Discover and read the best of Twitter Threads about #Unity3D

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To celebrate the release of Entities 1.0 Experimental TODAY, enjoy this fresh top ten links to help you get up to speed!

1. 2022 Q3 DOTS roadmap update (@LaurentGibert )…

@unitygames @unity #UnityTips #unity3d #gamedev #gamedevelopment
2. Experimental Entities 1.0 is now available (@matt_fuad )…
3. Entities 1.0 developments from engineering (@jvalenzu )…
Read 11 tweets
Does the future look grim?

(On next steps of interactive audio authoring)

1. A thread 🧵...

#gameaudio #gamedev #sounddesign #reaperdaw #audiokinetic #wwise #fmod #ue4 #unity3d
2. The most difficult thing is making decisions!

(because you have to think) Image
3. Making decisions requires bravery, experimentation, and exploration of the unknown.

If you are not practicing that then you are just gambling.
Read 25 tweets
Got some LINEWORK comments on my Lantern post
So here's a thread on Linework process & my learnings from this project:

Linework is a topic Tech-Artists think a lot about—It’s partly why I started this project: ImageImage
Like w/ any Realtime Shading Feature, the best solutions balance Fidelity, Workflow, & Performance.

The general problem with linework in games comes down to Texture res vs. Memory, and Compression-artifacts/Pixelation—especially if players can get really close to objects.
Increasing texture-res for each asset, even with optimal UVs, just doesn’t move the needle enough to be practical. It would also have major fidelity issues on low-spec hardware, mobile, etc. So just drawing the lines was a no-go:

ex: Look at them gnarly pixels😱 Image
Read 14 tweets
Some Unity users and even moderators within Unity community are infected with the futile ideology of waiting for Godot! This must be fixed! Let me explain why.

#GodotEngine #CancelGodotEngine #Unity3D #Unity #GameDev
As you may know, Unity recently merged with ironSource:…
This created a mass hysteria on Unity forums. Because of this, Unity folks were heavily discussing Godot there to consider switching to as an alternative to Unity, so I decided to share my perspective there:…
Read 27 tweets
Here is a selection of the *coolest* 3D maps and map-like worlds I've seen on Twitter in the past months. Wonderful dynamic, interactive, static, creative or artistic visuals. #Dataviz #3dMap #GIS #3D #Cartography #GISchat 1/23🧵⬇️
Thomas Kole | @ThomasKoleTA 's stunning realistic 3D model of Tenochtitlan capital of the Aztec Empire (now Mexico City) made in #blender using #geometrynodes. Stunning water, clouds & details. #b3d #CDMX 2/23 🧵
Craig Taylor | @CraigTaylorViz 's mesmerizing ship data animation of the Gulf of Mexico. Made in #Cinema4D, with pleasant colours and satisfyingly well-made animation and light reflections. As always impressive work. 3/23 #3dmaps
Read 22 tweets
🧵For all my Unity dev fellows out there, if you ever used "Graphics.DrawMeshInstancedIndirect" to do GPU instancing (left pic) and when you ROTATED your meshes they all got wrong lighting (right pic), I found out why is that 👇

#gamedev #indiedev #unity3d @unitygames

From what I could gather from this forum post ->…

Unity's example does a hack to inverse the matrix on the shader, but it doesnt work in the general case

so you need this matrix inverse function (left pic) and change the shader code to this (right pic)

Read 4 tweets
Hello Unity fam!👋
My name is Fabian Willis (@FabianWillisArt), 3D Artist from Atlanta, and I will be your flight attendant on behalf of #Unity3D Airlines. Please ensure your electronic devices are not set to airplane mode as I’ll be sharing some #unitytips & tricks with you 🧵
Some info about me:
📌Been learning 3D w/ Blender since 2018 & Unity gamedev since 2019
📌My art evolved from flat creations to low poly cel shaded characters & enviro design
📌My inspo comes from games I’ve played in my childhood: Zelda, Kingdom Hearts & Final Fantasy 9 & 10
.@HofmannDev & I (@FabianWillisArt) are working on a game like classics Jak & Daxter, Wind Waker, & Majora’s Mask. It features a main character called Demi, has a compelling plot, the gameplay of an action-adventure, & the mechanics of a 3D platformer👇
Read 5 tweets
Rain Ripples with normals yayyy☔️

No flipbooks or particles used:D Also already have ideas on how to remove the tiling for example. (Full explanation in the comments~)

#madewithunity #unity3d #gamedev #shader #screenshotsaturday #vfx #Realtime
I didn't really liked the approach of using a large flipbook or a realtime rendered texture for rain. Kinda seems overkill for such a small effect. Also the flipbook approach has a limited framerate on top.
But then it hit me, that a single ripple could easily be recreated with good old polar coordinates! But that's just for one ripple only, right? Well then take a look at this little texture here to the left:'D Image
Read 8 tweets
Finally! Here it is - my free #UE5 Lumen and Nanite compatible toon shader. 3 methods for cel shading, 7 methods for outlines, and a custom function example. 🧵Breakdown thread below (1/15) 👇… #UnrealEngine5 #gamedev
This is an unlit surface shader. The diffuse and specular colors are based on the main directional light in the scene. Very consistent results, but we can do more... (2/15) #UnrealEngine #GameDev #ToonShader Image
Here I desaturate the final render, mask out the shadow and change it’s color to match the cel shading bands (3/15) #UnrealEngine #GameDev #ToonShader Image
Read 15 tweets
Some background on how I'm rendering the water line, because it's almost arcane 🪄 #unity3d

The key goal is figuring out if a certain pixel on the screen is above, or below water. This in turn can be used to apply effects to a specific part of the screen. Image
I've tried a bunch of different things, none worked reliably, or were prohibitively expensive. Witcher 3 has this, so technically was possible! What ended up working flawlessly is rendering a subdivided plane directly on the camera's plane, then animating it.
Finding the point where it intersects with the water took the most effort, since it needs to account for any kind of camera rotation, aspect ratio and FoV. The green debug line represents this point. Started with a script here, easier to debug, then translated the math to HLSL.
Read 9 tweets
Happy #unitytips Tuesday! Thought I'd share a 🧵 on something that should be super helpful for VFX artists!

It's about that "BlendAdd" blending mode, discussed at the famous Diablo VFX talk ✨

Let's go~

#gamedev #unity3d
With Unity's "Standard Unlit" particles you have a "Rendering Mode" dropdown that gives you the options you can see below. Most of them are easy to guess what they do, but "Fade" and "Transparent" don't really communicate their differences.
It also doesn't help that the standard object shader also has these modes but act different; "Fade" completely fades the object away when alpha is 0, while "Transparent" keeps specular reflections when alpha is 0. That's not the case with unlit particles though (obvs)
Read 10 tweets
Shout-out to @unity3d which has, for the third project running, completely screwed us out of baked lighting. Well done!

Culprit this time: we use a lot of baked proc-gen mesh. It exists as baked-out mesh assets. Unity just can't generate UV2 on those. It can only do that on FBX.
I'd just like to give the award to #unity3D here for "Most Technically Existent Tooling That Is, In Practice, Almost Universally Impossible To Apply To A Shipping Product". It's a true achievement. You should be proud!
Wait. God. Maybe. MAYBE.

We're seeing evidence of it MAYBE working on objects set to static. If that works everywhere, that could be it. Pleeeaaaaase.
Read 9 tweets
Here's the final card in motion, for the the Foil Trading Card challenge by @HarriAlisavakis (although out of time, I guess). Obviously themed #UnityOpenProjects, featuring the protagonist, Hamlet :D

#shaders #unity3d
Some progress in the thread below, maybe tomorrow I'll post a few considerations. Now to bed! 😴
A couple of notes...

I wish the card was more "foily". As it stands now, the reflectivity is driven with the normal specularity of the URP Lit shader, so you will see it glow only when the light direction vector bounces "into" the camera. Image
Read 21 tweets
Alright I can't stop thinking about this idea so I made a mockup. What if the Hierarchy and Project tree-view windows in Unity were replaced by a single window inspired by the macOS Finder "Columns" layout? #unity3d
Would you use this in your layout? Or are you too attached to Project/Hierarchy? I think I would, probably at the bottom of the screen, like that:
Read 5 tweets
1/18 Here’s our second tech art thread on the stylized rendering of “Dungeons of #Hinterberg”. This time, I’ll talk about how we do our outlines!
If an indie mix of Zelda-like/ARPG and Persona-style social sim is your jam, follow us at @MicrobirdGames. #gamedev #indiedev
2/18 Main point of the first thread: we use deferred rendering with a custom gbuffer that stores material IDs, to essentially create a second material system that runs on the GPU. The full thread is here:
3/18 Our main goals for outlines were: resolution independence, good results with minimum tweaking & artistic control. Our material system helps a lot with the latter two, offering control over outline types, colors, width, & a handful of tweak factors that we hardly need to use.
Read 18 tweets
Convolutional Neural Network visualisation running in #unity3d by Stefan Sietzen.…

I am not sure, if it helps to debug, but darn looks cool! ;)

Stefan’s page:

Video via @TheInsaneApp

Below, I guess, the top view of MNIST classifier
@SylvioD @MoldyMagnet @sielojramu check this out ^^^
Read 3 tweets
Finally what I actually wanted to post 😅

Here is a first dynamic update version of the rendering

Got a couple of things to optimize and reduce/remove some expensive operations that cause drops in the video

@ElaborateGames @AlexanderBorner @unity3d #screenshotsaturday

Doing shadow culling could potentially improve performance a lot

but it's perhaps not necessary for our usecase so that's just a sidenote
Started adding support for additional properties per instance (test with subtle brightness variation)

@ElaborateGames @unity #gamedev #madewithunity Image
Read 39 tweets
Having a lot of fun reproducing @OskSta 's #Townscaper in #unity3d, very instructive exercise!
⬇️ Details in the thread bellow 1/10
Townscapper is based on #MarchingCubes, the traditional algorithm for converting voxel data to polygonal mesh (see also #DualContouring) 🧊
⬇️ We will apply it on a less usual grid though 2/10
Non regular grid generation based on hexagonal tiles with randomly removed edges.
Subdividing ensures that faces are all squares
➡️required to apply marching cubes! 3/10
Read 11 tweets
Finished the stream about basics of writing #audio effects in #unity3d. This beautiful paint-painting is one of the results of it: #screenshotsaturday Image
Also showed off my sheep bleating synth I made during Isolation jam at @kollafoss. #screenshotsaturday #sheep…
Also, if you leave your debug keys in, you will have interesting consequences (& have some more sheep): #screenshotsaturday #sheep #gamedev #audio…
Read 3 tweets
Hey all, wanted to share some info about how the shoreline shader is done. (This is a slightly simplified version).

(note : while it's based visually on the ACNH shoreline, it's probably not exactly the same way they are handling it) 😄

See thread!! 🌊🏝️ #unity3D #shadergraph
Firstly, the effect uses UVs, where the Y axis is towards the beach, and the X axis repeats around the island. Creating this was a manual process in Blender. Geometry with UV Y=1 appears as sand, and Y=0 as deeper water without the wave pattern.
For the ocean waves (lines) I'm using a Fraction node with the UV.y input to create a repeating pattern of lines, offset by time so they scroll and noise so they are wobbly.

Note the noise should be sampled using worldspace projected UVs so it tiles correctly (& has no seams).
Read 13 tweets
Over the past few months, I have been h̶o̶a̶r̶d̶i̶n̶g̶ collecting and organizing Unity related posts, shaders, tutorials and tips from game developers and designers I follow, respect and look up to. (1/5)

#unity #unity3d #indiedev
Although this was created just as a personal reference, I have decided to build a public website & host this information for anyone interested in taking a deeper dive in subjects like Raymarching, Lava or Snow rendering, Tool shading, Sea and Water shaders and many more. (2/5)
Let me emphasize this: This project wouldn't be possible without creators like @AlanZucconi, @catlikecoding, @Cyanilux, @febucci, @HarryAlisavakis, @TheAllenChou, @minionsart, @andre_mc, @totallyRonja, @ManuelaXibanya, @DanielJMoran and so many others. (3/5)
Read 6 tweets
My 4th first-author article is published. We provide guidelines for the development (and evaluation) of #VR #XR #software for #academic #research & #clinical purposes on #Unity3D. @TweeterAcademic @AcademicChatter #PhD #neuroscience #psychology Thread 👇…
The #VirtualReality #Everyday #assessment #lab (VR-EAL) is the first neuropsychological battery of everyday #cognitive functions in #immersive #VR. It assesses #prospective #memory , #Executive functions #episodic memory, & #attention ( #visual #auditory). @madewithunity
Special thanks to @VR_Toolkit (incredible tool), @unity3d , @semacpherson (my lovely #PhD #Supervisor ) , @EdinburghUni @UoE_Psychology , @melslater @panxueni , & @marcogillies for their inspiring and invaluable work on #VirtualReality.
Read 5 tweets
Saw a few others doing cloud shaders last week, so I might as well join in! Really happy with how this turned out. ☁️🌥️☁️ (See thread for #shadergraph + info) #unity3D #madewithunity #shaders
This is actually a fairly simple effect - It's a few Noise nodes with different scales & time offsets stacked onto each other, which are used to offset the Y vertex position of a plane. Also has a depth effect so it fades based on scene objects. Here's the #shadergraph
Note that there are some issues with this in the current LWRP version. In order to fix these I had to edit the code generated by the Master node - (right click the Master node and Show Generated Code. Then copy the file from the Temp folder into your Assets)
Read 8 tweets
I've been asked about how some of the effects in A Short Hike were achieved, and I thought I'd share some resources in this thread! It is #unitytips day after all :)
Firstly, I wouldn't have been able to make the terrain without triplanar mapping. It uses the normal of the terrain to decide which texture gets shown. Super useful for automatically texturing these cliffs! Here's an example of how to implement it:…
I modified the terrain shader to only show the splatmap channel with the highest value. That lets me get super sharp edges with the normal unity terrain tools. #gamedev #unity3d
Read 7 tweets

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