https://xitter.cf/t.co/d5m2EdW6c6 The Dublin Unity User Group is gathering Irish #Unity3D devs who chat and listen to speakers on last Weds of the month. Join us!

Dublin City, Ireland
Joined September 2015
You can use the OnBecameVisible / Invisible functions to detect when objects show up or disappear from screen! I use this to quite a lot to detect when new targets show up on screen! #unitytips #unity3d
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Looking forward to talking about our #ReFig project and our findings about #DiversityInGames events. #irishgamedev @Imirt_ie @DublinUnityUG @BoardGamesIRE @CodingGrace
We're looking forward to hearing Dr.@AphraK, Associate Professor in the Department of Sociology at @MaynoothUni, talk with @whykay! She's a researcher, expert adviser and founder of @gamedev_ie 🎮Join us @dogpatchlabs this Thursday, 21st November! RSVP buff.ly/2Xr3MWz
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#GameCraft is back with an Incredibyule end of year jam at @WeAreTUDublin Grangegorman. Get your creative hats on, dice at the ready, game controllers set... Let's go & have fun making games for a day. #Irishgamedev @Imirt_ie @robinwriting @DublinUnityUG bit.ly/2KrzQnP
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A cool tip for Unity. You can cast events to MonoBehaviours and then use their transform as you please. Here you have a cool example, drawing debug lines to help your level designers to know how certain GameObjects could trigger other GameObjects! #gamedev #indiedev #unitytips
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Here is an intresting puzzle...
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Fair dues to @DIGITgamestudio for overcoming such a massive challenge and being compatible with so many devices.
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Interestingly, for those worried about overheating a mobile processor, @unity3d is floating a mobile solution in the current beta. xitter.cf/jamesfbrophy/status/11…
A solve for a problem I heard about at #Duug: Unity 2019.3 beta "On-demand rendering" This feature lets you control the rendering loop independently from the rest of our subsystems. This means you have more control to lower power consumption and prevent thermal CPU throttling.
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A huge thanks to Dominique Boutin @dom3d of @DIGITgamestudio, who are currently hiring. ;) If folks have questions on engine optimisations that would make for deep dives on @unity3d tweet us here @DublinUnityUG.
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Wow, @StarTrekFleet is spectacularly complex under the hood
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The long road to making @unity3d stable for @StarTrekFleet
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Creating a culture of validation: The validation day.
Having automated checks for scene complexity reduced optimisation time and made it clear when they had extra processing time that was going to waste.
Mechanim in @unity3d, while very usefull, is not great for UI animations as its flag system keeps over complicating things.
An intresting dead end was an attempt to use vectors for the @StarTrekFleet interface, they found that it didnt create that much of an advantage and simple gradients would slow everything down. They went back to bitmaps.
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The "overdraw budget score" is how @DIGITgamestudio made the limitations of the engine for those creating the UI of @StarTrekFleet