Blog Archives

Shader Q&A

Last week, Mike asked me a bunch of really well worded and well thought out questions on my “Writing Your First Shader” post https://josephstankowicz.wordpress.com/2013/06/22/writing-your-first-shader/#comment-72. Answering these questions seemed like a great topic for this week’s post. 1. As I was

Posted in Unity3D, Unity3D Performance

Managing 3rd Party Plugins Without Compromising Game Design

Something that was new to me when I started Unity development was the vast quantity of third party plugins. In the years I spent developing games with custom in-house engines, third party code did exist, but it generally existed in

Posted in Unity3D, Unity3D Performance

Short Blogging Break

I’m going to take a short break from my Unity3D blogs for a few days to try and build up a good backlog of topic ideas, as well as keeping myself from burning out. Here’s my current list of topics

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Posted in Unity3D, Unity3D Performance

Building a Custom Resource Loading Solution

There is going to be a point in the development of many projects for iOS and Android that you might decide your system for loading content at runtime needs a major upgrade. Maybe you’re targeting a 50 MB size for

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Posted in Unity3D, Unity3D Performance

Managing Your Content Pipeline

The content and workflow pipeline is something that many people do not give a lot of thought to. Chances are, you build a comfortable rhythm for getting a piece of content into your game, and stick with that as long

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Posted in Unity3D, Unity3D Performance

Skinned Animation : Runtime

Yesterday’s post here https://josephstankowicz.wordpress.com/2013/06/07/skinned-animation-content-creation/ details the process of creating a skinned mesh animation, today I will cover the runtime side of things, and maximizing performance of skinned mesh animations. To compute the render position of a vertex of a skinned

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Posted in Unity3D, Unity3D Performance

Skinned Animation : Content Creation

Animation through skinned meshes is a key piece of technology that lets us have modern 3D video games that don’t look look like the original Virtua Fighter arcade game. If you develop a 3D game nowadays that features any sort

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Posted in Unity3D, Unity3D Performance

iOS Device Consideration

Currently the active iOS device range is quite large. Apple still sells devices as far back as the iPhone 4. The current range of devices available directly from Apple are the iPhone 4, 4S, and 5. Apple recently updated the

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Posted in Unity3D, Unity3D Performance

UI and Unity, and Atlasing

Unity ships with a UI solution I often reference as “OnGUI” to make it clear I’m talking about Unity’s GUI system in particular, and not other GUI solutions built for Unity. OnGUI is the special function name that many Unity

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Posted in Unity3D, Unity3D Performance

The Unity Community

Today’s post is going to cover the Unity community. While this might seem out of place in this blog, keeping active with the Unity community can go a long way towards helping you solve problems you encounter as you develop

Posted in Unity3D, Unity3D Performance