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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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Rider 2024.1 EAP 5: Collections Visualizer, Sticky Lines, Improved GitHub Actions Support, and More Collections visualizer and sticky lines definitely gonna be helpful during investigations and debugging https://blog.jetbrains.com/dotnet/2024/02/16/rider-2024-1-eap-5/ #rider

LitMotion — High-performance tween implementation with data-oriented design in Unity An amazing post about tween library design approaches and which one is used by LitMotion, acclaimed by its authors the fastest. Delves into details of achieving the maximum performance and why design of previous tween libs leads to performance issues. Also it describes the sparse set data structure in very simple terms. https://medium.com/@annulusgames/litmotion-fastest-tween-implementation-with-data-oriented-design-in-unity-07c9aa14d9dd #performance #sparseset #tween

kyubuns/Auto9Slicer: Auto 9 slice sprite generator on Unity https://github.com/kyubuns/Auto9Slicer #sprite #slice #editortool

animation.gif3.45 MB

AnnulusGames/LitMotion: Lightning-fast and Zero Allocation Tween Library for Unity. Annulus Games shared a lot of great packages on their GitHub, make sure to check their repos. Some of them I've already shared here too. https://github.com/AnnulusGames/LitMotion #tween

Get your work recognized: write a brag document A lot of developers work in companies that practice some sort of performance review. Take some time to write a document with your accomplishments and update it periodically in order to make not only your life easier when it comes to a self evaluation report, but also your manager's and peers' lives who take part in the review. https://jvns.ca/blog/brag-documents/ #career #review

radishface/OnDemandShadowMapUpdate: Customize on-demand shadow rendering in HDRP. By default, High Definition Render Pipeline (HDRP) updates the realtime shadow maps every frame. This script adds more options to customize the on-demand shadow rendering to optimize the runtime performance. It relies on RequestShadowMapRendering and RequestSubShadowMapRendering functions https://github.com/radishface/OnDemandShadowMapUpdate #hdrp #shadow #rendering

Asynchronously Instantiate Objects with InstantiateAsync In Unity InstantiateAsync has finally arrived, though still in beta. It's also interesting whether it will be backported to LTS versions or not https://giannisakritidis.com/blog/InstantiateAsync/ #instantiate #async

A simple project that shows how to create an Android service for Unity application working on background The Unity Background Service is a project demonstrating how to create an Android service for a Unity application to operate in the background. Typically, Android services, especially within Unity apps, shut down when we terminate the app. It is impossible to keep the service fully operational in the background. The only solution is to allow the service to run in the foreground, accompanied by a notification. Users can then choose to hide that notification if they wish. https://github.com/nintendaii/unity-background-service #native #background

12 Debugging Techniques In JetBrains Rider You Should Know About A great post with debugging tips. At some point in the past, I had been using Rider for multiple years when a colleague showed me the Drag Execution Pointer functionality. I was blown away by how useful it is and realized I had no clue it existed. So take the time to read the post to ensure you know how to use the debugger to its full extent when needed. Like the tip from the Pragmatic Programmer: Achieve Editor Fluency. Keep learning your tools to make your work easier and more efficient. https://blog.jetbrains.com/dotnet/2024/01/29/12-debugging-techniques-in-jetbrains-rider-you-should-know-about/ #debug #rider

cognitive-load: 🧠 Cognitive Load In Software Development This post provides a good list of principles on how to make code more readable. During code review, I always advocate for reducing cognitive load on developers at all levels, even in the smallest things like if conditions or variable names. The post covers various principles from low-level to high-level concepts, so I would definitely recommend checking it out. https://github.com/zakirullin/cognitive-load #architecture

Unity Debug Sheet To be fair it looks pretty well for a debug window. I believe it can be even reused for prototypes to creat
Unity Debug Sheet To be fair it looks pretty well for a debug window. I believe it can be even reused for prototypes to create UI really fast and have a decent appearance. https://github.com/Haruma-K/UnityDebugSheet #debug #tools

Visual Effect Graph - Samples Project https://github.com/Unity-Technologies/VisualEffectGraph-Samples #vfx #vfxgraph #sample

Build-History: Keep a history of all the builds you do. It comes in handy to track when the build size grows, especially when aiming to stay under the 200 MB limit on Android, particularly in large teams where you may not check each PR or change made. So it would help localizing the problem. https://github.com/FronkonGames/Build-History #editortools #build

Introducing Arm Frame Advisor The previous post was about a low-overhead profiler, which allows detecting where issues are. After that it's time for a deep-dive profiler like Frame Advisor to investigate in detail what the root cause of the issue is. https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/arm-mobile-studio-2023-5 #profiling

CPU profiling for Unity The Unity profiler is a powerful tool. It is useful when developing games, but requires the use of a development build. This type of build can introduce too much overhead in the app to obtain accurate performance data on the final game. For this reason, the Unity Profiler may not be suitable for precise CPU performance profiling of release builds. So this post explores other ways to profile release builds with minimal overhead https://gpuopen.com/learn/unity-cpu-profiling-guide/ #profiling

Why am I not getting wishlists? A step by step solution A great guide how to try triggering Steam algorithms. I love the advice about creating reddit posts with the title "I quit my job to make my dream game”, because lately, I've seen an influx of such posts, now we know why. https://howtomarketagame.com/2023/12/05/why-am-i-not-getting-wishlists-a-step-by-step-solution/ #marketing #guide

Text-To-Material-Unity: Generate materials from text prompts in Unity https://github.com/aniketrajnish/Text-To-Material-Unity #aigen #material

Everyday Unity - آمار و تحلیل کانال تلگرام @everydayunity