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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 #1995 · Back to latest

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Post #1994 213
10 things you need to be doing in Unity

A list of basic tips by a guy who works on a lot of prototypes:
- Serializing components
- Drawing scene gizmos
- Initialization order
- Stop using public fields
- Mod to loop collections
- PlayClipAtPoint
- Limit extern calls with SetPositionAndRotation
- Operator overloading
- Composition
- Don't use lazy naming conventions

https://youtu.be/Ic5ux-tpkCE

#tips
YouTube 10 Things You NEED to Be Doing in Unity A collection of vital tips and techniques I use in Unity every day. Some are Unity specific, while some are just good programming practices. Let me know if I taught you anything! ❤️ Become a Tarobro on Patreon: https://www.patreon.com/tarodev =========…
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Post #1993 205
Post #1989 176
Top 10 Dotnet Exception Anti-Patterns in C#

- Exceptions should be reserved for the truly exceptional
- Exceptions should include all information needed to react to them
- Exceptions should only be caught where they can be appropriately responded to
- Do not catch Exception or force others to catch it by throwing Exception
- Exceptions add to your cognitive workload as a developer and slow down your application and should be avoided when possible

https://newdevsguide.com/2022/11/06/exception-anti-patterns-in-csharp/

#exception #errorhandling
The New Dev's Guide Top 10 Dotnet Exception Anti-Patterns in C# In this article we'll explore the top 10 mistakes I see new and seasoned developers make with exception management in dotnet source code. These principles should be valid for all dotnet languages, but examples will be provided in C#.
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Post #1982 153
NullTale/SoCreator: Create ScriptableObject by type from Unity Editor.

Can come in quite handy when you have a lot of scriptable objects in the project. Which can be pretty common given that configs are better to be stored in SO since it doesn't generate garbage when being loaded. And SO loading is faster as it's a memcpy call under the hood.

https://github.com/NullTale/SoCreator

Info about SO is taken from a great talk at Unite

#scriptableobject #editortool
GitHub GitHub - NullTale/SoCreator: ⚙ Tool for convenient ScriptableObject's creation ⚙ Tool for convenient ScriptableObject's creation. Contribute to NullTale/SoCreator development by creating an account on GitHub.
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Post #1981 173
keijiro/StickShow: GPU instancing with RenderMeshInstanced

StickShow is a Unity sample project showing how to use Graphics.RenderMeshInstanced with a custom shader graph and per-instance data.

https://github.com/keijiro/StickShow

#instancing #rendermesh
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Post #1980 192
UiParticles: Unity ParticleSystem for built-in UI

Unity ParticleSystem for built-in UI.
Full compatibility with Unity UI Canvas: sorting order, masking, UI shaders etc...
Size and speed of particles are in canvas-based coordinate system

https://github.com/ken48/UnityUiParticles

#ui #particles
GitHub GitHub - ken48/UnityUiParticles: Unity ParticleSystem for built-in UI Unity ParticleSystem for built-in UI. Contribute to ken48/UnityUiParticles development by creating an account on GitHub.
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Post #1977 234
Unity HTTP Debugger

We always had a similar, but smaller solution on any project that had client-server communication, as it makes debugging a lot easier. And altering responses opens up a new way of testing and reproducing bugs. Of course there are standalone apps likes Charles for this, but a tailored editor tool is more convenient in my opinion.

https://github.com/ErnSur/Unity-Http-Debugger

#debug #http #editortool
GitHub GitHub - ErnSur/Unity-Http-Debugger: Http request logging tool for Unity. Http request logging tool for Unity. Contribute to ErnSur/Unity-Http-Debugger development by creating an account on GitHub.
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