|5 months ago||about 2 months ago|
|MIT License||MIT License|
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
We haven't tracked posts mentioning menu-controller yet.
Tracking mentions began in Dec 2020.
What are some alternatives?
foliage-shader - Unity surface shader for leaves/pine needles (on alpha cutout textures)
UnityColorPicker - Runtime color picker for Unity
2021-object-pool - Get an in-depth overview of the most commonly needed functionality of the Unity Object Pooling API introduced in the 2021 version of the Unity Editor.
ai-series-part-31 - learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and how frequently to recalculate the path.
doors - Learn how to create multiple different types of doors in Unity
URP-LWRP-Shaders - A Collection of Shader For URP(LWRP) Render Pipeline
SpriteGlow - A sprite glow effect for Unity game engine
TestbedHDRP - Testbed project for Unity HDRP (High Definition Render Pipeline)
GameDevTutorials - Houses various game development tutorials and resources.
MeatKit - MeatKit is a Unity modding toolkit for developing, building, and packaging custom maps, items, and mods for H3VR.
ai-series-part-14 - Project corresponding to AI Series Part 14 where we implement Baking NavMesh at Runtime around the Player, instead of baking on the entire scene
ai-series-part-14.5 - Project used in the AI Series Part 14.5 Unity Tutorial where I show how to approach optimizing code, using our runtime navmesh generation as the optimization target