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Everyday Unity

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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How to create a Space Portal with HLSL in Unity https://www.jettelly.com/blog/how-to-create-a-space-portal-with-hlsl-in-unity/ #shader #portal

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

Metroidvania: Open source metroidvania game. It is an open source unity project with the goal of demonstrating how a complete
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

NativeMessenger: This is system-wide native messenger for Unity Entities. It provides an efficient way to trigger systems on demand without involving entities data or any structural changes. https://github.com/bustedbunny/NativeMessenger/ #ecs #entities

A multi-threaded GOAP (Goal Oriented Action Planning) system for Unity. https://github.com/crashkonijn/GOAP #goap #ai

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

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

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

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

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

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

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

Wave Function Collapse Algorithm for Level Generation Gives a high-level idea how to generate non-square grids http://blog.seedganggames.com/quick-wfc-demo/ #wfc #pcg

the_universal_render_pipeline_cookbook_recipes_for_shaders_and_visual.pdf15.24 MB

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

ShaderGraph examples and demos: Collection of ShaderGraph examples for Unity. Dissolve Fire Flag Hologram Pixelate Toon https://github.com/andydbc/unity-shadergraph-sandbox #shadergraph

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

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

How to Use SYSTEMS in Unity ECS 1.0 - Unity DOTS Tutorial A simple example how to read input and apply it to an object. Also goes over the difference between ISystem and SystemBase. https://www.youtube.com/watch?v=t2S9-pC05hs #dots #ecs

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