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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 #2116 · Back to latest

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Post #2114 249
ECS Network Racing: ECS multiplayer racing sample to showcase using Unity Entities and netcode with best practices

Features:
Netcode for Entities
Baking
Idiomatic Foreach
Aspects
ISystem
Unity Physics
Jobs
Burst
Vivox

https://github.com/Unity-Technologies/ECS-Network-Racing-Sample

#ecs #netcode #sample
GitHub GitHub - Unity-Technologies/ECS-Network-Racing-Sample: ECS multiplayer racing sample to showcase using Unity Entities and netcode… ECS multiplayer racing sample to showcase using Unity Entities and netcode with best practices - Unity-Technologies/ECS-Network-Racing-Sample
  • 👍 4
  • 👎 1
Post #2113 171
scene-ref-attribute: Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate

Helps to avoid hassle with manually assigning references in the editor. Given the way to provide the scope for finding a component, it should cover the majority of use cases

https://github.com/KyleBanks/scene-ref-attribute

#editortool #autoref
GitHub GitHub - KyleBanks/scene-ref-attribute: Unity C# attribute for serializing component and interface references within the scene… Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate. - KyleBanks/scene-ref-attribute
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Post #2112 175
Post #2107 178
URP-Custom-Post-Processing: A framework that intends to quickly extend volume post-processing in Unity URP. And some experimental custom post-processing implementation.

Can be used as a sample of ScriptableRendererFeature usage

https://github.com/SleeplessOwl0102/URP-Custom-Post-Processing

#postprocessing #urp #rendererfeature
  • 👍 3
Post #2106 186
Simulations - Black Holes

A video that covers step-by-step how to simulate a black hole. Its amazing quality and production reminds me of Sebastian Lague videos, so definitely recommend to watch it.

https://youtu.be/yhDxBt72PU4

#shader #simulation #raymarching
YouTube Simulations - Black Holes A ray-marched Black Hole simulation following the space theme of my previous video... As always, any feedback is appreciated, I've been constantly playing around with the microphone settings so would love to know what works and what doesn't! Project source…
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Post #2101 224
BurstCollections: Burst friendly (special) native collections for Unity

Contains:
Native2dTree
NativeAccumulatedProduct{T, Op}
NativeArray2d{T}
NativeBoundingVolumeTree{T}
NativeIndexedArray{Id, T}
NativeIndexedList{Id, T}
NativePointQuadtree
NativeStack{T}
NativeStackedLists{T}

In the repo there are use cases when these collections can be used to solve particular tasks.

https://github.com/andywiecko/BurstCollections

#burst #native #jobsystem
GitHub GitHub - andywiecko/BurstCollections: Burst friendly (special) native collections for Unity Burst friendly (special) native collections for Unity - andywiecko/BurstCollections
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Post #2100 199
UnityURP-MobileDrawMeshInstancedIndirectExample

A simplified sample that demonstrates DrawMeshInstancedIndirect API on mobile platforms. Only contains a simple CPU frustum culling (not even a quadtree) -> minimum compute GPU frustum culling (no Acceleration Algorithms), then just 1 DrawMeshInstancedIndirect call.
It also contains a RendererFeature(GrassBendingRTPrePass.cs) to render an offscreen RT(R8), which renders top-down view grass bending area (by trail renderer following moving objects)

https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample

#drawmesh #instancing #grass #shader #compute
  • 👍 4
Post #2099 195
Unity Threading; Provides helper APIs for multithreading in Unity.

Provides:
- Simple Threading
- Async Threading: helper methods to access to the Unity main thread or background threads using an async/await style
- Unity Coroutines: helper methods to reduce allocations in Unity coroutines.
- New Coroutines: a reimplementation of Unity coroutines that returns a value type instead to avoid allocations.
- Unity Jobs: helper methods to execute jobs in the Unity Job system.


https://github.com/Enderlook/Unity-Threading

#async #thread
GitHub GitHub - Enderlook/Unity-Threading: A helper library for Unity Jobs, System.Threading, Async/Await and Coroutines in Unity. A helper library for Unity Jobs, System.Threading, Async/Await and Coroutines in Unity. - Enderlook/Unity-Threading
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Post #2098 183
TextureMerge: Software to merge (or pack) textures into image channels, producing one image with up to four textures.

The tool to prepare assets for a very common optimization technique where you pack up to 4 grey scale textures into one by using different channels to save memory.

https://github.com/Fidifis/TextureMerge

#texturepacker #optimization #memory
GitHub GitHub - fidifis/TextureMerge: pack/merge textures into image channels. pack/merge textures into image channels. Contribute to fidifis/TextureMerge development by creating an account on GitHub.
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