-Processing
#postprocessing #urp #rendererfeature
π3
This media is not supported in your browser
VIEW IN TELEGRAM
Wind Waker Style Stencil Buffer Lights (URP & BIRP)
A great description of the stencil buffer with samples to better describe the VFX
https://www.patreon.com/posts/wind-waker-style-78831006
#shader #stencil #light
A great description of the stencil buffer with samples to better describe the VFX
https://www.patreon.com/posts/wind-waker-style-78831006
#shader #stencil #light
π3
How to save 2 sec+ loading time of your game
A great list of nontrivial tips on how to improve loading times gathered while optimizing a big mobile project.
https://medium.com/hypemasters/how-to-save-2-sec-loading-time-of-your-game-f53611bbea0a
#optimization #loading
A great list of nontrivial tips on how to improve loading times gathered while optimizing a big mobile project.
https://medium.com/hypemasters/how-to-save-2-sec-loading-time-of-your-game-f53611bbea0a
#optimization #loading
Medium
How to save 2 sec+ loading time of your game
After reading this article, you will be able to decrease the loading time of your unity app on 2+ sec, or more
π8
This media is not supported in your browser
VIEW IN TELEGRAM
NovaShader: Multi-functional shader for the Particle System that supports Universal Render Pipeline (URP) of Unity.
The repo also contains a number of samples.
https://github.com/CyberAgentGameEntertainment/NovaShader
#shader #particles #urp
The repo also contains a number of samples.
https://github.com/CyberAgentGameEntertainment/NovaShader
#shader #particles #urp
π4
This media is not supported in your browser
VIEW IN TELEGRAM
(BIRP) World Position Effects Part 1: Sphere Radius
https://www.patreon.com/posts/19355776
#shader #dissolve
https://www.patreon.com/posts/19355776
#shader #dissolve
π3
How to create private packages for your Unity projects: share code across your projects
https://medium.com/@RunningMattress/how-to-create-private-packages-for-your-unity-project-48414039ab5
A repo with the template: https://github.com/RunningMattress/upm-test-package
#upm #package
https://medium.com/@RunningMattress/how-to-create-private-packages-for-your-unity-project-48414039ab5
A repo with the template: https://github.com/RunningMattress/upm-test-package
#upm #package
Medium
Share your code across all of your Unity projects with ease!
Unityβs package manager has a hidden secret. Itβs built on top of NPM. This offers us some amazing possibilities for sharing our code.
π4
scene-ref-attribute: Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate
Helps to avoid hassle with manually assigning references in the editor. Given the way to provide the scope for finding a component, it should cover the majority of use cases
https://github.com/KyleBanks/scene-ref-attribute
#editortool #autoref
Helps to avoid hassle with manually assigning references in the editor. Given the way to provide the scope for finding a component, it should cover the majority of use cases
https://github.com/KyleBanks/scene-ref-attribute
#editortool #autoref
GitHub
GitHub - KyleBanks/scene-ref-attribute: Unity C# attribute for serializing component and interface references within the sceneβ¦
Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate. - KyleBanks/scene-ref-attribute
π2
ECS Network Racing: ECS multiplayer racing sample to showcase using Unity Entities and netcode with best practices
Features:
Netcode for Entities
Baking
Idiomatic Foreach
Aspects
ISystem
Unity Physics
Jobs
Burst
Vivox
https://github.com/Unity-Technologies/ECS-Network-Racing-Sample
#ecs #netcode #sample
Features:
Netcode for Entities
Baking
Idiomatic Foreach
Aspects
ISystem
Unity Physics
Jobs
Burst
Vivox
https://github.com/Unity-Technologies/ECS-Network-Racing-Sample
#ecs #netcode #sample
GitHub
GitHub - Unity-Technologies/ECS-Network-Racing-Sample: ECS multiplayer racing sample to showcase using Unity Entities and netcodeβ¦
ECS multiplayer racing sample to showcase using Unity Entities and netcode with best practices - Unity-Technologies/ECS-Network-Racing-Sample
π4π1
This media is not supported in your browser
VIEW IN TELEGRAM
(BIRP)World Position Effects Part 2: Box/Square Shape and Multiple Interactors
https://www.patreon.com/posts/birp-world-part-78327175
#shader #interactor
https://www.patreon.com/posts/birp-world-part-78327175
#shader #interactor
π2
Inspecting memory with the new Memory Profiler package
An example of a few key workflows when inspecting your game with the memory profiler.
https://blog.unity.com/engine-platform/inspecting-memory-with-the-new-memory-profiler-package
#memory #profiling
An example of a few key workflows when inspecting your game with the memory profiler.
https://blog.unity.com/engine-platform/inspecting-memory-with-the-new-memory-profiler-package
#memory #profiling
Unity Blog
Inspecting memory with the new Memory Profiler package | Unity Blog
Discover five key workflows in the new Memory Profiler package that you can use to diagnose and examine memory-related issues in your game.
π2
This media is not supported in your browser
VIEW IN TELEGRAM
Stylized Water Shader
A tutorial of an amazing quality that contains a detailed step-by-step description how to achieve stylized water look.
It contains info on how to create a water shader with:
depth-based colors
refraction
surface and intersection foam
lighting effects
waves and buoyancy
caustics
planar reflections
https://alexanderameye.github.io/notes/stylized-water-shader/
#shader #water
A tutorial of an amazing quality that contains a detailed step-by-step description how to achieve stylized water look.
It contains info on how to create a water shader with:
depth-based colors
refraction
surface and intersection foam
lighting effects
waves and buoyancy
caustics
planar reflections
https://alexanderameye.github.io/notes/stylized-water-shader/
#shader #water
π4
Sharing code to build and deploy to Steam with one click
It relies on the com.unity.platforms package that is experimental.
https://www.reddit.com/r/Unity3D/comments/11mv0i3/sharing_code_to_build_and_deploy_to_steam_with/
Gist: https://gist.github.com/Marc-Ducret/ae65c430e6d27bfdf618c89150559cb6
#ci #steam
It relies on the com.unity.platforms package that is experimental.
https://www.reddit.com/r/Unity3D/comments/11mv0i3/sharing_code_to_build_and_deploy_to_steam_with/
Gist: https://gist.github.com/Marc-Ducret/ae65c430e6d27bfdf618c89150559cb6
#ci #steam
π2
This media is not supported in your browser
VIEW IN TELEGRAM
Fractured Cube Breakdown
Requires a pre-fractured model (for example made in Blender, using the Cell Fracture addon). But importantly, the positions of the origin/pivot of each fractured piece has been baked into mesh data (UV channels).
https://www.cyanilux.com/tutorials/fractured-cube-breakdown/
#shadergraph #fracture #vfx
Requires a pre-fractured model (for example made in Blender, using the Cell Fracture addon). But importantly, the positions of the origin/pivot of each fractured piece has been baked into mesh data (UV channels).
https://www.cyanilux.com/tutorials/fractured-cube-breakdown/
#shadergraph #fracture #vfx
π5
Unity-HDRP-GPU-View-Cone: View Cone, Field of View, Sight Cone - done with custom Shadow Mapping in Unity HDRP
The technique used is basically the shadow mapping. Rendering the depth texture from the eyes of the enemy, then checking which spots are visible to the player AND the enemy and only drawing on overlapping pixels. The performance cost should be like having a spotlight with shadows turned on.
Since the latest few HDRP Upgrades the system doesn't work in builds anymore. So consider this repo just for learning purposes on how to theoretically set up custom shadow mapping
https://github.com/leorid/Unity-HDRP-GPU-View-Cone
#hdrp #lineofsight #viewcone
The technique used is basically the shadow mapping. Rendering the depth texture from the eyes of the enemy, then checking which spots are visible to the player AND the enemy and only drawing on overlapping pixels. The performance cost should be like having a spotlight with shadows turned on.
Since the latest few HDRP Upgrades the system doesn't work in builds anymore. So consider this repo just for learning purposes on how to theoretically set up custom shadow mapping
https://github.com/leorid/Unity-HDRP-GPU-View-Cone
#hdrp #lineofsight #viewcone
π3
animation.gif
11.1 MB
π2
Unity Production Architecture
There are endless ways of scaling your architecture without suffering, and different developers have different opinions about that. The author tried to identify practices that are easy to follow, simple enough, but still result in scalability.
The book is not finished yet, but 3 chapters are available already.
https://unity-architecture.com/
#architecture
There are endless ways of scaling your architecture without suffering, and different developers have different opinions about that. The author tried to identify practices that are easy to follow, simple enough, but still result in scalability.
The book is not finished yet, but 3 chapters are available already.
https://unity-architecture.com/
#architecture
Unity-Architecture
Home - Unity Production Architecture -
π8
This media is not supported in your browser
VIEW IN TELEGRAM
Screen Gloom Optimization in Wavetale
https://agentlien.github.io/gloom/index.html
#postprocess #shader #gloom
https://agentlien.github.io/gloom/index.html
#postprocess #shader #gloom
π3
Statistics matter: How Data Impacts Play
How excessive stats can harm player experience.
http://www.hermanelectro.com/posts/positive_negative_stats.html
#gamedesign #stats
How excessive stats can harm player experience.
http://www.hermanelectro.com/posts/positive_negative_stats.html
#gamedesign #stats
π3