Tim Aksu
1.1K posts

Tim Aksu
@timaksu
Game developer by day ☀️ game developer by night 🌙 icantswitchoffpleasesendhelp
Melbourne, Australia Katılım Aralık 2012
328 Takip Edilen172 Takipçiler

@Aurelien_Gz @musabalfawal Cool concept - is it actually possible? I noticed the clock and battery is not visible, and I don’t imagine this “plays nice” with native Dynamic Island content (ie if you’re listening to music)
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@ArcRaidersInfo I love that it has a weapon that forces you to back up from the cover you’re using when you’re engaging it. Leaves you more vulnerable to attack from other angles compared to when you fight other arc. It’s cool game design! Keeps gameplay fresh :)
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@lucas__crespo @_chenglou The pinch to zoom should offset the scroll position based on where inside the scroll rect you are in order to keep the text you’re reading centered
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Pinch-to-zoom on mobile text has been broken until now. You want bigger text, not a bigger page. So I built a fix that intercepts pinch-to-zoom and resizes text instead of the page. Only two lines of code built on top of @_chenglou’s pretext.
Try the demo at pinch-type.surge.sh

Lucas Crespo 📧@lucas__crespo
Started playing with pretext over breakfast, and I can confirm, this is really cool
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🧊 Demonstrating backface refraction and masked blur/scattering for frosted glass in Unity (URP).
-- I've been asked about this multiple times, so I figured another demo was called for, also showing off dispersion and other effects.
🐵 It's variable over the model, and works per-material. I can render any number of layers, but more than a few can get expensive. Just one is sufficient to simulate limited realtime pathtracing, -> to a fractional-resolution target.
#unity3d #gamedev #indiedev
Mirza Beig@TheMirzaBeig
Smoothed realtime depth blur for frosted glass in Unity URP, where distance from the surface (for anything rendered behind) determines the per-pixel, variable blur radius.
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@tannerlinsley @AArdvarkErick Agreed, I also interpreted it as “no more ads” full stop, but also I don’t care and I don’t think it’s a big deal haha
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@AArdvarkErick Semantics I guess. Thanks for the feedback!
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📣 We removed third-party ads from tanstack.com!
The site is faster, simpler, and more honest now. Still not perfect, and still more work to do.
Read about the process, progress, and what's next in our blog post:
🔗⬇️🧵

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This is great, but somewhat misleading. The tracking is NOT open source, nor will it be.
(this was announced earlier, and is left out from this post for some reason – it is on the website with an asterisk)
8th Wall@the8thwall
8th Wall is now open source. The same codebase that powered thousands of WebAR experiences now lives at 8thwall.org Inspect it. Fork it. Build on it. Learn more: buff.ly/XLAeeQK
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Tim Aksu retweetledi
Tim Aksu retweetledi

@rilemtwit Very cool! Is it possible to AA the hard edges when it’s in “beam” mode?
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@UnityCodeMonkey I could be wrong but I believe you also need a null check before accessing as ie current keyboard could be null where it would’ve just returned false before
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With Input Manager becoming deprecated after Unity 6.3, your scripts using Input.GetKey, Input.mousePosition, or GetMouseButtonDown will need to change. Modern Input System covers all these, and is just as simple for basic needs!
Check out my cheat sheet to see how easy it is to convert your code to stay up to date.
BUT for OnMouseEnter or similar MonoBehaviour callbacks they do NOT work with the Input System! You'll need to switch to event interfaces like IPointerEnterHandler, plus make sure you've got a Physics Raycaster & EventSystem in your scene. So upgrading that part is a bit trickier, but the rest are easy.

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Tim Aksu retweetledi

Dear @unity @unitygames Team,
I have been building worlds and developing games with Unity for nearly a decade. Over these 10 years, I’ve seen the engine grow, evolve, and empower developers globally.
First, I want to genuinely thank you for the recent updates to the UI Toolkit. Seeing native support for Arabic there was a massive step forward and a moment of celebration for the Arab development community. It shows that you are listening.
However, we are facing a critical gap.
While UI Toolkit is the future, TextMesh Pro (TMP) remains the industry standard for the vast majority of existing projects and legacy codebases. For us, migrating entirely to UI Toolkit isn't always feasible yet.
Currently, to support the millions of Arabic-speaking players who are eager to play our games, we still have to rely on workarounds, third-party assets, or complex hacks just to get TMP to render our language correctly.
We need native Arabic support in TextMesh Pro.
This isn't just about convenience; it's about compatibility and inclusion. The Arab gaming market is one of the fastest-growing in the world. We want to deliver the best experience to our players using the tools we rely on every day.
Please consider bridging this gap. Let us support our culture and our players natively, whether we use the new UI Toolkit or the trusted TextMesh Pro.
Thank you for your continuous hard work.
#Unity3D #GameDev #IndieDev

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@joshpuckett I’m glad it works for you! I don’t think it’s performance related - don’t have much web dev experience but it reminds me of lag issues I’ve had with a card flipping animation. I had to set a flag on the parent dom element? Sorry I can’t be much more help!
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@threadoor @Schaffrillas They have to upload it upside down for them to be able to watch it
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