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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 #1874 · Back to latest

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Post #1873 131
There is undocumented PlayerSettings.productGUID property which you can use to identify the specific project no matter project / product name, location and Unity version.

Helpful for the project-specific EditorPrefs (like DisplayDialog opt-out).

https://twitter.com/dmitriy_focus/status/1549299500853911553

#editortip
  • 👍 3
Post #1872 145
Generic UnityEngine.Objects

This package allows to create and use generic ScriptableObjects and MonoBehaviours in Unity3D. Although generic serializable classes are now supported by Unity 2020, generic ScriptableObject and MonoBehaviour are not yet, and this plugin allows to overcome this limitation.

https://github.com/SolidAlloy/GenericUnityObjects

#generics
GitHub GitHub - SolidAlloy/GenericUnityObjects: Generic UnityEngine.Objects Generic UnityEngine.Objects. Contribute to SolidAlloy/GenericUnityObjects development by creating an account on GitHub.
  • 👍 3
Post #1871 159
Use math to solve problems in Unity with C#

Covers the following:
1. In front or behind you?
2. How do you know if you have passed a waypoint?
3. Turn left or right to reach a waypoint?
4. The coordinate where a ray intersects with a plane
5. Are two line segments intersecting?
6. Are two triangles intersecting?
7. Are two rectangles intersecting?
8. Find the convex hull
9. Useful algorithms
10. Triangulation
11. Delaunay Triangulation
12. Cut polygons
13. Voronoi diagram
14. Constrained Delaunay Triangulation

https://www.habrador.com/tutorials/math/

#math
Habrador Use math to solve problems in Unity with C# | Habrador This is a tutorial on how to solve problems in Unity by using math such as Linear Algebra and C# code. You will learn how to find out if an enemy is infron or behind you, how to follow waypoints and learn when you have passed a waypoint, how to figure out…
  • 👍 3
Post #1867 245
Sand Balls Mechanics Implementation: The Best Way To Deform A Mesh In Unity

The goal of this post is not only to share the implementation but also to find out how naïve implementation could be to have a stable frame rate on a mobile device using the following ways to deform a mesh:
- Single-threaded
- Job system
- Compute shader with AsyncGPUReadback

All approaches were measured using the performance testing package, therefore it can be used as a sample of how to use it.

https://gamedev.center/sand-balls-mechanic-implementation-how-to-deform-a-mesh-the-most-performant-way-part-1/

#meshdeformation #sandballs #computeshader #jobsystem #performancetesting
gamedev.center Sand Balls Mechanics Implementation: The Best Way To Deform A Mesh In Unity You will learn how to deform a mesh using different techniques in practice, including performance testing to find the fastest approach. As a sample we will look at mesh deformation in a Sand Balls game and reimplement its mechanics
  • 👍 5
Post #1863 157
Post #1861 140
MagicOnion: Unified Realtime/API framework for .NET platform and Unity.

MagicOnion is a modern RPC framework for .NET platform that provides bi-directional real-time communications such as SignalR and Socket.io and RPC mechanisms such as WCF and web-based APIs.
This framework is based on gRPC, which is a fast and compact binary network transport for HTTP/2.

https://github.com/Cysharp/MagicOnion

#rpc #networking
GitHub GitHub - Cysharp/MagicOnion: Unified Realtime/API framework for .NET platform and Unity. Unified Realtime/API framework for .NET platform and Unity. - Cysharp/MagicOnion
  • 👍 5
Post #1859 139
Post #1858 141
Consolation

In-game debug console for Unity. It's difficult to retrieve logs and warnings from Unity outside the editor. To make it easier, this console displays output from Debug in the game itself. This is especially useful on mobile devices.

https://github.com/mminer/consolation

#console #debug
GitHub GitHub - mminer/consolation: In-game debug console for Unity. In-game debug console for Unity. Contribute to mminer/consolation development by creating an account on GitHub.
  • 👍 2
Post #1857 141
Post #1854 139
Understanding the Stack and Heap in C#

Another post about stack and heap, may give a better picture if you read it with other posts about this topic shared in this channel

https://endjin.com/blog/2022/07/understanding-the-stack-and-heap-in-csharp-dotnet.html

#stack #heap #referencetype #valuetype #interview
Endjin Understanding the Stack and Heap in C# | endjin The stack and heap are central components of memory management in C# programs. This post aims to introduce the topic, with a number of worked examples.
  • 👍 2
Post #1853 144
RectMask2DCulling: Custom RectMask2D, that allows disabling Culling / Softness for better performance

RectMask2DCulling uses the reflection to get private properties of parent RectMask2D class, and it adds performance overhead, so make sure to profile your case and compare this solution to a scroll list with object pooling (can be found in this channel #scrollrect or any other similar solution from GitHub).

https://github.com/mitay-walle/Unity3d-RectMask2DCulling

#optimization #uioptimization #ui #culling #rectmask2d
GitHub GitHub - mitay-walle/Unity3d-RectMask2DCulling: Custom RectMask2D, that allow to disable Culling / Softness for better performance Custom RectMask2D, that allow to disable Culling / Softness for better performance - mitay-walle/Unity3d-RectMask2DCulling
  • 👍 2
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