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At Unite 2024, Unity’s development team introduced a series of advanced GPU optimization techniques aimed at improving rendering performance across various platforms. Framerate Optimization To address this, Unity offers several profiling and debugging tools.
You can now deploy your projects to all desktop platforms over SSH, as well as run a remote debug session similar to what we already offered for Android and Web. As the number of remote debug options is quite big by now, we’ve packed them neatly in a single drop-down menu ( GH-63312 , GH-70701 ). Jump to the Downloads section.
A big thankyou to all the contributors who worked on this release by implementing bug fixes or features, or testing the changes to spot potential regressions and help debug issues. This release has seen many platform-specific improvements from old and new contributors, especially for macOS, iOS, X11. Let's see what they bring us.
Debug on hardware devices. It is also now now possible to debug a game running on an actual devices. Make sure to enable "Deploy Remote Debug" option in the remote options menu. If you have a device with Android 5.0+, Godot can take advantage and debug over the USB cable directly. Live scene editing.
Programmers use coding tools to help them debug, test, and create software. Vim can be used with any major platform, making it perfect for collaborations with peers. I3 is a lightweight open-source tiling window manager for Linux. Professionals in every calling surely use tips and tricks to get better results in less time.
So the parts that make up a 2D game are sprites, which are the images that you actually see and interact with and move tile sets, which are traditionally the background and the level design that you use Sounds, which are music and sound effects. Then you’ve got objects, which are basically everything you interact with.
see recent devblogs on GDScript typed instructions , Complex Text Layout , Tiles editor , documentation , and 2D rendering improvements !), Core: Disable decayment of freed Objects to null in debug builds ( GH-41866 ). Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). CSG: Various bug fixes.
BUILDING TO HTML5 / WEB: These days, this is HaxeFlixel's default build platform and it just works right out of the box. However, it has been designed for a fairly specific use case: tile-based pixel art platformers. Performance tests on iOS browsers have been great. but the workflow here is really unclear to me.
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