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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 #2257 · Back to latest

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Post #2256 321
Post #2255 255
Compute Shaders in Unity: Processing transforms with GPU

The title is a bit misleading, it's about how to pass data to a compute shader, modify, and then return back to a C# script. Transforms are still processed on the main thread. But it's still a decent example how to use compute shaders.

https://www.artstation.com/blogs/degged/KOre/compute-shaders-in-unity-processing-transforms-with-gpu

#compute #shader
Artstation ArtStation - Compute Shaders in Unity: Processing transforms with GPU Technical Art Compute Shaders in Unity. Processing transforms with GPU
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Post #2254 259
Post #2253 240
Post #2252 230
Improving Burst Inspector search performance

Another example how standard methods might be a lot slower due to various reasons, for instance safety checks. And how own implementation may leverage some assumptions to provide performance gains.
But as usual, always profile.

https://blog.unity.com/engine-platform/improving-burst-inspector-search-performance

#optimization
Unity Improving Burst Inspector search performance Discover ways to use the Unity Profiler to investigate performance bottlenecks in your program and how to fix them.
  • 👍 2
Post #2251 255
Unity3D - Personal Notebook: A notebook filled with a variety of Unity-related content by a seasoned game developer.

It is especially helpful for new developers as it provides the following:
- A list of existing assets that the author typically includes in their projects.
- UI tips: Although Unity's documentation has greatly improved in terms of UI and its optimizations, this notebook can still serve as a handy cheat sheet to refresh your knowledge.
- The building process and how to troubleshoot potential issues.
- Optimization tips
- Editor tips and tricks
and many more

https://docs.google.com/document/d/1-EFSFLf8bJTZq60kwLzHBOTnb9nv6_Oelu5ho6J_-uI/edit#heading=h.qolyg3va2zkn

#book #tips
Google Docs Unity3D - Personal Notebook Unity3D - Personal Notebook Last updated: Sat 10 Apr 2021 (Please note: This is a live document by Steven Yau @yaustar & https://stevenyau.co.uk) I tend to jump between engines/languages/frameworks depending on my job and wanted to put together a document…
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  • 👍 1
Post #2249 276
project-curator: A convenient tool to help cleaning and maintaining Unity Projects 🧹✨

Project Curator is an Unity Editor window that, based on the currently selected Asset, displays the following information: Each asset it depends on (called dependencies). Each asset that depends on it (called referencers) Very useful to know if an Asset is can be safely deleted or not.
Whether the asset is included in the build or not, depending on the nature of the Asset and its referencers (checked recursively)

https://github.com/ogxd/project-curator

#editortool
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Post #2247 229
Using StringBuilder To Replace Values

We commonly think of StringBuilder as a class to build up new string values, but it could also be used to alter an existing string efficiently.
Author's benchmarks show significantly less allocations. The StringBuilder implementation allocates about 20% of what the String implementation does.

https://khalidabuhakmeh.com/using-stringbuilder-to-replace-values

#string #performance
Khalid Abuhakmeh’s Blog Using StringBuilder To Replace Values StringBuilder.Replace can be an easy performance boost to updating existing strings
  • 👍 3
Post #2246 332
Metroidvania: Open source metroidvania game.

It is an open source unity project with the goal of demonstrating how a complete game structures asset folders, connects systems, handles editor tools and much more.

Recently I've started to play around with my own pet project that contains platformer elements. So I skimmed through a bunch of samples and this one seems pretty decent to look at and see how particular stuff might be implemented.

https://github.com/kennedyvnak/unity-metroidvania

#platformer #metroidvania #sample
  • 👍 7
Post #2245 252
Post #2243 267
Grass System (BIRP & URP)

Provides a tool to paint grass on the terrain, culling system, terrain blending, and interaction with objects.

https://www.patreon.com/posts/83683483

#grass #urp #editortool
  • 👍 3
Post #2242 249
Unity Serialization System

The author has been digging into Unity's serialization system for a few years and created kind of a cheat sheet with everything related to the Unity serialization system: how to serialize private fields and properties in Unity, plus techniques with ScriptableObjects serialization and other common problems related to the Unity Serialization System

https://blog.gladiogames.com/all-posts/unity-serialization-system

#serialization
  • 👍 3
Post #2241 248
Happy Harvest demo: See the latest 2D techniques | Unity Blog

It incorporates best practices any 2D creator can use, including not baking shadows into a sprite, keeping sprites flat, moving shadow and volume information to secondary textures, advanced Tilemap features, a day-to-night cycle, 2D animation and IK, VFX graph for 2D effects.

https://blog.unity.com/games/happy-harvest-demo-latest-2d-techniques

Sample: https://assetstore.unity.com/packages/essentials/tutorial-projects/happy-harvest-2d-sample-project-259218

#urp #2d #sample
Unity Happy Harvest demo: See the latest 2D techniques Our new sample, Happy Harvest, shows new techniques for creating 2D lights, shadows, animation, and VFX with the Universal Render Pipeline in Unity 2022 LTS.
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Post #2240 250
Weighted Random Sample

The implementation of this technique allows for the random selection of items with varying probabilities based on their assigned weights, e.g. loot boxes, or skill selection system similar to Vampire Survivors, where you have more chances to receive upgrade for an already obtained skill rather than a new random one.

https://gist.github.com/Nox7atra/3611b5dc0ccd45906010987b694bd43a

#weighted #random
Gist Взвешенная вероятность - пример Взвешенная вероятность - пример. GitHub Gist: instantly share code, notes, and snippets.
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Post #2239 279
Chunk Iteration in Entities 1.0

The author doesn't mention clearly when to use chunk iteration so here's a little note on this:
Iterating with IJobChunk requires more code setup than using IJobEntity (which generates an IJobChunk under the hood). To automatically benefit from any future source-generation improvements, most jobs that perform a single iteration over a chunk's entities should prefer IJobEntity (optionally implementing the IJobEntityChunkBeginEnd interface as well, for any custom chunk-level operations before and after the core entity iteration loop).
Some examples of use cases which require IJobChunk:
- jobs which do not iterate over each chunk's entities at all (e.g. gathering per-chunk statistics)
- jobs which perform multiple iterations over a chunk's entities, or which iterate in a unusual order

https://coffeebraingames.wordpress.com/2023/06/25/chunk-iteration-in-entities-1-0/

#dots #chunk #ecs
COFFEE BRAIN GAMES Chunk Iteration in Entities 1.0 I have this article from 2018 which describes how to code the most fundamental thing to do in Unity’s ECS: chunk iteration. I think it needs an update now that Entities 1.0 has been released.…
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Post #2238 255
Open Source Kinematic Character Controller for Unity

There are also links in the description with videos about kinematic controllers, which might be useful to check before implementing your own solution.
Code is also pretty well organized.

https://github.com/nicholas-maltbie/OpenKCC

#kinematic #character
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Post #2237 245
Building Roads Procedurally Using Unity's Spline Package

Shows how to create intersections, add UV and decals with additional details.

https://youtu.be/ZiHH_BvjoGk

#spline #road #decals
  • 👍 2
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