Discover and read the best of Twitter Threads about #unity3D

Most recents (24)

1/10 🚀 @aavegotchi Dev update for June 2023 was packed with Alpha!

Buckle up, Let's dive into the latest highlights. 🌌 #Unity 🧵👇 Image
2/10 💎 The AavegotchiDAO Foundation has launched! This marks a giant leap towards decentralization. Kudos to our nine elected multi-sig members for making this happen.🎉 🎉 Image
3/10 🛠️ Decentralizing workflows with @thrivecoinhq! A pilot program is launched with an allocated 40,000 GHST. We aim to empower our community members to contribute and be rewarded! Image
Read 11 tweets
Slicing ANY mesh (visual) with 2 lines of HLSL.

if (dot(worldPos - planePos, planeNorm)) > 0.0
discard (the pixel, or clip alpha) ⭕🌠

Mesh back faces can be stencil masked with the plane to 'project' a texture as the clipped surface.

#unitytips #unity3d #gamedev #indiedev
Here's the shader graph version (ASE). ✨
Just one line if you inline the discard/clip. 😁 Image
This part is important for the texture projection (actually stencil masking). ImageImage
Read 3 tweets
#UnityTips: 🔥 Fluid 'simulation' trail shader. 🫧

Inspired by a #b3d node animation. [U]V gradient masks control the colour/alpha/width over trail. ✨

('fluid' is 100% rendered in the shader)

#unity3d #gamedev #indiedev #madewithunity #gameart #vfx #realtimevfx #proceduralart
In glorious, full screen 1080p. 🤩
A still of the node graph. Have a look: 👀📊
Read 10 tweets
Mesh particles in #Unity3D. 🤩

Shader uses the system's custom vertex stream to read per-particle data, which can then be used to create variation and dissolve over time for each one.

#gamedev #madewithunity #realtimevfx #gameart
Using time quantization (rounding to nearest discrete steps to force a specific update framerate) to give it a more traditionally-animated look. 📈
Looks like it's squirting fire. I should add more particles. Embers, smoke, and such. 🔥
Read 4 tweets
Noise applied to a solid strip, with strength masked by horizontal gradient. Creates a the illusion of a wispy trial!

Throw in some remapping, bloom/post, and... 🤩

#gamedev #indiedev #vfx
Quantized time + colour gradients would be useful for styling and that toon look.

You could use it as a trail attached to either your mouse or a particle system. Imagine using it with this effect?

Plexus and all!

Read 6 tweets
Using Unity to make an interactive art thing for an elementary school STEAM (science, tech, engineering, arts, math) event - progress thread! 👇
Context: My wife is a K-5 art teacher, I ocassionally help out with events to show kids how games and art overlap. For the STEAM event, she asked me to run a "tech" booth. Usually the booths are some sort of craft/interactive thing, and I have a big screen to work with!
Project requirements: Create a cool *thing* that showcases technology. Any input/activity needs to be simple enough for a 5 year old. We're expecting a few hundred kids to come through the booth over 3 hours. I have a big screen and a lot of table space.
Read 20 tweets
Error messages are like the unsung heroes of game development, but did you know that a good one can save your player's experience? 💾

🧵 Let's explore the dos and don'ts in this thread 👇👇

#unrealEngine #gameDev #indieDev #unity3D Image
As a developer you are probably writing lots of error messages while developing your game. But do you pay attention to crafting them in a way so they are really helpful to players?

Let's start by talking about what makes a bad error message actually bad: Image
- [ Too Generic ] -

It's generally a bad idea to just add a generic title to all your error messages. "Something went wrong" is telling your player exactly nothing about what happened.
And that's particularly bad as it increases frustration and confusion.
Read 15 tweets
Want to know a secret to making your game development process run smoothly? 🔥

Let's talk about versioning 🧵👇

#gameDev #indieDev #indieGameDev #coding #unrealEngine #unity3D
First of all I want to point out the importance of clear and consistent versioning of your game builds. Keeping track of changes and updates is essential for ensuring that your game is stable, efficient, and easy to understand for both the development team and the players.
Typically a game version is made up of 3 to 4 elements, like 1.0.14 or 1.3.74.8.

You can basically break them down as follows: [Major].[Minor].[Patch].[Build]
Read 25 tweets
Hi all! Here's my DOTS top ten for November in celebration of Unite 2022! Lots of new stuff! #gamedev #unity3d #unity3d @unitygames

1. In the Keynote we announced that ECS 1.0 will be in pre-release & ready for production alongside Unity 2022.2 this year
2. The Product Roadmap session had a deeper dive around DOTS and ECS that's worth checking out. @LaurentGibert
3. Stunlock talked about their use of DOTS in V Rising in a dedicated session unity.virtualeventsite.com/agenda-unite-2… (YouTube link coming later this month) @StunlockStudios
Read 11 tweets
4 years ago, we made a series of VFX breakdowns to share with our fellow indie game devs. While we’re working on new ones, here’s a little recap’ of the tutorials we’ve made so far:
⬇⬇⬇

#unitytips #madewithunity #tutorial #Unity3D #shader #indiegame #gamedev #gameart
Retrowave Image Effect Shader 🕹
Electric Arc Effect⚡
Read 8 tweets
I've recently updated my #VFXGraph additions package with a few new features.

#realtimeVFX #unity3d

🔗: github.com/peeweek/net.pe…

1) Navigator panel that enables searching the graph for nodes, events, blocks and/or contexts.
2) Advanced VFX Event Tester that enables setting up and saving pre-configured test environments for sending events (and Event Attributes)
3) Last but not least (this is a wanted one), two new C# Spawn Blocks that help handling multiple events sent at the same frame. Burst Multiplex FIFO and Rate Multiplex FIFO : Not the panacea, as it doesnt't scale with large amounts of events, but helps for simple cases.
Read 4 tweets
Simple barriers, inspired by the concept art by Pavel Savchuk artstation.com/artwork/w8gAEw

#shader #realtimevfx #gamedev #unity3d #VFX #amplifyshader
Well, I guess mixed media uploads are available only on mobile apps so I'll post them in separate tweets
Read 6 tweets
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 )
forum.unity.com/threads/dots-d…

@unitygames @unity #UnityTips #unity3d #gamedev #gamedevelopment
2. Experimental Entities 1.0 is now available (@matt_fuad )
forum.unity.com/threads/experi…
3. Entities 1.0 developments from engineering (@jvalenzu )
forum.unity.com/threads/exciti…
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:

1/12
Linework is a topic Tech-Artists think a lot about—It’s partly why I started this project: ImageImage
2/13
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.
3/13
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 Image
As you may know, Unity recently merged with ironSource: blog.unity.com/news/welcome-i…
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:

forum.unity.com/threads/im-an-…
Read 43 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

(1/4)
From what I could gather from this forum post -> forum.unity.com/threads/trying…

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

(2/4)
so you need this matrix inverse function (left pic) and change the shader code to this (right pic)

(3/4)
Read 4 tweets
Perfect edge detection for Unreal & Unity. It's painful adjusting Depth/Normal thresholds and rendering still misses edges or picks up artifacts. The solution is a perfect input map like the colors you see here. Project files in the thread📂🧵👇 #UnrealEngine #unity3d #gamedev
Vertex colors on the models make for a perfect screen space texture for identifying and shading edges. The IDMapper Blender addon quickly identifies similar geometry, and lets you tweak the level of detail blendermarket.com/products/idmap…
Rendering the vertex colors to a texture and then sampling it for edges is a well covered topic, here is my approach for both engines. Unreal Engine 4: github.com/chrisloop/UE4_…. Unity 2020 HDRP: github.com/chrisloop/HDRP… Image
Read 6 tweets
Playing around with some very fake yet still vaguely convincing rope physics
the rope is a quadratic Bezier curve whose middle handle (gray dot) is attached to a spring/damper to a fixed point (red dot) some distance below the midpoint of the two ends depending on the amount of slack in the rope.
If the slack is negative, the spring constant is increased for a nice tightening/vibrating effect.
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👇
twitch.tv/incarne
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) 👇github.com/chrisloop/Unre… #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

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