driven-decals
A mesh-based PBR decal system for Unity's universal render pipeline. (by Anatta336)
resharper-unity
Unity support for both ReSharper and Rider (by JetBrains)
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driven-decals | resharper-unity | |
---|---|---|
1 | 4 | |
424 | 1,067 | |
- | 0.3% | |
0.0 | 9.7 | |
6 months ago | 5 days ago | |
C# | C# | |
MIT License | Apache License 2.0 |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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.
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.
driven-decals
Posts with mentions or reviews of driven-decals.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-04-13.
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After suggestion from other devs, update the aiming helpers with screen space decals in URP. What do you think? The red stripes are shown when the pitch/roll angles are wrong. The blue circle is the predicted touch site.
Take into consideration this other approach: Anatta336/driven-decals: A mesh-based PBR decal system for Unity's universal render pipeline. (github.com)
resharper-unity
Posts with mentions or reviews of resharper-unity.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2021-11-24.
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GetComponent - oh my god
However null checks for Unity objects are slow compared to standard C# classes, see this link for a brief explanation, there are also many discussions about this on the Unity forum. Not sure though, if that is still true for recent Unity versions.
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Is there a drawback using the null check "?." operator?
More about that: https://github.com/JetBrains/resharper-unity/issues/148
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Whats the point of using GetComponent when you can just drag the desired component into the script component in the viewport?
The fact of the matter is as a primarily C# .NET developer you have all been polluted with bad coding practices from tutorials and partially on Unity's end too. For example non preferred method of using the null-conditional access operator.
What are some alternatives?
When comparing driven-decals and resharper-unity you can also consider the following projects:
UnityURPUnlitScreenSpaceDecalShader - Unity unlit screen space decal shader for URP. Just create a new material using this shader, then assign it to a new unity cube GameObject = DONE, now you have unlit decal working in URP
UnityNativeScripting - Unity Scripting in C++
AutoLOD - Automatic LOD generation + scene optimization
pb_Stl - STL import/export for Unity, supporting both ASCII and Binary.
Unity-Editor-Toolbox - Tools, custom attributes, drawers, hierarchy overlay, and other extensions for the Unity Editor.
EditorXR - Author XR in XR