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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آرشیو پست ها
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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
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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
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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
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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
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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
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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
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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
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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
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the_universal_render_pipeline_cookbook_recipes_for_shaders_and_visual.pdf15.24 MB
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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
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ShaderGraph examples and demos: Collection of ShaderGraph examples for Unity.
Dissolve
Fire
Flag
Hologram
Pixelate
Toon
https://github.com/andydbc/unity-shadergraph-sandbox
#shadergraph
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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
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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
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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
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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
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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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