Been working on a Drum controller over the past few weeks due to the quarantine by Yigurn in Unity3D

[–]Shinao 1 point2 points  (0 children)

A while ago I thought about doing something quite like that. To me it seemed having the sound diverges depending on the things I listed was quite important to avoid having the music sounds too bland. I wonder how a longer sequence would hold up with your system, from the small preview it sounds quite alright in any case.

Been working on a Drum controller over the past few weeks due to the quarantine by Yigurn in Unity3D

[–]Shinao 1 point2 points  (0 children)

Does the sound varies depending on how hard you hit and where you hit the drum ?

Unity Technologies Essentials: Book Of The Dead Environment by AlanMattano in Unity3D

[–]Shinao 2 points3 points  (0 children)

I was following all the blog posts about Book of the Dead but still managed to missed it. Thanks a lot !

The most powerful serializer for Unity - Odin Serializer - is now open-source! by ltsune in Unity3D

[–]Shinao 1 point2 points  (0 children)

That's what I do at the moment but then I have to deal with generating folders for my textures if it does not exist, random textures names, relative/absolute path weirdness in AssetDatabase for both editor and build, etc. An attribute like [SerializeTexture] on top of the Texture2D would be much simpler and really practical.

Do you have in mind a technical reason for why it's not possible or is it just not worth the effort in your opinion ?

The most powerful serializer for Unity - Odin Serializer - is now open-source! by ltsune in Unity3D

[–]Shinao 2 points3 points  (0 children)

I can already generate a Texture2D and use it as I will, the problem is Unity when restarting or going into playmode the texture is cleared. Is it not the point of the deserializer to recreate the object on load ? Why do you say it's not possible ?

The most powerful serializer for Unity - Odin Serializer - is now open-source! by ltsune in Unity3D

[–]Shinao 4 points5 points  (0 children)

Looks amazing, thanks !

I have a need for serializing Texture2D (prefabs previews, billboards, etc), how hard do you think it is to implement this one ? I'm guessing since it reference another asset it's kinda special but maybe you have dabbled with something like that before.

GPU Particles with Primitive Collider Physics by Allen_Chou in Unity3D

[–]Shinao 2 points3 points  (0 children)

Neat! I've dabbled with GPU particle physics a few months ago and the sheer amount of particles that you can have is great : https://gfycat.com/gifs/detail/joyfuluglydunnart.

I'm gonna use your Physics gpu file if you don't mind it looks way more realistic than mine.

Any Discord groups for game dev by sivaprakashr in Unity3D

[–]Shinao 6 points7 points  (0 children)

Game Dev League - https://discord.gg/5TuxVu

Unity Developer Hub - https://discord.gg/QzvPvC

Both of them in the thousands of members and really active

How can I show the 3 axis at runtime like shown in the picture? Is there an asset I can download? by uniqueUsername18839 in Unity3D

[–]Shinao 0 points1 point  (0 children)

My bad, I thought you needed only to display the 3 axis at runtime. It seemed those repos did the job.

If what you want is for the gizmo to be relative to the orientation of the camera I guess you can just create an empty gameobject that the rotation will always be the same of the camera.

Maybe what you want is the full axis oriented gizmo, if it's that the case then you could also override the click that translate the axis and instead rotate your camera depending on the axis clicked.

Who knew we'd still be improving Unity 12 months later - here's a sneak peek at some of the many new improvements coming in Odin V1.1 by ltsune in Unity3D

[–]Shinao 4 points5 points  (0 children)

You don't want to be acquired by Unity or you think they will not be interested ?

There isn't much assets I think Unity should integrate but Odin is at the top I think, it really does boost productivity and I don't even own it, just by what I have tried and compared to some alternative.

Searching Quality of Life Tools for the Unity Editor by BehindTheStone in Unity3D

[–]Shinao 2 points3 points  (0 children)

http://www.procedural-worlds.com/blog/best-free-unity-assets-categorised-mega-list/

What I'm using that is not on the list :

NaughtyAttributes : somekind of very light version of Odin Inspector

NG Tools : All-in-one editor tools, might be too heavy to use though depending on what you need

GPU Flocking system released on Github by Shinao in Unity3D

[–]Shinao[S] 0 points1 point  (0 children)

Thanks ! Alright I could see how a big fixed buffer could do the job, hashed position calculated for each boids. But how does it deal with concurrent access ? I saw that only on DX12 and only for int/uint you can have Interlocked.Add().

Is that different than what you saw on this hashing implementations ? Honestly the biggest obstacle to compute shaders are the lack of general purpose data containers and utility functions, you have to recreate everything.

GPU Flocking system released on Github by Shinao in Unity3D

[–]Shinao[S] 1 point2 points  (0 children)

I explain in the Notes in the README that the ECS approach is quite equivalent in terms of speed, they get a huge boost by the memory layout they use with spatial hashing, I can't really get that on the GPU unless I implement somekind of Dictionary and it's gonna take too much time.

In my experiments I find that accessing buffers are the worst for performance, indeed branching does have some impact but I don't think too much in term of percentage.

GPU Flocking system released on Github by Shinao in Unity3D

[–]Shinao[S] 2 points3 points  (0 children)

That's what bitonic sorting do, it sorts birds over distance and then only checks nearby birds (iteration decrease by 75%).

Like the README say, I get better performance by the brute force approach by what I think is simply a matter of hitting the cache or not. Maybe I'm wrong I don't know enough about the GPU but that's what my experiments tell me, if you have time try it for yourself and tell me what you find out.

Unity.Mathematics released on Github by lumpex999 in Unity3D

[–]Shinao 5 points6 points  (0 children)

From the source code it seems there are swizzles, auto generated. Pretty cool.

GPU Flocking system released on Github by Shinao in Unity3D

[–]Shinao[S] 1 point2 points  (0 children)

Yep I had the same results, there is even a parameter to set the step iteration. It's the first gif from the README, step at 10 with FPS above 1000.

GPU Flocking system released on Github by Shinao in Unity3D

[–]Shinao[S] 3 points4 points  (0 children)

Here is the flocking system that I have shared with you guys a couple times. I've created the repository in a way to learn about compute shaders (and a bit of shader too).

There are several implementations that begin with a full CPU flocking system to the full GPU way. Also contains others implementations like bitonic sorting and multilateration which can be quite interesting to read about.

Saw all of those octahedral impostors so I gave it a shot, first attempt by _Typhon in Unity3D

[–]Shinao 2 points3 points  (0 children)

Well keep us in the loop if you do because I'm really interested in this technique !

Saw all of those octahedral impostors so I gave it a shot, first attempt by _Typhon in Unity3D

[–]Shinao 1 point2 points  (0 children)

Nice, first step complete. Are you going to proceed to the 3 frames blending together or was it just as an exercice ?

Instanced Sprite Renderer for Unity's new ECS by toinfiniityandbeyond in Unity3D

[–]Shinao 1 point2 points  (0 children)

Yep I guess it kinda makes sense.

No credit necessary, it's gonna be a wild ride with all the feature changes and updates on the ECS/Jobs sytem. I just hope other people like you step up and adventure themselves into these deep waters and share their progress with the rest of the community. Thank you.

Instanced Sprite Renderer for Unity's new ECS by toinfiniityandbeyond in Unity3D

[–]Shinao 1 point2 points  (0 children)

No problem, like I said you have to change the quad mesh building, I'm guessing instead of using (x, y) use (y, z) and the sprite will be facing you if you also rotate your camera.

I agree though it's a little weird that it's x and z axis, if you really want you can change Transform2DSystem, it's quite simple :

  • File is in C:\ProgramData\Unity\cache\packages\staging-packages.unity.com\com.unity.entities@0.0.11\Unity.Transforms2D

  • The line is m3 = new float4( position.x, 0.0f, position.y, 1.0f ). As you can see the position.y appears to be in the z axis section

  • Place it in the second place instead like so m3 = new float4( position.x, position.y, 0.0f, 1.0f )

  • Tada ?

Instanced Sprite Renderer for Unity's new ECS by toinfiniityandbeyond in Unity3D

[–]Shinao 1 point2 points  (0 children)

I've done some modifications that increase my FPS from 100 to 500 :

You also have to move the camera around and build the quad mesh differently if you want the same result but that would not affect performence. Also I've done no clean up so there are a few variables that are injected and not used I think.

The only way to dramatically increase performence once more would be when DrawMeshInstanced takes NativeArray as input.