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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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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

Burst2ManagedCall: How to call managed functions (like Thread.Sleep) from Burst https://github.com/Jura-Z/Burst2ManagedCall #burst

procedural-stochastic-texturing: Modified Shader Graph package implementing Procedural Stochastic Texturing https://github.co
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

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

Melee attacks and AI combat mechanic in 2D games https://pavcreations.com/melee-attacks-and-ai-combat-mechanic-in-2d-unity-games/ #combat #platformer

Unity Retro Effect https://youtu.be/n5zlq0A8xGg #retro #pixel #shadergraph

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

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

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

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

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

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

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

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

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

CI/CD pipeline Unity Part 1 How to use GitHub actions and GameCI to have a simple pipeline that ensures your Unit tests pass on every single PR. https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-1-344e74c4f35a #ci

Counter Strike 2 Smoke Another example of the smoke implementation. Looks better to me than the previous sample. https://youtu.be/ryB8hT5TMSg #smoke #vfx

DOTS Samples - Entities samples - Netcode samples - Physics samples - Entities.Graphics HDRP samples - Entities.Graphics URP samples Also contains a list of links to learn more about DOTS https://github.com/Unity-Technologies/EntityComponentSystemSamples #dots #ecs

Matusson/UCloth: Burst-based Unity cloth simulation This project is not production ready and no further work will be done. It is primarily intented to be a learning resource https://github.com/Matusson/UCloth #cloth

UnitySSReflectionURP: Screen Space Reflection for Unity URP (Universal Render Pipeline). https://github.com/jiaozi158/UnitySSReflectionURP/ #reflection #urp