【パブリッシャー丸ごとセール第102弾】9月13日 0:00 〜 9月19日(木) 23:59まで
WDallgraphicsのアセット50%オフ
↓↓↓ 今週の無料アセットプレゼント🎁
『Goblin Animated』$10.99 => FREE(9月19日 23:59まで無料)
クーポンコード:WDALLGRAPHICS
【September Surprise sale】⏰️ 9月5日 〜 9月18日 23:59まで 水曜まで
9月のサプライズセールが始まりました🎉 ゲーム開発に役立つ200以上のアセットが50%オフ
✅️ 合計60ドル以上のご注文ならクーポン適用で さらに10%オフ
クーポンコード:SEP10BER
※ 有効期限:2024年9月30日まで、複数回利用可能、セール品以外にも使えます
【Humble Bundle】 その他 ソフトウェアバンドルはこちら
『GAME CREATOR MEGA BUNDLE』 ⏰️ 9月11日(水) 3時まで
RPGツクールやUnity2Dゲーム開発に使える100以上のアセットバンドル
価格:$20で110アイテム
『LEARN TO CREATE GAME ART IN BLENDER 2024』 ⏰️ 9月24日(火) 3時まで
Blenderのスキルアップ。GameDev.tvのGDTVゲームアートバンドルコース(英語)
Phlayer makes working with layers attached to game objects fast, safe and automatic (in more ways than one).
Layers in Unity are very powerful, they can be used to differentiate objects about as quickly as possible for a computer. And they are widely used in physics engine queries such as raycasts.
There's a very big problem with layers in Unity without Phlayer however, they are stored internally in an asset which can only be accessed indirectly. Not only is this slower than how it can be, but there can be outdated references which can cause painful bugs to arise, and more.
Phlayer solves this by automatically generating a script containing all of the layers each time they are edited in the Layer Inspector. Here are all the benefits that Phlayer brings:
> Robustness - compiler time errors will be generated when layers have been changed but code has not. There won't be any unexpected bugs to track down
> Performance - integer based operations will generally always be quicker than ones with strings of characters.
> Memory usage - while it makes a small difference, storing multiple 32-bit integers will usually use a little less memory than storing strings of characters.
> Code completion - since the layers are simply fields of a class, Phlayer works with any IDE with code completion
> Peace of mind - knowing that the automatic layer class is always kept in sync, and never requires you to update it ever again
> Sake of principle - it just makes sense that something as simple as layer logic is implemented with the lowest overhead possible because it's dead simple.
> Automated - isn't that worth mentioning again?
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