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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 #2380 · Back to latest

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Post #2378 726
ProjectAuditor: Project Auditor is an experimental static analysis tool for Unity Projects.

The tool made by Unity field engineers who help studios optimize their games.
Project Auditor is a static analysis tool that analyzes assets, settings, and scripts of the Unity project and produces a report containing: Code and Settings diagnostics, the last BuildReport, and assets information

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

#optimization #analysis #auditor
GitHub GitHub - Unity-Technologies/ProjectAuditor: Attention! This repository is out-of-date and unsupported, please use the built-in… Attention! This repository is out-of-date and unsupported, please use the built-in package instead! Project Auditor is a static analysis tool for Unity Projects. - Unity-Technologies/ProjectAuditor
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Post #2376 705
Arch.Unity: Arch ECS integration for Unity.

One of the fastest C# ECS implementations is now available in Unity. Provides:

- VContainer Integration
- Arch Hierarchy (similar to Entities Hierarchy from Unity.Entities)
- Jobs support (reference types and structural changes are not allowed since there is no EntityCommandBuffer; however, based on my experience with Unity.Entities structural changes can be done via NativeArray, which is filled with entities to be changed, and the actual structural change is performed after the job on the main thread, this approach can be even faster than ECB)
- Conversion Workflow

https://github.com/AnnulusGames/Arch.Unity

#ecs
GitHub GitHub - annulusgames/Arch.Unity: Arch ECS integration for Unity. Arch ECS integration for Unity. Contribute to annulusgames/Arch.Unity development by creating an account on GitHub.
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Post #2375 714
Unity selected objects History Window

Also provides the favorites window. I tried a few open source solutions and this one looks the most straightforward.

https://github.com/acoppes/unity-history-window

#history #favorites #editortools
GitHub GitHub - acoppes/unity-history-window: A simple selection history window for Unity. A simple selection history window for Unity. Contribute to acoppes/unity-history-window development by creating an account on GitHub.
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Post #2374 738
NEW Unity ECS Profiling and Analysis Tools - Unity DOTS

I haven't noticed these new graphs in the profiler while working with Unity ECS for quite some time: entities structural changes and entities memory. So I thought this video might be helpful to get acquainted with these new features. The entities journaling in 1.0 is already added as a separate editor window, so the hassle with the debugger is not needed anymore.

https://www.youtube.com/watch?v=UOH56gkfG4Y

#profiling #dots
YouTube NEW Unity ECS Profiling and Analysis Tools - Unity DOTS 2022 🛡 Attend the Game Dev Guild Conference: https://www.tmg.dev/GDG22 🛡 💬 Come chat with other DOTS/ECS devs: https://tmg.dev/Discord 💬 🚧 Resources Mentioned 🚧 - Setup new ECS 0.50 project: https://youtu.be/m_ZDL2X9jvM - Shared Components Video: https://y…
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Post #2373 741
How to spy on your competition

Do you ever look at popular games and think “How did they do it?” Why are they so popular? How can I do that too? Should I be Tweeting more? (Hint: probably not).

There are a couple tricks to deconstruct how those popular games get so damn popular.

https://howtomarketagame.com/2021/01/25/how-to-spy-on-your-competition/

#marketing #gamedesign
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Post #2372 764
Unity WebGL platform and version comparisons with a lot of nice extras

Build reference collection for various Unity WebGL builds with different build settings. These live builds show the size, loading speed and capabilities of Unity WebGL builds to help you make an educated decision on what version might be best suited for your project.

https://github.com/JohannesDeml/UnityWebGL-LoadingTest

#webgl
GitHub GitHub - JohannesDeml/UnityWebGL-LoadingTest: Unity WebGL platform and version comparisons with a lot of nice extras Unity WebGL platform and version comparisons with a lot of nice extras - JohannesDeml/UnityWebGL-LoadingTest
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Post #2370 650
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Post #2369 730
Top 7 Unity Architecture Mistakes in Match3 Games

A great post that covers practices that must be followed if you want to build a top-grossing game that remains successful over long periods of time. You might think that all this advice is overkill or that no one follows it all in game development, but that's the harsh reality of modern top mobile games. Of course there are exceptions to this and from time to time we see ultra successful games that don't follow it, check "the survivorship bias". But still keeping the success up for many years requires incorporating these practices sooner or later.
It's great that experts like Siarhei share their invaluable experience from working on a number of the most successful mobile games.

https://www.linkedin.com/pulse/top-7-unity-architecture-mistakes-match3games-siarhei-khalandachou-uyklf/

#architecture #process
Linkedin Top 7 Unity Architecture Mistakes in Match3 Games 1. Wasteful game-level management Symptoms: You have to resubmit the client to add new game levels in production for players.
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Post #2368 675
Post #2367 695
LitMotion — High-performance tween implementation with data-oriented design in Unity

An amazing post about tween library design approaches and which one is used by LitMotion, acclaimed by its authors the fastest. Delves into details of achieving the maximum performance and why design of previous tween libs leads to performance issues. Also it describes the sparse set data structure in very simple terms.

https://medium.com/@annulusgames/litmotion-fastest-tween-implementation-with-data-oriented-design-in-unity-07c9aa14d9dd

#performance #sparseset #tween
Medium LitMotion — High-performance tween implementation with data-oriented design in Unity. LitMotion — High-performance tween implementation with data-oriented design in Unity. (This article is a translation of my blog post written in Japanese. You can read the original here.) I have …
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Post #2365 633
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Post #2364 739
AnnulusGames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity.

Annulus Games shared a lot of great packages on their GitHub, make sure to check their repos. Some of them I've already shared here too.

https://github.com/AnnulusGames/LitMotion

#tween
GitHub GitHub - annulusgames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity. Lightning-fast and Zero Allocation Tween Library for Unity. - annulusgames/LitMotion
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Post #2362 706
Get your work recognized: write a brag document

A lot of developers work in companies that practice some sort of performance review. Take some time to write a document with your accomplishments and update it periodically in order to make not only your life easier when it comes to a self evaluation report, but also your manager's and peers' lives who take part in the review.

https://jvns.ca/blog/brag-documents/

#career #review
Julia Evans Get your work recognized: write a brag document There’s this idea that, if you do great work at your job, people will (or should!) automatically recognize that work and reward you for it with promotions / increased pay. In practice, it’s often more complicated than that – some kinds of important work are…
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Post #2361 757
radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP.

By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This script adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on RequestShadowMapRendering and RequestSubShadowMapRendering functions

https://github.com/radishface/OnDemandShadowMapUpdate

#hdrp #shadow #rendering
GitHub GitHub - radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP. Customize on-demand shadow rendering in HDRP. Contribute to radishface/OnDemandShadowMapUpdate development by creating an account on GitHub.
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Post #2360 688
Asynchronously Instantiate Objects with InstantiateAsync In Unity

InstantiateAsync has finally arrived, though still in beta. It's also interesting whether it will be backported to LTS versions or not

https://giannisakritidis.com/blog/InstantiateAsync/

#instantiate #async
C# and Unity development Asynchronously Instantiate Objects with InstantiateAsync In Unity How to use the Object.InstantiateAsync method in Unity to Asynchronously Instantiate GameObjects
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