@JetBrainsRider@jetbrains@isaacrlevin Already knew this. The actual problem: two solutions in one repo that I use as one. Opening them separately doesn’t help, and directory mode disables code analysis. https://t.co/Ovg1CU9lSY
#UnityTips
Now in Unity, you can quickly add a ProfilerMarker just by using this.Marker(). The Source Generator will handle everything else for you. To get started, import the .unitypackage: https://t.co/PSTsNkFpE6
#Unity3D#GameDev
Неделю назад опубликовал свою первую статью на
@habr_com. В ней я рассказываю, как родился фреймворк Aspid.MVVM — инструмент для быстрой и эффективной реализации MVVM-паттерна без рефлексии, лишних аллокаций и boilerplate-кода.
https://t.co/avc4rjpE9h
#Unity3D#MVVM#GameDev
🐍 Meet Aspid.MVVM is a high-performance MVVM framework for #Unity, now available on the Unity Asset Store!
✨No reflection
✨No boilerplate code
✨Minimal allocations
And the best part?
https://t.co/mY4BsRk0kd
#Unity3D#MVVM#GameDev
🚀 Just dropped Aspid.MVVM: A high-performance MVVM framework for Unity! Built on Source Gen for zero-reflection bindings, seamless data sync, observable collections, and more. https://t.co/zk1mdr68do
#Unity3D#Unity#GameDev#CSharp#AspidMVVM
🚀 #UnityTips: The is operator in #CSharp causes implicit boxing with structs, slowing down Unity due to allocations.
🔍Issue: is triggers boxing (38.1 MB, 159 ms for 10M iterations).
✅Fix: Use typeof & https://t.co/HRmE4C9BuC — 0 MB, 7.35 ms!
Details in screenshots! 📸
@alex_rogatch Recently I have also become interested in writing #Roslyn Source Generators. There is already a lot of work on the MVVM pattern in #Unity. But before that, I decided to write a small #Unity toolkit based on #Roslyn Source Generators. https://t.co/mhhtKruIYW