TGViewer
Channel Public Channel
Everyday Unity

Everyday Unity

@everydayunity

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
Subscribers
1.18K
Photos
169
Videos
61
Links
2.4K

Showing posts older than #1752 · Back to latest

Older Posts 20 shown
Post #1751 98
The Worst Bug Ever—Randomly Losing Your Best Players

A great example of solving a critical issue in production with Unity InApp Purchasing. I admire the engineering approach to problem solving the author has shown.
Unit testing third party code to reproduce the issue leads to stunning results. Even Uncle Bob wrote about it a long time ago in his book "Clean Code". Of course it also shows how good infrastructure is important, possibility to get data like real receipts helped to run these tests. And I am pretty sure they store a lot of different stuff that would help to detect issues in various areas of the game, not only IAPs.

https://medium.com/pocket-gems/the-worst-bug-ever-randomly-losing-your-best-players-c4c5d25048c4

#iap #debug
Medium The Worst Bug Ever—Randomly Losing Your Best Players By Ron Little
  • 👍 3
Post #1749 101
Selection Groups - a package made by Unity that provides a more convenient workflow in the editor by allowing to group a number of GameObjects under a common name.
This way, we can do operations on these groups, instead of individual GameObjects.

https://github.com/Unity-Technologies/com.unity.selection-groups

#editortools #selectiongroups
  • 👍 2
Post #1746 102
Stylized VFX in Unity. Part 2: Custom Vertex Streams and Custom Data

How to use Custom Vertex Streams and Custom Data in a shader for particle systems

https://torchinsky.me/stylized-vfx-unity-02/

#shadergraph #customvertexstream #customdata #particlesystem
torchinsky.me Stylized VFX in Unity. Part 2: Custom Vertex Streams and Custom Data In the previous article we have created a shader for dissolve effect that works with GameObjects. Now let’s see how we can make it work with Particle Systems.
  • 👍 2
Post #1742 127
Post #1741 120
Post #1740 102
Customize your memory use with Unity 2021 LTS | Unity Blog

Unity has different ways to allocate native memory, two of them are:
The bucket allocator, which groups small allocations of similar sizes into shared blocks of memory. It’s generally very fast and widely used, but it has a hard coded limit to how big it can grow.
There is also a dynamic heap allocator which is slower, but handles more cases.
Ori developers needed better performance on Switch and modification of the bucket allocator size helped them reach stutter free gameplay. At that time it wasn't accessible to everyone and required source code modification. Starting from 2021 LTS it became customizable.

https://blog.unity.com/technology/customize-your-memory-use-with-unity-2021-lts

#memory #optimization
  • 👍 2
Post #1738 108
Post #1737 115
Post #1736 134
Post #1735 127
Game Maths — Dot Product

Personally I don't implement stuff that requires deep math knowledge in a day-to-day work, but once in a while every game developer faces tasks when you wish you knew the math. And this task could be solved faster and without dirty workarounds if you knew the math behind the required functionality. This post gives one example of a dot product usage, but I liked more another old article on this topic, which I will share here next. So check out both to get better understanding.

https://medium.com/nerd-for-tech/game-maths-dot-product-d3f063192cd6

#math #dotproduct #3dmath
Medium Game Maths — Dot Product Recently I’ve been revisiting some useful maths used in game development, starting with Dot Product.
  • 👍 4
Post #1732 142
Post #1731 223
How To Write A Custom URP Shader With DOTS Instancing Support

I wanted to enhance the look of my boids BatchRendererGroup sample with more suitable meshes instead of cubes. For that I decided to use a custom shader with some simple procedural vertex animation. Without proper documentation available it took me quite a while to figure out how to add DOTS instancing support to it, since it's required for BRG. So I am sharing the solution so you don’t have to spend your time.

https://gamedev.center/how-to-write-a-custom-urp-shader-with-dots-instancing-support/

#instancing #dots #brg #shader #rendering
gamedev.center How To Write A Custom URP Shader With DOTS Instancing Support Learn what is DOTS instancing, when it is needed, and how to make a shader that can be used with BatchRendererGroup API. Full source code is inside.
  • 👍 3
Older posts →
Threads Profile ViewerView any public Threads profile without an account.Open ThreadLook →Writing with AI? Make it sound human.Metric37 rewrites AI drafts so they read naturally. Free AI detector, 1,500 words free.Try Metric37 →