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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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 β€” 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

We’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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MegacityMultiplayer: Megacity Multiplayer is an action-packed, shooter game based on the original Megacity sample. It leverages the power of Netcode for Entities for an immersive, multiplayer experience that can support 64+ players simultaneously.

Start-up times seem fun:
When going into the main scene, subscenes need to import: Up to 20 min
When going into the playmode, server world is created: Up to 30 min

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

#netcode #megacity
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gpt4all.unity: this is Unity bindings for the gpt4all. It provides high-performance inference of large language models (LLM) running on your local machine.

Main features:
- Chat-based LLM that can be used for NPCs and virtual assistants
- Models of different sizes for commercial and non-commercial use
- Fast CPU based inference
- Runs on local users device without Internet connection
- Free and open source

https://github.com/Macoron/gpt4all.unity

#ai #gpt
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You can use Unity's particle system as the basis for your targeting/seeking mechanics using just the built-in Force Field component

https://www.reddit.com/r/Unity3D/comments/13td8dz/you_can_use_unitys_particle_system_as_the_basis/

#particles #missile
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procedural-stochastic-texturing: Modified Shader Graph package implementing Procedural Stochastic Texturing

https://github.com/UnityLabs/procedural-stochastic-texturing

Usage with shaders: https://blogs.unity3d.com/2019/02/14/procedural-stochastic-texturing-in-unity/

#texture #stochastic #shadergraph
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