Issue #25 - Render Pipelines, Memory Management, Editor Scripts, DOTS/ECS, Shaders, Great Assets, Pl

Published January 03, 2020
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*Read the full newsletter originally posted with its original formatting at GameDevDigest.com

Directional Shadows - This is the fourth part of a tutorial series about creating a custom scriptable render pipeline. It adds support for cascaded shadow maps.
Catlike Coding

See Through Walls - Since many of you asked, here is a tutorial on how to see through walls #under60sec. Also check out transparent characters.
Daniel Santalla

Terrain Grass Methods - For anyone interested I made a pretty lengthy write-up of terrain grass methods in the Unity3d forums; finally found a clean workflow for detail meshes on default terrains including wind support.
RobProductions

The best C# articles from 2019 - Running the largest C# newsletter gives me the joy of seeing what others like to read. Today, I want to share the most popular pieces from 2019. If you missed any of them I highly recommend catching up.
Jakub Chodounsky

Breaking the Rules of Unity Garbage Collection - Once upon a time, there was a unity game programmer called Lancelot. A very passionate one, I would say. He didn't know yet, but eventually he would face the darkest side of Unity garbage collection.
Rubén Torres Bonet

What Does Deallocating Temp Memory Do? - Last week we learned a lot about Allocator.Temp, but we left some questions open. One of them was what happens when we explicitly deallocate Temp memory. We know we don’t need to and that it’ll be deallocated at the end of the frame, but what happens when we explicitly deallocate it? Today we’ll dive in and try to find out.
JacksonDunstan.com

NoiseBall5 - Unity 2019.3 new Mesh API example with C# Job System. Now you can generate/modify meshes using Burst-compiled and threaded jobs without extra memory copying.
Keijiro

CreatePlaneStack.cs - Here is the script I used for generating the mesh in the aurora effect. Can be used for similar volumetric effects, or simply to take a gander at procedural mesh generation.
Staggart Creations

Distribute Objects Evenly - New addition to the utility library: Distribute objects evenly in a Unity3d scene (along x / y / z).
Pixel Wizards

SceneViewControlWindow.cs - Unity Tip: An EditorWindow can read and consume input events received by the Scene View, which is incredibly useful when making editing tools.
Brody Brooks

Unity Editor Hack 1: Change All Game Objects in All Scenes - A sample editor script detailing how you can go about making an update to all gameobjects from all scenes if needed.
Bilal Akil

Suppressing Warnings in Unity - Annoyed by useless warnings in Unity? There are two ways to suppress them.
Anton Semchenko

ShaderDebugBuildProcessor - I added a script to strip out about 90% of built-in shader variants in #unity that we weren't using based on this article. Saved nearly 3MB and everything builds sooooooo much quicker.
Damian Connolly

Read the full newsletter post at GameDevDigest.com

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