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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How to use RaycastCommand

RaycastCommand is API that allows multiple raycast requests to be made in jobs. By using RaycastCommand instead of multiple calls to methods like Physics.Raycast(), the time spent on raycasts on the main thread can be reduced. The post contains code samples to demonstrate the comparison between raycasts using Physics.RaycastNonAlloc() and RaycastCommand. The results show the benefits of using RaycastCommand for efficient raycast operations.

https://coffeebraingames.wordpress.com/2023/05/22/how-to-use-raycastcommand/

#physics #jobs #raycast
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Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells

I personally enjoyed so much amazing animations in Dead Cells. Here is the post about how they were made.

https://www.gamedeveloper.com/production/art-design-deep-dive-using-a-3d-pipeline-for-2d-animation-in-i-dead-cells-i-

#animation
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Accessing texture data efficiently | Unity Blog

An overview of API to access texture data on CPU and GPU with performance benchmarks as well as intricacies of using various approaches.

https://blog.unity.com/engine-platform/accessing-texture-data-efficiently

#rendering #texture #performance
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How to properly implement movement in Unity 2D: Learn the basis of a proficient platformer controller

Games such as Super Meat Boy, Celeste, The Kingโ€™s Bird, and Dead Cells represent the gold standard for 2D movement mechanics. These games have achieved this status by creating satisfying and intuitive movement mechanics that are centered around simple directional movement and satisfying jumps. They are excellent platformers because they use a variety of invisible tricks in their physics systems to create the illusion of tight controls. These tricks are crucial in ensuring that the playerโ€™s movements feel natural and responsive enhancing the overall gameplay experience.

https://fungies.io/2023/04/11/how-to-properly-implement-movement-in-unity-2d-a-short-guide/

#controller #platformer
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InteractiveSmoke: Counter-Strike 2 smoke w/ Unity Compute Shader

https://github.com/aleksandrpp/InteractiveSmoke

#smoke #feature
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InstantPipes: A Unity editor tool for quickly generating pipes โ€” with pathfinding

https://github.com/letharqic/InstantPipes

#pcg #procedural #pipe
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Matusson/UCloth: Burst-based Unity cloth simulation

This project is not production ready and no further work will be done. It is primarily intented to be a learning resource

https://github.com/Matusson/UCloth

#cloth
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DOTS Samples
- Entities samples
- Netcode samples
- Physics samples
- Entities.Graphics HDRP samples
- Entities.Graphics URP samples

Also contains a list of links to learn more about DOTS

https://github.com/Unity-Technologies/EntityComponentSystemSamples

#dots #ecs
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CI/CD pipeline Unity Part 1

How to use GitHub actions and GameCI to have a simple pipeline that ensures your Unit tests pass on every single PR.

https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-1-344e74c4f35a

#ci
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CI/CD pipeline Unity Part 3

Weโ€™ll look at the following options:
- Improving the stability of main by enforcing PRs are up to date before merging.
- Caching to speed up job runs
- Separation and Parallelisation of Jobs
- Ensuring your main branch only contains conventional commit messages
- Self-Hosted Runners and Cache Accelerators
- Only testing code changes

https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-3-5885016f4367

#ci
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Compute Shaders in Unity: GPU Computing, First Compute Shader

A basic post about compute shaders and how to use it to generate a texture. Feels like the text almost completely generated by AI, but still can be used as a gentle introduction into compute shaders.

https://www.artstation.com/blogs/degged/vVzZ/compute-shaders-in-unity-gpu-computing-first-compute-shader

#computeshader
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Aim-IK: A Unity package, to procedurally orientate the character's head (and spine) in a direction without using any animation data.

https://github.com/ehsan-mohammadi/Aim-IK

#ik #aim
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NSprites: Unity DOTS Sprite Rendering Package

This framework provides sprite rendering system compatible with Entities package (unity ECS).
Basically it sync whatever entity component you want with GPU data to perform instanced rendering. As a result all entities with same Material can be rendered with single drawcall.

How it works
SpriteRenderingSystem sync registered entity components with ComputeBuffers to send data to GPU and then renders entities with Graphics.DrawMeshInstancedProcedural. System also controls how ComputeBuffers reallocates if capacity exceeds. Sprites are simple entities with no limits of what components you use.

https://github.com/Antoshidza/NSprites

Sample project: https://github.com/Antoshidza/Age-of-Sprites

#dots #sprite #rendering
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Randomation Vehicle Physics
This is a vehicle physics system for the Unity engine, originally developed with Unity 5.6. The most recent Unity version it has been tested with is 2019.2.9. It aims to achieve semi-realistic, general-purpose driving mechanics. This was originally sold on the asset store as Randomation Vehicle Physics 2.0.

https://github.com/JustInvoke/Randomation-Vehicle-Physics

#car #physics
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