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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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kyubuns/AppIconChangerUnity: Change the app icon dynamically in Unity (iOS only) https://github.com/kyubuns/AppIconChangerUnity #icon #ios #native

Platforming Tips and Tricks As a game developer it is your job to make the character move as the player wants, NOT how the player inputs controls. Even if you think your niche is having a very hard game that only makes it more important that your controls are forgiving. The post also contains a playable demo with these tricks implemented. http://www.davetech.co.uk/gamedevplatformer Repo of the demo: https://github.com/DavidStrachan/GM-Perfect-Platforming-Paragon #platformer

Mechanics and tricks from Platformers applied to Endless Runners to improve experience The author describes multiple platformer mechanics and provides code samples for them. I believe such mechanics are must have in a platformer game nowadays, and I definitely gonna implement all of them in a kinematic character controller I develop for my own roguelike game with platformer mechanics. The list of mechanics: - Early Fall: Player descends as soon as jump button is let go ending jump early. - Jump Buffering: When the character is already in the air pressing jump moments before touching the ground will trigger jump as soon as they land. - Predict Ground Collision: When the character is already in the air pressing jump and there is a platform near and below, it can jump as it is already on the ground. - Coyote Time: Jump still triggered a few frames after running off a ledge. - Catch Missed Jumps: If a player doesn’t quite make a jump either lift them up a few pixels or change the collision mask so their feet don’t hit the wall. https://arielcoppes.dev/2023/04/10/platformer_techniques_in_endless_runner.html #platformer

Improvements to Unity shader files in Rider 2023.2 TL;DR: More autocompletion in Rider when working with shaders, which is always great and should help a lot, especially developers who are new to writing shaders. https://blog.jetbrains.com/dotnet/2023/07/25/improvements-to-unity-shader-files-in-rider-2023-2/ #shader

Supercharge Your Game with Unity ECS: Scaling from 3 to 5000 Characters The video is in Japanese, but it's made by the one and only Keijiro and has subtitles. Shows how using [BurstCompile] and jobs improves performance in the sample by a lot. https://www.youtube.com/watch?v=zn3m6ZFppdQ #ecs #dots

Terrain Scanner Effect An interesting approach is used to achieve the scanner effect: spawn a transparent sphere with an intersection shader and scale it over time. https://youtu.be/9DshpqhKDz0 #shadergraph #scan

Position-Based-Dynamics: A PBD fluid in unity running on the GPU Position based dynamics is a method used to simulate physical phenomena like cloth, deformation, fluids, fractures, rigidness and much more. The key process in PBD is to simulate the object as a set of points and constraints. Forces are applied to the points to move them and then the constraints make sure the points wont move in a way that violates the simulation. https://github.com/Scrawk/PBD-Fluid-in-Unity #simulation #fluid

Technical Interview Preparation A notebook by a seasoned game developer with questions that are usually asked at technical interviews. https://docs.google.com/document/d/1GEy-tPO048rsg4XNS_f-jiHZWYlH6gXAUJ_v7PoUynA/ #interview

Compute Shaders in Unity: Processing transforms with GPU The title is a bit misleading, it's about how to pass data to a compute shader, modify, and then return back to a C# script. Transforms are still processed on the main thread. But it's still a decent example how to use compute shaders. https://www.artstation.com/blogs/degged/KOre/compute-shaders-in-unity-processing-transforms-with-gpu #compute #shader

Ocean waves simulation with Fast Fourier transform https://www.youtube.com/watch?v=kGEqaX4Y4bQ Repo: https://github.com/gasgiant/FFT-Ocean #fft #water

How to Design Levels With the "Super Mario World Method" This article explores how challenges evolve and expand in platformers, using Super Mario as an example. https://gamedevelopment.tutsplus.com/how-to-design-levels-with-the-super-mario-world-method--cms-25177a #leveldesign #gamedesign

Improving Burst Inspector search performance Another example how standard methods might be a lot slower due to various reasons, for instance safety checks. And how own implementation may leverage some assumptions to provide performance gains. But as usual, always profile. https://blog.unity.com/engine-platform/improving-burst-inspector-search-performance #optimization

Unity3D - Personal Notebook: A notebook filled with a variety of Unity-related content by a seasoned game developer. It is especially helpful for new developers as it provides the following: - A list of existing assets that the author typically includes in their projects. - UI tips: Although Unity's documentation has greatly improved in terms of UI and its optimizations, this notebook can still serve as a handy cheat sheet to refresh your knowledge. - The building process and how to troubleshoot potential issues. - Optimization tips - Editor tips and tricks and many more https://docs.google.com/document/d/1-EFSFLf8bJTZq60kwLzHBOTnb9nv6_Oelu5ho6J_-uI/edit#heading=h.qolyg3va2zkn #book #tips

Simple 2D Character Controller A good starting point for implementation of your own kinematic 2D character controller. https://roystan.net/articles/character-controller-2d/ Repo: https://github.com/IronWarrior/2DCharacterControllerTutorial #character #kinematic

project-curator: A convenient tool to help cleaning and maintaining Unity Projects 🧹✨ Project Curator is an Unity Editor window that, based on the currently selected Asset, displays the following information: Each asset it depends on (called dependencies). Each asset that depends on it (called referencers) Very useful to know if an Asset is can be safely deleted or not. Whether the asset is included in the build or not, depending on the nature of the Asset and its referencers (checked recursively) https://github.com/ogxd/project-curator #editortool

How to create a Space Portal with HLSL in Unity https://www.jettelly.com/blog/how-to-create-a-space-portal-with-hlsl-in-unity/ #shader #portal

Using StringBuilder To Replace Values We commonly think of StringBuilder as a class to build up new string values, but it could also be used to alter an existing string efficiently. Author's benchmarks show significantly less allocations. The StringBuilder implementation allocates about 20% of what the String implementation does. https://khalidabuhakmeh.com/using-stringbuilder-to-replace-values #string #performance

Metroidvania: Open source metroidvania game. It is an open source unity project with the goal of demonstrating how a complete
Metroidvania: Open source metroidvania game. It is an open source unity project with the goal of demonstrating how a complete game structures asset folders, connects systems, handles editor tools and much more. Recently I've started to play around with my own pet project that contains platformer elements. So I skimmed through a bunch of samples and this one seems pretty decent to look at and see how particular stuff might be implemented. https://github.com/kennedyvnak/unity-metroidvania #platformer #metroidvania #sample

NativeMessenger: This is system-wide native messenger for Unity Entities. It provides an efficient way to trigger systems on demand without involving entities data or any structural changes. https://github.com/bustedbunny/NativeMessenger/ #ecs #entities

A multi-threaded GOAP (Goal Oriented Action Planning) system for Unity. https://github.com/crashkonijn/GOAP #goap #ai