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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 #2096 · Back to latest

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Post #2093 201
Post #2091 187
Demystifying Floating Point Precision

Floating point numbers have limited precision. You have likely encountered bugs where things start breaking after too much time has elapsed, or after something has moved too far from the origin.
This post aims to show you how to answer the questions:
What precision do I have at a number?
When will I hit precision issues?

https://blog.demofox.org/2017/11/21/floating-point-precision/

#float
The blog at the bottom of the sea Demystifying Floating Point Precision Floating point numbers have limited precision. If you are a game programmer, you have likely encountered bugs where things start breaking after too much time has elapsed, or after something has mov…
  • 👍 3
Post #2087 212
Addressables: Planning and best practices

A helpful overview of what Addressables is (hope everyone knows it by this point anyway) and how to use it effectively. Provides strategies when and how to organize your content. As well as handy cheatsheets for a few common use cases:
- A mobile game with frequent content updates
- A standalone, self-contained desktop or console game
- A VR game built for Meta Quest 2

https://blog.unity.com/technology/addressables-planning-and-best-practices

#addressables #assetbundle
Unity Addressables: Planning and best practices In this blog, Unity Senior Technical Product Manager Jeff Riesenmy offers a guide to the most important factors for developers to consider in order to get the most out of the Addressables system on a project.
  • 👍 7
Post #2085 194
Post #2084 235
Hot reload: a tool which lets you skip all compile times in Unity

It uses a custom C# compiler integration, and only compiles the code that was changed. That output is used to patch up the existing C# code while it's running. It works both inside and outside of playmode.
There shouldn't be any serious risk as you can always just recompile the code normally to reset any bad changes which may have failed to apply (i.e. when using some unsupported features).
It doesn't currently support changes that would require vtable modifications like having a type implement another interface or adding an override to an existing virtual method. There are some other unsupported features that can be checked in the docs, but generally it covers a lot of use cases and can be really useful.

https://www.reddit.com/r/Unity3D/comments/10v66xi/we_just_released_a_free_tool_which_lets_you_skip/

Website: https://hotreload.net/

#editortool #hotreload
  • 👍 7
Post #2079 212
unity-toolbar-extender: Extend the Unity Toolbar with your own Editor UI code.

Can come quite in handy, for instance when you have to frequently switch between multiple scenes. However I prefer to create shortcuts for frequent repetitive actions.

https://github.com/marijnz/unity-toolbar-extender

#editortool #toolbar
  • 👍 6
Post #2077 202
Post #2076 233
PackageEditor: A tool for Unity to edit a git package within the package manager

The package editor is a tool that allows you to edit a package that is installed using a git URL via the Unity Package Manager by creating a local copy of the package.
This allows you to edit the package in the project, and then push the changes to the source repository. Then once you are done, you can revert to the original "production" package using this tool.

https://github.com/Hibzz-Games/Hibzz.PackageEditor

#editortool #package
  • 👍 4
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