Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
// Drawing a line with UITK https://forum.unity.com/threads/drawing-a-line-with-uitk.1193470/ | |
public class LineDrawer : VisualElement | |
{ | |
private Vector3 startPos, endPos; | |
private float thickness; | |
public LineDrawer(Vector3 pos1, Vector3 pos2, float width) | |
{ | |
startPos = pos1; | |
endPos = pos2; |
public static class ExtensionMethods | |
{ | |
public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp) | |
{ | |
var tcs = new TaskCompletionSource<object>(); | |
asyncOp.completed += obj => { tcs.SetResult(null); }; | |
return ((Task)tcs.Task).GetAwaiter(); | |
} | |
} |
Guide for Unity Addressable Asset System.
Check out this sample code repo.
This guide supports languages below.
Created: 2020-07-03
Last updated: 2020-08-26 minor typo correction
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like Unreal or Unity for their games (or that's what lot of people think) because d
using UnityEngine; | |
public class MeshBlit : MonoBehaviour | |
{ | |
public RenderTexture rt; | |
public Mesh mesh; | |
public Material material; | |
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1); |
# Sourcecode | |
*.txt diff | |
*.cs diff | |
*.json diff | |
*.meta diff | |
*.xml diff | |
# 3D models | |
*.3dm filter=lfs diff=lfs merge=lfs -text | |
*.3ds filter=lfs diff=lfs merge=lfs -text | |
*.blend filter=lfs diff=lfs merge=lfs -text |
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// ported from: https://gist.github.com/noonat/847106 | |
import hxd.Timer; | |
import h3d.Buffer; | |
import h3d.Engine; | |
import h3d.Indexes; | |
import h3d.Vector; | |
import h3d.mat.BlendMode; | |
import h3d.mat.Data.Compare; | |
import h3d.mat.Data.Face; |
"The common wisdom of "don't use conditionals in shaders" is one of my biggest frustrations with how shaders are taught. | |
step(y, x) _is_ a conditional! It compiles to identical code as: | |
float val = (x >= y ? 1.0 : 0.0) | |
or | |
float val = 0.0; | |
if (x >= y) val = 1.0;" | |
https://twitter.com/bgolus/status/1235254923819802626 | |
// Performing shader divisions without diving *rcp = approximation of 1/x | |
float myDividedVal = myValToDivide * rcp(myDivider); |
class Main { | |
macro static function swap(a, b) { | |
return macro { var v = $a; $a = $b; $b = v; }; | |
} | |
static function main() { | |
var i = 10, j = 15; | |
trace(i, j); // 10, 15 | |
swap(i, j); | |
trace(i, j); // 15, 10 | |
} |