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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 #1934 · Back to latest

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Post #1932 152
Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline

Unity's default Temporal Anti-Aliasing(TAA) has some problems in URP. Natively, URP does not support TAA while Unity PostProcess V2 does support. However, PostProcess V2's support fails for TAA because it cannot jitter the camera in the ScriptableRenderPipeline

https://github.com/sienaiwun/TAA_Unity_URP

#taa #antialiasing #urp #renderfeature
GitHub GitHub - sienaiwun/TAA_Unity_URP: Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline Temporal Anti-Aliasing(TAA) for Unity’s Universal Render Pipeline - sienaiwun/TAA_Unity_URP
  • 👍 3
Post #1930 178
How to fix light bleeding

#lighting #shadow
  • 👍 4
Post #1929 183
Simplex Derivatives

How to calculate derivatives of simplex noise and use them to generate normal and tangent vectors for procedurally generated meshes. Allows offloading the work from the main thread, since built-in RecalculateNormals() method runs only on the main thread.

https://catlikecoding.com/unity/tutorials/pseudorandom-surfaces/simplex-derivatives/

#normals #jobsystem #tangents #pcg
Catlikecoding Simplex Derivatives A Unity C# Pseudorandom Surfaces tutorial about calculating derivatives of simplex noise.
  • 👍 3
Post #1927 157
Do I need to dispose of Tasks? - .NET Parallel Programming

Short answer: No.
The only time you may want to dispose a Task is when you are explicitly using IAsyncResult.AsyncWaitHandle which causes an allocation of a disposable resource. But even in that case you may not bother disposing it.

https://devblogs.microsoft.com/pfxteam/do-i-need-to-dispose-of-tasks/

#tpl #async
Microsoft News Do I need to dispose of Tasks? I get this question a lot: “Task implements IDisposable and exposes a Dispose method. Does that mean I should dispose of all of my tasks?” Summary Here’s my short answer to this question: “No. Don’t bother disposing of your tasks.” Here’s my medium-length…
  • 👍 4
Post #1924 153
Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)

Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project.

https://github.com/Tayx94/graphy

#graph #fpscounter
GitHub GitHub - Tayx94/graphy: Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity… Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project. - Tayx94/graphy
  • 👍 2
Post #1922 145
Post #1917 169
Art production for games: Best practices and optimization

A very good list to follow. And I like that the author mentions that every solution has pros and cons to consider. E.g. tip 5 may go poorly without using sprite atlas for a splitted asset. So always tune solutions for your use case.

https://medium.com/ironsource-levelup/art-production-for-games-best-practices-and-optimization-5b651a167be8

#techart #assets #import #optimization #buildsize
Medium Art production for games: Best practices and optimization 9 simple ways to optimize your art assets for improved game performance.
  • 👍 3
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