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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Підписники
Немає даних24 години
-17 днів
+1330 днів
Архів дописів
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CI/CD pipeline Unity Part 1
How to use GitHub actions and GameCI to have a simple pipeline that ensures your Unit tests pass on every single PR.
https://medium.com/@RunningMattress/setting-up-a-ci-cd-pipeline-for-unity-part-1-344e74c4f35a
#ci
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Counter Strike 2 Smoke
Another example of the smoke implementation. Looks better to me than the previous sample.
https://youtu.be/ryB8hT5TMSg
#smoke #vfx
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DOTS Samples
- Entities samples
- Netcode samples
- Physics samples
- Entities.Graphics HDRP samples
- Entities.Graphics URP samples
Also contains a list of links to learn more about DOTS
https://github.com/Unity-Technologies/EntityComponentSystemSamples
#dots #ecs
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Matusson/UCloth: Burst-based Unity cloth simulation
This project is not production ready and no further work will be done. It is primarily intented to be a learning resource
https://github.com/Matusson/UCloth
#cloth
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UnitySSReflectionURP: Screen Space Reflection for Unity URP (Universal Render Pipeline).
https://github.com/jiaozi158/UnitySSReflectionURP/
#reflection #urp
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InstantPipes: A Unity editor tool for quickly generating pipes — with pathfinding
https://github.com/letharqic/InstantPipes
#pcg #procedural #pipe
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InteractiveSmoke: Counter-Strike 2 smoke w/ Unity Compute Shader
https://github.com/aleksandrpp/InteractiveSmoke
#smoke #feature
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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
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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
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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
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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
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[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
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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
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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
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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
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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
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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
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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
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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
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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
