Debug.Assert expects you to enter a condition and lets you print an error message to the console if the condition you entered returns false.
Assertions are often a better choice than a Debug.Log call.
#gamedev #indiedev
Debug.Assert expects you to enter a condition and lets you print an error message to the console if the condition you entered returns false.
Assertions are often a better choice than a Debug.Log call.
#gamedev #indiedev
Remember occlusion culling? Boost performance trough a spatial structure to determine visibility?
It became a lot easier in Unity 6 with GPU occlusion culling.
Set up the GPU resident drawer and enable GPU occlusion culling in the URP renderer!
#indiedev #gamedev
Remember occlusion culling? Boost performance trough a spatial structure to determine visibility?
It became a lot easier in Unity 6 with GPU occlusion culling.
Set up the GPU resident drawer and enable GPU occlusion culling in the URP renderer!
#indiedev #gamedev
Free performance trough upscaling? DLSS2, FSR2 and XeSS sound intimidating?
WIth #Unity6 the introduced their very own take: Spatial Temporal Upscaling, STP in short.
Enable it in your URP Asset. Check the image for render scale comparisons.
#indiedev #gamedev
Free performance trough upscaling? DLSS2, FSR2 and XeSS sound intimidating?
WIth #Unity6 the introduced their very own take: Spatial Temporal Upscaling, STP in short.
Enable it in your URP Asset. Check the image for render scale comparisons.
#indiedev #gamedev
Unity 6 now includes Enhanced Multiplayer Networking!
With lower latency and built-in server hosting options, creating seamless multiplayer experiences is easier than ever.
Just use the new tools in the Networking package to get started fast!
#gamedev #indiedev #Unity6
Unity 6 now includes Enhanced Multiplayer Networking!
With lower latency and built-in server hosting options, creating seamless multiplayer experiences is easier than ever.
Just use the new tools in the Networking package to get started fast!
#gamedev #indiedev #Unity6
LOD Bias helps balance between visual quality and performance by shifting the distances at which different LODs are used:
Higher Bias = more detail at a distance
(better visuals, more processing)
Lower Bias = less detail closer up
(better performance)
#gamedev
LOD Bias helps balance between visual quality and performance by shifting the distances at which different LODs are used:
Higher Bias = more detail at a distance
(better visuals, more processing)
Lower Bias = less detail closer up
(better performance)
#gamedev
GPU Resident Drawer is the built in cheat code for faster rendering in #Unity6!
It enables GPU Instancing in the Forward+ rendering path for MeshRenderers without the need for manual optimization.
The setup is done in a few clicks, check the attached image!
GPU Resident Drawer is the built in cheat code for faster rendering in #Unity6!
It enables GPU Instancing in the Forward+ rendering path for MeshRenderers without the need for manual optimization.
The setup is done in a few clicks, check the attached image!
Manage shader variants!
Keywords like "multi_compile" are always included in your build.
Use "shader_feature" instead, as it's only included when referenced by materials!
Reduce build size & time.
Check keywords in the shader’s Inspector!
#gamedev #indiedev
Manage shader variants!
Keywords like "multi_compile" are always included in your build.
Use "shader_feature" instead, as it's only included when referenced by materials!
Reduce build size & time.
Check keywords in the shader’s Inspector!
#gamedev #indiedev
Cleaning up your projects with Assembly Definitions and now Unity tries to put your Editor scripts into your builds?
Create an Assembly Definition in your Editor folder and set it to include only the Editor Platform.
#indiedev #gamedev
Cleaning up your projects with Assembly Definitions and now Unity tries to put your Editor scripts into your builds?
Create an Assembly Definition in your Editor folder and set it to include only the Editor Platform.
#indiedev #gamedev
You can check the UI Batching in the Profiler, it even states the reason why batching breaks.
Remember that the order of objects in the hierarchy is important, some batching breaks might be solvable by just reordering your objects
#gamedev #indiedev
You can check the UI Batching in the Profiler, it even states the reason why batching breaks.
Remember that the order of objects in the hierarchy is important, some batching breaks might be solvable by just reordering your objects
#gamedev #indiedev
Custom Lerp for Values Beyond 0-1 for t?
By default, Mathf.Lerp clamps the interpolation factor t between 0 & 1.
Need an overshoot or extension? Use a custom Lerp to allow t to exceed 1 or go below 0 for full control! 🎮
#gamedev #indiedev
Custom Lerp for Values Beyond 0-1 for t?
By default, Mathf.Lerp clamps the interpolation factor t between 0 & 1.
Need an overshoot or extension? Use a custom Lerp to allow t to exceed 1 or go below 0 for full control! 🎮
#gamedev #indiedev
The Transform class implements IEnumerable. With that you could i.e.:
- Iterate through the children of the transform like foreach (Transform child in transform) {...}
- Iterate with direct cast via .OfType
Example👇
#gamedev
The Transform class implements IEnumerable. With that you could i.e.:
- Iterate through the children of the transform like foreach (Transform child in transform) {...}
- Iterate with direct cast via .OfType
Example👇
#gamedev
Normalizing a zero vector is mathematically undefined and returning NaN within the Unity.Mathematics lib!
When normalizing i.e. a Unity.Mathematics float3 use the normalizesafe method to avoid NaN.
It works for Vector3 though!
#gamedev #indiedev
Normalizing a zero vector is mathematically undefined and returning NaN within the Unity.Mathematics lib!
When normalizing i.e. a Unity.Mathematics float3 use the normalizesafe method to avoid NaN.
It works for Vector3 though!
#gamedev #indiedev
In #ParkingWorld, you build your own lot, then manage your car park and play through challenging scenarios.
Check out our Teaser Trailer! ⬇️
youtu.be/2R8GmTJ9FUA
In #ParkingWorld, you build your own lot, then manage your car park and play through challenging scenarios.
Check out our Teaser Trailer! ⬇️
youtu.be/2R8GmTJ9FUA
Do you have a gradient that doesn't quite work well with your game style?
Why don't you apply some Noise with a simple #shadergraph? 🤯
This is especially handy to make transitions feel more natural (e.g. with Vertex Color transitions) 😎
#gamedev #indiedev
Do you have a gradient that doesn't quite work well with your game style?
Why don't you apply some Noise with a simple #shadergraph? 🤯
This is especially handy to make transitions feel more natural (e.g. with Vertex Color transitions) 😎
#gamedev #indiedev
To create a nice sprinkler VFX with the #vfxgraph expose a property that changes the velocity and spawnrate.
A small script can feed in values.
Here is an example from our current #indiegame
@parkingworld.de
If you like our tips consider a follow and wishlist ♥️
To create a nice sprinkler VFX with the #vfxgraph expose a property that changes the velocity and spawnrate.
A small script can feed in values.
Here is an example from our current #indiegame
@parkingworld.de
If you like our tips consider a follow and wishlist ♥️
You have heard about the formatting options of strings, but did you know these work for structs like Vector3?
Use them in your interpolated strings to get a nicer output! In our example the F2 formats the float components to two digits.
#gamedev #indiedev
You have heard about the formatting options of strings, but did you know these work for structs like Vector3?
Use them in your interpolated strings to get a nicer output! In our example the F2 formats the float components to two digits.
#gamedev #indiedev
Check them out here 👉🏻
Rock' n ' Ground:
assetstore.unity.com/packages/3d/...
Wreck 'n' Ships:
assetstore.unity.com/packages/3d/...
Check them out here 👉🏻
Rock' n ' Ground:
assetstore.unity.com/packages/3d/...
Wreck 'n' Ships:
assetstore.unity.com/packages/3d/...
Avoid comparing GameObjects to null in Unity!
UnityObjects are C# objects loosely tied to C++ objects and destruction can lag due to the C# Garbage Collector.
This can lead to MissingReferenceException.
Instead check (gameObject) to avoid this!
#indiedev #gamedev
Avoid comparing GameObjects to null in Unity!
UnityObjects are C# objects loosely tied to C++ objects and destruction can lag due to the C# Garbage Collector.
This can lead to MissingReferenceException.
Instead check (gameObject) to avoid this!
#indiedev #gamedev
Need to avoid real transparency? Try dithering! 😎
With just a handful of nodes you can create the effect to fake transparency or stylize the look of your project. Its also faster than real transparency. 🤯
Check the screenshot for an example setup!
#indiedev #gamedev
Need to avoid real transparency? Try dithering! 😎
With just a handful of nodes you can create the effect to fake transparency or stylize the look of your project. Its also faster than real transparency. 🤯
Check the screenshot for an example setup!
#indiedev #gamedev
Today we are at the SME Innovation Day with a very small stand and are presenting @parkingworld.de
Many thanks to DLR for the invitation.
Today we are at the SME Innovation Day with a very small stand and are presenting @parkingworld.de
Many thanks to DLR for the invitation.
Mismatched frametime and physics updates may introduce jitters.
Smooth it out with the interpolate property on your Rigidbody.
Interpolate may introduce lag but is smoother than Extrapolate.
Don't use it on everything, only where it counts!
#indiedev #gamedev
Mismatched frametime and physics updates may introduce jitters.
Smooth it out with the interpolate property on your Rigidbody.
Interpolate may introduce lag but is smoother than Extrapolate.
Don't use it on everything, only where it counts!
#indiedev #gamedev