Use Unity Assembly Definition Files to improve compile time and project structure. Learn the basics and get in-depth knowledge with examples about how to migrate your project.
Unity DOTS/ECS is powerful at processing huge amounts of operations. This performance relies on data lookup in continuous chunks, but what if you encounter dependencies between entities and have to jump between chunks? All entities should follow a moving target or entities should react to actions from another Entity? This post highlights how entities can interact with each other and what implications this has on performance.
In this blog post I will demonstrate how to use Unity’s EntityComponentSystem as well as Burst compiled Jobs to build a dungeon builder game like the good old DungeonKeeper.
This awesome old game turned out to be the perfect example to show of some techniques that will hopefully help you to get into the mindset of DOTS and EntityComponentSystems.
What is an asset pipeline and how can you make asset integration more efficient, in a Unity project?
In this article I want to present our setup and give an introduction to developing custom tools, to help with some of the most common asset integration tasks.
In this article I want to take you on the journey of how we managed to reduce our mobile client build times from over one hour to about 20 minutes for God Kings.
Introduction Around two years ago Unity published the first version of their new tech-stack regarding “Performance by default”. The big thing everybody was talking about was their new Entity-Component-System (ECS) that enabled super fast CPU-based simulations like the Boid demo and the Mega-City. The key aspects to reach this high performance are: Cache friendly memory […]
A lot of games these days are offering huge game worlds for the players to explore. Besides beautifully textured buildings, plants and creatures that inhabit your world, it is often the ground that will fill up most of the space of your scene. So, getting the visuals and performance right is important and a bit […]
In 2016, InnoGames started a new service department called the Core Department. One of the departments responsibilities is to provide centralized packages (payment, single-sign-on, general tools, etc.) for Unity-based games and an environment around to deliver and to also having the games collaborating with us on those packages easily.
Summary In this article you will learn a simple way how to customize the project window of the Unity Editor. We will create a little framework to let the user show additional columns with information about the assets. I will guide you through every step so everything should be clear even for beginners in editor […]
As a game developer and especially as a mobile game developer when you build a game you have to deal with a lot of asynchronous work.
Reactive paradigm offers a nice and flexible way to handle async events.
In this article I will give an introduction to Reactive approach and highlight its benefits.