Everyday Unity
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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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أرشيف المشاركات
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A shader for Unity providing cel-shading. (Forward rendering)
https://github.com/s-ilent/scss
#shader #celshading
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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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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
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Voronoi-based Lava in Unity Shader Graph
https://danielilett.com/2023-06-20-tut7-2-voronoi-lava/
Repo: https://github.com/daniel-ilett/shaders-stylised-lava
Video: https://www.youtube.com/watch?v=pFQ2-HFG_hY
#shadergraph #lava #voronoi
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HDRP Water Sample Scenes: This HDRP project is a collection of scenes showcasing the use of the new water system in various scenarios.
https://github.com/Unity-Technologies/WaterScenes
#water #hdrp
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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
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Burst2ManagedCall: How to call managed functions (like Thread.Sleep) from Burst
https://github.com/Jura-Z/Burst2ManagedCall
#burst
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procedural-stochastic-texturing: Modified Shader Graph package implementing Procedural Stochastic Texturing
https://github.com/UnityLabs/procedural-stochastic-texturing
Usage with shaders: https://blogs.unity3d.com/2019/02/14/procedural-stochastic-texturing-in-unity/
#texture #stochastic #shadergraph
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You can use Unity's particle system as the basis for your targeting/seeking mechanics using just the built-in Force Field component
https://www.reddit.com/r/Unity3D/comments/13td8dz/you_can_use_unitys_particle_system_as_the_basis/
#particles #missile
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Melee attacks and AI combat mechanic in 2D games
https://pavcreations.com/melee-attacks-and-ai-combat-mechanic-in-2d-unity-games/
#combat #platformer
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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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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
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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
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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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Aim-IK: A Unity package, to procedurally orientate the character's head (and spine) in a direction without using any animation data.
https://github.com/ehsan-mohammadi/Aim-IK
#ik #aim
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GPUNoiseForUnity: A Unity plugin for generating noise on the GPU for use in the editor.
Allows to generate:
- Shaders that output noise
- Texture2D
- Texture3D
- Heightmaps
https://github.com/heyx3/GPUNoiseForUnity
#noise
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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
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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
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CI/CD pipeline Unity Part 2
Setting up a pipeline for automating the build and release of our project.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-2-e5e6693d4546
#ci
