Reduce Draw Calls Using Vertex Colors

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I was browsing the subreddit /r/Unity3D yesterday and came across this post from /u/HyperParticles about batching objects with different colors which inspired me to share a trick I have used on many projects including Acorn Assault: Rodent Revolution for just this issue. Unity is pretty good at batching like objects so that you reduce your draw calls and improve rendering performance….

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VR Optimized Radial Progress Bar

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Unity comes out of the box with many user interface controls, but one thing that is lacking is a radial progress bar. I needed one for a project we are working on and contemplated my options. I could either pick up something on the asset store and spend time learning it, or I could make my own and “know how…

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Marshalling your data for Socket/IO? Maybe not.

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Hi again!  Today I’ve been working on send variable sized data packets over from my client to server using the simple TCP components I mentioned in my TCP Socket Programming post. I have a few different classes that I want to serialize to byte[]s and send over the wire.   After reading a few suggestions online, I decided to try Marshalling. With…

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Game Engine Architecture, 2nd Edition Overview Ch.1 part 1

By | Gaming News, Programming | No Comments

For anyone that wants to learn more about game development, AR/VR development,  or computer science in general; this book is your Bible.  I’m reading this book and learning Unity’s game engine at the same time.  Unity is a very powerful game engine and has pretty much everything you need to build awesome software without having to know the details of…

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