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GameFromScratch.com The Award Winning Assets Bundle for Unity There is a new Humble Bundle of interest to game developers, specifically Unity developers, the Award Winning Assets Bundle – The Crown Collection. This bundle is a collection of up to 27 Unity Assets from Infinity PBR and Nature Manufacture that are redeemed on the Unity Asset Store.
Internship recruiting season has begun for some large game publishers and developers. This means that a number of internship opportunities for summer 2025 have been posted and will be collecting applicants. Internships are a great way to earn some experience in a professional environment and to get mentorship from those of us in the trenches. If you’re a student and you have an interest in game development as a career, you should absolutely look into these.
Many Cats Studios has announced the cohort for its second Impact campaign, an initiative dedicated to showcasing and celebrating the talents of disabled and neurodivergent UK-based games industry professionals.
I have different scene and they have corresponding bundles(folder) for assets which is used to design the scene. To optimize the performance I moved the assets out of resource folder and used bundle to load them when the scene is getting loaded. To optimize loading time I am using Auto Atlas. This is being created one in each folder for a particular scene.
Last Friday, we celebrated a significant milestone our 5th birthday! Its hard to believe how far weve come, from a small team with big dreams to a growing, passionate group making waves in the VR gaming world. Looking back, its incredible to see all thats happened since we started, from the ambitious ideas that sparked our first projects to the hard work thats gone into making them a reality.
Two bugs were found on iOS in Cocos Creator 3.8.4. I found an increase in memory when changing scenes, but I can’t find a solution. ‘sys.garbageCollect’ was executed before and after changing the scene. I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.
Two bugs were found on iOS in Cocos Creator 3.8.4. I found an increase in memory when changing scenes, but I can’t find a solution. ‘sys.garbageCollect’ was executed before and after changing the scene. I set up a custom render pipeline to use GaussianBlur in my project. Custom shader alpha issue NewProject.zip (90.
Memory leak. We have confirmed that it’s a bug in custom render pipeline. We will try to fix it in v3.8.5 which will be released before the end of December. Alpha issue. The change seems ok. I will create two issues for this thread.
Introduction How can you ensure your React app works in every scenario? […] The post Mocking React Components in Jest: A Complete Guide appeared first on Artoon Solutions.
github.com/cocos/cocos-engine [bug] Memory leak in custom render pipeline. opened 01:48AM - 15 Nov 24 UTC dumganhar Bug Reported at [link] github.com/cocos/cocos-engine [bug] Alpha < 0.5 causes rendering issue on Metal backend.
GameFromScratch.com GIMP 3 Release Candidate is Here GIMP, the GNU Image Manipulation Program first released Gimp v2 back in 2024. Now, 20 years later GIMP 3 is almost here with the official release candidate of GIMP 3 going live last week. GIMP is a free and open-source raster graphics application similar to Photoshop, released under the GPL […] The post GIMP 3 Release Candidate is Here appeared first on GameFromScratch.com.
I discovered another strange thing. When I run the example in the browser on the computer (in the editor I press Play ), the text is displayed character by character, but with the same problems that I wrote about earlier. But when I build for Web-mobile and run the example on the phone, then my text is displayed not by characters, but by words. This is very strange!
A_S: Also curious to know how much of a performance difference can be expected with JIT enabled versus without it. Since iOS could not enable JIT for testing, so we could not measure how much of a performance difference on iOS. But you could compare them on Android by adding --jitless boot flag in cocos/bindings/jswrapper/v8/ScriptEngine.cpp for Android.
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