About focus

Unity3D Developer, Asset Store publisher: http://j.mp/focus_uas Flash Developer in the past. Love bytecode.

Meet Maintainer Unity3D editor extension!

Maintainer logo

I’m glad to let you know I’ve released my new Asset Store contribution: Maintainer!
It’s going to be your best friend if you like to keep your projects clean and neat.

Currently it has one module: Issues Finder, but there will be more in future.
More details at http://blog.codestage.ru/unity-plugins/maintainer/

Cheers!

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Happy New Year 2015!

Hey dear readers and strangers!
This year was really great in many ways and I wish everyone to reach all goals, be healthy and closer to your family in new 2015 year.
Merry Christmas and Happy New Year!

ny2015

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Unity3D Tweening performance

Hey, I’ll be short =)
I’m going to compare quickly 3 types of tween animations: built-in Legacy Animation, HOTween and DOTween.
I use 5k objects from prefabs as tweens targets.
Tweens are looped, start by default, have 1 sec length and tweening transform position from (0, 0, 0) to (1.3, 1.4, 1.5).

Used software info:
– Unity 4.6 Beta 16.
– HOTween v1.3.350.
– DOTween 0.7.310 Alpha
– Unity profiler with ‘Deep Profile’ enabled.

Initialization resources usage

Let’s compare initialization time and GC allocations first.
Time + GC Allocation + real memory allocation. Time is frame total time. Memory usage includes memory used by objects.

Animation
Frame time: ~166.7 ms (from 3 samples)
GC Allocations: 97.8 KB
Total memory usage: ~20.07 MB (from 3 samples)
Frames to initialize: 1

HOTWeen
Frame time: ~268.68 ms (from 3 samples) + ~55.62 ms (from 3 samples) for second frame
GC Allocations: 4293 KB + 1.3 KB for second frame
Total memory usage: ~25.1 MB (from 3 samples)
Frames to initialize: 2

DOTween
Frame time: 122.86 ms (from 3 samples)
GC Allocations: 1800 KB (may be kept away from GC using internal pooling)
Total memory usage: ~10 MB (from 3 samples)
Frames to initialize: 1

Resources usage per frame

Now tweening performance, allocations per frame (excluding constant Unity-releated allocators) and total memory usage while running tweens (memory usage increases for a while after initialization).
Time is frame total time.

Animation
Frame time: 12-13 ms
GC Allocations: 0 B

HOTween
Frame time: 36-40 ms
GC Allocations: 420 B – 672 B (sad face here)

DOTween
Frame time: 9 ms
GC Allocations: 0 B

Resulting charts

CPU time, ms (lower is better)

[visualizer id=”1573″]

Memory usage on initialization, MB (lower is better)

[visualizer id=”1576″]

Brand new DOTween gets the best Unity tweening solution award from me!
And it’s free, very flexible, user-friendly and has a great author. It definitely desires donation!

Grab messy benchmark sources (should be compatible with Unity 4.5) here.

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How to run your Unity3D app at Windows Phone 8 Emulator in VMWare

Howdy!

Here is a quick “how to set up” notes to myself and other curious people who have no Windows Phone device on the desk:

1. PC should be compatible with HYPER-V.
Hardware requirements: 64-bit processor with Intel VT or AMD-V support. DEP, Intel XD bit (execute disable bit) or AMD NX bit (no execute bit) should be enabled.
Software requirements: Pro+ editions Win 7 / Win 8 / Win 8.1 – both guest (client) and host.
Read more: Hyper-V Overview Continue reading

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Unity Asset Store and Madness Sale: my experience

Warning: this post contains full earnings details, all financial part uncovered, lot of spoilers! >:}
(feel free to skip the boring part and jump straight to the sum up numbers at the end of this post)

As you already might know, my Anti-Cheat Toolkit plugin was selected for the Asset Store May Madness Sale, which has started at May 5 and was rocking until May 16.
Before revealing any Madness Sale numbers and achievements, I’d like to make an overall retrospective of this plugin.
Please, note, all earnings will be posted in gross, net (what I get) is 70% of gross.
Continue reading

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