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| { | |
| "friendlyName": "Apple iPhone 14 Pro Max", | |
| "version": 1, | |
| "screens": [ | |
| { | |
| "width": 1290, | |
| "height": 2796, | |
| "navigationBarHeight": 0, | |
| "dpi": 460.0, | |
| "orientations": [ |
| /*** MIT LICENSE | |
| Copyright (c) 2022 torcado | |
| Permission is hereby granted, free of charge, to any person | |
| obtaining a copy of this software and associated documentation | |
| files (the "Software"), to deal in the Software without | |
| restriction, including without limitation the rights to use, | |
| copy, modify, merge, publish, distribute, sublicense, and/or sell | |
| copies of the Software, and to permit persons to whom the | |
| Software is furnished to do so, subject to the following |
| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| public class GlitchRenderFeature : ScriptableRendererFeature { | |
| class CustomRenderPass : ScriptableRenderPass { | |
| private Settings settings; | |
| private FilteringSettings filteringSettings; |
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
| private int resolution; |
A handy little ScriptableObject creator which eliminates the need for those annoying [CreateAssetMenu] attributes which are a nightmare to maintain and navigate.
Made with Odin Inspector
The ScriptableObject creator has been originally made by Bjarke. Published on Odin Community Made Tools.
Improvements by VladV:
WARNING: Article moved to separate repo to allow users contributions: https://github.com/raysan5/custom_game_engines
A couple of weeks ago I played (and finished) A Plague Tale, a game by Asobo Studio. I was really captivated by the game, not only by the beautiful graphics but also by the story and the locations in the game. I decided to investigate a bit about the game tech and I was surprised to see it was developed with a custom engine by a relatively small studio. I know there are some companies using custom engines but it's very difficult to find a detailed market study with that kind of information curated and updated. So this article.
Nowadays lots of companies choose engines like [Unreal](https:
VfxPyro is an interactive particle effect example with Unity Visual Effect Graph, which launches fireworks with user interaction.




