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Unity's Back-end System

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Overview: This technical content related to Unity’s Backend System like How unity compile the code? , How unity build code for different platforms? Step-1: Convert Source code to Engine code - We are writing the code in c# it’s called  source code. -   Always source code converted into engine code through the compilation process. - First, all the C# scripts compiled into CIL (Common Intermediate Language). - All c# code is known as source code and CIL code known as Managed Code. Managed Code: Managed code easily converted into different-different languages and able to prepare engine code. - C# easily maintain managed code, so that it is also known as Mixed Programming Language.   Step-2: Types of Compilation There are two types of the compilation process for c#, AOT [Ahead Of Time] JIT [Just In Time] - Both compilation processes are starting compilation process depending on the target hardware like android, ios, play-station, etc. 1) AOT [Ahead Of Time] Compila

DOTS - Unity3d

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-  DOTS are Unity’s new high-performance, multithreaded, and Data-Oriented design and programming techniques. - Create richer user experiences and iterate faster with C# code that’s easier to read and reuse across other projects. Advantages:   Rebuilding Unity’s Core : DOTS are using for the making of great games to run faster on multi-core processors without the heavy programming technique and it’s a headache.   Highly Performant C# Code: DOTS provides safe multithreaded code for massive performance, while also optimizing thermal control and a battery of user’s mobile devices by moving from the Object-Oriented-Programming technique to Data-Oriented-Programming techniques. It’s easier to understand and reuse.   Faster Performance: The new conversion workflow converts your Gameobject to Entity for making performance very faster and hyper-optimized, streamable data.   DOTS Packages: For implementing DOTS we need to use some unity packages, some of the packa

Unity3d – Attributes

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- Attributes are one type of markers in Unity. - Attributes can be placed above a Class, Property or Function in a script, that specially indicate for any special behavior on it. - We can decorate our Classes, Properties or Metadata using attributes. - C# contains attribute names within square brackets. 1) Header: - Header Attribute useful to add Header like a Title above some fields in the Inspector. [Header("Player Data")] public string playerName; public int playerHealth; [Header("Enemy Data")] public string enemyHealth; public int enemyPower; 2 ) Hide InInspector: - This attribute makes a variable not show up in the Inspector but be serialized. [HideInInspector] public string playerName; public int playerHealth; 3 ) Range: - This attribute used to make a float or int variable in a script be restricted to a specific range. - When this attribute is used, the float or int will be shown as a sli

Unity Tiny | Tiny Mode | Instant Games | Playable Ads

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Release Note : Unity  2018.3.0.b12 Tiny Mode  0.13.2   Tiny Mode is currently preview version, so this information is likely to become obsolete as the days go by. What is Unity Tiny? Unity’s new, highly-modular runtime lets you build instant games that are small, light and fast. You need a solution that delivers small file sizes and blazing-fast startup without compromising quality. Unity's Tiny Mode provides a set of workflow features and a specialized build pipeline that allows you to create small, lightweight  HTML5  games and apps in the Unity Editor. For example, you can use Tiny Mode to create playable ads or games for messaging platforms and also, - highly modular architecture - control over file size - quicker runtimes for lightweight devices - ultra-fast delivery and startup times & ultra-slim runtime - artists and developers can work together Usage of Tiny Mode : Usage of Ti