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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 #2400 · Back to latest

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Post #2399 835
Enableable Components Generated Code

How do enableable components work under the hood with the job system? There is actually the same code generated for both regular and enableable components, and multiple ifs decide how the components are processed.

https://gametorrahod.com/enableable-generated-code/

#ecs #dots
Game Torrahod Enableable Components Generated Code On surface this feature sounds like a nice little thing they added for us, but underneath it has a lot going on.
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Post #2398 767
mixandjam/balatro-feel: Recreating the basic Game Feel from Balatro

I've played Balatro a lot, and one of the reasons it's so satisfying is its animations and card behavior. Despite being pretty simple, the attention to detail is crazy. Once, I even caught myself staring at the card iteration animation, which is a plain white texture fade-out, but it blends so nicely with the overall flow.

https://github.com/mixandjam/balatro-feel

#feature #feel #balatro
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Post #2396 1.06K
How To Fix Deep Link/Push Notifications Crashes On Unity iOS after Apple Privacy Manifests update (and Why Software Design Matters)

A nasty crash appeared after the update from Unity 2021.3.31f1 to 2021.3.36f1, and the update was required due to the Apple privacy update and the introduction of Privacy manifest files since the support for it was added relatively recently. So you either have already encountered this crash or would encounter it soon if you publish your games to the App Store and use Facebook SDK and deep links as the deadline for this update is really close.
Strangely it was reproduced only on iOS 15 and 16, while iOS 17 was okay.
It turned out to be an interesting investigation, so I wanted to share the details with you.

It's funny how the regex to replace the generated UnityAppController.mm in FB SDK has been sitting there since 2015 and only now fired so badly causing a crash on a subset of devices. And it happened due to the UnityAppController.mm template being updated in one of the newer Unity versions.

And it's a perfect example of "Unknown Unknowns" discussed in "A Philosophy of Software Design" by John Ousterhout. Unknown unknowns increase the complexity of your system, but when it happens between 2 third parties it becomes multitudes times harder to track and resolve.
I definitely recommend the book.

According to the issue tracker, it also happens in 2022 and 2023, so now you know what to do if your app starts crashing on iOS after Unity update.

https://gamedev.center/how-to-fix-deep-link-push-notifications-crashes-on-unity-ios-and-why-software-design-matters/

#crash #ios
gamedev.center How To Fix Deep Link/Push Notifications Crashes On Unity iOS A crash that happens when opening the app via a notification or a deep link occurred after the Unity version update. Strangely, it was reproduced only on iOS 15 and 16, while working correctly on iOS 17. It affected various versions, including 2021.3, 2022.3…
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Post #2394 824
UnityDomainReloadHelper

A couple of attributes that help when Domain Reloading is disabled, which significantly decreases the time it takes for Unity to play a scene. By default, Unity provides the RuntimeInitializeOnLoadMethod attribute to assist, but it can be a little cumbersome.

I encourage you to write code in a way that allows you to turn off the domain reload upon entering play mode. It greatly speeds up the workflow even for my small pet projects. I have also worked on projects in production that have more than 1k assembly definitions, and reloading takes ages, so entering play mode was painfully slow and without this option turned off it was really hard to work.

https://github.com/joshcamas/unity-domain-reload-helper

#domainreload #attribute #editortools
GitHub GitHub - joshcamas/unity-domain-reload-helper: A couple of attributes that help disabling Domain Reloading in Unity easier A couple of attributes that help disabling Domain Reloading in Unity easier - joshcamas/unity-domain-reload-helper
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Post #2390 780
AnnulusGames/UGUIAnimationSamples: A sample project that includes implementation examples of UI animation for Unity UI (uGUI) using LitMotion and UniTask.

The repo with samples how to use LitMotion tweener, but can be used as an inspo and easily ported to any other tweener.

https://github.com/AnnulusGames/UGUIAnimationSamples

#tween #sample
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Post #2386 797
DOTS-Manual

Right now, it only contains information about sync points, which are crucial for performance in an archetype ECS implementation. Therefore, it's important to understand what leads to sync points in Entities. The manual is planned to be extended, so stay tuned for more later.

Update: Info about System dependencies was added

https://github.com/bustedbunny/DOTS-Manual

#dots #ecs
GitHub GitHub - bustedbunny/DOTS-Manual Contribute to bustedbunny/DOTS-Manual development by creating an account on GitHub.
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Post #2385 813
UNITY NATIVE: ANDROID ASYNCHRONOUS OPERATIONS AND THREADING

Discover common pitfalls and best practices for threading in Unity when working with native Android plugins in this great post. Learn from examples of typical mistakes and how to implement threading correctly.

https://medium.com/@playtika-tech-ai/unity-native-android-asynchronous-operations-and-threading-9eb07488b5cc

#native #thread #android
Medium UNITY NATIVE: ANDROID ASYNCHRONOUS OPERATIONS AND THREADING By Artem Glotov
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Post #2384 929
C# Meta programming with Unity

How to use source generators that open up possibilities for automating many aspects of software development, such as generating code templates, automatically creating APIs based on metadata, and implementing repetitive design patterns without the need for manual copying and pasting of code.

https://vij.app/c-meta-programming-with-unity/

More examples: https://github.com/dr-vij/UTools-Generators

#sourcegen #roslyn
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Post #2383 907
Post #2381 829
Simple Water Tutorial: I've made a simple water plane material with some common features/techniques shared below. 🫧 + Depth Fog + Animated Normals "Refraction" + Underwater Blur (nodes for fog + refraction in 🧵)

https://twitter.com/TheMirzaBeig/status/1728560272405606558

#water #shadergraph
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Post #2380 767
Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention for scripts and assets in Unity

A great place to start creating your own project style guide. You can tweak it from the start, or take as is and tailor for your needs as your project grows.

https://github.com/justinwasilenko/Unity-Style-Guide

#style #rules
GitHub GitHub - justinwasilenko/Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention… This article contains ideas for setting up a projects structure and naming convention for scripts and assets in Unity - justinwasilenko/Unity-Style-Guide
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