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Everyday Unity

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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting Website: https://gamedev.center Most used tags are: #performance #shader #interview Author: @alexmtr

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  • 13 авг.How I made Unity handle half-a-million projectiles without dying : r/Unity3D https://www.reddit.com/r/Unity3D/comments/1vn9aye/how_i_made_unity_handle_halfamillion_projectiles/ #optimization3,92%
  • 21 апр.A while ago I shared my Unity agent team repo here, and I've been using it in my daily work ever since. Last weekend I added two new agents focused purely on performance: a Unity Performance Reviewer and a Unity Profiler Analyst. And already yesterday, I got the first big win. On the very first try, the Profiler Analyst identified a real memory regression in our live game just by reading a Memory Profiler snapshot. The kind of issue that can easily slip past a normal code review but stands out immediately once something actually inspects what is resident in memory. I'll keep the specifics internal, but the takeaway was: a meaningful production-shape issue affecting scalability, found on input capture #1, on a codebase the agent had zero prior context on. What each of the two agents does: • Performance Reviewer reviews diffs through a pure runtime-cost lens: allocations in hot paths, GC pressure, draw-call growth, Canvas rebuilds, shader variant explosion, mobile frame budgets. It complements the generic code reviewer: that one cares about correctness, this one only asks "what will this cost at 60 FPS on a cheap device?" • Profiler Analyst doesn't touch code at all. It ingests Profiler / Profile Analyzer / Memory Profiler / Frame Debugger captures and returns a ranked, quantified optimization plan. That said, a grain of salt: one good catch isn't a pattern yet. Profile first, then optimize (if needed), even when the agent sounds very confident 🙃 Drop a 🔥 if you want more examples of how I use these at work. https://github.com/AlexMerzlikin/unity-agent-team #ai #agent #performance #unity3,04%
  • 15 авг.Rendering at scale: Efficient strategies for massive object counts Mega Cat Studios shared practical rendering lessons from Backyard Baseball: static batching, GPU instancing, vertex animation textures, culling, and the URP vs HDRP choice. What I liked most is that the post starts where performance work should start: profile first, then optimize. They explicitly separate CPU- and GPU-bound problems, then explain the tradeoffs. VAT saves CPU time but adds memory pressure, batching saves draw overhead but can increase GPU memory. This is not a magic checklist, of course. Still, real production notes from the tech trenches are much more useful than another “optimize your draw calls” summary. https://unity.com/blog/rendering-at-scale-efficient-strategies-for-massive-object-counts #performance #graphics #optimization2,89%
  • 9 июл.Since May I have been working on a roguelike prototype, first in Three.js and now in Godot. I started with Three.js because it was the fastest way to check the idea. After a small playtest with my friends, when I verified that it is fun at least for me in coop, I decided to move it to a real engine. I picked Godot, even though it is my first game with it. And then I saw a long loading time. Of course, the first temptation is to ask an LLM to "optimize the game" and hope for magic. But the better loop is still the old reliable one: profile first, then optimize if needed. I checked the docs and found that Godot can be connected to Tracy. So I fed the docs to Codex and in one prompt it: - downloaded Tracy - set it up for the project - made a capture - analyzed the result - proposed fixes Then I asked it to apply the fixes, run a review with my functionality reviewer agent, and profile with Tracy again. The biggest visible win was exiting the game to the lobby. Before it took around 3-5 seconds. Now it is basically immediate. The complete result is in the pic This is not a "LLM solved performance" story. More like: LLM made the profiling loop cheaper and faster. Have you already used LLMs together with real profilers, not just for random code cleanup? Give 🔥 if you want to hear what it was like for me to port the game from Three.js to Godot. #performance #profiling #godot #tracy2,77%
  • 21 июл.Meet the Unity CLI: manage Unity from your terminal I had multiple posts about how I used godot because of great cli tools and now its time to test if Unity can match it. Seems like it doesn't have a lot of stuff yet, but it allows agents to eval any code without full recompilation and domain reload. So in theory agents can do any custom work with this command. Has anyone tested it already? https://unity.com/blog/meet-the-unity-cli #cli2,60%
  • 12 июл.I have been testing 5.6 Sol lately and haven't seen a really big difference to the old model when I used it with medium, high, extra high effort. The only thing that surprised me was a co-op bot for my roguelike game. You press a bot run button on the host and it runs kinda optimal strategy and plays the game from all clients. It was done in around 2 prompts and works very well. I was able to catch around 6 bugs already with it. Then I added auto mode for LLM, it launches multiple clients each with their own set of launch args. And then LLM reads the console every 5 mins for each client to find anomalies or bugs. It also found a few bugs which led to an incorrect loss. Apart from that other tasks were the same in terms of speed and quality as 5.5. This morning I wanted to test 5.6 ultra and compare it against Fable 5, which I used at work to create a pretty big feature on which it worked for 2 days straight with pauses when it was hitting the 5 hour limit of $200 subscription. So I selected ultra effort, started to write a prompt and then I saw the new update available. It must make things better, right? I hit it, codex restarted, and the ultra mode is now gone 💀 Do you still have ultra effort on the latest codex version? And have you tested it against Fable? Which one is better for you? Drop 💯 if you want to hear more about my Fable experience and how it completed the feature in 2 days on its own.2,09%
  • 25 июн. 2025 г.без подписи2,09%
  • 12 дек. 2024 г.без подписи2,00%
  • 12 июл.Just now Open AI temporarily removed the 5h limit. It's an interesting addition to the morning discussion we had here about hitting the 5h limit with sol ultra in 18-40 mins. I hit the 5h limit twice today and have only 32% of a weekly limit left. Thanks Open AI, now I can spend my weekly limit in around 1.5 hours 💪💀1,99%
  • 21 июл.I transitioned my roguelike game from 2D to 3D to test Sol Ultra when it was released 1.5 weeks ago. I def can say it was a successful experiment. The game was working, but lacked a few animations I had before. I initially used original sprites as billboards in 3D world, but then eventually swapped it with very simple models. The game transformed from a simple 2d board to a stylized 3d after I threw in a few shaders and post effects. And of course the game again became slower to load. So I ran the same profiling with tracy and got the faster loading in just 5 mins. Cannot recommend it more.1,95%
  • 13 апр. 2025 г.Stencil Debugger for Unity's Universal URP Stencil Debugger is a utility for visualizing the stencil buffer in Unity URP. This is especially useful for debugging rendering effects that rely on the stencil buffer. It's been a while since I last debugged a shader, and it was far from trivial—I had to write shader code just to render the debug info into a texture. So this tool is incredibly helpful, as it eliminates the need for custom debug code at least for the stencil buffer. https://github.com/alexanderameye/stencil-debugger #stencil #debug1,91%
  • 9 июл. 2025 г.A VHS effect breakdown in less than 1 minute I built a custom VHS effect from scratch to get that gritty, analog vibe for my prototype about a post‑apocalypse. Cheaper, faster, and fully tailored to my needs. Want the full shader code and a deeper dive into how it works? Drop a 🔥 #postprocess #shader #builtin #vhs1,90%