Minimal D3D11 reference implementation: An uncluttered Direct3D 11 setup + basic rendering primer and API familiarizer. Complete, runnable Windows application contained in a single function and laid out in a linear, step-by-step fashion that should be easy to follow from the code alone. ~200 LOC. No modern C++ / OOP or (other) obscuring cruft. View on YouTube
| // Developed by Tom Kail at Inkle | |
| // Released under the MIT Licence as held at https://opensource.org/licenses/MIT | |
| // Must be placed within a folder named "Editor" | |
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using UnityEditor; | |
| using UnityEngine; |
If you're using a high-end bluetooth headset on your Macbook Pro it's likely your mac is using an audio codec which favors battery efficiency over high quality. This results in a drastic degradation of sound, the SBC codec is the likely culprit, read more about it here.
| using System; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| using System.Reflection; | |
| using UnityEditor; | |
| using UnityEngine; | |
| namespace MultiScreenshotCaptureNamespace | |
| { | |
| internal static class ReflectionExtensions |
| { | |
| "version": "2.0.0", | |
| "tasks": [ | |
| { | |
| "type": "shell", | |
| "label": "Jai: Build & Run", | |
| "command": "jai -quiet ${file} && ${fileDirname}${pathSeparator}${fileBasenameNoExtension}", | |
| "group": "build", | |
| "presentation": { | |
| "revealProblems": "onProblem", |
| // written by https://github.com/FreyaHolmer so use at your own risk c: | |
| using System.Collections.Generic; | |
| using UnityEditor; | |
| using UnityEngine; | |
| /// <summary>Utility functions to copy GUIDs, as well as Copy/Paste import settings</summary> | |
| public static class AssetCopyUtils { | |
| const int CTX_MENU_LOCATION = 70; |
| /////////////////////////////////////////////////////////////////////////////// | |
| // ABOUT: A unity Shader .cginc to draw numbers in the fragment shader | |
| // AUTHOR: Freya Holmér | |
| // LICENSE: Use for whatever, commercial or otherwise! | |
| // Don't hold me liable for issues though | |
| // But pls credit me if it works super well <3 | |
| // LIMITATIONS: There's some precision loss beyond 3 decimal places | |
| // CONTRIBUTORS: yes please! if you know a more precise way to get | |
| // decimal digits then pls lemme know! | |
| // GetDecimalSymbolAt() could use some more love/precision |
This short post by Defold people about "empty project build size" comparison between Defold, Unity and Godot (twitter, mastodon) sparked my interest.
It is curious that Godot builds seem to be larger than Unity? Would not have expected that! Anyway.
A way more extensive Unity "web" build comparison and analysics is over at https://github.com/JohannesDeml/UnityWebGL-LoadingTest but here are just my short notes in trying out Unity 6 (6.0.23 - Oct 2024).
This is essentially just the original Minimal D3D11 codebase with 8x MSAA added. However, since MSAA only smooths triangle edges and does not affect textured surface interiors, texturing is removed to isolate and make the effect of MSAA clearer.
In short there are two parts to it: 1) Create and render to an MSAA texture rather than your typical rendertarget/framebuffer (note: the depth buffer must match), and 2) [Resolve](https://gist.github.com/d7samurai/d74299f8bcadcb9cb0686


