此處用來蒐集我覺得值得一看的官方 blog 文章.
因為工作上用不太到2D&AR相關的關係, 無法確認文章的實用度, 所以就不會特別列入名單囉~
blog
2015
- An introduction to IL2CPP internals
- IL2CPP Internals: A Tour of Generated Code
- IL2CPP Internals – Debugging tips for generated code
- IL2CPP Internals: Method calls
- IL2CPP Internals: Generic sharing implementation
- IL2CPP Internals: P/Invoke Wrappers
- IL2CPP Internals – Garbage collector integration
- Awesome Realtime GI on desktops and consoles
- Custom Coroutines
- The future of Data Compression in Unity
- Going deep with IMGUI and Editor Customization
- 10000 Update() calls
2016
- Particle System Modules – FAQ
- Debugging memory corruption: who the hell writes “2” into my stack?!
- Unity and IPv6 Support
- Breakout! How to stop an infinite loop in a Unity C# script
- Serialization, MonoBehaviour constructors and Unity 5.4
- Debug view mode for physics collision geometry
- IL2CPP Optimizations: Devirtualization
- IL2CPP Optimizations: Faster Virtual Method Calls
- IL2CPP Optimizations: Avoid Boxing
- Understanding Memory in Unity WebGL
- End of support for 32-bit editor for Windows
- Unity WebGL Memory: The Unity Heap
- #unitytips: ParticleSystem Performance – Culling
2017
- Low-Level Plugins in Unity WebGL
- How to see why your draw calls are not batched in 5.6
- Asset Bundles vs. Resources: A Memory Showdown
- Spotlight Team Best Practices: Optimizing the Hierarchy
- Spotlight Team Best Practices: Collision Performance Optimization – 官方翻譯
- Spotlight Team Best Practices: Project Setup – 官方翻譯
- UnityScript’s long ride off into the sunset
- Updated Crunch texture compression library
- Crunch compression of ETC textures
- Best Live Trainings of 2017: Object pooling, shader writing and particle splatting
- Meeting Google Play requirements in the future
- Best Unite sessions of 2017: improving performance and storytelling
2018
- Spotlight Team Best Practices: Object placement and physics – 官方翻譯
- Replacing MonoDevelop-Unity with Visual Studio Community starting in Unity 2018.1 – 官方翻譯
- Scriptable Render Pipeline Overview – 官方翻譯
- ProBuilder joins Unity offering integrated in-editor Advanced Level Design – 官方翻譯
- The Lightweight Render Pipeline: Optimizing Real Time Performance – 官方翻譯
- Spotlight Team Best Practices: Making believable visuals in Unity – 官方翻譯
- The High Definition Render Pipeline: Focused on visual quality – 官方翻譯
- Releasing the Unity C# source code – 官方翻譯
- Shader Graph Custom Node API: Using the Code Function Node – 官方翻譯
- Animation Instancing – Instancing for SkinnedMeshRenderer – 官方翻譯
- Unity Packages Life Cycle
- Stripping scriptable shader variants – 官方翻譯
- Introducing new Prefab workflows – 官方翻譯
- Scripting Runtime Improvements in Unity 2018.2
- Spotlight Team Best Practices: GUID based references – 官方翻譯
- Evolving multiplayer games beyond UNet – 官方翻譯
- Shader Graph Updates and Sample Project
- WebAssembly is here!
- Animation C# Jobs – 官方翻譯
- Spotlight Team Best Practices: Setting up the Lighting Pipeline
- WebAssembly Load Times and Performance – 官方翻譯
- The High Definition Render Pipeline: Getting Started Guide for Artists
- Performance Benchmarking in Unity: How to Get Started – 官方翻譯
- Support for Android App Bundle (AAB) in Unity 2018.3 beta – 官方翻譯
- Art That Moves: Creating Animated Materials with Shader Graph – 官方翻譯
- Optimizing loading performance: Understanding the Async Upload Pipeline – 官方翻譯
- 2018.3 Terrain Update: Getting Started – 官方翻譯
- What is a Job System? – 官方翻譯
- Physics Changes in Unity 2018.3 Beta – 官方翻譯
- FBX Exporter and round-tripping between Autodesk 3ds Max, Autodesk Maya and Unity – 官方翻譯
- Feature Preview: Incremental Garbage Collection – 官方翻譯
- Creating explosive visuals with the Visual Effect Graph – 官方翻譯
- Introducing Unity 2018.3 – 官方翻譯 1, 2, 3, 4
2019
- On DOTS: C++ & C#
翻譯:面向数据技术栈DOTS的C++和C# - SRP Batcher: Speed up your rendering!
翻譯:SRP Batcher:加速渲染 - Android Support Update: 64 bit and App Bundles Backported to 2017.4 LTS
翻譯:Android支持更新:Unity 2017.4 LTS添加64位支持和App Bundles - On DOTS: Entity Component System
- Announcing Unity and Havok Physics for DOTS
翻譯:Unity Physics和Havok Physics正式发布 - Unity Support for Stadia: Here’s what you need to know
- Higher fidelity and smoother frame rates with Adaptive Performance
- Introducing Unity 2019.1
- What’s new with UIElements in 2019.1
- Precise frame rates in Unity
用 coroutine 的方式精準控制 FPS!!
也有解釋平時要如何透過 QualitySettings.vSyncCount & Application.targetFrameRate 控制 FPS. - Navigating Unity’s multiplayer Netcode transition
提及 unity 提供的連線功能的計畫, 以及如何依照專案類型選擇適合的連線形式. - Add features powered by Unity to native mobile apps
using Unity as a library
, 看起來是要方便一些既有的原生產品可以透過 unity 延伸到VR上的戰略技術. - Community Component – audio design, pixel games, custom tools and Best of Made with Unity on YouTube
Cracked Ice Effect
效果蠻酷的!
其中一個在 Scene View 點擊選物件的功能, 強者我同是好幾年前就做出幾乎一樣的功能!!(交出膝蓋) - Enlighten will be replaced with a robust solution for Baked and Real-time GIobal Illumination
- Addressable Asset System
希望真的能夠解決 Asset Bundle 管理問題哪~ - Here’s what’s in the brand-new Unity 2019.2
正當剛執行專案升級2019.1除錯的這周, unity 很貼心的釋出2019.2…. MDFK - Custom Lighting in Shader Graph: Expanding your graphs in 2019
shader工程師們又有得忙了!! - Announcing the Obstacle Tower Challenge winners and open source release
挑戰賽的冠軍有寫一篇訓練的細節 & 用於挑戰賽的原始碼!! - Faster C# scripting with JetBrains Rider
JetBrains 出產的IDE體驗總是令人驚艷, 它和 unity 的深度結合可能會是個值得關注的項目~
…但他們家的價格都偏高就是了XDD - Unity 2019.3 beta is now available
- Editor 介面字形&Icon大改, 預覽圖看起來清楚了點(?)
- Editor Play mode 進出的流程改善, 看起來能大幅提升循環效率!
Light Probes from different additively loaded scenes can now be merged
!!New Input System
, 看到以前專案的操作切換的架構(扣除UI)被驗證覺得感動QQ
- Static Lighting with Light Probes
場景 & TA 表示: e04! - Evolving the Unity Editor UX
還特別為了介面大改寫文章, 看起來很重視XD - Advanced Animation Rigging: Character and props interaction
這次用比較複雜的持槍情境解說, 應該更貼近很多人的需求了吧! - Elevating inventory quality: app-ads.txt and Open Measurement
對於以廣告收益為主的APP應該是蠻重要的訊息~ - Speed up your team with the Unity Accelerator
簡而言之應該算是配合 2019.3 開始引入的Asset Pipeline v2
版本的Cached Server
. - Support for Apple Sign in
最近一次WWDC公布的iOS 13新功能, 雖然我更希望在 iOS 有原生的 Sign in with Google!!
可先參考官方的介紹 – Sign in with Apple - How the Lightweight Render Pipeline is evolving
LWRP -> URP, 就是個推廣文無誤! - Speed up mobile iteration with the new Device Simulator
UI/UX/可憐的前端工程師救星RRR!!!
但 preview 版也要 2019.3 才有… - Improve workflows, validate decisions, and avoid errors with Presets
能夠自訂預設格式應該是個好消息, 但對於這塊不熟悉的人來說可能會有副作用…
19.3 之後還可以根據資源名稱的 pattern 來制定多個預設組!! - Introducing the new Input System
前面 2019.3 beta 提過的新版 input 管理系統~ - Enter Play Mode faster in Unity 2019.3
看起來應該可以加快不少, 但需要注意的地方也可能不少XDD - Havok Physics in Unity
DOTS不可或缺的物理系統!! - The new Asset Import Pipeline: Solid foundation for speeding up asset imports
雖然我最希望他能加速 crunch compression 相關資源的流程啦…
版本間的快速切換應該是個不錯的進步, 但大多的狀況可能還是同時有多版本的比較實在XDD - Training your agents 7 times faster with ML-Agents
快還要更快!
雖然我更期待量子計算進入AI訓練領域的那天~ - Tales from the Optimization Trenches
每個專案的工程師都有他的故事, 即使他們都是如此的相像. - Normal map compositing using the surface gradient framework in Shader Graph
這應該對於 renderer 有數顆帶有 normal 運算的 material 的組合相當有影響~
應該是HDRP專用的.