Discover and read the best of Twitter Threads about #madewithunity

Most recents (24)

Hey all, as promised I wanted to take some time to discuss how I feel things are with #Unity lately. Iโ€™ll make a thread of thoughts-as always, if you disagree with something- Iโ€™m not gonna try to win you over, your opinion is yours and valid based on your experiences. ๐Ÿงต
Letโ€™s do this one more time. My name is Will, I got bitten by a radioactive game engine, and for the past 11 years, Iโ€™ve been working at Unity doing everything from Support, to Education, to Product Management and now Product Design. I love my job because I help people create.
My opinions on this account are my own, and I do not always agree with every move the company makes. When I joined in 2011 I was employee 102, and it was easy to be involved in lots of decisions if you so wished, nowadays with around 7k employees, thatโ€™s less realistic.
Read 33 tweets
Explorations for a side (side!) project called Sanguine that I like to mess around with when real work is too hard. #madewithunity #gamedev #indiedev
Little gif of it in motion. #madewithunity #gamedev #indiedev
A little tree. This is from a realistic asset pack. I simplified the textures and alpha mask in Photoshop. Was stoked to see how well it fitted with the aesthetic with v. little work on my part!
Read 4 tweets
๐Ÿงต
Here is a small breakdown of the impact frame effect I used in my previous tweet (The effect is inspired by @__grit 's hand drawn impact effect). It's post process based.

#VFX #RealtimeVFX #shader #madewithunity #gamedev
The first step of the effect is to get the scene outlines. I used some color/normal/depth edge detection algorithm from @alexanderameye alexanderameye.github.io/notes/edge-detโ€ฆ and made some BIG outlines.
The second step is to blur the outlines to get rid of the hard edges. So radial blur + simple blur. (Radial blur example from @HarryAlisavakis : halisavakis.com/my-take-on-shaโ€ฆ )
Read 7 tweets
#GameDev #IndieDev #PixelArt #MadeWithUnity
Small addition to yesterday's post for correct pixel-grid lighting ๐Ÿ’ก
Updated the grid stay consistent even with rotations.
Explanation below ๐Ÿ‘‡
We need to create our own TRS matrix, by ignoring the 3x3 scale and rotation part. We use that to go into 'Kind of world-space'.
Scale is still going to be weird. Don't think there's an easy way to separate scale from rotation in the TRS inside shader code.
Read 3 tweets
๐Ÿ’กโ˜€๏ธWorking on the pixel-art cell shading for #BoneToPix & The Bleak Divine

A short thread on how I got lighting data to work on *art* pixels instead of *screen* pixels ๐Ÿ–ฅ๏ธ

๐Ÿ‘‡๐Ÿงต #MadeWithUnity #GameDev #PixelArt
Fragment shaders work on screen pixels, not texture pixels. In pixel-art styles 1 pixel in your art is going to be rendered over a bunch of screen pixels

That means you'll have different data for different parts of a texture pixel-> so you won't get the neat per-art-pixel look
The solution is to snap our data to an art pixel-grid.

We're gonna need to align both vertex positions and fragment positions to our pixel grid.

First, the vertex snapping, in the vert shader:
Read 7 tweets
๐Ÿ”ฝHow I made this cool "LED panel" effect in Unity
โš ๏ธDisclaimer: I have no idea what I'm actually doing

#madewithunity #unitytips #shader #vfx #unity
Now, the easiest way of doing this would be with a simple scrolling texture. However, if you need many different messages, you need many different textures, and file size can be a problem if you are targeting mobile platforms (which I'm doing)
So instead, I'm only going to use one "high res" mask texture, and keep all the other ones with a really small resolution, which scales better the more textures you need (I think that makes sense?)
Read 9 tweets
Here's a graph showing how "Legit" Steam Reviews influenced my game.

So yeah- if you have a relatively obscure game you like, write a review.

#indiedev #gamedev #madewithunity #indiegamedev
Yoooooooooooooo 106 likes. Most liked tweet. Thanks you guys for all the interaction and getting word about reviewing games.

I appreciate it.
You fools better review some obscure indie game you have.
As an extension and for more clarity, take a look here.
AFAIK, the most important thing to take notice is the logo at the top right of each review.

I have 1 negative review.
Received for free checkbox remains to be an enigma. I don't understand the purpose.
Read 4 tweets
Rain Ripples with normals yayyyโ˜”๏ธ

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
Here, have an
indian temple!

much details!
Explanations!

#madewithunity #gamedev
11 modules โœจโœจโœจ
ONLY base color Image
Nice shots! ๐Ÿ“ธ ImageImageImage
Read 16 tweets
Hello everyone! I have been working on a grammar system for a while, and learning the โ€œoldโ€ #Unity Editor GUI system. It could be called โ€œGrammar System for obstacle placement in linear runner type gamesโ€. I hope you like it / find it useful. (1/11) #madewithunity #procgen
I also made some images that explain the idea behind the grammar system (2/11) #procgen
#procgen(3/11)
Read 12 tweets
It is done, I can now happily sail the blue oceans on my new water shader ๐ŸŒŠ

It has a bunch of features, which are shown off one by one in the breakdown video๐ŸŽž๏ธ

Long thread ahead of (better quality) videos and tutorials

๐Ÿงต1/9
#madewithunity #shaders #VFX #gamedev #indiedev
Close-up of the caustics and flow particles, as they might be hard to see (even if the compression gods are favourable, which I doubt) ๐Ÿ”

๐Ÿงต2/9
Links to better quality videos:
My website: kelvinvanhoorn.wordpress.com/2021/08/26/a-wโ€ฆ
Youtube:
Reddit: reddit.com/r/Unity3D/commโ€ฆ

Also enjoy this still image๐Ÿ–ผ๏ธ
๐Ÿงต3/9 Image
Read 10 tweets
I'd starting working on a co-op #wordgame in the year of the void (2020). It was a mashup of #scrabble & #tetris and though the idea seemed like it'd be fun, the gameplay felt too slow or too fast. On top of that, the logic I implemented for checking strings for valid words 1/5
was expensive and prevented players from easily making the words they wanted to make. For example, the only way to make the word RATES would be to place RA_ES and then hope you get the T by the time you needed it. 2/5
So the #unity project sat in its folder for a few months, until last week, when I had a couple of ideas for it. I was supposed to have ideas for #sandsofchaos, but of course that didn't happen. Need idea for A? Here are three ideas for B. Thanks Brain! 3/5
Read 6 tweets
1/19 Hereโ€™s thread 3 on the stylized rendering in "Dungeons of #Hinterberg". We'll look at our different โ€œpipelineโ€ stages, & this'll get a little bit icky. :)

If a mix of action-adventure and Persona-style social sim is your jam, follow us at @MicrobirdGames. #gamedev #indiedev
2/19 Thread 1 (quick recap coming up!) covered the basics of our deferred rendering and lighting system:
Thread 2 (not important for this one) covered how we do outlines:
3/19 To recap: we use deferred rendering in Unity's builtin pipeline with a custom gbuffer that stores material IDs, to essentially create a 2nd material system that runs on the GPU. Through the lighting pass we also get a texture with light intensity for each pixel.
Read 19 tweets
This was one of the last animations that I created personally. Nowadays I manage a large team of artists. We're one of the biggest and best Spine studios in the world! Shoot me a DM if you need some high quality 2D animation in your games!
#PortfolioDay #MadeWithSpine
My team actually animated over 300 characters for Indivisible! We did almost all the NPCs as well as some playable characters and bosses. The folks at LabZero were GREAT to work with. I wish them the best as they move on at Future Club.
#PortfolioDay #MadeWithSpine
We also do full traditional hand drawn animation! This is an enemy character from our own original game, Neko Samurai ๐Ÿ˜ผ๐Ÿ”ช

Get the game here (it's free!):
play.google.com/store/apps/detโ€ฆ

Animation by @RewindzeVII

#PortfolioDay
Read 11 tweets
AI-generated game code ๐Ÿคฏ

All you need to do is describe what you want and GPT-3 will try to write it down as a Unity c# script.

#gamedev #madewithunity #gpt3 #deeplearning
Just to be very clear, this is *not* a joke. It's pretty much just raw GPT-3 running on a simple prompt with a large output size. I really didn't do much to prime the model here, it's just running as is. All I did was ask nicely. A script that shoots bullets, generated by GPT3A script that changes teh camera FOV, generated by GPT3A script that downloads a json, generated by GPT3A script that plays a random sound, generated by GPT3
After that my part was just creating what I lovingly call a bootleg code formatter/highlighter that runs within the built-in Unity GUI. The API sends back everything as a single line, so it needs to get cleaned up to compile and run. Unformatted codeFormatted code
Read 7 tweets
Let's talk about @unity3d, and the execution order of its event functionsโ€”such as ๐š‚๐š๐šŠ๐š›๐š and ๐š„๐š™๐š๐šŠ๐š๐šŽ.

Trust me when I say that ...IT'S WAY MORE COMPLICATED THAN YOU THINK. ๐Ÿ˜ฌ

#gamedev #unitytips #madewithunity

๐Ÿงต๐Ÿ‘‡
๐Ÿ”น๐—™๐—ถ๐—ฟ๐˜€๐˜ ๐—ฆ๐—ฐ๐—ฒ๐—ป๐—ฒ ๐—น๐—ผ๐—ฎ๐—ฑ

1โƒฃ ๐™ฐ๐š ๐šŠ๐š”๐šŽ: always called before any ๐š‚๐š๐šŠ๐š›๐š & after a prefab is instantiated

2โƒฃ ๐™พ๐š—๐™ด๐š—๐šŠ๐š‹๐š•๐šŽ: called just after a ๐™ถ๐šŠ๐š–๐šŽ๐™พ๐š‹๐š“๐šŽ๐šŒ๐š is enabled (including when loaded, created, or a ๐™ผ๐š˜๐š—๐š˜๐™ฑ๐šŽ๐š‘๐šŠ๐šŸ๐š’๐š˜๐šž๐š› script is added)
๐Ÿ”น๐—•๐—ฒ๐—ณ๐—ผ๐—ฟ๐—ฒ ๐˜๐—ต๐—ฒ ๐—ณ๐—ถ๐—ฟ๐˜€๐˜ ๐—ณ๐—ฟ๐—ฎ๐—บ๐—ฒ ๐˜‚๐—ฝ๐—ฑ๐—ฎ๐˜๐—ฒ

3โƒฃ ๐š‚๐š๐šŠ๐š›๐š: called before the first frame update. This happens only if the script is enabled. ๐š‚๐š๐šŠ๐š›๐š can also be made into a coroutine by changing its return type to ๐™ธ๐™ด๐š—๐šž๐š–๐šŽ๐š›๐šŠ๐š๐š˜๐š›
Read 13 tweets
Hey #screenshotsaturday! A bit of a different one today, as people have asked me how SOLAS 128 simulates all the pulses and interactions across the entire game without slowing to a crawl.

So I'm going to do a deep dive into how this works! Ready?

1/?

#indiedev #madewithunity
So, let's get you up to speed!

SOLAS 128 plays on a 253x253 grid (64,009 spaces), and has approximately 18,500 different elements a pulse can interact with. By the end of the game we need to calculate 1,600+ pulses' interactions... in less that a single frame.

Yeah...

2/?
The first optimisation is that the game works solely on the grid. Each square can only have a single pulse, and a pulse only exists 'as rest'. The underlying simulation therefore needs to figure out for each pulse what space it should be in at the next 'tick', plus its colour 3/?
Read 29 tweets
1/x Over the next weeks, I want to post a few threads about the stylized rendering weโ€™ve implemented for our game โ€œDungeons of #Hinterbergโ€. Iโ€™ll start with an overview, but I'll get pretty technical. Follow @MicrobirdGames, if you think the game looks rad! :)
#gamedev #indiedev
2/x #Hinterberg is #MadeWithUnity. We use a completely custom deferred solution, based on the built-in render pipeline. Our standard shader mimics Unity's, but was built from scratch, as were the lighting pass shaders. @catlikecoding's tutorials were an invaluable resource here.
3/x The main secret ingredient is that we store collections of various material properties in a StructuredBuffer on the GPU, and let deferred shaders write their material IDs (i.e. their index into the StructuredBuffer) into the gbuffer.
Read 16 tweets
oh yeah, Sand Blending Baby! โณ๐Ÿชจ #polycount #madewithunity
about time I spam my twitter with sand GIFs again
my secret sauce here is the Crappy Twitter GIF Compression Algorithm(TM) โœจ
Read 5 tweets
Unity NavMeshes! We've recently switched to them from our old custom A* pathfinding solution, and we've found it super fast, robust and accurate. Here's a few #UnityTips to help you make the most out of the NavMesh API
(thread)
#madewithunity
NavMeshAgents are great to get something working quickly, but they're a bit limited & prescriptive when dealing with finely tuned movement & steering. Instead, we use CalculatePath, passing the result to our own character controllers. No agents necessary!
docs.unity3d.com/ScriptReferencโ€ฆ
Consider using NavMesh.SamplePosition instead of just passing your source and destination positions directly! This way our AI can create a best effort path even if the player or enemy positions aren't directly sitting on the NavMesh itself
Read 6 tweets
I wasn't satisfied with my first shader test so I continued to work on it, 100% worth it๐Ÿ‘€

Now I can say I'm quite happy with the results! But I need to model the scene now, no more shader fun๐Ÿ˜ฉ

#madewithunity @AmplifyCreates
as always : screenshot ๐Ÿ“ธ
just to show a bit more of my shader, it's not just a texture I created specifically for the hollow knight model! It works on any kind of 3D model : I blend 3 different textures that I mask with the lighting and other parameters ๐Ÿ–Œ๏ธ
Read 4 tweets
Finally what I actually wanted to post ๐Ÿ˜…

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
BTW

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
1/15 After all the nice comments on this little scene, I had to do a breakdown ! I will try to explain my thought process and some technical details. I hope you enjoy it !!

โœจhow i achieved this look with Unity + Clayxelsโœจ

THREAD ๐Ÿ‘‡

#madewithunity #clayxels #gameart #gamedev
2/15 a quick intro : @clayxels is a Unity asset, that allows for volumetric modeling. It sounds complex but its a very easy way to model ! Looks at Dreams from @mediamolecule, it is build on the same principle, check also Mudbun from @TheAllenChou

assetstore.unity.com/packages/templโ€ฆ
3/15 i started using clayxels exactly 2 month ago, my first experiments where relatively simple, but i got hooked !

I love how liberating it is compared to traditional modeling... it comes with constraints of course, but that part of the fun
Read 15 tweets

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