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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 #2237 · Back to latest

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Post #2234 371
12 recipes for popular visual effects using the Universal Render Pipeline

Here is a list of the effects described in the book:
- Stencil for a see through effect
- Instancing
- Toon and outline shading
- SSAO
- Decals
- Water
- LUT for color grading
- Lighting
- Shadows
- Light probes
- Screen Space Refraction
- Volumetrics

https://blog.unity.com/engine-platform/12-recipes-for-popular-visual-effects-using-universal-render-pipeline

#urp #grass #water #lut #ssao #stencil #toon #outline #renderfeature #book
Unity Now available: 12 recipes for popular visual effects using the Universal Render Pipeline The all-new URP cookbook provides 12 recipes for popular visual effects that can be applied to a wide range of games, art styles, and platforms. If you work with stencils, instancing, real-time ambient occlusion, decals, and more, then this is the resource…
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Post #2232 248
URP-WaterShaders: Procedural Water Surface and Underwater Caustics with distortion for Unity URP

This project demonstrates three procedural shadergraphs, for creating immersive underwater caustics and water surface with distortion. All shadergraphs are meant to be used as templates for your own shaders.

https://github.com/aniruddhahar/URP-WaterShaders

Demo video: https://youtu.be/1XAbvmTKjJI

#shadergraph #water #caustics #urp
GitHub GitHub - aniruddhahar/URP-WaterShaders: Procedural Water surface and underwater caustics for Unity URP Procedural Water surface and underwater caustics for Unity URP - aniruddhahar/URP-WaterShaders
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Post #2231 244
animation.gif45.5 MB
Drecon implementation: This is a reimplementation of the Drecon paper for user controlled physically-simulated characters using Unity-ML Agents

The difference between this and most other physically simulated controllers is that here the program actually controls every muscle in order to match the target pose. It's not using IK to determine where a limb should be and moving it there, the neural net backing this has to learn how to "flex" all of its muscles to achieve the target pose.

https://github.com/AliBharwani/Drecon/

Video with details: https://youtu.be/dqIwWVMw7HM

#motionmatching #animation #ml
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Post #2230 225
Post #2229 227
What AI for Unity DOTS

Gives an overview of AI implementation approaches. Shares existing open source DOTS solutions for FSM and BT.
In the end the author shows his own PoC implementation of Utility AI using DOTS (mainly Entities)

https://pixelmatic.github.io/articles/2020/05/13/ecs-and-ai.html

Repo with DOTS utility AI: https://github.com/kaminaritukane/ECS_UtilityAI.git

#ai #dots
PxDev What AI for Unity DOTS If you are considering using Unity DOTS, but were wondering about how to work with your familiar AI techniques with it, we did the research already and share our results here with you.
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Post #2227 235
Improved Unity DOTS vs Multithreaded Assembly

The video contains examples how you can improve performance when using DOTS and compares it to a direct asm implementation

https://youtu.be/82XkA2r8HNQ

#dots
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Post #2226 262
The Complete Asynchronous Programming Primer for Unity Development

A good overview of asynchronous techniques in Unity. async/await is described way too in details compared to others, but it is still written in pretty simple terms which is great. And info about new Awaitable type in Unity 2023.1 is def worth reading.

https://hackernoon.com/the-complete-asynchronous-programming-primer-for-unity-development

#async #awaitable
Hackernoon The Complete Asynchronous Programming Primer for Unity Development We consider the main ways of asynchronous programming in Unity: discuss pros and cons, illustrate code examples, and show practical examples.
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Post #2223 235
Unity-2D-Sprite-Animator: Simple and easy animator for 2D games in Unity Engine

Unity's Animator was made for 3D games, it has a lot of interpolation settings and it's a hell to manage.
Unity's Animator is not fast to setup, you need to create animations, save it in a folder, setup transitions/parameters, try to organize the Animator window, etc

Performance
Unity's Animator is pretty expensive for simple 2D games.
Benchmarking
For the benchmark there is a simple test on an empty URP project with 2D Rendering/Lighting and 10.000 2D characters playing a 5-frames-long idle animation.
The results:
Unity Default Animator
Animator disabled: 130 FPS.
Animator enabled: 15 FPS.
Sprite Animator
Animator disabled: 130 FPS.
Animator enabled: 85 FPS.

https://github.com/GabrielBigardi/Unity-2D-Sprite-Animator

#animation
GitHub GitHub - GabrielBigardi/Unity-2D-Sprite-Animator: Performatic, simple and easy animator for 2D games in Unity Engine Performatic, simple and easy animator for 2D games in Unity Engine - GabrielBigardi/Unity-2D-Sprite-Animator
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Post #2217 301
gpt4all.unity: this is Unity bindings for the gpt4all. It provides high-performance inference of large language models (LLM) running on your local machine.

Main features:
- Chat-based LLM that can be used for NPCs and virtual assistants
- Models of different sizes for commercial and non-commercial use
- Fast CPU based inference
- Runs on local users device without Internet connection
- Free and open source

https://github.com/Macoron/gpt4all.unity

#ai #gpt
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