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@AlexMerzlikin
AlexMerzlikin / UniversalRenderPipelineTemplateWithDotsInstancing.shader
Last active May 28, 2025 08:10
Template unlit URP shader that supports DOTS instancing to use as a guide to create shaders for BatchRendererGroup since BRG only works with DOTS instancing compatible shaders. Unfortunately, the official docs about it haven't helped me that much, and I thought others might face the same issues.
Shader "Universal Render Pipeline/Custom/UnlitWithDotsInstancing"
{
Properties
{
_BaseMap ("Base Texture", 2D) = "white" {}
_BaseColor ("Base Colour", Color) = (1, 1, 1, 1)
}
SubShader
{
@scho
scho / UiToolkitBindingExtensions.cs
Last active July 17, 2025 15:05
UI Toolkit Reactive Binding Extensions using UniRx
using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using JetBrains.Annotations;
using ProjectHive.Core.Util.UniRx;
using UniRx;
using UnityEngine;
using UnityEngine.UIElements;
using UnityEngine.Video;
using System;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Rendering;
public class SimpleBRGExample : MonoBehaviour
{
@ZacharyPatten
ZacharyPatten / readme.md
Last active February 3, 2023 15:58
GitHub Repository Checklist (C#)

GitHub Repository Checklist (C#)

Have a repository on GitHub? Planning on making a repository on GitHub? This checklist is intended to introduce you to various features that may help you make the most of your GitHub repository with specific recommendations for C# repositories.

Checklist

These are only suggestions.
They may not be appropriate for all repositories.
They are in no particular order.
Click each item to expand for more information.

@Refsa
Refsa / GrabScreenFeature.cs
Last active July 17, 2025 23:23
Unity URP custom grab pass
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class GrabScreenFeature : ScriptableRendererFeature
{
[System.Serializable]
public class Settings
@raysan5
raysan5 / custom_game_engines_small_study.md
Last active July 30, 2025 14:42
A small state-of-the-art study on custom engines

CUSTOM GAME ENGINES: A Small Study

a_plague_tale

WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines

A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.

Nowadays lots of companies choose engines like [Unreal](https:

@vildninja
vildninja / RemoveMissingScriptsRecursively.cs
Created March 25, 2019 10:06
Remove missing MonoBehaviour script components in Unity 2019.1 including visiting prefafab assets.
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEditor;
public static class FindMissingScriptsRecursively
{
[MenuItem("Auto/Remove Missing Scripts Recursively Visit Prefabs")]
private static void FindAndRemoveMissingInSelected()
{
// EditorUtility.CollectDeepHierarchy does not include inactive children
@Seneral
Seneral / ConvertSerializationVersion.cs
Last active March 3, 2025 05:06
Script to convert files serialized in 5.5 to previous unity versions based on the text format. 1. Enable force text serialization in ProjectSettings/Editor 2. Right click on the asset in the version it was serialized in and select the target version. 3. Move the created file with the _Converted suffix into the target project.
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Linq;
using System.Text;
using System.Text.RegularExpressions;
public static class ConvertSerializationVersion
{
private static Regex objectIDSearch = new Regex("--- !u!(?:[0-9]{1,5}) &([0-9]*)");
@Borod4r
Borod4r / UnityShaders.xml
Last active October 25, 2021 13:26
Basic syntax highlight for Unity ShaderLab code in Project Rider
<!--
Basic syntax highlight for Unity ShaderLab code in Project Rider.
v1.0
Download this file and put it into your "filetypes" folder.
Windows Vista, 7, 8, 10:
<SYSTEM DRIVE>\Users\<USER ACCOUNT NAME>\.Rider10\config\filetypes
Mac OS X:
@steipete
steipete / ios-xcode-device-support.sh
Last active May 11, 2025 13:30
Using iOS 15 devices with Xcode 12.5 (instead of Xcode 13)
# The trick is to link the DeviceSupport folder from the beta to the stable version.
# sudo needed if you run the Mac App Store version. Always download the dmg instead... you'll thank me later :)
# Support iOS 15 devices (Xcode 13.0) with Xcode 12.5:
sudo ln -s /Applications/Xcode-beta.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport/15.0 /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/DeviceSupport
# Then restart Xcode and reconnect your devices. You will need to do that for every beta of future iOS versions
# (A similar approach works for older versions too, just change the version number after DeviceSupport)