A simple project that shows how to create an Android service for Unity application working on background
The Unity Background Service is a project demonstrating how to create an Android service for a Unity application to operate in the background. Typically, Android services, especially within Unity apps, shut down when we terminate the app. It is impossible to keep the service fully operational in the background. The only solution is to allow the service to run in the foreground, accompanied by a notification. Users can then choose to hide that notification if they wish.
https://github.com/nintendaii/unity-background-service
#native #background
The Unity Background Service is a project demonstrating how to create an Android service for a Unity application to operate in the background. Typically, Android services, especially within Unity apps, shut down when we terminate the app. It is impossible to keep the service fully operational in the background. The only solution is to allow the service to run in the foreground, accompanied by a notification. Users can then choose to hide that notification if they wish.
https://github.com/nintendaii/unity-background-service
#native #background
GitHub
GitHub - nintendaii/unity-background-service: A simple project that shows how to create an Android service for Unity applicationβ¦
A simple project that shows how to create an Android service for Unity application working on background - nintendaii/unity-background-service
π₯7π2
Asynchronously Instantiate Objects with InstantiateAsync In Unity
InstantiateAsync has finally arrived, though still in beta. It's also interesting whether it will be backported to LTS versions or not
https://giannisakritidis.com/blog/InstantiateAsync/
#instantiate #async
InstantiateAsync has finally arrived, though still in beta. It's also interesting whether it will be backported to LTS versions or not
https://giannisakritidis.com/blog/InstantiateAsync/
#instantiate #async
C# and Unity development
Asynchronously Instantiate Objects with InstantiateAsync In Unity
How to use the Object.InstantiateAsync method in Unity to Asynchronously Instantiate GameObjects
π₯6π4
radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP.
By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This script adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on RequestShadowMapRendering and RequestSubShadowMapRendering functions
https://github.com/radishface/OnDemandShadowMapUpdate
#hdrp #shadow #rendering
By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This script adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on RequestShadowMapRendering and RequestSubShadowMapRendering functions
https://github.com/radishface/OnDemandShadowMapUpdate
#hdrp #shadow #rendering
GitHub
GitHub - radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP.
Customize on-demand shadow rendering in HDRP. Contribute to radishface/OnDemandShadowMapUpdate development by creating an account on GitHub.
π₯4π1
Get your work recognized: write a brag document
A lot of developers work in companies that practice some sort of performance review. Take some time to write a document with your accomplishments and update it periodically in order to make not only your life easier when it comes to a self evaluation report, but also your manager's and peers' lives who take part in the review.
https://jvns.ca/blog/brag-documents/
#career #review
A lot of developers work in companies that practice some sort of performance review. Take some time to write a document with your accomplishments and update it periodically in order to make not only your life easier when it comes to a self evaluation report, but also your manager's and peers' lives who take part in the review.
https://jvns.ca/blog/brag-documents/
#career #review
Julia Evans
Get your work recognized: write a brag document
Thereβs this idea that, if you do great work at your job, people will (or should!) automatically recognize that work and reward you for it with promotions / increased pay. In practice, itβs often more complicated than that β some kinds of important work areβ¦
π₯3π2
AnnulusGames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity.
Annulus Games shared a lot of great packages on their GitHub, make sure to check their repos. Some of them I've already shared here too.
https://github.com/AnnulusGames/LitMotion
#tween
Annulus Games shared a lot of great packages on their GitHub, make sure to check their repos. Some of them I've already shared here too.
https://github.com/AnnulusGames/LitMotion
#tween
GitHub
GitHub - annulusgames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity.
Lightning-fast and Zero Allocation Tween Library for Unity. - annulusgames/LitMotion
π₯4π3
kyubuns/Auto9Slicer: Auto 9 slice sprite generator on Unity
https://github.com/kyubuns/Auto9Slicer
#sprite #slice #editortool
https://github.com/kyubuns/Auto9Slicer
#sprite #slice #editortool
GitHub
GitHub - kyubuns/Auto9Slicer: Auto 9 slice sprite generator on Unity
Auto 9 slice sprite generator on Unity. Contribute to kyubuns/Auto9Slicer development by creating an account on GitHub.
π₯5π4
LitMotion β High-performance tween implementation with data-oriented design in Unity
An amazing post about tween library design approaches and which one is used by LitMotion, acclaimed by its authors the fastest. Delves into details of achieving the maximum performance and why design of previous tween libs leads to performance issues. Also it describes the sparse set data structure in very simple terms.
https://medium.com/@annulusgames/litmotion-fastest-tween-implementation-with-data-oriented-design-in-unity-07c9aa14d9dd
#performance #sparseset #tween
An amazing post about tween library design approaches and which one is used by LitMotion, acclaimed by its authors the fastest. Delves into details of achieving the maximum performance and why design of previous tween libs leads to performance issues. Also it describes the sparse set data structure in very simple terms.
https://medium.com/@annulusgames/litmotion-fastest-tween-implementation-with-data-oriented-design-in-unity-07c9aa14d9dd
#performance #sparseset #tween
Medium
LitMotion β High-performance tween implementation with data-oriented design in Unity.
I have released a new tween library called LitMotion, which performs faster than any other tween library for Unity (DOTween, LeanTween, PrimeTween, MagicTween, etc.). LitMotion is the fastest tweenβ¦
π₯5π2
Rider 2024.1 EAP 5: Collections Visualizer, Sticky Lines, Improved GitHub Actions Support, and More
Collections visualizer and sticky lines definitely gonna be helpful during investigations and debugging
https://blog.jetbrains.com/dotnet/2024/02/16/rider-2024-1-eap-5/
#rider
Collections visualizer and sticky lines definitely gonna be helpful during investigations and debugging
https://blog.jetbrains.com/dotnet/2024/02/16/rider-2024-1-eap-5/
#rider
The JetBrains Blog
Rider 2024.1 EAP 5: Collections Visualizer, Sticky Lines, Improved GitHub Actions Support, and More | The .NET Tools Blog
We are mid-way through the Early Access Program for Rider 2024, which means the EAP 5 build has just been released, bringing a host of amazing updates. But before you go to download it, letβs go
π7π₯7
Top 7 Unity Architecture Mistakes in Match3 Games
A great post that covers practices that must be followed if you want to build a top-grossing game that remains successful over long periods of time. You might think that all this advice is overkill or that no one follows it all in game development, but that's the harsh reality of modern top mobile games. Of course there are exceptions to this and from time to time we see ultra successful games that don't follow it, check "the survivorship bias". But still keeping the success up for many years requires incorporating these practices sooner or later.
It's great that experts like Siarhei share their invaluable experience from working on a number of the most successful mobile games.
https://www.linkedin.com/pulse/top-7-unity-architecture-mistakes-match3games-siarhei-khalandachou-uyklf/
#architecture #process
A great post that covers practices that must be followed if you want to build a top-grossing game that remains successful over long periods of time. You might think that all this advice is overkill or that no one follows it all in game development, but that's the harsh reality of modern top mobile games. Of course there are exceptions to this and from time to time we see ultra successful games that don't follow it, check "the survivorship bias". But still keeping the success up for many years requires incorporating these practices sooner or later.
It's great that experts like Siarhei share their invaluable experience from working on a number of the most successful mobile games.
https://www.linkedin.com/pulse/top-7-unity-architecture-mistakes-match3games-siarhei-khalandachou-uyklf/
#architecture #process
Linkedin
Top 7 Unity Architecture Mistakes in Match3 Games
1. Wasteful game-level management Symptoms: You have to resubmit the client to add new game levels in production for players.
π₯5π1π©1
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π7π₯3π―1
FakeRopeSimulation: Create a fake simulated rope, connecting between 2 point
https://github.com/Ali10555/FakeRopeSimulation
#rope
https://github.com/Ali10555/FakeRopeSimulation
#rope
GitHub
GitHub - Ali10555/OptimizedRopesAndCables: Creates a fake simulated rope, connecting between 2 point.
Creates a fake simulated rope, connecting between 2 point. - Ali10555/OptimizedRopesAndCables
π4π₯2
Unity WebGL platform and version comparisons with a lot of nice extras
Build reference collection for various Unity WebGL builds with different build settings. These live builds show the size, loading speed and capabilities of Unity WebGL builds to help you make an educated decision on what version might be best suited for your project.
https://github.com/JohannesDeml/UnityWebGL-LoadingTest
#webgl
Build reference collection for various Unity WebGL builds with different build settings. These live builds show the size, loading speed and capabilities of Unity WebGL builds to help you make an educated decision on what version might be best suited for your project.
https://github.com/JohannesDeml/UnityWebGL-LoadingTest
#webgl
GitHub
GitHub - JohannesDeml/UnityWebGL-LoadingTest: Unity WebGL platform and version comparisons with a lot of nice extras
Unity WebGL platform and version comparisons with a lot of nice extras - JohannesDeml/UnityWebGL-LoadingTest
π₯7π1
How to spy on your competition
Do you ever look at popular games and think βHow did they do it?β Why are they so popular? How can I do that too? Should I be Tweeting more? (Hint: probably not).
There are a couple tricks to deconstruct how those popular games get so damn popular.
https://howtomarketagame.com/2021/01/25/how-to-spy-on-your-competition/
#marketing #gamedesign
Do you ever look at popular games and think βHow did they do it?β Why are they so popular? How can I do that too? Should I be Tweeting more? (Hint: probably not).
There are a couple tricks to deconstruct how those popular games get so damn popular.
https://howtomarketagame.com/2021/01/25/how-to-spy-on-your-competition/
#marketing #gamedesign
π3π₯2
NEW Unity ECS Profiling and Analysis Tools - Unity DOTS
I haven't noticed these new graphs in the profiler while working with Unity ECS for quite some time: entities structural changes and entities memory. So I thought this video might be helpful to get acquainted with these new features. The entities journaling in 1.0 is already added as a separate editor window, so the hassle with the debugger is not needed anymore.
https://www.youtube.com/watch?v=UOH56gkfG4Y
#profiling #dots
I haven't noticed these new graphs in the profiler while working with Unity ECS for quite some time: entities structural changes and entities memory. So I thought this video might be helpful to get acquainted with these new features. The entities journaling in 1.0 is already added as a separate editor window, so the hassle with the debugger is not needed anymore.
https://www.youtube.com/watch?v=UOH56gkfG4Y
#profiling #dots
YouTube
NEW Unity ECS Profiling and Analysis Tools - Unity DOTS 2022
π‘ Attend the Game Dev Guild Conference: https://www.tmg.dev/GDG22 π‘
π¬ Come chat with other DOTS/ECS devs: https://tmg.dev/Discord π¬
π§ Resources Mentioned π§
- Setup new ECS 0.50 project: https://youtu.be/m_ZDL2X9jvM
- Shared Components Video: https://yβ¦
π¬ Come chat with other DOTS/ECS devs: https://tmg.dev/Discord π¬
π§ Resources Mentioned π§
- Setup new ECS 0.50 project: https://youtu.be/m_ZDL2X9jvM
- Shared Components Video: https://yβ¦
π₯3π1
Unity selected objects History Window
Also provides the favorites window. I tried a few open source solutions and this one looks the most straightforward.
https://github.com/acoppes/unity-history-window
#history #favorites #editortools
Also provides the favorites window. I tried a few open source solutions and this one looks the most straightforward.
https://github.com/acoppes/unity-history-window
#history #favorites #editortools
GitHub
GitHub - acoppes/unity-history-window: A simple selection history window for Unity.
A simple selection history window for Unity. Contribute to acoppes/unity-history-window development by creating an account on GitHub.
π₯4π2
Arch.Unity: Arch ECS integration for Unity.
One of the fastest C# ECS implementations is now available in Unity. Provides:
- VContainer Integration
- Arch Hierarchy (similar to Entities Hierarchy from Unity.Entities)
- Jobs support (reference types and structural changes are not allowed since there is no EntityCommandBuffer; however, based on my experience with Unity.Entities structural changes can be done via NativeArray, which is filled with entities to be changed, and the actual structural change is performed after the job on the main thread, this approach can be even faster than ECB)
- Conversion Workflow
https://github.com/AnnulusGames/Arch.Unity
#ecs
One of the fastest C# ECS implementations is now available in Unity. Provides:
- VContainer Integration
- Arch Hierarchy (similar to Entities Hierarchy from Unity.Entities)
- Jobs support (reference types and structural changes are not allowed since there is no EntityCommandBuffer; however, based on my experience with Unity.Entities structural changes can be done via NativeArray, which is filled with entities to be changed, and the actual structural change is performed after the job on the main thread, this approach can be even faster than ECB)
- Conversion Workflow
https://github.com/AnnulusGames/Arch.Unity
#ecs
GitHub
GitHub - annulusgames/Arch.Unity: Arch ECS integration for Unity.
Arch ECS integration for Unity. Contribute to annulusgames/Arch.Unity development by creating an account on GitHub.
π7π₯1
How QUIC Is Displacing TCP for Speed and Security
A short history of http to understand what difference each version has and why updates were needed as well as latest improvements with 3.0 and QUIC
https://engineeringatscale.substack.com/p/how-quic-is-displacing-tcp-for-speed
#network
A short history of http to understand what difference each version has and why updates were needed as well as latest improvements with 3.0 and QUIC
https://engineeringatscale.substack.com/p/how-quic-is-displacing-tcp-for-speed
#network
Engineering At Scale
How QUIC Is Displacing TCP for Speed and Security ?
What is QUIC protocol and how does it work ?
π5π₯3
ProjectAuditor: Project Auditor is an experimental static analysis tool for Unity Projects.
The tool made by Unity field engineers who help studios optimize their games.
Project Auditor is a static analysis tool that analyzes assets, settings, and scripts of the Unity project and produces a report containing: Code and Settings diagnostics, the last BuildReport, and assets information
https://github.com/Unity-Technologies/ProjectAuditor
#optimization #analysis #auditor
The tool made by Unity field engineers who help studios optimize their games.
Project Auditor is a static analysis tool that analyzes assets, settings, and scripts of the Unity project and produces a report containing: Code and Settings diagnostics, the last BuildReport, and assets information
https://github.com/Unity-Technologies/ProjectAuditor
#optimization #analysis #auditor
GitHub
GitHub - Unity-Technologies/ProjectAuditor: Attention! This repository is out-of-date and unsupported, please use the built-inβ¦
Attention! This repository is out-of-date and unsupported, please use the built-in package instead! Project Auditor is a static analysis tool for Unity Projects. - Unity-Technologies/ProjectAuditor
π8π₯2
My favourite animation trick: exponential smoothing
https://lisyarus.github.io/blog/programming/2023/02/21/exponential-smoothing.html
#smoothing #math
https://lisyarus.github.io/blog/programming/2023/02/21/exponential-smoothing.html
#smoothing #math
lisyarus blog
My favourite animation trick: exponential smoothing
π₯6π2