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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 UI Toolkit documentation code examples
We are actively adopting UI Toolkit for our editor tools. And it turns out to be pretty convenient.
Still a lot of concerns regarding using it in the runtime tho. Do you have any experience with it for in-game UI? How is it going? Would you recommend it? Would be happy to discuss in the comments.
Editor UI examples
Get started with UI Toolkit
Relative and absolute positioning C# example
Create a Custom Inspector
Runtime UI examples
Get started with runtime UI
And many more other examples how to do different stuff with it. Check the full list in the repo.
https://github.com/Unity-Technologies/ui-toolkit-manual-code-examples
#uitoolkit #sample
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Master Realtime VFX in Unity and Substance Designer! Learn How to Create a Fire AOE Orb!
I used this tutorial to create a fire orb for my game. It's 1 hour long, but covers everything in detail. If you are new to the shader graph, then I definitely recommend it.
https://www.youtube.com/watch?v=Cb3Zv9H1os4
#vfx #shadergraph
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When, where, and why to put [BurstCompile], with mild under-the-hood explanation
A while ago, I was reviewing the burst inspector and noticed that only static methods were being bursted while others that I thought should qualify were not (no reference types, structs passed as ref args, etc.). After I had made these methods static, they were bursted right away. I was wondering why this was the case because I haven't seen that requirement in the docs (I probably just missed it). Anyway, I have recently found this thread which directly answers this question.
The first two things to know, from which all else flows, but seems a bit surprising at first: 1. Burst can only ever burst static methods, period, end of story. If you want this to happen outside of the special cases outlined below, just put [BurstCompile] on a static method and on its declaring type.* When you call this method, it will call the bursted version automatically, assuming burst compilation didn't fail. 2. Unless you try really hard, all C# called from bursted code is bursted.https://forum.unity.com/threads/when-where-and-why-to-put-burstcompile-with-mild-under-the-hood-explanation.1344539/ #dots #ecs
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The Strange Graphics Of LETHAL COMPANY
The case when it's so strange that it turns out to be genius.
https://www.youtube.com/watch?v=Z_-am00EXIc
#rendering
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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
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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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Adds various noise generation nodes to Unity Shader Graph, including 3D noise nodes.
https://github.com/JimmyCushnie/Noisy-Nodes
#shadergraph #noise
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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 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 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 multitude 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
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How to implement multi-threaded frustum culling in Unity C#
Unity does this process under the hood already, but for some special cases with a custom renderer it might be needed.
https://www.pinwheelstud.io/post/frustum-culling-in-unity-csharp
#jobsystem #culling
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UnityDomainReloadHelper
A couple of attributes that help when Domain Reloading is disabled significantly decrease 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
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Modern Git Commands and Features You Should Be Using
Switch, restore, sparse checkout, worktree, bisect
https://martinheinz.dev/blog/109
#git
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LWGUI: A Lightweight, Flexible, Powerful Shader GUI System for Unity.
https://github.com/JasonMa0012/LWGUI
#inspector #shader
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AnnulusGames/Alchemy: Provides a rich set of editor extensions and serialization extensions for Unity
Another great package by Annulus Games - open source Odin alternative.
https://github.com/AnnulusGames/Alchemy
#inspector
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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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Grass System Extension: Cutting
https://www.patreon.com/posts/grass-system-100668614
#shader #grass #cut
1 150
UNITY NATIVE: ANDROID STUDIO TOOLS
How to analyze the contents of .apk, .aab, .arr, or .jar archive files and to check Android dependencies.
https://medium.com/@playtika-tech-ai/unity-native-android-studio-tools-b3eb4509a263
#native #profiling #analyze
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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.
https://github.com/bustedbunny/DOTS-Manual
#dots #ecs
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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
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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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