Starting with Unity 6.4, the Web platform supports the Burst compiler with C# job multithreading. This greatly improves the performance of simulation-heavy tasks like this.
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普通に日本語でも動きますわな(何もコードは変えてない)
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3D Gaussian Splatting with Unity VFX Graph
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Checking the DOTS ECS samples with Unity 2022 LTS. This one (Tornado) is really cool.
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I finally updated my Unity DOTS/ECS sample project Voxelman. The previous update was in Jul 2018. It required total rewriting, but it was fun knowing how things improved.
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Tried an agentic coding approach with Gemini CLI to create a Unity package — a custom importer for .off triangle-soup meshes generated with Triangle Splatting.
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Experimenting with a multitouch Unity native plugin for the Mac trackpad. I didn’t realize it could handle ten touch points.
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Converting my old Flash Glitch effect into a URP renderer feature.
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Unity 2023.2 - Finally, the Scene View has the right-click context menu, and it's customizable.
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I ported my SDF (signed distance field) VFX samples to WebGPU. Now they run on browsers.
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Updated my reaction-diffusion system sample for the first time in eight years — Unity 2017 → Unity 6.
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I wrote a small utility script that limits the frame rate of the Unity Editor in Edit Mode. It’s handy for saving energy and keeping my device cool and silent.
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Lissajous curve VFX
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I'm trying out the custom HLSL node feature of VFX Graph (available from Unity 2023.2). Now I can extend VFX Graph with custom shader code.
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The Stable Fluids Unity WebGL demo now runs on mobile browsers as well.
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VFX using iPhone LiDAR. The great thing about DoF particles is that they easily add a sense of depth to the effects.
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Audio reactive particle effects
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realtime glitch machine
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Updating the RtMidi plugin for Unity. Now with iOS and Android support. Release coming soon.