Unity: Difference between revisions
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Unity is a game development framework and game engine. It has a shallow learning curve and is very capable, supporting most popular platforms and features including AR and VR platforms. | |||
==Shaders== | |||
Unity shaders are written in [[HLSL]]. | |||
== Shaders == | |||
Unity shaders are written in HLSL. | |||
Unity supports the standard vertex, geometry, fragment shader pipeline.<br> | Unity supports the standard vertex, geometry, fragment shader pipeline.<br> | ||
They also have their own variation of fragment shaders called surface shaders which automatically handle lighting.<br> | They also have their own variation of fragment shaders called surface shaders which automatically handle lighting.<br> | ||
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Results from compute shaders can be used on the graphical shaders without being copied back to the CPU.<br> | Results from compute shaders can be used on the graphical shaders without being copied back to the CPU.<br> | ||
===Compute Shaders=== | |||
=== Compute Shaders === | |||
To use a compute shader, add a <code>ComputeShader</code> reference to your C# script. | To use a compute shader, add a <code>ComputeShader</code> reference to your C# script. | ||
To copy data to and from the GPU, use a <code>ComputeBuffer</code>. | To copy data to and from the GPU, use a <code>ComputeBuffer</code>. | ||
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== Optimization == | ==Optimization== | ||
=== Loading Files === | ===Loading Files=== | ||
All loading of streaming assets should be done in a background thread. See [https://wiki.davidl.me/view/C_Sharp#Multithreading C# Multithreading] for more details on multithreading.<br> | All loading of streaming assets should be done in a background thread. See [https://wiki.davidl.me/view/C_Sharp#Multithreading C# Multithreading] for more details on multithreading.<br> | ||
I've found that Unity's job system doesn't perform as well as C#'s ThreadPool when stressed with thousands of small tasks so I recommend using C# APIs over Unity APIs whenever possible.<br> | I've found that Unity's job system doesn't perform as well as C#'s ThreadPool when stressed with thousands of small tasks so I recommend using C# APIs over Unity APIs whenever possible.<br> | ||
[https:// | [https://assetstore.unity.com/packages/tools/thread-ninja-multithread-coroutine-15717 Ciela Spike's Thread Ninja] may be used to run coroutines in the background when you only need a single, but complex, task.<br> | ||
Much of Unity's API such as <code>new Mesh()</code> and <code>new Texture2D()</code> cannot be called from background threads. I suggest caching textures as <code>byte[]</code> or <code>Color32[]</code> which can then be loaded with [https://docs.unity3d.com/ScriptReference/Texture2D.LoadRawTextureData.html <code>Texture2D.LoadRawImageData()</code>]. Similarly, you can | Much of Unity's API for GPU assets such as <code>new Mesh()</code> and <code>new Texture2D()</code> cannot be called from background threads. | ||
I suggest caching textures in system memory as <code>byte[]</code> or <code>Color32[]</code> which can then be loaded with [https://docs.unity3d.com/ScriptReference/Texture2D.LoadRawTextureData.html <code>Texture2D.LoadRawImageData()</code>]. Similarly, you can hold a Mesh in system memory by using a struct of vertices, triangles, normals, and tangents. | |||
===Instancing=== | |||
If you need multiple instances of the same object, make sure that the material is instanced so that all objects only consume one draw call.<br> | |||
See [https://docs.unity3d.com/Manual/GPUInstancing.html Unity: GPUInstancing].<br> | |||
Do not attach scripts to thousands of objects. Instead use one script to control all instanced objects.<br> | |||
====Merging Meshes==== | |||
If you need thousands of simple objects, one way is to use merge all of the meshes. | |||
For simple objects, you can create a mesh with one vertex per object and expand them in the geometry shader such that they're all drawn in a single draw call. Otherwise, merging them on the CPU is more efficient. | |||
Both methods will ensure all objects are drawn in a single draw call. | |||
Be aware of the limitations of using a single draw call though; transparency can become tricky. | |||
After merging a mesh, you can use a compute shader to animate and move the objects instead of using Unity scripts. | |||
The compute shader edits a single compute buffer which can be read by your vertex or geometry shader without passing data back to the CPU. | |||
==Resources== | |||
* [https://docs.unity3d.com/Manual/index.html Unity User Manual] | |||
* [https://www.udemy.com/course/the-ultimate-guide-to-game-development-with-unity/ Basic Game Dev Course (Udemy, ~$12)] | |||