UnityCsReference
astc-encoder
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UnityCsReference | astc-encoder | |
---|---|---|
58 | 1 | |
11,389 | 975 | |
1.5% | 4.2% | |
7.4 | 8.0 | |
2 days ago | 6 days ago | |
C# | C | |
GNU General Public License v3.0 or later | Apache License 2.0 |
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UnityCsReference
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Anyone know what Unity's Matrix4x4 looks like internally?
I've checked their CS reference code on their Github, both here and here, but I want to dive a little deeper - specifically, I want to know what they're actually doing when determining validity of the Matrix4x4.
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Torn between chossing Unity & C# or going UE5 and C++. What made you choose unity?
Yep, but beyond just decompiling it, the c# layer of code is on GitHub: https://github.com/Unity-Technologies/UnityCsReference
- 2 minutes of silence for those who bought RTX 3070 and RTX 3070Ti
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Do you use System.Object.ReferenceEquals() ?
https://github.com/Unity-Technologies/UnityCsReference/blob/master/Runtime/Export/Scripting/UnityEngineObject.bindings.cs (after 2019.1)
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Custom method attribute for Animation Event Functions
The code where the method filtering for the Animation Event Inspector is done, is here (line 190). Is it possible to do something like this? That repository explicitly says:
- Can’t find operation
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Bounds.Encapsulate precision loss?
No reason, you can look at the source of encapsulate
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Modify Project Setting's "Default Quality Level" by script
There isn't really a straight forward way to do this, even the QualitySettings editor uses Serialised Properties to get at the data. (Line 343 in QualitySettingsEditor)
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Has any indie dev got (read-only) access to Unity source? How much did it cost?
This is awesome, thank you! I'm most curious about their Runtime
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Is C++ still the language when entering 3D programming in 2023?
I think if you want to get into graphics programming you do want to work with OpenGL and similar things, because at the very least you need to understand it all (and decide what parts of engines to use and what to ignore when you get to whole games). It's also worth saying that while you can only publicly get the references in Unity you do get source access at the higher subscription tiers you'd use at a game studio.
astc-encoder
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Doubts about _CameraDepthTexture
A1: The optimization suggestion in the original text is to remove the meaningless Alpha channel (defined in the original text that the Alpha channel has the value of 1). This is indeed helpful for memory optimization. In your test case, whether it is in png or tga format, after entering the engine, it will be converted to the internal format (RGBA, ETC, ASTC, etc.) by the engine. Imagine taking ETC2 as an example. If there is no Alpha channel and the compression quality is acceptable, RGB_Compressed_ETC2_4bits can be used. If this meaningless Alpha channel is added, then we will automatically select RGBA_Compressed_ETC2_8bits when importing the settings in batches. In this way, the memory is doubled. Regarding the ASTC in the question, the definition of the Texture import format (https://github.com/Unity-Technologies/UnityCsReference/blob/master/Editor/Mono/AssetPipeline/TextureImporterEnums.cs) in the Unity editor source code has this comment: // ASTC uses 128bit block of varying sizes (we use only square blocks). It does not distinguish RGB/RGBA. That is, it has nothing to do with whether the Alpha channel is included. For an introduction to the ASTC format, I recommend you to read the ASTC Format Overview on Github: https://github.com/ARM-software/astc-encoder/blob/main/Docs/FormatOverview.md Regarding the issue of the new version of Unity mentioned in your previous reply, you can look at this issue on the Unity forum: https://forum.unity.com/threads/is-astc-rgb-encode-gone.660622 Some people may think that if the format of all textures in the project is ASTC, the meaning of removing Alpha is not very significant. In fact, it cannot be generalized. Although the size is the same, according to the test in (https://zhuanlan.zhihu.com/p/158740249), Whether there is an Alpha channel will affect the compression quality to a certain extent. Therefore, it must be used reasonably in the project.
What are some alternatives?
fastapi - FastAPI framework, high performance, easy to learn, fast to code, ready for production
compressonator - Tool suite for Texture and 3D Model Compression, Optimization and Analysis using CPUs, GPUs and APUs
ILSpy - .NET Decompiler with support for PDB generation, ReadyToRun, Metadata (&more) - cross-platform!
j40 - J40: Independent, self-contained JPEG XL decoder
Raylib-CsLo - autogen bindings to Raylib 4.x and convenience wrappers on top. Requires use of `unsafe`
icer_compression - Progressive, error tolerant, wavelet-based image compression algorithm
tinyraycaster - 486 lines of C++: old-school FPS in a weekend
fpng - Super fast C++ .PNG writer/reader
oqtane.framework - CMS & Application Framework for Blazor & .NET MAUI
dotNext - Next generation API for .NET
osu-framework - A game framework written with osu! in mind.
raylib - A simple and easy-to-use library to enjoy videogames programming