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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
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Showing posts older than #1813 · Back to latest

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Post #1810 111
AR VFX samples with Bibcam (burnt-in barcode metadata camera)
BibcamVfx is a sample project using Bibcam to create AR visual effects.

Video is captured using iPhone

https://github.com/keijiro/BibcamVfx

#vfx #camera
  • 👍 4
Post #1809 93
Benchmark Your .NET Code With Benchmark.NET

It is basically a standard nowadays how to measure performance. We have a Performance Testing package made by Unity Technologies, but it is not as advanced as Benchmark.NET (and not that useful in many cases, especially given that my tests have shown that it produces a performance test report from a device in Unity 2019 only and doesn't let check the device performance in newer Unity versions due to no report being created). So prefer Benchmark.NET for code that can be benchmarked in isolation.

https://programmingfire.com/benchmark-your-dotnet-code-with-benchmark-dotnet

#benchmark #profiling
ProgrammingFire 🚀 Blog Benchmark Your .NET Code With Benchmark.NET Benchmark.NET helps you to transform methods into benchmarks, track their performance, and share reproducible measurement experiments.
  • 👍 3
Post #1808 97
Deep dive into Android ANR

Not a Unity post, but gives some insights on ANRs and ways to detect it using a native plugin (most likely someone already implemented it with a wrapper for Unity and shared it as an open source)

https://medium.com/okcredit/how-we-reduced-our-anr-by-three-times-d9ae0b41ad94

#anr #android
Medium How we reduced our ANR by three times App not responding is one of the most frustrating experiences for users. The user is stuck with an app that is hung and must terminate it…
  • 👍 2
Post #1806 108
VContainer: Pre IL Code Generation

Just in case you didn't know that VContainer has a code generation that helps to avoid reflection during runtime and makes dependencies resolution faster. Another strong point to try it in your next project or even compare the performance to your current DI container and replace it if needed.

https://vcontainer.hadashikick.jp/optimization/codegen

Repo: https://github.com/hadashiA/VContainer

#vcontainer #di #dicontainer #dependencyinjection
vcontainer.hadashikick.jp Pre IL Code Generation (Deprecated) | VContainer Deprecated. Use Source Generator instead.
  • 👍 4
Post #1805 148
Runtime Monitoring is an easy way for you to monitor the value or state of custom C# members during runtime. Just add the 'Monitor' attribute to a field, property, event, method or even class and get its value or state displayed automatically in a customizable and extendable debug UI

https://github.com/JohnBaracuda/Runtime-Monitoring

#debug #monitoring
  • 👍 3
Post #1804 120
Demystifying C#'s Parameter Modifiers and Value and Reference Types
A quick and rough simplification

Another article in the series of interview preparation. This type of question is asked almost always as far as I see. And of course it doesn't hurt to know how arguments are passed and what parameters modifiers exactly do in your day-to-day work

https://paulsebastian.codes/c-sharp-pass-by-value-vs-ref-vs-in-vs-out

#ref #valuetype #referencetype #interview
Paul-Sebastian Codes Demystifying C#'s Parameter Modifiers and Value and Reference Types A quick and rough simplification
  • 👍 2
Post #1803 105
Post #1800 120
A sprite glow effect for Unity game engine

The glow effect is achieved using sprite outline in HDR colors (applied via shader) and bloom post-processing.
For the bloom effect Unity Post Processing Stack (PPS) is used. You can replace it with similar 3rd-party solutions.
The effect is compatible with the Universal Render Pipeline (URP, aka LWRP). Bloom should be configured via URP's own post-processing solution; don't forget to enable HDR in the pipeline asset settings.

https://github.com/Elringus/SpriteGlow

#vfx #bloom #spriteglow #glow
  • 👍 5
Post #1799 99
GitHub - jacksondunstan/UnityNativeScripting: Unity Scripting in C++

A library to allow writing Unity scripts in native code: C, C++, assembly.

Purpose
This project aims to give you a viable alternative to C#. Scripting in C++ isn't right for all parts of every project, but now it's an option.

Goals
Make scripting in C++ as easy as C#
Low performance overhead
Easy integration with any Unity project
Fast compile, build, and code generation times
Don't lose support from Unity Technologies

https://github.com/jacksondunstan/UnityNativeScripting

#cpp #nativescripting #native
GitHub GitHub - jacksondunstan/UnityNativeScripting: Unity Scripting in C++ Unity Scripting in C++. Contribute to jacksondunstan/UnityNativeScripting development by creating an account on GitHub.
  • 👍 2
Post #1797 134
Networking of a turn-based game

Describes the following approaches:
- Update propagation method
- Delta-update propagation method
- Deterministic action propagation method

https://longwelwind.net/blog/networking-turn-based-game/

#networking #netcode #turnbased
longwelwind.net Networking of a turn-based game 3 years ago, I started developing Swords & Ravens , an open-source online multi-player adaptation of a strategy board game I love, A Game of Thrones: The…
  • 👍 5
Post #1793 90
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