unity-raw-input
Windows Raw Input wrapper for Unity game engine (by elringus)
UnityMeshSimplifier
Mesh simplification for Unity. (by Whinarn)
unity-raw-input | UnityMeshSimplifier | |
---|---|---|
2 | 4 | |
216 | 1,800 | |
- | 1.3% | |
4.7 | 0.0 | |
about 1 year ago | 12 months ago | |
C# | C# | |
MIT License | MIT License |
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.
unity-raw-input
Posts with mentions or reviews of unity-raw-input.
We have used some of these posts to build our list of alternatives
and similar projects.
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Moving character whenever i press a keyboard button
Either throwing together a very basic unity 2d program and using something like the raw input package here to detect both keypresses and keyreleases and update the png.
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Is there a way to capture mouse movement when running in background?
There is a package that does what I need but it works only for keyboards (https://github.com/Elringus/UnityRawInput) judging by author's responses to issues it can be modified to also support the mouse. But so far I wasn't able to figure out how. :c
UnityMeshSimplifier
Posts with mentions or reviews of UnityMeshSimplifier.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2024-04-29.
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Optimizing Graphics and Rendering in Unity: Key aspects and practical solutions
You can also reduce the number of triangles on the fly if you want to create your own clipping conditions. For example you can use this component for runtime mesh processing.
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Why Cities: Skylines 2 performs poorly
https://github.com/Whinarn/UnityMeshSimplifier :
> Mesh simplification for Unity. The project is deeply based on the Fast Quadric Mesh Simplification algorithm, but rewritten entirely in C# and released under the MIT license.
Mesh.Optimize: https://docs.unity3d.com/ScriptReference/Mesh.Optimize.html
Unity-Technologies/AutoLOD
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Working on planets with caves generation for my game, some random bug in floating pieces removal caused quarter of my planet to be deleted, looks kind a cool though
Using LOD system, generating LODs for each chunk once its mesh is generated (using https://github.com/Whinarn/UnityMeshSimplifier to generate lower detail meshes). Also, have additional "LODs layer" where I take lowest meshes of all chunks, merge them together and create LODs for resulting mesh. This helps as then I can dissable all chunks game objects and simply enable planet object. (1000 chunks would result in 4000 total game objects as unity uses separate game object for each lod which can all be disabled/destroyed and replaced with 4 gameobjects). This is used if camera is very far away. In screenshot all chunks are in lowest LOD but camera is not far enough away to trigger dissabling of chunks and enabling of planet mesh.
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Finally getting back to work.
This is more of what I want, but it took so long. It also won't work with my current cave digging system but that's an easy fix for later. I decided against writing my own mesh simplification method since this bad boy already exists.
What are some alternatives?
When comparing unity-raw-input and UnityMeshSimplifier you can also consider the following projects:
sprite-glow - Sprite glow effect with HDR outline
extOSC - extOSC is a tool dedicated to simplify creation of applications in Unity with OSC protocol usage.