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!
Unityโs package manager has a hidden secret. Itโs built on top of NPM. This offers us some amazing possibilities for sharing our code.
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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 sceneโฆ
Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate. - KyleBanks/scene-ref-attribute
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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 netcodeโฆ
ECS multiplayer racing sample to showcase using Unity Entities and netcode with best practices - Unity-Technologies/ECS-Network-Racing-Sample
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(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
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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.
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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
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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
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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
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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
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animation.gif
11.1 MB
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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 -
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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
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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
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Improving job system performance scaling in 2022.2 โ part 2: Overhead | Unity Blog
https://blog.unity.com/engine-platform/improving-job-system-performance-2022-2-part-2
#jobsystem #multithreading
https://blog.unity.com/engine-platform/improving-job-system-performance-2022-2-part-2
#jobsystem #multithreading
Unity Blog
Improving job system performance scaling in 2022.2 โ part 2: Overhead | Unity Blog
In the second installment of this two-part article, Software Engineer Kevin Vacheresse looks at job system overhead from Unityโs former job system and how the engineering team has addressed this in the 2022.2 Tech Stream release. With part two, discover theโฆ
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Text To TextMesh Pro Upgrade Tool for Unity
Helps you upgrade the Text, InputField, Dropdown and TextMesh objects in your projects to their TextMesh Pro variants. It also upgrades the scripts so that e.g. Text variables in those scripts become TMP_Text variables. Then, it reconnects the references to the upgraded components (e.g. if a public variable was referencing an upgraded Text component, it will now reference the corresponding TextMeshProUGUI component).
https://github.com/yasirkula/UnityTextToTextMeshProUpgradeTool
#textmeshpro #editortool
Helps you upgrade the Text, InputField, Dropdown and TextMesh objects in your projects to their TextMesh Pro variants. It also upgrades the scripts so that e.g. Text variables in those scripts become TMP_Text variables. Then, it reconnects the references to the upgraded components (e.g. if a public variable was referencing an upgraded Text component, it will now reference the corresponding TextMeshProUGUI component).
https://github.com/yasirkula/UnityTextToTextMeshProUpgradeTool
#textmeshpro #editortool
GitHub
GitHub - yasirkula/UnityTextToTextMeshProUpgradeTool: Upgrade Text, InputField, Dropdown and TextMesh objects to their TextMeshโฆ
Upgrade Text, InputField, Dropdown and TextMesh objects to their TextMesh Pro variants in Unity - yasirkula/UnityTextToTextMeshProUpgradeTool
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How Async/Await Really Works in C#
A deep-dive into the history leading to, the design decisions behind, and implementation details of async/await in C# and .NET.
https://devblogs.microsoft.com/dotnet/how-async-await-really-works/
#async #interview
A deep-dive into the history leading to, the design decisions behind, and implementation details of async/await in C# and .NET.
https://devblogs.microsoft.com/dotnet/how-async-await-really-works/
#async #interview
Microsoft News
How Async/Await Really Works in C#
Async/await was added to the C# language over a decade ago and has transformed how we write scalable code for .NET. But how does it really work? In this post, we take a deep dive into its internals.
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Unity Shadow Volume Generator (Stencil Shadows): Library for generating sharp shadow volumes in Unity3D.
Shadow volumes are recognized by the CRISP and ACCURATE shadows that they cast. It essentially finds the outline of an object from the lights perspective, and then creates a mesh that casts into the scene.
https://github.com/rhedgeco/UnityShadowVolumeGenerator
#rendererfeature #shadow #shadowvolume #stencilshadow
Shadow volumes are recognized by the CRISP and ACCURATE shadows that they cast. It essentially finds the outline of an object from the lights perspective, and then creates a mesh that casts into the scene.
https://github.com/rhedgeco/UnityShadowVolumeGenerator
#rendererfeature #shadow #shadowvolume #stencilshadow
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QuadSphere: Unity QuadSphere with Level of Detail subdivision
A similar technique is used in Kerbal Space Program 2 to render planets with level of detail support for better performance
https://github.com/bicarbon8/QuadSphere
#quadsphere
A similar technique is used in Kerbal Space Program 2 to render planets with level of detail support for better performance
https://github.com/bicarbon8/QuadSphere
#quadsphere
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Frequently Asked Question about marketing your game on Steam
https://howtomarketagame.com/2023/03/14/frequently-asked-question-about-marketing-your-game/
#marketing #steam
https://howtomarketagame.com/2023/03/14/frequently-asked-question-about-marketing-your-game/
#marketing #steam
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Runtime authoring in projects using ECS for Unity
An overview of data modes that are claimed to improve the workflow with game objects' and entities' data in the editor and playmode.
https://blog.unity.com/engine-platform/runtime-authoring-in-projects-using-ecs
#dots #baking #authoring #datamodes
An overview of data modes that are claimed to improve the workflow with game objects' and entities' data in the editor and playmode.
https://blog.unity.com/engine-platform/runtime-authoring-in-projects-using-ecs
#dots #baking #authoring #datamodes
Unity Blog
Runtime authoring in projects using ECS for Unity | Unity Blog
Unityโs Sรฉbastien L'Heureux shares more about the new Data Modes pattern so developers can make the most of Editor workflows specific to projects using ECS for Unity.
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Practical Optimizations
This is a long video, but it's worth watching. The speaker is a great engineer who shares an example of optimization using DOD (Data-oriented design) in Kerbal Space Program 2. Obviously, this optimization technique is not suitable or needed in every game, but when it fits, it gives amazing results.
https://youtu.be/NAVbI1HIzCE
#performance #optimization #dod #jobsystem
This is a long video, but it's worth watching. The speaker is a great engineer who shares an example of optimization using DOD (Data-oriented design) in Kerbal Space Program 2. Obviously, this optimization technique is not suitable or needed in every game, but when it fits, it gives amazing results.
https://youtu.be/NAVbI1HIzCE
#performance #optimization #dod #jobsystem
YouTube
Practical Optimizations
So with all the talk about optimization happening on Twitter, some people who saw me give this talk at a private conference asked for me to do a public version.
If you want to play with the code yourself, a more complete version of the monster example isโฆ
If you want to play with the code yourself, a more complete version of the monster example isโฆ
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