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Can somebody explain me how to implement this with Unity
1 project | reddit.com/r/Unity3D | 12 Jan 2021
Maybe you want GL Lines
lazy execution if frame has spare MS
1 project | reddit.com/r/Unity3D | 15 Mar 2022
It sits there, failing to run, silently breaking your code like an enemy saboteur
2 projects | reddit.com/r/Unity3D | 9 Mar 2022
Instead of coroutines, use async/await, combined with UniTask to support Unity's async functions (like scene loading and WebRequests). You get much cleaner code, and proper warnings when not using it properly :)
Do you use async/await in your games? They're better than coroutines in most situations.
1 project | reddit.com/r/gamedev | 4 Dec 2021
If you like the look of this workflow, you can supplement it with UniTask, which provides better performance in Unity in addition to working in WebGL builds.
UnityWebRequest Coroutine using downloaded string outside of coroutine.
1 project | reddit.com/r/Unity3D | 31 Oct 2021
I suggest importing UniTask in your project (using the UPM is ideal here), and using async/await instead of coroutines. It makes you code much more elegant and readable, and avoids the need for callbacks like you're trying to do here.
COROUTINES - how to call from your non-Monobehavior class!
1 project | reddit.com/r/Unity3D | 24 Oct 2021
Tip of the iceberg brother. Coroutines still have their place I spose, but I rarely ever use them anymore. You should checkout the allocation free library from Cysharp. Dope AF! UnitTask
Async / Await is coroutines hot sister. A quick intro!
1 project | reddit.com/r/Unity3D | 9 Oct 2021
Asynchronous Programming for UI based I/O
1 project | reddit.com/r/Unity3D | 28 Sep 2021
Alterantive to Coroutines for timers and cooldowns?
1 project | reddit.com/r/Unity3D | 8 Apr 2021
UniTasks might be a good option
The async/await keywords in C# had always been mysterious to me. I did a deep dive and put everything I learned into this video. I'd be lying if I said it's simple to understand, but this video seeks to clarify a lot of the things I found most confusing trying to comprehend this awesome feature.
1 project | reddit.com/r/dotnet | 4 Apr 2021
You can write your own, and many have. See here for an example: https://github.com/Cysharp/UniTask
Control Unity Standalone Player by Windows Application
2 projects | dev.to | 17 Feb 2021
This is an asynchronous method implemented with UniTask. UniTask is much easier than coroutines to implement asynchronous operations. This method uses synchronous methods of NamedPipe because Unity doesn't implement the asynchronous versions. They don't cause any errors in compilation but result in errors at runtime.
What are some alternatives?
delaunator-sharp - Fast Delaunay triangulation of 2D points implemented in C#.
InjectFix - InjectFix is a hot-fix solution library for Unity
Harmony - A library for patching, replacing and decorating .NET and Mono methods during runtime
libplanet - Distributed ledger core in C#/.NET for decentralized online games
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
unity-ui-manager - :ticket: A Simple UI Manager for rapid prototyping and ease of collaboration
UnityOctree - A dynamic, loose octree implementation for Unity written in C#
simulator - A ROS/ROS2 Multi-robot Simulator for Autonomous Vehicles
Kinect-VFX-Graph - Use Kinect's depth feed with Unity's VFX Graph
UAAE - Unity Assets Advanced Editor
cscore - cscore is a minimal-footprint library providing commonly used helpers & patterns for your C# projects. It can be used in both pure C# and Unity projects.