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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 #2217 · Back to latest

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Post #2216 218
MegacityMultiplayer: Megacity Multiplayer is an action-packed, shooter game based on the original Megacity sample. It leverages the power of Netcode for Entities for an immersive, multiplayer experience that can support 64+ players simultaneously.

Start-up times seem fun:
When going into the main scene, subscenes need to import: Up to 20 min
When going into the playmode, server world is created: Up to 30 min

https://github.com/Unity-Technologies/MegacityMultiplayer

#netcode #megacity
GitHub GitHub - Unity-Technologies/Megacity-2019: Megacity is a sample showcasing streaming a large scale environment. It also contains… Megacity is a sample showcasing streaming a large scale environment. It also contains an action-packed, multiplayer shooter mode. It leverages the power of Netcode for Entities for an immersive, mu...
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Post #2215 224
Randomation Vehicle Physics
This is a vehicle physics system for the Unity engine, originally developed with Unity 5.6. The most recent Unity version it has been tested with is 2019.2.9. It aims to achieve semi-realistic, general-purpose driving mechanics. This was originally sold on the asset store as Randomation Vehicle Physics 2.0.

https://github.com/JustInvoke/Randomation-Vehicle-Physics

#car #physics
  • 👍 4
Post #2214 224
NSprites: Unity DOTS Sprite Rendering Package

This framework provides sprite rendering system compatible with Entities package (unity ECS).
Basically it sync whatever entity component you want with GPU data to perform instanced rendering. As a result all entities with same Material can be rendered with single drawcall.

How it works
SpriteRenderingSystem sync registered entity components with ComputeBuffers to send data to GPU and then renders entities with Graphics.DrawMeshInstancedProcedural. System also controls how ComputeBuffers reallocates if capacity exceeds. Sprites are simple entities with no limits of what components you use.

https://github.com/Antoshidza/NSprites

Sample project: https://github.com/Antoshidza/Age-of-Sprites

#dots #sprite #rendering
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Post #2212 221
Post #2211 215
Compute Shaders in Unity: GPU Computing, First Compute Shader

A basic post about compute shaders and how to use it to generate a texture. Feels like the text almost completely generated by AI, but still can be used as a gentle introduction into compute shaders.

https://www.artstation.com/blogs/degged/vVzZ/compute-shaders-in-unity-gpu-computing-first-compute-shader

#computeshader
Artstation ArtStation - Compute Shaders in Unity: GPU Computing, First Compute Shader Technical Art Compute Shaders in Unity
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Post #2210 231
CI/CD pipeline Unity Part 3

We’ll look at the following options:
- Improving the stability of main by enforcing PRs are up to date before merging.
- Caching to speed up job runs
- Separation and Parallelisation of Jobs
- Ensuring your main branch only contains conventional commit messages
- Self-Hosted Runners and Cache Accelerators
- Only testing code changes

https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-3-5885016f4367

#ci
Medium Setting up a CI/CD pipeline for Unity Part 3 In the 3rd article in this series, we talk pipeline optimisation and improvements for Unity CI/CD. To get faster and more reliable workflow
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Post #2207 205
Everyday Unity InteractiveSmoke: Counter-Strike 2 smoke w/ Unity Compute Shader https://github.com/aleksandrpp/InteractiveSmoke #smoke #feature
Counter Strike 2 Smoke

Another example of the smoke implementation. Looks better to me than the previous sample.

https://youtu.be/ryB8hT5TMSg

#smoke #vfx
YouTube I Tried Recreating Counter Strike 2's Smoke Grenades Get 20% Off + Free International Shipping with promo code ACEROLA at https://mnscpd.com/acerola ! #ad Counter Strike 2 releases soon and it comes with some very innovative smoke grenades! But, how do these smoke grenades work? Why can't anyone properly recreate…
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Post #2201 232
How to properly implement movement in Unity 2D: Learn the basis of a proficient platformer controller

Games such as Super Meat Boy, Celeste, The King’s Bird, and Dead Cells represent the gold standard for 2D movement mechanics. These games have achieved this status by creating satisfying and intuitive movement mechanics that are centered around simple directional movement and satisfying jumps. They are excellent platformers because they use a variety of invisible tricks in their physics systems to create the illusion of tight controls. These tricks are crucial in ensuring that the player’s movements feel natural and responsive enhancing the overall gameplay experience.

https://fungies.io/2023/04/11/how-to-properly-implement-movement-in-unity-2d-a-short-guide/

#controller #platformer
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Post #2200 202
Everyday Unity Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells I personally enjoyed so much amazing animations in Dead Cells. Here is the post about how they were made. https://www.gamedeveloper.com/production/art-design-deep-dive-using-a-3d-pipeline…
Shaders Case Study - Dead Cells' Character Art Pipeline (3D -> 2D)

How to make a tool similar to one used in Dead Cells to create animated 2D characters from 3D models.

https://www.youtube.com/watch?v=iNDRre6q98g

#animation
YouTube Shaders Case Study - Dead Cells' Character Art Pipeline Get the Shaders for this Video here ➜ https://github.com/Broxxar/PixelArtPipeline Support me on Patreon ➜ https://www.patreon.com/DanMoran Follow me on the Twittersphere ➜ https://twitter.com/DanielJMoran Extra Links Gamasutra article on Dead Cells' art…
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Post #2199 201
Post #2198 195
Accessing texture data efficiently | Unity Blog

An overview of API to access texture data on CPU and GPU with performance benchmarks as well as intricacies of using various approaches.

https://blog.unity.com/engine-platform/accessing-texture-data-efficiently

#rendering #texture #performance
Unity Accessing texture data efficiently Learn about the benefits and trade-offs of different ways to access the underlying pixel data of textures in your Unity project.
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