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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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InstantPipes: A Unity editor tool for quickly generating pipes — with pathfinding https://github.com/letharqic/InstantPipes #pcg #procedural #pipe

InteractiveSmoke: Counter-Strike 2 smoke w/ Unity Compute Shader https://github.com/aleksandrpp/InteractiveSmoke #smoke #feature

How to properly implement movement in Unity 2D: Learn the basis of a proficient platformer controller Games such as Super Meat Boy, Celeste, The King’s Bird, and Dead Cells represent the gold standard for 2D movement mechanics. These games have achieved this status by creating satisfying and intuitive movement mechanics that are centered around simple directional movement and satisfying jumps. They are excellent platformers because they use a variety of invisible tricks in their physics systems to create the illusion of tight controls. These tricks are crucial in ensuring that the player’s movements feel natural and responsive enhancing the overall gameplay experience. https://fungies.io/2023/04/11/how-to-properly-implement-movement-in-unity-2d-a-short-guide/ #controller #platformer

Shaders Case Study - Dead Cells' Character Art Pipeline (3D -> 2D) How to make a tool similar to one used in Dead Cells to create animated 2D characters from 3D models. https://www.youtube.com/watch?v=iNDRre6q98g #animation

Generated Adventure — postmortem of a game made with chatGPT and Midjourney (prompts included) The post discusses the development process, challenges faced, and insights gained from using AI models for generating an adventure game https://blog.luden.io/generated-adventure-the-postmortem-of-a-game-made-with-chatgpt-and-midjourney-prompts-included-f87e7e615204 #aigeneration

Accessing texture data efficiently | Unity Blog An overview of API to access texture data on CPU and GPU with performance benchmarks as well as intricacies of using various approaches. https://blog.unity.com/engine-platform/accessing-texture-data-efficiently #rendering #texture #performance

[60sec SHADER BREAKDOWN] How to make realistic photograph/paper burning VFX! https://www.reddit.com/r/Unity3D/comments/13pmlam/60sec_shader_breakdown_how_to_make_realistic/ #shadergraph #burn

Art Design Deep Dive: Using a 3D pipeline for 2D animation in Dead Cells I personally enjoyed so much amazing animations in Dead Cells. Here is the post about how they were made. https://www.gamedeveloper.com/production/art-design-deep-dive-using-a-3d-pipeline-for-2d-animation-in-i-dead-cells-i- #animation

How to use RaycastCommand RaycastCommand is API that allows multiple raycast requests to be made in jobs. By using RaycastCommand instead of multiple calls to methods like Physics.Raycast(), the time spent on raycasts on the main thread can be reduced. The post contains code samples to demonstrate the comparison between raycasts using Physics.RaycastNonAlloc() and RaycastCommand. The results show the benefits of using RaycastCommand for efficient raycast operations. https://coffeebraingames.wordpress.com/2023/05/22/how-to-use-raycastcommand/ #physics #jobs #raycast

Managed Shell Objects: How Bad are Leaked Managed Shells? https://docs.unity3d.com/Packages/com.unity.memoryprofiler@1.1/manual/managed-shell-objects.html Repo with a sample of a leaked managed shell: https://github.com/keijiro/ManagedShellTest #memory

Multiplayer Unity FullBody FPS Controller: A collaborative test project with a simple Mirror Multiplayer game. Built to test a potential workflow with remote artists and programmers. Built on top of Free Open-Source FullBody FPS Controller I shared recently. https://github.com/TCKingCeryn/Multiplayer-Unity-FullBody-FPS-Controller #character #fps #netcode

Dark and Stormy: a funky skybox shader for Unity. http://vfxmike.blogspot.com/2018/07/dark-and-stormy.html Repo: https://github.com/SquirrelyJones/DarkAndStormy #shader #clouds

Post-Processing Wireframe/Outlines: A simple post-processing outline effect that uses depth-based edge detection (Built-in RP). A wireframe and outline (2-in-1) effect for Unity that uses depth-based edge detection to render thick, quality post-processing wireframes and outlines. You can control the line thickness, edge detection threshold, colour, and blend state. Unlike the typical edge-detection techniques of using a sobel filter/kernel, we compare depth against the local area average- calculated using what is essentially box blur. https://github.com/MirzaBeig/Post-Processing-Wireframe-Outlines #postprocess #wireframe #shader

How Nintendo solved Zelda's open world problem This video explores the biggest challenge faced when developing The Legend of Zelda: Breath of the Wild. Nintendo wanted to create a sense of freedom and exploration while also guiding players towards key story locations. They focused on creating a variety of attractive landmarks and points of interest, such as shrines, stables, and enemy camps, each offering unique benefits. They also used the triangle rule, designing the landscape with triangular formations that naturally guided the player's eye and revealed new locations gradually. This created a chain reaction of discoveries, drawing players organically across the map. With this approach, players freely explored while still ending up at important story locations. https://youtu.be/CZzcVs8tNfE #openworld #gamedesign #leveldesign

MotionMatchingByDreaw: Animation system for Unity engine based on motion matching Motion matching is a technique used in game development to create realistic character animations. It involves blending and transitioning between pre-recorded motion capture data or animation clips based on the character's current state and desired action. Contrary to the traditional technique where character animations in games are created by manually designing and blending different animation clips to achieve the desired movements. However, this process can be time-consuming and may result in animations that don't always look natural or fluid. https://github.com/dreaw131313/MotionMatchingByDreaw #animation #motionmatching

TrueTrace-Unity-Pathtracer: Fast Compute Shader based path tracing https://github.com/Pjbomb2/TrueTrace-Unity-Pathtracer #pathtracing #computeshader

DelayNoMoreUnity: A Multiplayer Platformer game demo on websocket+UDP peer-to-peer with delayed-input Rollback Netcode inspired by GGPO. Also has a high level description how it works to synchronize across multiple players https://github.com/genxium/DelayNoMoreUnity #netcode #rollback #lagcompensation

Darktide-40K-in-Unity-FullBody-FPS-Controller: A completely refactored, Open Source Full Body FPS Controller. Inspired by Darktide and DISHONORED/ Dark Messiah, uses TWO armatures to layer Generic "Arms-Only" FPS Animations, without losing any of the "Full-Body" Animations underneath. https://github.com/TCKingCeryn/Darktide-40K-in-Unity-FullBody-FPS-Controller A full showcase video in the comments. #fps #controller

Pretty water for a game https://www.reddit.com/r/gamedev/comments/1375ibf/heres_how_i_made_pretty_water_for_my_game/ Source code of a Godot shader, but gives you the idea and can be ported to HLSL: https://godotshaders.com/shader/pixel-ghibli-water/ #shader #water

Extended Q&A: Optimizing memory and build size with Addressables | Unity Blog The post provides a useful overview of the Addressable Asset System and how it can be used correctly to optimize Unity game performance, making it a valuable read. https://blog.unity.com/engine-platform/extended-q-a-optimizing-memory-and-build-size-with-addressables #addressables