mgear retweeted

Hakimi Eiqbal@hakimieiqbalOct 20
Germany!
GermanyConnected via Turkey App StoreLocation may be affected by a proxy or VPN.Account-level information, not a live location or per-post device.
mgear retweeted
#UnityTips These are the physics settings I use in Unity to achieve the most realistic physics simulation possible with GameObjects.
Contact Pairs Mode is optional, but it allows contacts with kinematic bodies to be detected in the same way as with non-kinematic bodies.
#Unity #Physics #GamePhysics #IndieDev #GameDev
mgear retweeted
Mesh Createをリリースしました!
ゲーム制作の時にメッシュを簡単に作りたいと思って作りました。
様々なメッシュの形状を作成することができ、エクスポートでUnityへの配置も可能!
TextureCreateを使用してテクスチャを作成し、そのままMeshCreateへ移行もできます!
gameanimation.info/mesh-crea…
mgear retweeted
Yet Another Unity UI / YAUI
公開しました👉
github.com/ruccho/YAUI
xitter.cf/ruccho_dev/status/2103…
mgear retweeted
Released a Unity sample project for building scene understanding/OCR apps that run entirely on Android using a local LLM.
It also supports AR Foundation, so it can be used as a template for building LLM × AR apps!
#gemma #unity #arfoundation #localllms
github.com/TakashiYoshinaga/…
mgear retweeted
手軽に岩の3Dモデルを作れるツール「Rockstone」を公開しました。
tools.kogus.dev/rockstone
100% プロシージャル生成の岩を、ゲームや映像画像その他どんな用途でも無料で使えて商用利用も一切制限なし、クレジットも不要。ダウンロードもインストールもなしで、iPhoneやiPadでも動作します。
mgear retweeted
Full line-by-line breakdown of interactive fog in Unity — one compute shader, one texture, ray-marched and fully reactive.
#gamedev #indiedev #madewithunity #unity3d
youtu.be/Km6DaNnC-ho
mgear retweeted
Я заархивировал свой репозиторий. Решили вместе с @Suvitruf делать Box3D для Unity. Андрей будет заниматься самой либой для всех доступных платформ, а я хочу нормальный инструментарий в редакторе делать. Так что используйте этот.
github.com/Suvitruf/box3d-un…
Пока был Fable 5, то сделал полезное дело и портировал физический движок box3D на Unity.
github.com/timskap/box3d-uni…
mgear retweeted
サバイバルゲーム『Determinant』を開発中のクリエイター(Disassembly_3D氏)が、Unity製の水シェーダーをアップデート。
砕ける波による濁りや泡と岩の衝突をリアルタイムで表現し、16kmの海岸線に1,300以上の波を手作業で配置。環境演出への徹底したこだわりが没入感を大きく引き上げている
mgear retweeted
さっそくUnity 6.7 a2のCoreCLR Playerをベンチマークしてみたんだけど、普通に速すぎて笑ってしまった
qiita.com/hez2010/items/4c60…
#unity #dotnet #csharp
Box3D solverをUnityのJob System管理下で動作させ、Transform書き戻しジョブをBurst化してstep+syncを高速化。PhysX比は最大2.6倍に。
github.com/tnayuki/Unity-Phy…
mgear retweeted
Replying to @ARomeoSierra @erin_catto
Yes here's a link to the repo
github.com/TomMoore515/Box3D…
I'm already using this in my own multiplayer project with a windows client + linux dedicated server for deterministic physics - I've managed to replace all physx code
The package also has some tooling for rendering colliders
Hey has anyone in unity found that newer nvidia drivers disable inline raytracing support? At the least, drivers earlier than September 2025 are fine, but some time after that drivers stopped supporting inline RT
So far this is happening with 4090, 5090, and 3050
Any advice?
mgear retweeted
I also got sick of opening photoshop to create dials. so here is artofpilgrim.github.io/Dials… where you can create your own. Save presets. Export as png/svg.
have fun
no more having to open photoshop to create alpha textures from photos artofpilgrim.github.io/level…
same process i use in photoshop: Black and White adjustment + levels but now in the browser
mgear retweeted
Dima Serebrennikov made the code for their snow system open source, using texture stamps and vertex displacement to deform snow in real time. ❄️
See the details: reddit.com/r/Unity3D/comment…
#unity3d #gamedev
mgear retweeted
Unity plug-in UModeler X has become free to download.
Details: 80.lv/articles/umodeler-x-is…
mgear retweeted
Wouldn't it be great if there was a huge collection of bitmap fonts all in one place for your convenience.
github.com/ianhan/BitmapFont…
#demoscene
































