Hello everyone. I'm Demkeys. Welcome to my channel. I am an Indie Game Developer who specializes in the Unity Game Engine. I understand that it can be a little challenging for beginners to get started. I post Unity tutorial videos. Hopefully the videos will help beginners with their problems. I wanna see the Game Developer community grow. I also post Game Development Vlogs so check them out too.
Feel free to give me your feedback.
Don't forget to check out my music channel Demkeys Music. On that channel I post music that I make in my free time. Music is a hobby of mine, and I love sharing my music with others.
Enjoy!
Abhinav a.k.a Demkeys (Demkeys)
Unity Tip:
After seeing someone's helpful Unity Tip on Twitter about editing the default C# scripts template, I did some research and tried to make script templates for ECS scripts. I made a video demonstrating how to add extra C# script templates to the editor. The video is posted on Twitter, so here's the link: twitter.com/abhinav_Demkeys/status/110567715191386…
You can either make duplicates of '81-C# Script-NewBehaviourScript.cs.txt', rename them and edit them to include the code you want as shown in the video, or download the files from the following gist links:
File1: gist.github.com/Demkeys/b4cc09c58f179e605d779dd630…File2: gist.github.com/Demkeys/dea9eccf771c1fb33f712a78ec…
ScriptTemplates folder can be found in this location:
"[Unity Editor path]\Data\Resources\ScriptTemplates"
The template file naming format as shown in the video:
"{SortingIndex}-{SubMenuItem}__{MenuItem}-{DefaultFileName}.txt"
{SubMenuItem}__ can be omitted if you don't want the menu item to be within a sub menu. In that case the menu item will show up in the Create sub menu, instead of the ECS sub menu within the Create sub menu.
Ofcourse, you don't have to use the code I've made. If you have a template in mind that better suits your needs, go ahead and create it. If you're editing the original file ('81-C# Script-NewBehaviourScript.cs.txt'), make a backup of the file before editing the original.
6 years ago | [YT] | 3
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Abhinav a.k.a Demkeys (Demkeys)
Uploaded a video to my second YouTube channel showing comparisons between the Standard shader and StandardStochastic shader in Unity. Amazing results!
The awesome folks at UnityLabs have worked on the StandardStochastic shader to solve the issue of having visible tiling patterns when you tile tileable textures over large surfaces. I tested out the shader, and the results are amazing! This is the first iteration, so I'm sure there's more improvements gonna be made to it in future iterations. Looking forward to seeing this implemented in Unity in the future.
There is a blog post over at the Unity Blogs site that explains more about the StandardStochastic shader. The blog post contains links to the StandardStochastic shader code, and links to research papers giving more technical info about the method being used.
Link: blogs.unity3d.com/2019/02/14/procedural-stochastic…
6 years ago | [YT] | 2
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Abhinav a.k.a Demkeys (Demkeys)
Unity Tip:
Some info you might find useful if you're learning about Unity's Entity Component System.
Grab the ECS Samples project from GitHub: github.com/Unity-Technologies/EntityComponentSyste…This project contains various samples using Hybrid and Pure ECS, both with and without the C# Job System. Among the various ECS examples, you will find the Two Stick Shooter example which is basically a 2D top-down shooting game, made three times, using the Classic system, Hybrid ECS and Pure ECS respectively. This is really useful to show you how the code differs in each case.
There's a Documentation section in the repo where you'll find info on ECS concepts and features, C# Job System, Two Stick Shooter example, links to various resources relating to Data-Oriented design, links to various ECS-related talks and much more: github.com/Unity-Technologies/EntityComponentSyste…
There are a lot of code files in the samples project. If you're using VS Code for coding, and you're looking for sections in the various files where a certain Method, Interface, Class, etc. is being used, you can search the name of that Method, Interface, Class, etc. in the VS Code Search section.
Here's an amazing article by Cristiano and Mike Geig that is a gentle introduction to the C# Job System and ECS: software.intel.com/en-us/articles/get-started-with… .
The article also explains a little bit about CPU architecture and how ECS and the C# JobSystem can provide massive performance gains.
This section of the Unity Forum is dedicated to the Entity Component System and C# Job System: forum.unity.com/forums/entity-component-system-and… .
If you have doubts regarding how something works or why something doesn't work, go on there and ask. There are many people who are very much willing to help.
Follow me on Twitter for more: twitter.com/abhinav_Demkeys
6 years ago | [YT] | 3
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Abhinav a.k.a Demkeys (Demkeys)
Unity Tip: The UnityEditor.EditorStyles class contains common GUIStyles used for EditorGUI controls. There are also presets for bold, mini, etc. versions of controls.
Fun fact: You can apply any of the styles to any control. Example code below.
Example code: gist.github.com/Demkeys/cdaab2b249261f5fba76ad864f…
6 years ago (edited) | [YT] | 2
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Abhinav a.k.a Demkeys (Demkeys)
Unity Tip:
Learned this recently. In ShaderGraph, Vector2, Vector3 and Vector4 map to RG, RGB and RGBA color channels (range 0-1) respectively when shown in the Preview of a node. Vector1 is also shown as an RGB color, but the same value maps to R,G and B. I can't post multiple images at once here so here's a link to a tweet with multiple images demonstrating Vector 1, 2, 3 and 4.
Link: twitter.com/abhinav_Demkeys/status/106731954344863…
6 years ago (edited) | [YT] | 1
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Abhinav a.k.a Demkeys (Demkeys)
DisplayObjectInfo tool displays info (Name,Tag,Layer,Position,Rotation,Scale and more) of all active GameObjects in the scene.
Tool Link: github.com/Demkeys/DisplayObjectInfoToolDemo Video: twitter.com/i/status/966896775477968902
Instructions are on the GitHub page.
Features:
-Show Info - You can choose multiple options between Name, Tag, Layer, Position (Local/Global), Rotation (Local/Global), Scale (Local/Global), Magnitude and Parent Connection
-All text and line colors customizable
-Text size customizable
-Text space customizable
-Text position offset customizable
-Data Persistence - Data is saved whenever OnDisable() is called, this includes closing the Editor Window, and even maximizing any other Editor Window. So if the window is closed, the data will be saved, and the next time it is opened again, the saved data will be loaded.
-Restore Tool To Default - Tool settings can be restored to default.
Follow me on Twitter: twitter.com/abhinav_Demkeys
7 years ago (edited) | [YT] | 3
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Abhinav a.k.a Demkeys (Demkeys)
UNITY TIP: Found a very useful article on 'Getting started with the Unity Entity Component System, C# Job System and Burst Compiler' on the Intel website written by Cristiano and Mike Geig. Great introduction!
Link: software.intel.com/en-us/articles/get-started-with…
This article also explains what Joachim Ante mentioned in a talk a while back about how arrays are laid out in memory, and hardware prefetching. Prior to reading this I didn't know what Cache prefetching was, so the fact that the processor has predictive abilities was news to me.
There's also a bit of motivation in there. When you get to the section 'Entity Component System Using Jobs' it starts with, "This is where things get a little bit more complex, but once you understand it you'll know it forever.". This is good advice! And very true!
7 years ago (edited) | [YT] | 1
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Abhinav a.k.a Demkeys (Demkeys)
Hello World lol! So this is interesting. I now have a Community tab. Still not sure what I'm gonna be posting in this tab. I post Unity Tips and a bunch of other Unity stuff on Twitter. Maybe I can share those same posts here as well. Or this can be a place to share my videos as soon as I post them. But then I guess it depends on whether or not people actually check out my Community tab. Lol I'm still not entirely sure how this works.
7 years ago | [YT] | 0
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