• Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more

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    Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more

    David Uzondu

    Neowin
    ·

    Jun 5, 2025 05:12 EDT

    Raspberry Pi Imager 1.9.4 is now out, marking the first official release in its 1.9.x series. This application, for anyone new to it, is a tool from the Raspberry Pi Foundation. It first came out in March 2020. Its main job is to make getting an operating system onto a microSD card or USB drive for any Raspberry Pi computer super simple, even if you hate the command line. It handles downloading selected OS images and writing them correctly, cutting out several manual steps that used to trip people up, like finding the right image version or using complicated disk utility tools.
    This version brings solid user interface improvements for a smoother experience, involving internal tweaks that contribute to a more polished feel. Much work went into global accessibility, adding new Korean and Georgian translations. Updates also cover Chinese, German, Spanish, Italian, and many others. Naturally, a good number of bugs got squashed, including a fix for tricky long filename issues on Windows and an issue with the Escape key in the options popup.
    Changes specific to operating systems are also clear. Windows users get an installer using Inno Setup. Its program files, installer, and uninstaller are now signed for better Windows security. For macOS, .app file naming in .dmg packages is fixed, and building the software is more reliable. Linux users can now hide system drives from the destination list, a great way to prevent accidentally wiping your main computer drives. The Linux AppImage also disables Wayland support by default.

    The full list of changes is outlined below:

    Fixed minor errors in Simplified Chinese translation
    Updated translations for German, Catalan, Spanish, Slovak, Portuguese, Hebrew, Traditional Chinese, Italian, Korean, and Georgian
    Explicitly added --tree to lsblk to hide partitions from the top-level output
    CMake now displays the version as v1.9.1
    Added support for quiet uninstallation on Windows
    Applied regex to match SSH public keys during OS customization
    Updated dependencies:

    libarchivezlibcURLnghttp2zstdxz/liblzmaWindows-specific updates:

    Switched to Inno Setup for the installer
    Added code signing for binaries, installer, and uninstaller
    Enabled administrator privileges and NSIS removal support
    Fixed a bug causing incorrect saving of long filenames

    macOS-specific updates:

    Fixed .app naming in .dmg packages
    Improved build reliability and copyright

    Linux-specific updates:

    System drives are now hidden in destination popup
    Wayland support disabled in AppImage

    General UI/UX improvements:

    Fixed OptionsPopup not handling the Esc key
    Improved QML code structure, accessibility, and linting
    Made options popup modal
    Split main UI into component files
    Added a Style singleton and ImCloseButton component

    Internationalization:

    Made "Recommended" OS string translatable
    Made "gigabytes" translatable

    Packaging improvements:

    Custom AppImage build script with Qt detection
    Custom Qt build script with unprivileged mode
    Qt 6.9.0 included
    Dependencies migrated to FetchContent system

    Build system:

    CMake version bumped to 3.22
    Various improvements and hardening applied

    Removed "Show password" checkbox in OS customization settings
    Reverted unneeded changes in long filename size calculation
    Internal refactoring and performance improvements in download and extract operations
    Added support for more archive formats via libarchive

    Lastly, it's worth noting that the system requirements have changed since version 1.9.0: macOS users will need version 11 or later; Windows users, Windows 10 or newer; Ubuntu users, version 22.04 or newer; and Debian users, Bookworm or later.

    Tags

    Report a problem with article

    Follow @NeowinFeed
    #raspberry #imager #released #bringing #performance
    Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more
    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more David Uzondu Neowin · Jun 5, 2025 05:12 EDT Raspberry Pi Imager 1.9.4 is now out, marking the first official release in its 1.9.x series. This application, for anyone new to it, is a tool from the Raspberry Pi Foundation. It first came out in March 2020. Its main job is to make getting an operating system onto a microSD card or USB drive for any Raspberry Pi computer super simple, even if you hate the command line. It handles downloading selected OS images and writing them correctly, cutting out several manual steps that used to trip people up, like finding the right image version or using complicated disk utility tools. This version brings solid user interface improvements for a smoother experience, involving internal tweaks that contribute to a more polished feel. Much work went into global accessibility, adding new Korean and Georgian translations. Updates also cover Chinese, German, Spanish, Italian, and many others. Naturally, a good number of bugs got squashed, including a fix for tricky long filename issues on Windows and an issue with the Escape key in the options popup. Changes specific to operating systems are also clear. Windows users get an installer using Inno Setup. Its program files, installer, and uninstaller are now signed for better Windows security. For macOS, .app file naming in .dmg packages is fixed, and building the software is more reliable. Linux users can now hide system drives from the destination list, a great way to prevent accidentally wiping your main computer drives. The Linux AppImage also disables Wayland support by default. The full list of changes is outlined below: Fixed minor errors in Simplified Chinese translation Updated translations for German, Catalan, Spanish, Slovak, Portuguese, Hebrew, Traditional Chinese, Italian, Korean, and Georgian Explicitly added --tree to lsblk to hide partitions from the top-level output CMake now displays the version as v1.9.1 Added support for quiet uninstallation on Windows Applied regex to match SSH public keys during OS customization Updated dependencies: libarchivezlibcURLnghttp2zstdxz/liblzmaWindows-specific updates: Switched to Inno Setup for the installer Added code signing for binaries, installer, and uninstaller Enabled administrator privileges and NSIS removal support Fixed a bug causing incorrect saving of long filenames macOS-specific updates: Fixed .app naming in .dmg packages Improved build reliability and copyright Linux-specific updates: System drives are now hidden in destination popup Wayland support disabled in AppImage General UI/UX improvements: Fixed OptionsPopup not handling the Esc key Improved QML code structure, accessibility, and linting Made options popup modal Split main UI into component files Added a Style singleton and ImCloseButton component Internationalization: Made "Recommended" OS string translatable Made "gigabytes" translatable Packaging improvements: Custom AppImage build script with Qt detection Custom Qt build script with unprivileged mode Qt 6.9.0 included Dependencies migrated to FetchContent system Build system: CMake version bumped to 3.22 Various improvements and hardening applied Removed "Show password" checkbox in OS customization settings Reverted unneeded changes in long filename size calculation Internal refactoring and performance improvements in download and extract operations Added support for more archive formats via libarchive Lastly, it's worth noting that the system requirements have changed since version 1.9.0: macOS users will need version 11 or later; Windows users, Windows 10 or newer; Ubuntu users, version 22.04 or newer; and Debian users, Bookworm or later. Tags Report a problem with article Follow @NeowinFeed #raspberry #imager #released #bringing #performance
    WWW.NEOWIN.NET
    Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more
    When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works. Raspberry Pi Imager 1.9.4 released bringing performance improvements, bug fixes and more David Uzondu Neowin · Jun 5, 2025 05:12 EDT Raspberry Pi Imager 1.9.4 is now out, marking the first official release in its 1.9.x series. This application, for anyone new to it, is a tool from the Raspberry Pi Foundation. It first came out in March 2020. Its main job is to make getting an operating system onto a microSD card or USB drive for any Raspberry Pi computer super simple, even if you hate the command line. It handles downloading selected OS images and writing them correctly, cutting out several manual steps that used to trip people up, like finding the right image version or using complicated disk utility tools. This version brings solid user interface improvements for a smoother experience, involving internal tweaks that contribute to a more polished feel. Much work went into global accessibility, adding new Korean and Georgian translations. Updates also cover Chinese, German, Spanish, Italian, and many others. Naturally, a good number of bugs got squashed, including a fix for tricky long filename issues on Windows and an issue with the Escape key in the options popup. Changes specific to operating systems are also clear. Windows users get an installer using Inno Setup. Its program files, installer, and uninstaller are now signed for better Windows security. For macOS, .app file naming in .dmg packages is fixed, and building the software is more reliable. Linux users can now hide system drives from the destination list, a great way to prevent accidentally wiping your main computer drives. The Linux AppImage also disables Wayland support by default. The full list of changes is outlined below: Fixed minor errors in Simplified Chinese translation Updated translations for German, Catalan, Spanish, Slovak, Portuguese, Hebrew, Traditional Chinese, Italian, Korean, and Georgian Explicitly added --tree to lsblk to hide partitions from the top-level output CMake now displays the version as v1.9.1 Added support for quiet uninstallation on Windows Applied regex to match SSH public keys during OS customization Updated dependencies: libarchive (3.7.4 → 3.7.7 → 3.8.0) zlib (removed preconfigured header → updated to 1.4.1.1) cURL (8.8 → 8.11.0 → 8.13.0) nghttp2 (updated to 1.65.0) zstd (updated to 1.5.7) xz/liblzma (updated to 5.8.1) Windows-specific updates: Switched to Inno Setup for the installer Added code signing for binaries, installer, and uninstaller Enabled administrator privileges and NSIS removal support Fixed a bug causing incorrect saving of long filenames macOS-specific updates: Fixed .app naming in .dmg packages Improved build reliability and copyright Linux-specific updates: System drives are now hidden in destination popup Wayland support disabled in AppImage General UI/UX improvements: Fixed OptionsPopup not handling the Esc key Improved QML code structure, accessibility, and linting Made options popup modal Split main UI into component files Added a Style singleton and ImCloseButton component Internationalization (i18n): Made "Recommended" OS string translatable Made "gigabytes" translatable Packaging improvements: Custom AppImage build script with Qt detection Custom Qt build script with unprivileged mode Qt 6.9.0 included Dependencies migrated to FetchContent system Build system: CMake version bumped to 3.22 Various improvements and hardening applied Removed "Show password" checkbox in OS customization settings Reverted unneeded changes in long filename size calculation Internal refactoring and performance improvements in download and extract operations Added support for more archive formats via libarchive Lastly, it's worth noting that the system requirements have changed since version 1.9.0: macOS users will need version 11 or later; Windows users, Windows 10 or newer; Ubuntu users, version 22.04 or newer; and Debian users, Bookworm or later. Tags Report a problem with article Follow @NeowinFeed
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  • EA SPORTS™ College Football 26 Launches Worldwide on July 10 Celebrating Emerging Stars, Real-world Coaches and the Spirit of College Football

    May 27, 2025

    Ryan Williams and Jeremiah Smith Star on the College Football 26 Cover and the Deluxe Edition Honors Icons of College Football

    Full College Football 26 Reveal Coming Thursday & Fans Can Pre-Order the MVP Bundle Now To Get The Deluxe Editions of College Football 26 and Madden NFL 26
    REDWOOD CITY, Calif.----
    Electronic Arts Inc.and EA SPORTS™ today unveiled the dynamic covers of EA SPORTS™ College Football 26, ahead of the game’s full reveal this Thursday, May 29. Alabama wide receiver Ryan Williams and Ohio State wide receiver Jeremiah Smith shine on the Standard Edition cover, while the Deluxe Edition highlights college football legends alongside prominent coaches, beloved mascots, and other standout players. Fans can dive into authentic gameplay across 136 FBS schools and experience the unrivaled passion of college football when EA SPORTS College Football 26 launches worldwide on July 10 on PlayStation®5 and Xbox Series X|S.Standout sophomores Ryan Williams and Jeremiah Smith star on the EA SPORTS College Football 26 covers.“Last year, when we brought back the pride, pageantry, atmospheres and traditions of College Football, the response from fans was overwhelming,” said Evan Dexter, VP, Franchise Strategy & Marketing, EA SPORTS College Football. “With College Football 26, we’re celebrating our sophomore season with two generational sophomore wide receivers on the cover and we can’t wait for the world to experience even more heart and authenticity across athletes, stadiums, coaches and fans. Tune in this Thursday to see what makes it so special.”Williams and Smith land on the EA SPORTS College Football 26 covers after stellar starts to their careers last season. Williams, a dynamic playmaker, set freshman records at Alabama, dazzling fans with his speed and highlight-reel catches. Smith, a cornerstone of Ohio State’s offense, emerged as one of the nation’s top receivers, showcasing elite route-running and clutch performances en route to the Buckeyes capturing the National Championship. Accomplished coaches like Ohio State’s Ryan Day, Notre Dame’s Marcus Freeman, and Georgia’s Kirby Smart are featured on the Deluxe Edition cover, alongside iconic mascots and players such as Clemson QB Cade Klubnik, Notre Dame RB Jeremiyah Love, and Penn State RB Nick Singleton, embodying the culture of the sport. Past EA SPORTS cover stars Reggie Bush, Tim Tebow, and Denard Robinson also appear, paying tribute to college football’s rich history.“As a lifelong fan of EA SPORTS games, being on the cover of College Football 26 is a dream come true,” said Williams. “It was incredible to see myself in College Football 25 last year, and now to represent Alabama and share this moment with fans who’ve played EA SPORTS games for years is unreal.”“Being on the cover of EA SPORTS College Football 26 is a tremendous privilege, and I’m proud to represent Ohio State alongside Coach Day while carrying the Buckeye legacy forward, celebrating the passion of our fans and the tradition of this incredible program,” said Smith.Football fans can pre-order the EA SPORTS™ MVP Bundle now, which includes the Deluxe Editions of EA SPORTS College Football 26 and Madden NFL 26, granting 3-day early access to both games plus special bonuses.* The Standard and Deluxe Editions of College Football 26 are also available for pre-order today.More College Football 26 details will be shared this Thursday and throughout the summer leading up to launch. Fans can stay updated by visiting the official website or following along on social mediafor all the latest announcements.*Conditions & restrictions apply. See for details.For College Football 26 assets, visit: EAPressPortal.com.EA SPORTS™ College Football 26 is developed in Orlando, Florida and Madrid, Spain by EA Tiburon and will be available worldwide July 10 for PlayStation®5 and Xbox Series X|S.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.

    Erin Exum
    Director, Integrated CommsSource: Electronic Arts Inc.

    Multimedia Files:
    #sports #college #football #launches #worldwide
    EA SPORTS™ College Football 26 Launches Worldwide on July 10 Celebrating Emerging Stars, Real-world Coaches and the Spirit of College Football
    May 27, 2025 Ryan Williams and Jeremiah Smith Star on the College Football 26 Cover and the Deluxe Edition Honors Icons of College Football Full College Football 26 Reveal Coming Thursday & Fans Can Pre-Order the MVP Bundle Now To Get The Deluxe Editions of College Football 26 and Madden NFL 26 REDWOOD CITY, Calif.---- Electronic Arts Inc.and EA SPORTS™ today unveiled the dynamic covers of EA SPORTS™ College Football 26, ahead of the game’s full reveal this Thursday, May 29. Alabama wide receiver Ryan Williams and Ohio State wide receiver Jeremiah Smith shine on the Standard Edition cover, while the Deluxe Edition highlights college football legends alongside prominent coaches, beloved mascots, and other standout players. Fans can dive into authentic gameplay across 136 FBS schools and experience the unrivaled passion of college football when EA SPORTS College Football 26 launches worldwide on July 10 on PlayStation®5 and Xbox Series X|S.Standout sophomores Ryan Williams and Jeremiah Smith star on the EA SPORTS College Football 26 covers.“Last year, when we brought back the pride, pageantry, atmospheres and traditions of College Football, the response from fans was overwhelming,” said Evan Dexter, VP, Franchise Strategy & Marketing, EA SPORTS College Football. “With College Football 26, we’re celebrating our sophomore season with two generational sophomore wide receivers on the cover and we can’t wait for the world to experience even more heart and authenticity across athletes, stadiums, coaches and fans. Tune in this Thursday to see what makes it so special.”Williams and Smith land on the EA SPORTS College Football 26 covers after stellar starts to their careers last season. Williams, a dynamic playmaker, set freshman records at Alabama, dazzling fans with his speed and highlight-reel catches. Smith, a cornerstone of Ohio State’s offense, emerged as one of the nation’s top receivers, showcasing elite route-running and clutch performances en route to the Buckeyes capturing the National Championship. Accomplished coaches like Ohio State’s Ryan Day, Notre Dame’s Marcus Freeman, and Georgia’s Kirby Smart are featured on the Deluxe Edition cover, alongside iconic mascots and players such as Clemson QB Cade Klubnik, Notre Dame RB Jeremiyah Love, and Penn State RB Nick Singleton, embodying the culture of the sport. Past EA SPORTS cover stars Reggie Bush, Tim Tebow, and Denard Robinson also appear, paying tribute to college football’s rich history.“As a lifelong fan of EA SPORTS games, being on the cover of College Football 26 is a dream come true,” said Williams. “It was incredible to see myself in College Football 25 last year, and now to represent Alabama and share this moment with fans who’ve played EA SPORTS games for years is unreal.”“Being on the cover of EA SPORTS College Football 26 is a tremendous privilege, and I’m proud to represent Ohio State alongside Coach Day while carrying the Buckeye legacy forward, celebrating the passion of our fans and the tradition of this incredible program,” said Smith.Football fans can pre-order the EA SPORTS™ MVP Bundle now, which includes the Deluxe Editions of EA SPORTS College Football 26 and Madden NFL 26, granting 3-day early access to both games plus special bonuses.* The Standard and Deluxe Editions of College Football 26 are also available for pre-order today.More College Football 26 details will be shared this Thursday and throughout the summer leading up to launch. Fans can stay updated by visiting the official website or following along on social mediafor all the latest announcements.*Conditions & restrictions apply. See for details.For College Football 26 assets, visit: EAPressPortal.com.EA SPORTS™ College Football 26 is developed in Orlando, Florida and Madrid, Spain by EA Tiburon and will be available worldwide July 10 for PlayStation®5 and Xbox Series X|S.About Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Erin Exum Director, Integrated CommsSource: Electronic Arts Inc. Multimedia Files: #sports #college #football #launches #worldwide
    NEWS.EA.COM
    EA SPORTS™ College Football 26 Launches Worldwide on July 10 Celebrating Emerging Stars, Real-world Coaches and the Spirit of College Football
    May 27, 2025 Ryan Williams and Jeremiah Smith Star on the College Football 26 Cover and the Deluxe Edition Honors Icons of College Football Full College Football 26 Reveal Coming Thursday & Fans Can Pre-Order the MVP Bundle Now To Get The Deluxe Editions of College Football 26 and Madden NFL 26 REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Electronic Arts Inc. (NASDAQ: EA) and EA SPORTS™ today unveiled the dynamic covers of EA SPORTS™ College Football 26, ahead of the game’s full reveal this Thursday, May 29. Alabama wide receiver Ryan Williams and Ohio State wide receiver Jeremiah Smith shine on the Standard Edition cover, while the Deluxe Edition highlights college football legends alongside prominent coaches, beloved mascots, and other standout players. Fans can dive into authentic gameplay across 136 FBS schools and experience the unrivaled passion of college football when EA SPORTS College Football 26 launches worldwide on July 10 on PlayStation®5 and Xbox Series X|S.Standout sophomores Ryan Williams and Jeremiah Smith star on the EA SPORTS College Football 26 covers.“Last year, when we brought back the pride, pageantry, atmospheres and traditions of College Football, the response from fans was overwhelming,” said Evan Dexter, VP, Franchise Strategy & Marketing, EA SPORTS College Football. “With College Football 26, we’re celebrating our sophomore season with two generational sophomore wide receivers on the cover and we can’t wait for the world to experience even more heart and authenticity across athletes, stadiums, coaches and fans. Tune in this Thursday to see what makes it so special.”Williams and Smith land on the EA SPORTS College Football 26 covers after stellar starts to their careers last season. Williams, a dynamic playmaker, set freshman records at Alabama, dazzling fans with his speed and highlight-reel catches. Smith, a cornerstone of Ohio State’s offense, emerged as one of the nation’s top receivers, showcasing elite route-running and clutch performances en route to the Buckeyes capturing the National Championship. Accomplished coaches like Ohio State’s Ryan Day, Notre Dame’s Marcus Freeman, and Georgia’s Kirby Smart are featured on the Deluxe Edition cover, alongside iconic mascots and players such as Clemson QB Cade Klubnik, Notre Dame RB Jeremiyah Love, and Penn State RB Nick Singleton, embodying the culture of the sport. Past EA SPORTS cover stars Reggie Bush, Tim Tebow, and Denard Robinson also appear, paying tribute to college football’s rich history.“As a lifelong fan of EA SPORTS games, being on the cover of College Football 26 is a dream come true,” said Williams. “It was incredible to see myself in College Football 25 last year, and now to represent Alabama and share this moment with fans who’ve played EA SPORTS games for years is unreal.”“Being on the cover of EA SPORTS College Football 26 is a tremendous privilege, and I’m proud to represent Ohio State alongside Coach Day while carrying the Buckeye legacy forward, celebrating the passion of our fans and the tradition of this incredible program,” said Smith.Football fans can pre-order the EA SPORTS™ MVP Bundle now, which includes the Deluxe Editions of EA SPORTS College Football 26 and Madden NFL 26, granting 3-day early access to both games plus special bonuses.* The Standard and Deluxe Editions of College Football 26 are also available for pre-order today.More College Football 26 details will be shared this Thursday and throughout the summer leading up to launch. Fans can stay updated by visiting the official website or following along on social media (Instagram, X, Facebook, and TikTok) for all the latest announcements.*Conditions & restrictions apply. See https://www.ea.com/games/madden-nfl/madden-nfl-26/legal-disclaimers for details.For College Football 26 assets, visit: EAPressPortal.com.EA SPORTS™ College Football 26 is developed in Orlando, Florida and Madrid, Spain by EA Tiburon and will be available worldwide July 10 for PlayStation®5 and Xbox Series X|S.About Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Erin Exum Director, Integrated Comms [email protected] Source: Electronic Arts Inc. Multimedia Files:
    14 Comentários 0 Compartilhamentos 0 Anterior
  • Level up your code with game programming patterns

    If you have experience with object-oriented programming languages, then you’ve likely heard of the SOLID principles, MVP, singleton, factory, and observer patterns. Our new e-book highlights best practices for using these principles and patterns to create scalable game code architecture in your Unity project.For every software design issue you encounter, a thousand developers have been there before. Though you can’t always ask them directly for advice, you can learn from their decisions through design patterns.By implementing common, game programming design patterns in your Unity project, you can efficiently build and maintain a clean, organized, and readable codebase, which in turn, creates a solid foundation for scaling your game, development team, and business.In our community, we often hear that it can be intimidating to learn how to incorporate design patterns and principles, such as SOLID and KISS, into daily development. That’s why our free e-book, Level up your code with game programming patterns, explains well-known design patterns and shares practical examples for using them in your Unity project.Written by internal and external Unity experts, the e-book is a resource that can help expand your developer’s toolbox and accelerate your project’s success. Read on for a preview of what the guide entails.Design patterns are general solutions to common problems found in software engineering. These aren’t finished solutions you can copy and paste into your code, but extra tools that can help you build larger, scalable applications when used correctly.By integrating patterns consistently into your project, you can improve code readability and make your codebase cleaner. Design patterns not only reduce refactoring and the time spent testing, they speed up onboarding and development processes.However, every design pattern comes with tradeoffs, whether that means additional structures to maintain or more setup at the beginning. You’ll need to do a cost-benefit assessment to determine if the advantage justifies the extra work required. Of course, this assessment will vary based on your project.KISS stands for “keep it simple, stupid.” The aim of this principle is to avoid unnecessary complexity in a system, as simplicity helps drive greater levels of user acceptance and interaction.Note that “simple” does not equate to “easy.” Making something simple means making it focused. While you can create the same functionality without the patterns, something fast and easy doesn’t necessarily result in something simple.If you’re unsure whether a pattern applies to your particular issue, you might hold off until it feels like a more natural fit. Don’t use a pattern because it’s new or novel to you. Use it when you need it.It’s in this spirit that the e-book was created. Keep the guide handy as a source of inspiration for new ways of organizing your code – not as a strict set of rules for you to follow.Now, let’s turn to some of the key software design principles.SOLID is a mnemonic acronym for five core fundamentals of software design. You can think of them as five basic rules to keep in mind while coding, to ensure that object-oriented designs remain flexible and maintainable.The SOLID principles were first introduced by Robert C. Martin in the paper, Design Principles and Design Patterns. First published in 2000, the principles described are still applicable today, and to C# scripting in Unity:Single responsibility states that each module, class, or function is responsible for one thing and encapsulates only that part of the logic.Open-closed states that classes must be open for extension but closed for modification; that means structuring your classes to create new behavior without modifying the original code.Liskov substitution states that derived classes must be substitutable for their base class when using inheritance.Interface segregation states that no client should be forced to depend on methods it does not use. Clients should only implement what they need.Dependency inversion states that high-level modules should not import anything directly from low-level modules. Both should depend on abstractions.In the e-book, we provide illustrated examples of each principle with clear explanations for using them in Unity. In some cases, adhering to SOLID can result in additional work up front. You may need to refactor some of your functionality into abstractions or interfaces, but there is often a payoff in long-term savings.The principles have dominated software design for nearly two decades at the enterprise level because they’re so well-suited to large applications that scale. If you’re unsure about how to use them, refer back to the KISS principle. Keep it simple, and don’t try to force the principles into your scripts just for the sake of doing so. Let them organically work themselves into place through necessity.If you’re interested in learning more, check out the SOLID presentation from Unite Austin 2017 by Dan Sagmiller of Productive Edge.What’s the difference between a design principle and a design pattern? One way to answer that question is to consider SOLID as a framework for, or a foundational approach to, writing object-oriented code. While design patterns are solutions or tools you can implement to avoid everyday software problems, remember that they’re not off-the-shelf recipes – or for that matter, algorithms with specific steps for achieving specific results.A design pattern can be thought of as a blueprint. It’s a general plan that leaves the actual construction up to you. For instance, two programs can follow the same pattern but involve very different code.When developers encounter the same problem in the wild, many of them will inevitably come up with similar solutions. Once a solution is repeated enough times, someone might “discover” a pattern and formally give it a name.Many of today’s software design patterns stem from the seminal work, Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. This book unpacks 23 such patterns identified in a variety of day-to-day applications.The original authors are often referred to as the “Gang of Four”,and you’ll also hear the original patterns dubbed the GoF patterns. While the examples cited are mostly in C++, you can apply their ideas to any object-oriented language, such as C#.Since the Gang of Four originally published Design Patterns in 1994, developers have since established dozens more object-oriented patterns in a variety of fields, including game development.While you can work as a game programmer without studying design patterns, learning them will help you become a better developer. After all, design patterns are labeled as such because they’re common solutions to well-known problems.Software engineers rediscover them all the time in the normal course of development. You may have already implemented some of these patterns unwittingly.Train yourself to look for them. Doing this can help you:Learn object-oriented programming: Design patterns aren’t secrets buried in an esoteric StackOverflow post. They are common ways to overcome everyday hurdles in development. They can inform you of how many other developers have approached the same issue – remember, even if you’re not using patterns, someone else is.Talk to other developers: Patterns can serve as a shorthand when trying to communicate as a team. Mention the “command pattern” or “object pool” and experienced Unity developers will know what you’re trying to implement.Explore new frameworks:When you import a built-in package or something from the Asset Store, inevitably you’ll stumble onto one or more patterns discussed here. Recognizing design patterns will help you understand how a new framework operates, as well as the thought process involved in its creation.As indicated earlier, not all design patterns apply to every game application. Don’t go looking for them with Maslow’s hammer; otherwise, you might only find nails.Like any other tool, a design pattern’s usefulness depends on context. Each one provides a benefit in certain situations and also comes with its share of drawbacks. Every decision in software development comes with compromises.Are you generating a lot of GameObjects on the fly? Does it impact your performance? Can restructuring your code fix that? Be aware of these design patterns, and when the time is right, pull them from your gamedev bag of tricks to solve the problem at hand.In addition to the Gang of Four’s Design Patterns, Game Programming Patterns by Robert Nystrom is another standout resource, currently available for free as a web-based edition. The author details a variety of software patterns in a no-nonsense manner.In our new e-book, you can dive into the sections that explain common design patterns, such as factory, object pool, singleton, command, state, and observer patterns, plus the Model View Presenter, among others. Each section explains the pattern along with its pros and cons, and provides an example of how to implement it in Unity so you can optimize its usage in your project.Unity already implements several established gamedev patterns, saving you the trouble of writing them yourself. These include:Game loop: At the core of all games is an infinite loop that must function independently of clock speed, since the hardware that powers a game application can vary greatly. To account for computers of different speeds, game developers often need to use a fixed timestepand a variable timestep where the engine measures how much time has passed since the previous frame.

    Unity takes care of this, so you don’t have to implement it yourself. You only need to manage gameplay using MonoBehaviour methods like Update, LateUpdate, and FixedUpdate.
    Update: In your game application, you’ll often update each object’s behavior one frame at a time. While you can manually recreate this in Unity, the MonoBehaviour class does this automatically. Use the appropriate Update, LateUpdate, or FixedUpdate methods to modify your GameObjects and components to one tick of the game clock.Prototype: Often you need to copy objects without affecting the original. This creational pattern solves the problem of duplicating and cloning an object to make other objects similar to itself. This way you avoid defining a separate class to spawn every type of object in your game.

    Unity’s Prefab system implements a form of prototyping for GameObjects. This allows you to duplicate a template object complete with its components. Override specific properties to create Prefab Variants or nest Prefabs inside other Prefabs to create hierarchies. Use a special Prefab editing mode to edit Prefabs in isolation or in context.
    Component:Most people working in Unity know this pattern. Instead of creating large classes with multiple responsibilities, build smaller components that each do one thing.

    If you use composition to pick and choose components, you can combine them for complex behavior. Add Rigidbody and Collider components for physics, or a MeshFilter and MeshRenderer for 3D geometry. Each GameObject is only as rich and unique as its collection of components.Both the e-book and a sample project on the use of design patterns are available now to download for free. Review the examples and decide which design pattern best suits your project. As you gain experience with them, you’ll recognize how and when they can enhance your development process. As always, we encourage you to visit the forum thread and let us know what you think of the e-book and sample.
    #level #your #code #with #game
    Level up your code with game programming patterns
    If you have experience with object-oriented programming languages, then you’ve likely heard of the SOLID principles, MVP, singleton, factory, and observer patterns. Our new e-book highlights best practices for using these principles and patterns to create scalable game code architecture in your Unity project.For every software design issue you encounter, a thousand developers have been there before. Though you can’t always ask them directly for advice, you can learn from their decisions through design patterns.By implementing common, game programming design patterns in your Unity project, you can efficiently build and maintain a clean, organized, and readable codebase, which in turn, creates a solid foundation for scaling your game, development team, and business.In our community, we often hear that it can be intimidating to learn how to incorporate design patterns and principles, such as SOLID and KISS, into daily development. That’s why our free e-book, Level up your code with game programming patterns, explains well-known design patterns and shares practical examples for using them in your Unity project.Written by internal and external Unity experts, the e-book is a resource that can help expand your developer’s toolbox and accelerate your project’s success. Read on for a preview of what the guide entails.Design patterns are general solutions to common problems found in software engineering. These aren’t finished solutions you can copy and paste into your code, but extra tools that can help you build larger, scalable applications when used correctly.By integrating patterns consistently into your project, you can improve code readability and make your codebase cleaner. Design patterns not only reduce refactoring and the time spent testing, they speed up onboarding and development processes.However, every design pattern comes with tradeoffs, whether that means additional structures to maintain or more setup at the beginning. You’ll need to do a cost-benefit assessment to determine if the advantage justifies the extra work required. Of course, this assessment will vary based on your project.KISS stands for “keep it simple, stupid.” The aim of this principle is to avoid unnecessary complexity in a system, as simplicity helps drive greater levels of user acceptance and interaction.Note that “simple” does not equate to “easy.” Making something simple means making it focused. While you can create the same functionality without the patterns, something fast and easy doesn’t necessarily result in something simple.If you’re unsure whether a pattern applies to your particular issue, you might hold off until it feels like a more natural fit. Don’t use a pattern because it’s new or novel to you. Use it when you need it.It’s in this spirit that the e-book was created. Keep the guide handy as a source of inspiration for new ways of organizing your code – not as a strict set of rules for you to follow.Now, let’s turn to some of the key software design principles.SOLID is a mnemonic acronym for five core fundamentals of software design. You can think of them as five basic rules to keep in mind while coding, to ensure that object-oriented designs remain flexible and maintainable.The SOLID principles were first introduced by Robert C. Martin in the paper, Design Principles and Design Patterns. First published in 2000, the principles described are still applicable today, and to C# scripting in Unity:Single responsibility states that each module, class, or function is responsible for one thing and encapsulates only that part of the logic.Open-closed states that classes must be open for extension but closed for modification; that means structuring your classes to create new behavior without modifying the original code.Liskov substitution states that derived classes must be substitutable for their base class when using inheritance.Interface segregation states that no client should be forced to depend on methods it does not use. Clients should only implement what they need.Dependency inversion states that high-level modules should not import anything directly from low-level modules. Both should depend on abstractions.In the e-book, we provide illustrated examples of each principle with clear explanations for using them in Unity. In some cases, adhering to SOLID can result in additional work up front. You may need to refactor some of your functionality into abstractions or interfaces, but there is often a payoff in long-term savings.The principles have dominated software design for nearly two decades at the enterprise level because they’re so well-suited to large applications that scale. If you’re unsure about how to use them, refer back to the KISS principle. Keep it simple, and don’t try to force the principles into your scripts just for the sake of doing so. Let them organically work themselves into place through necessity.If you’re interested in learning more, check out the SOLID presentation from Unite Austin 2017 by Dan Sagmiller of Productive Edge.What’s the difference between a design principle and a design pattern? One way to answer that question is to consider SOLID as a framework for, or a foundational approach to, writing object-oriented code. While design patterns are solutions or tools you can implement to avoid everyday software problems, remember that they’re not off-the-shelf recipes – or for that matter, algorithms with specific steps for achieving specific results.A design pattern can be thought of as a blueprint. It’s a general plan that leaves the actual construction up to you. For instance, two programs can follow the same pattern but involve very different code.When developers encounter the same problem in the wild, many of them will inevitably come up with similar solutions. Once a solution is repeated enough times, someone might “discover” a pattern and formally give it a name.Many of today’s software design patterns stem from the seminal work, Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. This book unpacks 23 such patterns identified in a variety of day-to-day applications.The original authors are often referred to as the “Gang of Four”,and you’ll also hear the original patterns dubbed the GoF patterns. While the examples cited are mostly in C++, you can apply their ideas to any object-oriented language, such as C#.Since the Gang of Four originally published Design Patterns in 1994, developers have since established dozens more object-oriented patterns in a variety of fields, including game development.While you can work as a game programmer without studying design patterns, learning them will help you become a better developer. After all, design patterns are labeled as such because they’re common solutions to well-known problems.Software engineers rediscover them all the time in the normal course of development. You may have already implemented some of these patterns unwittingly.Train yourself to look for them. Doing this can help you:Learn object-oriented programming: Design patterns aren’t secrets buried in an esoteric StackOverflow post. They are common ways to overcome everyday hurdles in development. They can inform you of how many other developers have approached the same issue – remember, even if you’re not using patterns, someone else is.Talk to other developers: Patterns can serve as a shorthand when trying to communicate as a team. Mention the “command pattern” or “object pool” and experienced Unity developers will know what you’re trying to implement.Explore new frameworks:When you import a built-in package or something from the Asset Store, inevitably you’ll stumble onto one or more patterns discussed here. Recognizing design patterns will help you understand how a new framework operates, as well as the thought process involved in its creation.As indicated earlier, not all design patterns apply to every game application. Don’t go looking for them with Maslow’s hammer; otherwise, you might only find nails.Like any other tool, a design pattern’s usefulness depends on context. Each one provides a benefit in certain situations and also comes with its share of drawbacks. Every decision in software development comes with compromises.Are you generating a lot of GameObjects on the fly? Does it impact your performance? Can restructuring your code fix that? Be aware of these design patterns, and when the time is right, pull them from your gamedev bag of tricks to solve the problem at hand.In addition to the Gang of Four’s Design Patterns, Game Programming Patterns by Robert Nystrom is another standout resource, currently available for free as a web-based edition. The author details a variety of software patterns in a no-nonsense manner.In our new e-book, you can dive into the sections that explain common design patterns, such as factory, object pool, singleton, command, state, and observer patterns, plus the Model View Presenter, among others. Each section explains the pattern along with its pros and cons, and provides an example of how to implement it in Unity so you can optimize its usage in your project.Unity already implements several established gamedev patterns, saving you the trouble of writing them yourself. These include:Game loop: At the core of all games is an infinite loop that must function independently of clock speed, since the hardware that powers a game application can vary greatly. To account for computers of different speeds, game developers often need to use a fixed timestepand a variable timestep where the engine measures how much time has passed since the previous frame. Unity takes care of this, so you don’t have to implement it yourself. You only need to manage gameplay using MonoBehaviour methods like Update, LateUpdate, and FixedUpdate. Update: In your game application, you’ll often update each object’s behavior one frame at a time. While you can manually recreate this in Unity, the MonoBehaviour class does this automatically. Use the appropriate Update, LateUpdate, or FixedUpdate methods to modify your GameObjects and components to one tick of the game clock.Prototype: Often you need to copy objects without affecting the original. This creational pattern solves the problem of duplicating and cloning an object to make other objects similar to itself. This way you avoid defining a separate class to spawn every type of object in your game. Unity’s Prefab system implements a form of prototyping for GameObjects. This allows you to duplicate a template object complete with its components. Override specific properties to create Prefab Variants or nest Prefabs inside other Prefabs to create hierarchies. Use a special Prefab editing mode to edit Prefabs in isolation or in context. Component:Most people working in Unity know this pattern. Instead of creating large classes with multiple responsibilities, build smaller components that each do one thing. If you use composition to pick and choose components, you can combine them for complex behavior. Add Rigidbody and Collider components for physics, or a MeshFilter and MeshRenderer for 3D geometry. Each GameObject is only as rich and unique as its collection of components.Both the e-book and a sample project on the use of design patterns are available now to download for free. Review the examples and decide which design pattern best suits your project. As you gain experience with them, you’ll recognize how and when they can enhance your development process. As always, we encourage you to visit the forum thread and let us know what you think of the e-book and sample. #level #your #code #with #game
    UNITY.COM
    Level up your code with game programming patterns
    If you have experience with object-oriented programming languages, then you’ve likely heard of the SOLID principles, MVP, singleton, factory, and observer patterns. Our new e-book highlights best practices for using these principles and patterns to create scalable game code architecture in your Unity project.For every software design issue you encounter, a thousand developers have been there before. Though you can’t always ask them directly for advice, you can learn from their decisions through design patterns.By implementing common, game programming design patterns in your Unity project, you can efficiently build and maintain a clean, organized, and readable codebase, which in turn, creates a solid foundation for scaling your game, development team, and business.In our community, we often hear that it can be intimidating to learn how to incorporate design patterns and principles, such as SOLID and KISS, into daily development. That’s why our free e-book, Level up your code with game programming patterns, explains well-known design patterns and shares practical examples for using them in your Unity project.Written by internal and external Unity experts, the e-book is a resource that can help expand your developer’s toolbox and accelerate your project’s success. Read on for a preview of what the guide entails.Design patterns are general solutions to common problems found in software engineering. These aren’t finished solutions you can copy and paste into your code, but extra tools that can help you build larger, scalable applications when used correctly.By integrating patterns consistently into your project, you can improve code readability and make your codebase cleaner. Design patterns not only reduce refactoring and the time spent testing, they speed up onboarding and development processes.However, every design pattern comes with tradeoffs, whether that means additional structures to maintain or more setup at the beginning. You’ll need to do a cost-benefit assessment to determine if the advantage justifies the extra work required. Of course, this assessment will vary based on your project.KISS stands for “keep it simple, stupid.” The aim of this principle is to avoid unnecessary complexity in a system, as simplicity helps drive greater levels of user acceptance and interaction.Note that “simple” does not equate to “easy.” Making something simple means making it focused. While you can create the same functionality without the patterns (and often more quickly), something fast and easy doesn’t necessarily result in something simple.If you’re unsure whether a pattern applies to your particular issue, you might hold off until it feels like a more natural fit. Don’t use a pattern because it’s new or novel to you. Use it when you need it.It’s in this spirit that the e-book was created. Keep the guide handy as a source of inspiration for new ways of organizing your code – not as a strict set of rules for you to follow.Now, let’s turn to some of the key software design principles.SOLID is a mnemonic acronym for five core fundamentals of software design. You can think of them as five basic rules to keep in mind while coding, to ensure that object-oriented designs remain flexible and maintainable.The SOLID principles were first introduced by Robert C. Martin in the paper, Design Principles and Design Patterns. First published in 2000, the principles described are still applicable today, and to C# scripting in Unity:Single responsibility states that each module, class, or function is responsible for one thing and encapsulates only that part of the logic.Open-closed states that classes must be open for extension but closed for modification; that means structuring your classes to create new behavior without modifying the original code.Liskov substitution states that derived classes must be substitutable for their base class when using inheritance.Interface segregation states that no client should be forced to depend on methods it does not use. Clients should only implement what they need.Dependency inversion states that high-level modules should not import anything directly from low-level modules. Both should depend on abstractions.In the e-book, we provide illustrated examples of each principle with clear explanations for using them in Unity. In some cases, adhering to SOLID can result in additional work up front. You may need to refactor some of your functionality into abstractions or interfaces, but there is often a payoff in long-term savings.The principles have dominated software design for nearly two decades at the enterprise level because they’re so well-suited to large applications that scale. If you’re unsure about how to use them, refer back to the KISS principle. Keep it simple, and don’t try to force the principles into your scripts just for the sake of doing so. Let them organically work themselves into place through necessity.If you’re interested in learning more, check out the SOLID presentation from Unite Austin 2017 by Dan Sagmiller of Productive Edge.What’s the difference between a design principle and a design pattern? One way to answer that question is to consider SOLID as a framework for, or a foundational approach to, writing object-oriented code. While design patterns are solutions or tools you can implement to avoid everyday software problems, remember that they’re not off-the-shelf recipes – or for that matter, algorithms with specific steps for achieving specific results.A design pattern can be thought of as a blueprint. It’s a general plan that leaves the actual construction up to you. For instance, two programs can follow the same pattern but involve very different code.When developers encounter the same problem in the wild, many of them will inevitably come up with similar solutions. Once a solution is repeated enough times, someone might “discover” a pattern and formally give it a name.Many of today’s software design patterns stem from the seminal work, Design Patterns: Elements of Reusable Object-Oriented Software by Erich Gamma, Richard Helm, Ralph Johnson, and John Vlissides. This book unpacks 23 such patterns identified in a variety of day-to-day applications.The original authors are often referred to as the “Gang of Four” (GoF),and you’ll also hear the original patterns dubbed the GoF patterns. While the examples cited are mostly in C++ (and Smalltalk), you can apply their ideas to any object-oriented language, such as C#.Since the Gang of Four originally published Design Patterns in 1994, developers have since established dozens more object-oriented patterns in a variety of fields, including game development.While you can work as a game programmer without studying design patterns, learning them will help you become a better developer. After all, design patterns are labeled as such because they’re common solutions to well-known problems.Software engineers rediscover them all the time in the normal course of development. You may have already implemented some of these patterns unwittingly.Train yourself to look for them. Doing this can help you:Learn object-oriented programming: Design patterns aren’t secrets buried in an esoteric StackOverflow post. They are common ways to overcome everyday hurdles in development. They can inform you of how many other developers have approached the same issue – remember, even if you’re not using patterns, someone else is.Talk to other developers: Patterns can serve as a shorthand when trying to communicate as a team. Mention the “command pattern” or “object pool” and experienced Unity developers will know what you’re trying to implement.Explore new frameworks:When you import a built-in package or something from the Asset Store, inevitably you’ll stumble onto one or more patterns discussed here. Recognizing design patterns will help you understand how a new framework operates, as well as the thought process involved in its creation.As indicated earlier, not all design patterns apply to every game application. Don’t go looking for them with Maslow’s hammer; otherwise, you might only find nails.Like any other tool, a design pattern’s usefulness depends on context. Each one provides a benefit in certain situations and also comes with its share of drawbacks. Every decision in software development comes with compromises.Are you generating a lot of GameObjects on the fly? Does it impact your performance? Can restructuring your code fix that? Be aware of these design patterns, and when the time is right, pull them from your gamedev bag of tricks to solve the problem at hand.In addition to the Gang of Four’s Design Patterns, Game Programming Patterns by Robert Nystrom is another standout resource, currently available for free as a web-based edition. The author details a variety of software patterns in a no-nonsense manner.In our new e-book, you can dive into the sections that explain common design patterns, such as factory, object pool, singleton, command, state, and observer patterns, plus the Model View Presenter (MVP), among others. Each section explains the pattern along with its pros and cons, and provides an example of how to implement it in Unity so you can optimize its usage in your project.Unity already implements several established gamedev patterns, saving you the trouble of writing them yourself. These include:Game loop: At the core of all games is an infinite loop that must function independently of clock speed, since the hardware that powers a game application can vary greatly. To account for computers of different speeds, game developers often need to use a fixed timestep (with a set frames-per-second) and a variable timestep where the engine measures how much time has passed since the previous frame. Unity takes care of this, so you don’t have to implement it yourself. You only need to manage gameplay using MonoBehaviour methods like Update, LateUpdate, and FixedUpdate. Update: In your game application, you’ll often update each object’s behavior one frame at a time. While you can manually recreate this in Unity, the MonoBehaviour class does this automatically. Use the appropriate Update, LateUpdate, or FixedUpdate methods to modify your GameObjects and components to one tick of the game clock.Prototype: Often you need to copy objects without affecting the original. This creational pattern solves the problem of duplicating and cloning an object to make other objects similar to itself. This way you avoid defining a separate class to spawn every type of object in your game. Unity’s Prefab system implements a form of prototyping for GameObjects. This allows you to duplicate a template object complete with its components. Override specific properties to create Prefab Variants or nest Prefabs inside other Prefabs to create hierarchies. Use a special Prefab editing mode to edit Prefabs in isolation or in context. Component:Most people working in Unity know this pattern. Instead of creating large classes with multiple responsibilities, build smaller components that each do one thing. If you use composition to pick and choose components, you can combine them for complex behavior. Add Rigidbody and Collider components for physics, or a MeshFilter and MeshRenderer for 3D geometry. Each GameObject is only as rich and unique as its collection of components.Both the e-book and a sample project on the use of design patterns are available now to download for free. Review the examples and decide which design pattern best suits your project. As you gain experience with them, you’ll recognize how and when they can enhance your development process. As always, we encourage you to visit the forum thread and let us know what you think of the e-book and sample.
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  • Singleton Arts and Cultural Centre / BKA Architecture

    Singleton Arts and Cultural Centre / BKA ArchitectureSave this picture!© Brett Boardman Photogrpahy

    Architects:
    BKA Architecture
    Area
    Area of this architecture project

    Area: 
    610 m²

    Year
    Completion year of this architecture project

    Year: 

    2022

    Photographs

    Photographs:Brett Boardman Photogrpahy

    Lead Architects:

    John Baker

    More SpecsLess Specs
    this picture!
    Text description provided by the architects. The new Singleton Arts and Cultural Centre encourages fresh and exciting creative opportunities in the Hunter Valley region for locals and tourists alike. Each year, visitors flock to this area of NSW to appreciate the food, wine, and other locally made items. The new building aims to promote creative activities by providing space for functions and local art shows and offering the rural community access to international exhibitions.this picture!Perhaps most importantly, the space maintains flexibility throughout, catering to various demographics and changes in exhibitions. The innovative design is 'future-proofed' to allow for easy expansion. Windows of differing shapes perforate the concrete envelope, providing a spectrum of perspectives. The punctured wall fosters interactions between the internal gallery and external sculpture court, extending the art-viewing experience. The main gallery is flexible and open, allowing for easier transformation of the space for various exhibitions and community functions, with space for both permanent and new exhibitions.this picture!this picture!this picture!this picture!Exposed steel beams cross the space, revealing the services above in a gesture that adheres to the project's material honesty. Industrial in nature, the material palette is further expressed through the tilt-up concrete walling, which keeps the structure economical while establishing a heavy base in contrast to the lighter steel roofing and structure. The inclusion of photovoltaic cells and a high-efficiency specialised mechanical system with humidification control supports the sustainability of the design while reducing costs associated with energy consumption.this picture!The project shares its site with the existing Visitor's Information Centre, and as a result, the new building manages a dichotomy between forging its own visual identity and recognising its neighbouring structure. The gallery has been angled to open the outside courtyard that connects the gallery to the VIC. Occupants can enter through this courtyard or the VIC, and the floor level of the gallery has been raised to match the height of the existing building since the site is located on a floodplain.this picture!Down the corridor, two artists' studios are equipped with wet areas that connect to the main building. The studios are distinct in form, planning, and colour. Vivid red steel cladding and steep roof forms solidify the new building as a future icon in the Hunter Valley. With these bold sloping roof forms, the gallery emerges from the parkland site as one travels along the busy New England Highway, a thoroughfare for tourists.this picture!Throughout the design and building process, BKA Architecture effectively managed a range of sub-consultants and stakeholders. The JV3 Energy modelling assessment undertaken in the early design stages informed a flexible and cost-effective design with increased energy performance. Sub-consultants collaborated with BKA and one another to meet deadlines at different stages of the design process, producing a high-quality outcome that adds value to both the local and wider community.this picture!

    Project gallerySee allShow less
    Project locationAddress:Singleton, AustraliaLocation to be used only as a reference. It could indicate city/country but not exact address.About this officeBKA ArchitectureOffice•••
    Published on May 21, 2025Cite: "Singleton Arts and Cultural Centre / BKA Architecture" 21 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否
    You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
    #singleton #arts #cultural #centre #bka
    Singleton Arts and Cultural Centre / BKA Architecture
    Singleton Arts and Cultural Centre / BKA ArchitectureSave this picture!© Brett Boardman Photogrpahy Architects: BKA Architecture Area Area of this architecture project Area:  610 m² Year Completion year of this architecture project Year:  2022 Photographs Photographs:Brett Boardman Photogrpahy Lead Architects: John Baker More SpecsLess Specs this picture! Text description provided by the architects. The new Singleton Arts and Cultural Centre encourages fresh and exciting creative opportunities in the Hunter Valley region for locals and tourists alike. Each year, visitors flock to this area of NSW to appreciate the food, wine, and other locally made items. The new building aims to promote creative activities by providing space for functions and local art shows and offering the rural community access to international exhibitions.this picture!Perhaps most importantly, the space maintains flexibility throughout, catering to various demographics and changes in exhibitions. The innovative design is 'future-proofed' to allow for easy expansion. Windows of differing shapes perforate the concrete envelope, providing a spectrum of perspectives. The punctured wall fosters interactions between the internal gallery and external sculpture court, extending the art-viewing experience. The main gallery is flexible and open, allowing for easier transformation of the space for various exhibitions and community functions, with space for both permanent and new exhibitions.this picture!this picture!this picture!this picture!Exposed steel beams cross the space, revealing the services above in a gesture that adheres to the project's material honesty. Industrial in nature, the material palette is further expressed through the tilt-up concrete walling, which keeps the structure economical while establishing a heavy base in contrast to the lighter steel roofing and structure. The inclusion of photovoltaic cells and a high-efficiency specialised mechanical system with humidification control supports the sustainability of the design while reducing costs associated with energy consumption.this picture!The project shares its site with the existing Visitor's Information Centre, and as a result, the new building manages a dichotomy between forging its own visual identity and recognising its neighbouring structure. The gallery has been angled to open the outside courtyard that connects the gallery to the VIC. Occupants can enter through this courtyard or the VIC, and the floor level of the gallery has been raised to match the height of the existing building since the site is located on a floodplain.this picture!Down the corridor, two artists' studios are equipped with wet areas that connect to the main building. The studios are distinct in form, planning, and colour. Vivid red steel cladding and steep roof forms solidify the new building as a future icon in the Hunter Valley. With these bold sloping roof forms, the gallery emerges from the parkland site as one travels along the busy New England Highway, a thoroughfare for tourists.this picture!Throughout the design and building process, BKA Architecture effectively managed a range of sub-consultants and stakeholders. The JV3 Energy modelling assessment undertaken in the early design stages informed a flexible and cost-effective design with increased energy performance. Sub-consultants collaborated with BKA and one another to meet deadlines at different stages of the design process, producing a high-quality outcome that adds value to both the local and wider community.this picture! Project gallerySee allShow less Project locationAddress:Singleton, AustraliaLocation to be used only as a reference. It could indicate city/country but not exact address.About this officeBKA ArchitectureOffice••• Published on May 21, 2025Cite: "Singleton Arts and Cultural Centre / BKA Architecture" 21 May 2025. ArchDaily. Accessed . < ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream #singleton #arts #cultural #centre #bka
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    Singleton Arts and Cultural Centre / BKA Architecture
    Singleton Arts and Cultural Centre / BKA ArchitectureSave this picture!© Brett Boardman Photogrpahy Architects: BKA Architecture Area Area of this architecture project Area:  610 m² Year Completion year of this architecture project Year:  2022 Photographs Photographs:Brett Boardman Photogrpahy Lead Architects: John Baker More SpecsLess Specs Save this picture! Text description provided by the architects. The new Singleton Arts and Cultural Centre encourages fresh and exciting creative opportunities in the Hunter Valley region for locals and tourists alike. Each year, visitors flock to this area of NSW to appreciate the food, wine, and other locally made items. The new building aims to promote creative activities by providing space for functions and local art shows and offering the rural community access to international exhibitions.Save this picture!Perhaps most importantly, the space maintains flexibility throughout, catering to various demographics and changes in exhibitions. The innovative design is 'future-proofed' to allow for easy expansion. Windows of differing shapes perforate the concrete envelope, providing a spectrum of perspectives. The punctured wall fosters interactions between the internal gallery and external sculpture court, extending the art-viewing experience. The main gallery is flexible and open, allowing for easier transformation of the space for various exhibitions and community functions, with space for both permanent and new exhibitions.Save this picture!Save this picture!Save this picture!Save this picture!Exposed steel beams cross the space, revealing the services above in a gesture that adheres to the project's material honesty. Industrial in nature, the material palette is further expressed through the tilt-up concrete walling, which keeps the structure economical while establishing a heavy base in contrast to the lighter steel roofing and structure. The inclusion of photovoltaic cells and a high-efficiency specialised mechanical system with humidification control supports the sustainability of the design while reducing costs associated with energy consumption.Save this picture!The project shares its site with the existing Visitor's Information Centre (VIC), and as a result, the new building manages a dichotomy between forging its own visual identity and recognising its neighbouring structure. The gallery has been angled to open the outside courtyard that connects the gallery to the VIC. Occupants can enter through this courtyard or the VIC, and the floor level of the gallery has been raised to match the height of the existing building since the site is located on a floodplain.Save this picture!Down the corridor, two artists' studios are equipped with wet areas that connect to the main building. The studios are distinct in form, planning, and colour. Vivid red steel cladding and steep roof forms solidify the new building as a future icon in the Hunter Valley. With these bold sloping roof forms, the gallery emerges from the parkland site as one travels along the busy New England Highway, a thoroughfare for tourists.Save this picture!Throughout the design and building process, BKA Architecture effectively managed a range of sub-consultants and stakeholders. The JV3 Energy modelling assessment undertaken in the early design stages informed a flexible and cost-effective design with increased energy performance. Sub-consultants collaborated with BKA and one another to meet deadlines at different stages of the design process, producing a high-quality outcome that adds value to both the local and wider community.Save this picture! Project gallerySee allShow less Project locationAddress:Singleton, AustraliaLocation to be used only as a reference. It could indicate city/country but not exact address.About this officeBKA ArchitectureOffice••• Published on May 21, 2025Cite: "Singleton Arts and Cultural Centre / BKA Architecture" 21 May 2025. ArchDaily. Accessed . <https://www.archdaily.com/1030200/mudgee-arts-precinct-bka-architecture&gt ISSN 0719-8884Save世界上最受欢迎的建筑网站现已推出你的母语版本!想浏览ArchDaily中国吗?是否 You've started following your first account!Did you know?You'll now receive updates based on what you follow! Personalize your stream and start following your favorite authors, offices and users.Go to my stream
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  • Best VPNs for torrenting: 5 top picks for speed, privacy, and security

    Torrenting, or P2Pfile sharing, is a convenient way to download large files quickly. But it isn’t without its risks. Not only is there the risk of accidentally downloading a malicious file or malware, but there’s a privacy risk as well — your ISP can see all your online activity and they usually don’t take too kindly to torrenting.
    That’s why it’s imperative that you use a VPN while doing any torrenting or P2P file sharing. A VPN can keep your connection private and encrypt your data so that unwanted prying eyes — cybercriminals, overbearing ISPs, or nosy government watchdogs — can’t monitor your online activity.
    If you’re interested in using a VPN for something other than just torrenting you can check out my list of best VPNs for even more great options.

    NordVPN – Best VPN for torrenting overall

    Pros

    Tons of privacy and security features
    Outstanding speeds
    Included antivirus and password manager

    Cons

    Expensive

    Price When Reviewed:

    Dès 3,49 €/mois

    Best Prices Today:

    Retailer

    Price

    NordVPN

    €3.49

    View Deal

    Price comparison from over 24,000 stores worldwide

    Product

    Price

    Price comparison from Backmarket

    Who should use NordVPN?
    NordVPN is the perfect VPN for torrenting due to its fantastic security features, multi-hop connections, and independently verified no-logs policy. Plus, it comes with a built-in ad- and tracker-blocker as well as malware protection and a link checker — you know, for any of those dubious Linux torrenting sites you might run into. NordVPN also proved to be the fastest VPN on the market in my testing, so those large P2P files should download in no-time.
    It truly has everything you could want to make your torrenting faster, easier, and most importantly, safer. Even power users will find plenty of customizable options to get the most out of their experience.
    NordVPN: Further considerations
    NordVPN comes with broad device support and Windows and Android apps are easy to use. It also comes with handy features such as access to the TOR network over VPN, multi-hop connections, Meshnet file sharing network, and Nord’s latest password manager and link-checker safety tool. Additionally, NordVPN offers an extensive server network with locations all over the world.
    A monthly subscription might be a bit expensive, but if you opt for longer-term plans the price becomes a lot cheaper.

    Read our full

    NordVPN pour Mac review

    ExpressVPN – Best VPN for torrenting runner-up

    Pros

    Excellent speeds
    Well-designed interface
    Great security and privacy practices

    Cons

    More expensive than other VPNs
    Light on extra security features

    Price When Reviewed:

    Dès 7,94 €/mois

    Best Prices Today:

    Retailer

    Price

    ExpressVPN

    €7.94

    View Deal

    Price comparison from over 24,000 stores worldwide

    Product

    Price

    Price comparison from Backmarket

    Who should use ExpressVPN?
    ExpressVPN is a true all-arounder and a great option for everyone. I give it the runner-up spot here as NordVPN comes with a few more security features than ExpressVPN — when it comes to torrenting, the more security the better.
    However, ExpressVPN is still an excellent VPN choice for torrenting as it makes all of the right privacy promises and its speeds are very good. Also, ExpressVPN is officially based in the British Virgin Islands, meaning it isn’t subject to any domestic or international data sharing requirements. You can feel confident your ISP or other interested parties won’t uncover your P2P activity.
    ExpressVPN: Further considerations
    ExpressVPN also has a lot of other great qualities that make it worth your while, such as wide device support, smart DNS, and reliable unblocking capabilities. The service has even begun branching out to adopt a more holistic approach to security, adding ad- and tracker-blocking and, most recently, a password manager to the service, as well.
    It’s not the cheapest VPN out there, but you do get excellent value for your money, and the service is regularly bringing in third-party auditors to validate its privacy credentials.

    Read our full

    ExpressVPN review

    Proton VPN – Best free VPN for torrenting

    Pros

    Unrivaled free plan
    Great privacy tools
    Reliable and transparent no-logs policy

    Cons

    Premium plan is expensive
    Some minor unblocking issues

    Best Prices Today:

    Retailer

    Price

    Proton VPN

    View Deal

    Price comparison from over 24,000 stores worldwide

    Product

    Price

    Price comparison from Backmarket

    Who should use Proton VPN?
    Simply put, anyone who wants to torrent should use a VPN and anyone who doesn’t want to pay for a VPN should use ProtonVPN. It’s free and has no data limits. I call that a win-win.
    At no cost, you’ll get a one-device connection with no data or time limits. I repeat, no data or time limits. That’s absolutely unheard of from a major VPN provider and it means you can safely torrent to your heart’s content without worrying about your file sizes. Sure, the free version of ProtonVPN comes with access to only five servers, but when you’re torrenting, the server location shouldn’t matter anyways.
    Proton VPN: Further considerations
    ProtonVPN also has some of the fastest speeds around, both upstream and down, which is helpful when you want to spread the Open Office love as quickly as possible. The Swiss-based service has excellent privacy promises, and it has a bunch of servers in a friggin’ bunker too — looking at you, torrenting preppers.
    The monthly price for the premium version does come in at the expensive side though, so I would recommend trying out the free version first before you upgrade.

    Read our full

    ProtonVPN review

    Mullvad – Best for privacy

    Pros

    Good speeds
    Inexpensive monthly plan
    Unrivaled anonymity

    Cons

    Struggles with unblocking streaming services
    Smaller server network
    Lacks some extra features

    Who should use Mullvad?
    Mullvad is ultimately for the privacy-conscious user. Those who really demand ultimate anonymity when torrenting, or just using a VPN in general, will find that Mullvad takes active measures to ensure they never know who you are — meaning no other observer will know who you are either. All Mullvad servers are also capable of P2P transfers so you can just pick your favorite server and start torrenting.
    The Sweden-based company appreciates your business, but it’s not interested in finding out who you are. It goes well beyond the standards of most other VPN companies when it comes to protecting your anonymity. Instead of using an email and password combo, Mullvad randomly generates an account number that functions as your username and password. And you can even decide to mail in cash as a subscription payment if you don’t want your credit card on file.
    Mullvad: Further considerations
    While Mullvad focuses on privacy, it’s no slouch in other departments. It ranks in the top 10 for speeds, and comes with a convenient split-tunneling feature too. Plus, the service has a very inexpensive monthly subscription fee so it can be a great budget option as well.

    Read our full

    Mullvad review

    Private Internet Access – Best for customization

    Pros

    Multiple independently verified no-log audits
    Unlimited simultaneous device connections
    Vast server network

    Cons

    App is a little clunky
    Speeds are fairly pedestrian

    Best Prices Today:

    Retailer

    Price

    Private Internet Access

    View Deal

    Price comparison from over 24,000 stores worldwide

    Product

    Price

    Price comparison from Backmarket

    Who should use Private Internet Access?
    PIA is best suited for those who like to tinker with their software. It provides so many customizable features that it can come across as a bit overwhelming to the uninitiated and those just looking for a set-it and forget-it option. But power users will find a plethora of tweakable options and settings to keep them happy through all of their torrenting endeavors.
    All servers are capable of P2P file transfers, and features like port forwarding mean your torrenting will be faster and more reliable.
    Private Internet Access: Further considerations
    Private Internet Accessis one of the most popular VPN providers and has seemingly been around forever. PIA not only comes with an insane amount of servers, but also great features such as multi-hop, an app-based kill switch, and split-tunneling.
    PIA also has a great record of transparency, regularly undergoing independent no-logs audits. It does lack some speed in comparison to other top picks here, but that shouldn’t translate to too much of a hit while torrenting.

    Read our full

    Private Internet Access review

    Other VPNs we liked
    While we believe that the above VPNs for torrenting are currently the most worthy of your hard-earned money, there are a few other noteworthy services that deserve attention: PrivadoVPN is a strong overall service, but the free version of the VPN really stands out and is second only to Proton VPN. Windscribe Pro offers great security, with both a Windows client and browser extension that work in tandem to block ads and its free version is a good option for everyday activities. Hide.me is a well-rounded service that ticks almost every box and the fantastic array of configurable settings make it a power-user’s dream. U.S.-based IPVanish nails all of the basics: good speeds, a large server network, and privacy promises backed up with independent audits. TunnelBear is an undeniably charming VPN that is extremely easy to use, and doesn’t overwhelm with too many features or country options, which makes it ideal for VPN novices or those who aren’t the most tech-savvy.

    I’m continuously evaluating new VPNs and reevaluating services I’ve already tested on a regular basis to find the best for torrenting, so be sure to come back for more recommendations and to see what else we’ve put through their P2P paces.
    Can I get a better VPN deal?
    Here at PCWorld, we are regularly hunting down the best VPN deals to help you get the most bang for your buck. VPN services are frequently running deals throughout the year, so you should have a few chances to snag your favorite torrenting VPN on a steep discount if you can time it right.
    While the prices for all VPNs on this list are updated daily, they do not account for special deals or offers. It’s best to keep checking our deals article to see what new limited-time discounts are on offer each week. Additionally, sales events such as Amazon Prime Day in mid-July and Black Friday at the end of November provide excellent opportunities to find even cheaper VPN deals.

    How we test VPNs
    We judge VPNs on a variety of criteria including server network, connection speeds, privacy protections, ease-of-use, additional features, and cost. For a more detailed guide on our evaluation process, check out PCWorld’s comprehensive guide on how we test VPN services.
    Speed tests are kept as simple as possible. We average the connections between different global locations for any given VPN and then compare them to our baseline internet speed to get a good picture of the overall connection speeds.
    We thoroughly research and analyze the privacy policies and histories of each VPN and note any outstanding discrepancies or data collection issues. Experience and ease-of-use are subjective, but we try our best to give an accurate representation of how it feels to work with the VPN. And finally, we compare the value of the service based upon its price and additional features to the industry average to help you gain an accurate picture of what you’ll get for your money.
    Why you should trust PCWorld for VPN reviews and buying advice
    Here at PCWorld we’ve been testing computer hardware, software, and services since the 1980s. As reviewers and users of PC hardware and software, we put every product through its paces using rigorous benchmarking and hands-on evaluation. We’d never recommend something we wouldn’t want for ourselves.
    Who curated this article?
    Sam Singleton is PCWorld’s VPN beat reporter and jack of all trades. When he’s not on the hunt for the best computer deals he’s covering VPNs, productivity software, laptops, and a wide gamut of consumer-grade hardware and software.

    How to choose the best VPN for torrenting
    One of the first things you should look for when shopping around for a VPN is the number of servers and locations. It’s difficult to judge any VPN by just one feature, but a semi-reliable way to tell if a VPN is even worth your time is to look at the server network. Anything with 1,000 or more servers and 30 or more country locations will do.
    Speed
    The next thing to consider is a VPN’s speed. This may be tricky to do since you aren’t likely to be able to test connection speeds without paying to use the service. Reading reviews online will give you a general estimate. Look for reviews, like ours, that give you a relative average of connection speeds rather than direct Mbps speed comparisons, for a more accurate picture.
    Privacy
    You’ll also want to read up on a VPN’s privacy protections. Does it have a no-logs policy? Has it undergone any independent audits of its servers? Where is the VPN company located? All of these will give you an idea of whether or not a VPN is transparent with its data collection policies and if it’s subject to government data sharing requirements.

    Price
    As with all subscription services, you’ll want to review the price of a VPN service. Do you want a monthly or yearly subscription? Some top VPNs might be pricey month-to-month, but actually become quite affordable with long-term plans.
    P2P
    In regards to torrenting, you absolutely want a VPN service provider that allows P2P file sharing on their network. Preferably P2P is allowed on all servers, but even some of the best VPNs only allow it on designated servers—check these P2P-optimized server locations first to make sure they are in convenient locations close to you to ensure the best speeds.
    Additional features
    Other factors you’ll want to take into consideration are the overall ease-of-use, user experience, and any additional features. Some of these features, such as split-tunneling and kill switches, can be extremely useful for certain purposes and might sway your subscription decision one way or the other.
    FAQ
    1.
    What is the best VPN for torrenting?

    NordVPN is our pick for the best VPN for torrenting. Not only do all of its servers work with P2P, but it has the fastest speeds of any VPN on the market and a huge server network. There is currently no other VPN on the market that provides as much privacy and security for the value as NordVPN and that’s why it’s our top pick.

    2.
    What is the best free VPN for torrenting?

    Proton VPN is our pick for best free VPN for torrenting. With the free version, you’ll get all of the same privacy and security benefits of the premium version, plus no monthly data limits and good speeds. 
    The only major drawback is that you’ll be limited to a few servers, but that won’t really matter for torrenting anyways.

    3.
    What is a VPN?

    VPNs create a secure tunnel between your PC and the internet. When you connect to a VPN your web traffic is routed through the chosen VPN server to make it appear as though you’re browsing from that server’s location, and not from your actual location. The VPN app will also encrypt your data so that any third parties such as your ISP can’t see your specific online activities. A VPN can be a great response to a variety of concerns, such as online privacy, anonymity, greater security on public Wi-Fi, and, of course, spoofing locations.

    4.
    Is torrenting through a VPN safe?

    Safety while torrenting comes down to two things: anonymity and protection from malware or other malicious files. 
    As far as anonymity goes, yes, you will be protected from any snooping outsiders or your own ISP’s restrictions on file torrenting by using a VPN. If you know and trust the the service you’re using, torrenting with a VPN should be completely safe from prying eyes.
    In regards to protection from malware and other malicious files, no. A VPN on its own will not protect you from accidentally downloading malicious files from P2P networks or torrent sites. For this, it is highly recommended that you use an antivirus program to help keep you safe.

    5.
    Are VPNs legal to use?

    Yes, in most countries, including the United States, using a VPN is perfectly legal. Even though some websites might try to block VPN connections, they are still okay to use. Please note, while using a VPN is legal, some of the activities done while using a VPN might be illegal. Activities such as downloading pirated copyrighted content or accessing dark web markets are both illegal with or without a VPN.

    6.
    Can you be tracked with a VPN?

    While VPNs certainly offer you better privacy and security, they don’t make you completely anonymous nor keep you from being tracked entirely. A VPN will keep your ISP from seeing your traffic, but there are a mind-boggling number of ways that other companies or sites track you across the internet. For example, when you sign into a website, your identity is still revealed to that website, VPN or not. Or when you log into your Gmail account while using a VPN, Google can now collect personalized cookies based on your browsing.

    7.

    Yes, but with a caveat. When using your normal home internet connection, your ISP can see everything you’re doing online. By using a VPN, all of your traffic will be rerouted through the VPN’s private servers, meaning your ISP won’t be able to snoop on your activity while connected. 
    The VPN creates a private tunnel for your traffic and encrypts all of your data running through that tunnel. This makes it unreadable to outside entities and so adds an extra layer of security, especially while downloading torrent files.
    This will mask the contents of your downloads from your ISP, but will not hide the fact that you’re downloading something nor the size of the download. Still, a VPN is one of the best ways to keep your online activities private and hidden from outside parties.
    #best #vpns #torrenting #top #picks
    Best VPNs for torrenting: 5 top picks for speed, privacy, and security
    Torrenting, or P2Pfile sharing, is a convenient way to download large files quickly. But it isn’t without its risks. Not only is there the risk of accidentally downloading a malicious file or malware, but there’s a privacy risk as well — your ISP can see all your online activity and they usually don’t take too kindly to torrenting. That’s why it’s imperative that you use a VPN while doing any torrenting or P2P file sharing. A VPN can keep your connection private and encrypt your data so that unwanted prying eyes — cybercriminals, overbearing ISPs, or nosy government watchdogs — can’t monitor your online activity. If you’re interested in using a VPN for something other than just torrenting you can check out my list of best VPNs for even more great options. NordVPN – Best VPN for torrenting overall Pros Tons of privacy and security features Outstanding speeds Included antivirus and password manager Cons Expensive Price When Reviewed: Dès 3,49 €/mois Best Prices Today: Retailer Price NordVPN €3.49 View Deal Price comparison from over 24,000 stores worldwide Product Price Price comparison from Backmarket Who should use NordVPN? NordVPN is the perfect VPN for torrenting due to its fantastic security features, multi-hop connections, and independently verified no-logs policy. Plus, it comes with a built-in ad- and tracker-blocker as well as malware protection and a link checker — you know, for any of those dubious Linux torrenting sites you might run into. NordVPN also proved to be the fastest VPN on the market in my testing, so those large P2P files should download in no-time. It truly has everything you could want to make your torrenting faster, easier, and most importantly, safer. Even power users will find plenty of customizable options to get the most out of their experience. NordVPN: Further considerations NordVPN comes with broad device support and Windows and Android apps are easy to use. It also comes with handy features such as access to the TOR network over VPN, multi-hop connections, Meshnet file sharing network, and Nord’s latest password manager and link-checker safety tool. Additionally, NordVPN offers an extensive server network with locations all over the world. A monthly subscription might be a bit expensive, but if you opt for longer-term plans the price becomes a lot cheaper. Read our full NordVPN pour Mac review ExpressVPN – Best VPN for torrenting runner-up Pros Excellent speeds Well-designed interface Great security and privacy practices Cons More expensive than other VPNs Light on extra security features Price When Reviewed: Dès 7,94 €/mois Best Prices Today: Retailer Price ExpressVPN €7.94 View Deal Price comparison from over 24,000 stores worldwide Product Price Price comparison from Backmarket Who should use ExpressVPN? ExpressVPN is a true all-arounder and a great option for everyone. I give it the runner-up spot here as NordVPN comes with a few more security features than ExpressVPN — when it comes to torrenting, the more security the better. However, ExpressVPN is still an excellent VPN choice for torrenting as it makes all of the right privacy promises and its speeds are very good. Also, ExpressVPN is officially based in the British Virgin Islands, meaning it isn’t subject to any domestic or international data sharing requirements. You can feel confident your ISP or other interested parties won’t uncover your P2P activity. ExpressVPN: Further considerations ExpressVPN also has a lot of other great qualities that make it worth your while, such as wide device support, smart DNS, and reliable unblocking capabilities. The service has even begun branching out to adopt a more holistic approach to security, adding ad- and tracker-blocking and, most recently, a password manager to the service, as well. It’s not the cheapest VPN out there, but you do get excellent value for your money, and the service is regularly bringing in third-party auditors to validate its privacy credentials. Read our full ExpressVPN review Proton VPN – Best free VPN for torrenting Pros Unrivaled free plan Great privacy tools Reliable and transparent no-logs policy Cons Premium plan is expensive Some minor unblocking issues Best Prices Today: Retailer Price Proton VPN View Deal Price comparison from over 24,000 stores worldwide Product Price Price comparison from Backmarket Who should use Proton VPN? Simply put, anyone who wants to torrent should use a VPN and anyone who doesn’t want to pay for a VPN should use ProtonVPN. It’s free and has no data limits. I call that a win-win. At no cost, you’ll get a one-device connection with no data or time limits. I repeat, no data or time limits. That’s absolutely unheard of from a major VPN provider and it means you can safely torrent to your heart’s content without worrying about your file sizes. Sure, the free version of ProtonVPN comes with access to only five servers, but when you’re torrenting, the server location shouldn’t matter anyways. Proton VPN: Further considerations ProtonVPN also has some of the fastest speeds around, both upstream and down, which is helpful when you want to spread the Open Office love as quickly as possible. The Swiss-based service has excellent privacy promises, and it has a bunch of servers in a friggin’ bunker too — looking at you, torrenting preppers. The monthly price for the premium version does come in at the expensive side though, so I would recommend trying out the free version first before you upgrade. Read our full ProtonVPN review Mullvad – Best for privacy Pros Good speeds Inexpensive monthly plan Unrivaled anonymity Cons Struggles with unblocking streaming services Smaller server network Lacks some extra features Who should use Mullvad? Mullvad is ultimately for the privacy-conscious user. Those who really demand ultimate anonymity when torrenting, or just using a VPN in general, will find that Mullvad takes active measures to ensure they never know who you are — meaning no other observer will know who you are either. All Mullvad servers are also capable of P2P transfers so you can just pick your favorite server and start torrenting. The Sweden-based company appreciates your business, but it’s not interested in finding out who you are. It goes well beyond the standards of most other VPN companies when it comes to protecting your anonymity. Instead of using an email and password combo, Mullvad randomly generates an account number that functions as your username and password. And you can even decide to mail in cash as a subscription payment if you don’t want your credit card on file. Mullvad: Further considerations While Mullvad focuses on privacy, it’s no slouch in other departments. It ranks in the top 10 for speeds, and comes with a convenient split-tunneling feature too. Plus, the service has a very inexpensive monthly subscription fee so it can be a great budget option as well. Read our full Mullvad review Private Internet Access – Best for customization Pros Multiple independently verified no-log audits Unlimited simultaneous device connections Vast server network Cons App is a little clunky Speeds are fairly pedestrian Best Prices Today: Retailer Price Private Internet Access View Deal Price comparison from over 24,000 stores worldwide Product Price Price comparison from Backmarket Who should use Private Internet Access? PIA is best suited for those who like to tinker with their software. It provides so many customizable features that it can come across as a bit overwhelming to the uninitiated and those just looking for a set-it and forget-it option. But power users will find a plethora of tweakable options and settings to keep them happy through all of their torrenting endeavors. All servers are capable of P2P file transfers, and features like port forwarding mean your torrenting will be faster and more reliable. Private Internet Access: Further considerations Private Internet Accessis one of the most popular VPN providers and has seemingly been around forever. PIA not only comes with an insane amount of servers, but also great features such as multi-hop, an app-based kill switch, and split-tunneling. PIA also has a great record of transparency, regularly undergoing independent no-logs audits. It does lack some speed in comparison to other top picks here, but that shouldn’t translate to too much of a hit while torrenting. Read our full Private Internet Access review Other VPNs we liked While we believe that the above VPNs for torrenting are currently the most worthy of your hard-earned money, there are a few other noteworthy services that deserve attention: PrivadoVPN is a strong overall service, but the free version of the VPN really stands out and is second only to Proton VPN. Windscribe Pro offers great security, with both a Windows client and browser extension that work in tandem to block ads and its free version is a good option for everyday activities. Hide.me is a well-rounded service that ticks almost every box and the fantastic array of configurable settings make it a power-user’s dream. U.S.-based IPVanish nails all of the basics: good speeds, a large server network, and privacy promises backed up with independent audits. TunnelBear is an undeniably charming VPN that is extremely easy to use, and doesn’t overwhelm with too many features or country options, which makes it ideal for VPN novices or those who aren’t the most tech-savvy. I’m continuously evaluating new VPNs and reevaluating services I’ve already tested on a regular basis to find the best for torrenting, so be sure to come back for more recommendations and to see what else we’ve put through their P2P paces. Can I get a better VPN deal? Here at PCWorld, we are regularly hunting down the best VPN deals to help you get the most bang for your buck. VPN services are frequently running deals throughout the year, so you should have a few chances to snag your favorite torrenting VPN on a steep discount if you can time it right. While the prices for all VPNs on this list are updated daily, they do not account for special deals or offers. It’s best to keep checking our deals article to see what new limited-time discounts are on offer each week. Additionally, sales events such as Amazon Prime Day in mid-July and Black Friday at the end of November provide excellent opportunities to find even cheaper VPN deals. How we test VPNs We judge VPNs on a variety of criteria including server network, connection speeds, privacy protections, ease-of-use, additional features, and cost. For a more detailed guide on our evaluation process, check out PCWorld’s comprehensive guide on how we test VPN services. Speed tests are kept as simple as possible. We average the connections between different global locations for any given VPN and then compare them to our baseline internet speed to get a good picture of the overall connection speeds. We thoroughly research and analyze the privacy policies and histories of each VPN and note any outstanding discrepancies or data collection issues. Experience and ease-of-use are subjective, but we try our best to give an accurate representation of how it feels to work with the VPN. And finally, we compare the value of the service based upon its price and additional features to the industry average to help you gain an accurate picture of what you’ll get for your money. Why you should trust PCWorld for VPN reviews and buying advice Here at PCWorld we’ve been testing computer hardware, software, and services since the 1980s. As reviewers and users of PC hardware and software, we put every product through its paces using rigorous benchmarking and hands-on evaluation. We’d never recommend something we wouldn’t want for ourselves. Who curated this article? Sam Singleton is PCWorld’s VPN beat reporter and jack of all trades. When he’s not on the hunt for the best computer deals he’s covering VPNs, productivity software, laptops, and a wide gamut of consumer-grade hardware and software. How to choose the best VPN for torrenting One of the first things you should look for when shopping around for a VPN is the number of servers and locations. It’s difficult to judge any VPN by just one feature, but a semi-reliable way to tell if a VPN is even worth your time is to look at the server network. Anything with 1,000 or more servers and 30 or more country locations will do. Speed The next thing to consider is a VPN’s speed. This may be tricky to do since you aren’t likely to be able to test connection speeds without paying to use the service. Reading reviews online will give you a general estimate. Look for reviews, like ours, that give you a relative average of connection speeds rather than direct Mbps speed comparisons, for a more accurate picture. Privacy You’ll also want to read up on a VPN’s privacy protections. Does it have a no-logs policy? Has it undergone any independent audits of its servers? Where is the VPN company located? All of these will give you an idea of whether or not a VPN is transparent with its data collection policies and if it’s subject to government data sharing requirements. Price As with all subscription services, you’ll want to review the price of a VPN service. Do you want a monthly or yearly subscription? Some top VPNs might be pricey month-to-month, but actually become quite affordable with long-term plans. P2P In regards to torrenting, you absolutely want a VPN service provider that allows P2P file sharing on their network. Preferably P2P is allowed on all servers, but even some of the best VPNs only allow it on designated servers—check these P2P-optimized server locations first to make sure they are in convenient locations close to you to ensure the best speeds. Additional features Other factors you’ll want to take into consideration are the overall ease-of-use, user experience, and any additional features. Some of these features, such as split-tunneling and kill switches, can be extremely useful for certain purposes and might sway your subscription decision one way or the other. FAQ 1. What is the best VPN for torrenting? NordVPN is our pick for the best VPN for torrenting. Not only do all of its servers work with P2P, but it has the fastest speeds of any VPN on the market and a huge server network. There is currently no other VPN on the market that provides as much privacy and security for the value as NordVPN and that’s why it’s our top pick. 2. What is the best free VPN for torrenting? Proton VPN is our pick for best free VPN for torrenting. With the free version, you’ll get all of the same privacy and security benefits of the premium version, plus no monthly data limits and good speeds.  The only major drawback is that you’ll be limited to a few servers, but that won’t really matter for torrenting anyways. 3. What is a VPN? VPNs create a secure tunnel between your PC and the internet. When you connect to a VPN your web traffic is routed through the chosen VPN server to make it appear as though you’re browsing from that server’s location, and not from your actual location. The VPN app will also encrypt your data so that any third parties such as your ISP can’t see your specific online activities. A VPN can be a great response to a variety of concerns, such as online privacy, anonymity, greater security on public Wi-Fi, and, of course, spoofing locations. 4. Is torrenting through a VPN safe? Safety while torrenting comes down to two things: anonymity and protection from malware or other malicious files.  As far as anonymity goes, yes, you will be protected from any snooping outsiders or your own ISP’s restrictions on file torrenting by using a VPN. If you know and trust the the service you’re using, torrenting with a VPN should be completely safe from prying eyes. In regards to protection from malware and other malicious files, no. A VPN on its own will not protect you from accidentally downloading malicious files from P2P networks or torrent sites. For this, it is highly recommended that you use an antivirus program to help keep you safe. 5. Are VPNs legal to use? Yes, in most countries, including the United States, using a VPN is perfectly legal. Even though some websites might try to block VPN connections, they are still okay to use. Please note, while using a VPN is legal, some of the activities done while using a VPN might be illegal. Activities such as downloading pirated copyrighted content or accessing dark web markets are both illegal with or without a VPN. 6. Can you be tracked with a VPN? While VPNs certainly offer you better privacy and security, they don’t make you completely anonymous nor keep you from being tracked entirely. A VPN will keep your ISP from seeing your traffic, but there are a mind-boggling number of ways that other companies or sites track you across the internet. For example, when you sign into a website, your identity is still revealed to that website, VPN or not. Or when you log into your Gmail account while using a VPN, Google can now collect personalized cookies based on your browsing. 7. Yes, but with a caveat. When using your normal home internet connection, your ISP can see everything you’re doing online. By using a VPN, all of your traffic will be rerouted through the VPN’s private servers, meaning your ISP won’t be able to snoop on your activity while connected.  The VPN creates a private tunnel for your traffic and encrypts all of your data running through that tunnel. This makes it unreadable to outside entities and so adds an extra layer of security, especially while downloading torrent files. This will mask the contents of your downloads from your ISP, but will not hide the fact that you’re downloading something nor the size of the download. Still, a VPN is one of the best ways to keep your online activities private and hidden from outside parties. #best #vpns #torrenting #top #picks
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    Best VPNs for torrenting: 5 top picks for speed, privacy, and security
    Torrenting, or P2P (peer-to-peer) file sharing, is a convenient way to download large files quickly. But it isn’t without its risks. Not only is there the risk of accidentally downloading a malicious file or malware, but there’s a privacy risk as well — your ISP can see all your online activity and they usually don’t take too kindly to torrenting. That’s why it’s imperative that you use a VPN while doing any torrenting or P2P file sharing. A VPN can keep your connection private and encrypt your data so that unwanted prying eyes — cybercriminals, overbearing ISPs, or nosy government watchdogs — can’t monitor your online activity. If you’re interested in using a VPN for something other than just torrenting you can check out my list of best VPNs for even more great options. NordVPN – Best VPN for torrenting overall Pros Tons of privacy and security features Outstanding speeds Included antivirus and password manager Cons Expensive Price When Reviewed: Dès 3,49 €/mois Best Prices Today: Retailer Price NordVPN €3.49 View Deal Price comparison from over 24,000 stores worldwide Product Price Price comparison from Backmarket Who should use NordVPN? NordVPN is the perfect VPN for torrenting due to its fantastic security features, multi-hop connections, and independently verified no-logs policy. Plus, it comes with a built-in ad- and tracker-blocker as well as malware protection and a link checker — you know, for any of those dubious Linux torrenting sites you might run into. NordVPN also proved to be the fastest VPN on the market in my testing, so those large P2P files should download in no-time. It truly has everything you could want to make your torrenting faster, easier, and most importantly, safer. Even power users will find plenty of customizable options to get the most out of their experience. NordVPN: Further considerations NordVPN comes with broad device support and Windows and Android apps are easy to use. It also comes with handy features such as access to the TOR network over VPN, multi-hop connections, Meshnet file sharing network, and Nord’s latest password manager and link-checker safety tool. Additionally, NordVPN offers an extensive server network with locations all over the world. A monthly subscription might be a bit expensive, but if you opt for longer-term plans the price becomes a lot cheaper. Read our full NordVPN pour Mac review ExpressVPN – Best VPN for torrenting runner-up Pros Excellent speeds Well-designed interface Great security and privacy practices Cons More expensive than other VPNs Light on extra security features Price When Reviewed: Dès 7,94 €/mois Best Prices Today: Retailer Price ExpressVPN €7.94 View Deal Price comparison from over 24,000 stores worldwide Product Price Price comparison from Backmarket Who should use ExpressVPN? ExpressVPN is a true all-arounder and a great option for everyone. I give it the runner-up spot here as NordVPN comes with a few more security features than ExpressVPN — when it comes to torrenting, the more security the better. However, ExpressVPN is still an excellent VPN choice for torrenting as it makes all of the right privacy promises and its speeds are very good. Also, ExpressVPN is officially based in the British Virgin Islands, meaning it isn’t subject to any domestic or international data sharing requirements. You can feel confident your ISP or other interested parties won’t uncover your P2P activity. ExpressVPN: Further considerations ExpressVPN also has a lot of other great qualities that make it worth your while, such as wide device support, smart DNS, and reliable unblocking capabilities. The service has even begun branching out to adopt a more holistic approach to security, adding ad- and tracker-blocking and, most recently, a password manager to the service, as well. It’s not the cheapest VPN out there, but you do get excellent value for your money, and the service is regularly bringing in third-party auditors to validate its privacy credentials. Read our full ExpressVPN review Proton VPN – Best free VPN for torrenting Pros Unrivaled free plan Great privacy tools Reliable and transparent no-logs policy Cons Premium plan is expensive Some minor unblocking issues Best Prices Today: Retailer Price Proton VPN $9.99 View Deal Price comparison from over 24,000 stores worldwide Product Price Price comparison from Backmarket Who should use Proton VPN? Simply put, anyone who wants to torrent should use a VPN and anyone who doesn’t want to pay for a VPN should use ProtonVPN. It’s free and has no data limits. I call that a win-win. At no cost, you’ll get a one-device connection with no data or time limits. I repeat, no data or time limits. That’s absolutely unheard of from a major VPN provider and it means you can safely torrent to your heart’s content without worrying about your file sizes. Sure, the free version of ProtonVPN comes with access to only five servers, but when you’re torrenting, the server location shouldn’t matter anyways. Proton VPN: Further considerations ProtonVPN also has some of the fastest speeds around, both upstream and down, which is helpful when you want to spread the Open Office love as quickly as possible. The Swiss-based service has excellent privacy promises, and it has a bunch of servers in a friggin’ bunker too — looking at you, torrenting preppers. The monthly price for the premium version does come in at the expensive side though, so I would recommend trying out the free version first before you upgrade. Read our full ProtonVPN review Mullvad – Best for privacy Pros Good speeds Inexpensive monthly plan Unrivaled anonymity Cons Struggles with unblocking streaming services Smaller server network Lacks some extra features Who should use Mullvad? Mullvad is ultimately for the privacy-conscious user. Those who really demand ultimate anonymity when torrenting, or just using a VPN in general, will find that Mullvad takes active measures to ensure they never know who you are — meaning no other observer will know who you are either. All Mullvad servers are also capable of P2P transfers so you can just pick your favorite server and start torrenting. The Sweden-based company appreciates your business, but it’s not interested in finding out who you are. It goes well beyond the standards of most other VPN companies when it comes to protecting your anonymity. Instead of using an email and password combo, Mullvad randomly generates an account number that functions as your username and password. And you can even decide to mail in cash as a subscription payment if you don’t want your credit card on file. Mullvad: Further considerations While Mullvad focuses on privacy, it’s no slouch in other departments. It ranks in the top 10 for speeds, and comes with a convenient split-tunneling feature too. Plus, the service has a very inexpensive monthly subscription fee so it can be a great budget option as well. Read our full Mullvad review Private Internet Access – Best for customization Pros Multiple independently verified no-log audits Unlimited simultaneous device connections Vast server network Cons App is a little clunky Speeds are fairly pedestrian Best Prices Today: Retailer Price Private Internet Access $11.95 View Deal Price comparison from over 24,000 stores worldwide Product Price Price comparison from Backmarket Who should use Private Internet Access? PIA is best suited for those who like to tinker with their software. It provides so many customizable features that it can come across as a bit overwhelming to the uninitiated and those just looking for a set-it and forget-it option. But power users will find a plethora of tweakable options and settings to keep them happy through all of their torrenting endeavors. All servers are capable of P2P file transfers, and features like port forwarding mean your torrenting will be faster and more reliable. Private Internet Access: Further considerations Private Internet Access (PIA) is one of the most popular VPN providers and has seemingly been around forever. PIA not only comes with an insane amount of servers, but also great features such as multi-hop, an app-based kill switch, and split-tunneling. PIA also has a great record of transparency, regularly undergoing independent no-logs audits. It does lack some speed in comparison to other top picks here, but that shouldn’t translate to too much of a hit while torrenting. Read our full Private Internet Access review Other VPNs we liked While we believe that the above VPNs for torrenting are currently the most worthy of your hard-earned money, there are a few other noteworthy services that deserve attention: PrivadoVPN is a strong overall service, but the free version of the VPN really stands out and is second only to Proton VPN. Windscribe Pro offers great security, with both a Windows client and browser extension that work in tandem to block ads and its free version is a good option for everyday activities. Hide.me is a well-rounded service that ticks almost every box and the fantastic array of configurable settings make it a power-user’s dream. U.S.-based IPVanish nails all of the basics: good speeds, a large server network, and privacy promises backed up with independent audits. TunnelBear is an undeniably charming VPN that is extremely easy to use, and doesn’t overwhelm with too many features or country options, which makes it ideal for VPN novices or those who aren’t the most tech-savvy. I’m continuously evaluating new VPNs and reevaluating services I’ve already tested on a regular basis to find the best for torrenting, so be sure to come back for more recommendations and to see what else we’ve put through their P2P paces. Can I get a better VPN deal? Here at PCWorld, we are regularly hunting down the best VPN deals to help you get the most bang for your buck. VPN services are frequently running deals throughout the year, so you should have a few chances to snag your favorite torrenting VPN on a steep discount if you can time it right. While the prices for all VPNs on this list are updated daily, they do not account for special deals or offers. It’s best to keep checking our deals article to see what new limited-time discounts are on offer each week. Additionally, sales events such as Amazon Prime Day in mid-July and Black Friday at the end of November provide excellent opportunities to find even cheaper VPN deals. How we test VPNs We judge VPNs on a variety of criteria including server network, connection speeds, privacy protections, ease-of-use, additional features, and cost. For a more detailed guide on our evaluation process, check out PCWorld’s comprehensive guide on how we test VPN services. Speed tests are kept as simple as possible. We average the connections between different global locations for any given VPN and then compare them to our baseline internet speed to get a good picture of the overall connection speeds. We thoroughly research and analyze the privacy policies and histories of each VPN and note any outstanding discrepancies or data collection issues. Experience and ease-of-use are subjective, but we try our best to give an accurate representation of how it feels to work with the VPN. And finally, we compare the value of the service based upon its price and additional features to the industry average to help you gain an accurate picture of what you’ll get for your money. Why you should trust PCWorld for VPN reviews and buying advice Here at PCWorld we’ve been testing computer hardware, software, and services since the 1980s. As reviewers and users of PC hardware and software, we put every product through its paces using rigorous benchmarking and hands-on evaluation. We’d never recommend something we wouldn’t want for ourselves. Who curated this article? Sam Singleton is PCWorld’s VPN beat reporter and jack of all trades. When he’s not on the hunt for the best computer deals he’s covering VPNs, productivity software, laptops, and a wide gamut of consumer-grade hardware and software. How to choose the best VPN for torrenting One of the first things you should look for when shopping around for a VPN is the number of servers and locations. It’s difficult to judge any VPN by just one feature, but a semi-reliable way to tell if a VPN is even worth your time is to look at the server network. Anything with 1,000 or more servers and 30 or more country locations will do. Speed The next thing to consider is a VPN’s speed. This may be tricky to do since you aren’t likely to be able to test connection speeds without paying to use the service. Reading reviews online will give you a general estimate. Look for reviews, like ours, that give you a relative average of connection speeds rather than direct Mbps speed comparisons, for a more accurate picture. Privacy You’ll also want to read up on a VPN’s privacy protections. Does it have a no-logs policy? Has it undergone any independent audits of its servers? Where is the VPN company located? All of these will give you an idea of whether or not a VPN is transparent with its data collection policies and if it’s subject to government data sharing requirements. Price As with all subscription services, you’ll want to review the price of a VPN service. Do you want a monthly or yearly subscription? Some top VPNs might be pricey month-to-month, but actually become quite affordable with long-term plans. P2P In regards to torrenting, you absolutely want a VPN service provider that allows P2P file sharing on their network. Preferably P2P is allowed on all servers, but even some of the best VPNs only allow it on designated servers—check these P2P-optimized server locations first to make sure they are in convenient locations close to you to ensure the best speeds. Additional features Other factors you’ll want to take into consideration are the overall ease-of-use, user experience, and any additional features. Some of these features, such as split-tunneling and kill switches, can be extremely useful for certain purposes and might sway your subscription decision one way or the other. FAQ 1. What is the best VPN for torrenting? NordVPN is our pick for the best VPN for torrenting. Not only do all of its servers work with P2P, but it has the fastest speeds of any VPN on the market and a huge server network. There is currently no other VPN on the market that provides as much privacy and security for the value as NordVPN and that’s why it’s our top pick. 2. What is the best free VPN for torrenting? Proton VPN is our pick for best free VPN for torrenting. With the free version, you’ll get all of the same privacy and security benefits of the premium version, plus no monthly data limits and good speeds.  The only major drawback is that you’ll be limited to a few servers, but that won’t really matter for torrenting anyways. 3. What is a VPN? VPNs create a secure tunnel between your PC and the internet. When you connect to a VPN your web traffic is routed through the chosen VPN server to make it appear as though you’re browsing from that server’s location, and not from your actual location. The VPN app will also encrypt your data so that any third parties such as your ISP can’t see your specific online activities. A VPN can be a great response to a variety of concerns, such as online privacy, anonymity, greater security on public Wi-Fi, and, of course, spoofing locations. 4. Is torrenting through a VPN safe? Safety while torrenting comes down to two things: anonymity and protection from malware or other malicious files.  As far as anonymity goes, yes, you will be protected from any snooping outsiders or your own ISP’s restrictions on file torrenting by using a VPN. If you know and trust the the service you’re using, torrenting with a VPN should be completely safe from prying eyes. In regards to protection from malware and other malicious files, no. A VPN on its own will not protect you from accidentally downloading malicious files from P2P networks or torrent sites. For this, it is highly recommended that you use an antivirus program to help keep you safe. 5. Are VPNs legal to use? Yes, in most countries, including the United States, using a VPN is perfectly legal. Even though some websites might try to block VPN connections, they are still okay to use. Please note, while using a VPN is legal, some of the activities done while using a VPN might be illegal. Activities such as downloading pirated copyrighted content or accessing dark web markets are both illegal with or without a VPN. 6. Can you be tracked with a VPN? While VPNs certainly offer you better privacy and security, they don’t make you completely anonymous nor keep you from being tracked entirely. A VPN will keep your ISP from seeing your traffic, but there are a mind-boggling number of ways that other companies or sites track you across the internet. For example, when you sign into a website, your identity is still revealed to that website, VPN or not. Or when you log into your Gmail account while using a VPN, Google can now collect personalized cookies based on your browsing. 7. Yes, but with a caveat. When using your normal home internet connection, your ISP can see everything you’re doing online. By using a VPN, all of your traffic will be rerouted through the VPN’s private servers, meaning your ISP won’t be able to snoop on your activity while connected.  The VPN creates a private tunnel for your traffic and encrypts all of your data running through that tunnel. This makes it unreadable to outside entities and so adds an extra layer of security, especially while downloading torrent files. This will mask the contents of your downloads from your ISP, but will not hide the fact that you’re downloading something nor the size of the download. Still, a VPN is one of the best ways to keep your online activities private and hidden from outside parties.
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  • Havok Physics for Unity is now supported for production

    Announced back at the Game Developers Conference2019, Havok Physics for Unity was initially distributed as an experimental package on the Unity Asset Store. Now, with the availability of ECS for Unityin the Unity 2022.2 Tech Stream, Havok Physics for Unity is officially supported for production. In fact, we’ve made this package available to all Unity Pro, Enterprise, and Industrial Collection subscribers for free.Havok Physics for Unity is built on the same foundation of technology that powers many of the world’s leading game franchises like Destiny and Assassin’s Creed, among others. When we first set out to define what the future of physics could look like with our Data-Oriented Technology Stack, we sought a partner that shared the same core concepts and values as us. Through our partnership with Havok, we were able to leverage DOTS to deliver the highly optimized, stateless, entirely C#, and performant Unity Physics we know today.We also prepared for more complex simulation requirements for users who might need a stateful physics system. We knew that Havok would be the perfect solution to integrate into Unity for those high-end simulation needs.The Havok Physics for Unity package is written using the same C# ECS framework as Unity Physics, and is backed by the closed-source, proprietary Havok Physics engine, written in native C++. Havok Physics for Unity is heavily optimized for many typical gaming use cases. For example, core algorithms have been refined over many years with various automatic caching strategies, meaning that CPU resources are spent only as needed.Since the experimental package, Unity and Havok have been working together with early users of the plug-in to drive improvements and add new features.Here’s a breakdown of what’s new:Havok Physics for Unity is now available for free for all Unity Pro, Enterprise, and Unity Industrial Collection subscribers.Havok Physics for Unity is based on the 2021.2 version of the original Havok SDK, and brings more stability and performance to the Unity plug-in.As part of the full release, we’ve incorporated support for motorized joints, such as linear position, as well as linear, rotational, and angular velocity.We’ve also added new methods to the HavokSimulation API, which enables granular stepping for your simulations, plus methods for accessing Havok simulations more efficiently with singletons.Check out the complete changelog of updates to Havok Physics for Unity.Havok Physics is a robust physics engine designed to handle the performance demands of the most dynamic games, often involving complex scenes with lots of physical interaction. By working with partners across the industry for over 20 years, Havok has encountered, solved, and continued to iterate on some of the toughest problems facing real-time physics simulation. This investment has led to the stable stacking of physics bodies, minimal artifacts for fast-moving bodies, and generally more controlled behavior, especially when it comes to non-optimized collision geometry.Of course, physics means action, so let’s see how these two creators are currently taking action with Havok Physics for Unity.Title:Hostile Mars
    Studio:Big Rook Games
    Studio size:Individual
    Platforms: Windows PC, console
    Genre: Open-world, base-building automation tower defense
    Players: Single playerFirst presented at PAX – East in 2022, Hostile Mars drew in quite an audience with its dedicated use of physics and unique blend of genres. The vast Martian landscape is brought to life in an open-world factory base-building and automation game. Players confront each other at the ground level in close combat to defend their factories through both third-person shooting and programmable defenses.Jake Jameson, founder of Big Rook Games, began by blending genres across multiplayer and single-player games – adding elements from puzzlers along with first-person shootersand wave-based shooters. The more he evolved this idea, the more he narrowed his focus on creating a single-player base builder. He soon discovered the ideal balance between building, strategy, and combat, finally leading up to the one and only Hostile Mars.When completing that final iteration of Hostile Mars, it was clear the game needed to use some sort of data-oriented programming model. Jake wanted to have large enemy waves while still achieving high-end visuals. In order to provide the players with the best possible experience, the game had to run performantly on a massive scale, supporting thousands of enemies simultaneously onscreen.To meet these demands, Jake turned to Unity’s Data-Oriented Technology Stack. In leveraging ECS for Unity, every enemy in Hostile Mars could run real-time Mesh Physics/Collisions, A* Pathfinding, and Local Avoidance, in addition to robust state systems, animations, weapon and projectile systems, high-quality VFX, particle systems, and more.“Without DOTS, I wouldn’t have been able to provide the experience that I imagined in my original design. It just wouldn’t have been possible without implementing my own ECS framework, and as a solo dev, this isn’t viable given my timeline and budget.” – Jake Jameson, founder of Big Rook GamesAlthough Jake is not a game developer by trade, he is an avid gamer and was already familiar with the original Havok Physics engine. Knowing how trusted Havok’s technology has been among AAA studios, Jake felt confident implementing it as soon as it became available in Unity via the experimental package.Hostile Mars is a physics-intensive experience. The player uses physics-based traps and turrets to manipulate the physics properties of enemies. By applying different physical properties to enemies, the goal is to stop them in their tracks or drive them toward more dangerous traps.Not to mention that Hostile Mars involves an incredible number of enemies. More specifically, there are up to 5,000 individual physics-based enemies that can flood the player’s Martian factories, which leads to hundreds of collisions and projectiles onscreen at once.All of the physics in Hostile Mars utilizes Havok Physics for Unity; from the collisions between projectiles and enemies, players and enemies, even enemies and other enemies, to enemies and the landscape itself, and hovering enemies who require a constant state of force to stay afloat. These distinct physics interactions take place in real-time, with physical simulation that allows for believable hovering, gravity, and mesh point collisions. So when players strike their enemies at a particular point, they will see them spin away just as Havok Physics for Unity intended them to.Not only are the enemies entirely physics-based, but the traps that are necessary for gameplay are physics-based too. There are gravity traps that push and pull enemies, which in turn, slow down or speed up traps that smash enemies. There are even traps that spring spikes up into an enemy’s path, not just pushing them aside, but realistically simulating the force and velocity of the spikes so that the enemy reaction appears authentic.Once the players advance, the enemy waves become varied and increasingly complex, which requires players to build traps more strategically, combining their different physics-based interactions to herd enemies with different weaknesses toward stronger traps and turrets that can impact them most. For example, while a frost trap might slow some enemies down, an explosive trap can deal the most damage possible against a highly concentrated wave.Plans for releasing Hostile Mars on consoles are still in the works, but in the meantime, you can add Hostile Mars for Windows PC to your Wishlist on Steam today.Title: Robocraft 2
    Studio:Freejam Games
    Studio size:25
    Platforms:Windows PC, console
    Genre: Online vehicular combat
    Players: 5v5 online multiplayerRobocraft 2 is the free-to-play sequel to 2017’s award-winning Robocraft, where players build customizable robot battle vehicles that drive, hover, walk, and fly in an open-world multiplayer environment. Since this initial success, the team at Freejam Games has refined a fully customizable experience for Robocraft 2, so that players can bring their own creations to competitive multiplayer gameplay.As Freejam Games experimented with projects following the success of Robocraft, they focused on providing exciting new building tools. This way, players could enjoy more freedom to design complex, physics-simulated creations.The team evaluated how moving the physics from the client side to dedicated multiplayer game servers could enhance the physical interactions between the vehicles and robots created by the players. They discovered that relegating the physics to the server created a range of fun gameplay moments, wherein weight, inertia, momentum, friction, mass, and bounciness were all accurately simulated. In other words, the heavy vehicles could easily push lighter ones, or be combined with joints like pistons, servos, and rotating platforms. Even weapons and explosions applied realistic kickback and force when they hit. All of these experiments, alongside community testing and feedback, culminated in Robocraft 2.In Robocraft 2, players now get to create complex vehicles, take them into battle, and destroy them in 5v5 team battles online. From their experience with the first Robocraft game, the Freejam team knew how competitive and creative their players could be, finding new ways to optimize the provided building tools in order to win battles.This meant that the team had to rely on three key features from their physics engine in order to provide a fair experience for all:Fast performanceRobust, non-glitchy physics simulationAccess to low-level areas of the physics engine to make modifications in the gamePrior to the 2017 announcement of DOTS and ECS for Unity, Freejam Games explored the possibility of building their ECS framework in-house. They then quickly adopted ECS for Unity in its experimental release, starting with Unity Physics. For experiments with server-side tech, they used determinism as a solution for keeping the player clients and simulation on the server in sync, while Unity Physicsprovided the performance.As the game evolved, they moved away from a stateless approach and became early adopters of Havok Physics for Unity. As a stateful system, Havok Physics for Unity ultimately powered the performance of the simulation within the gameplay requirements for Robocraft 2.“The high performance of Havokallows us to have accurate server-side physics in our online game. In turn, that provides several significant benefits including giving all clients an equal representation of the physics for a better quality experience. The fact that the server is authoritative over the simulation also has the added benefit of reducing the opportunity for cheaters.” – Ed Fowler, principal programmer and cofounder of FreejamHavok Physics for Unity helped Freejam Games solve complicated issues. For example, as players defeat opponents, the robots and vehicles fall apart block by block, which can create hundreds of Rigidbodies in the environment. To free up CPU and maintain high frame rates, those inactive Rigidbodies can be put to sleep via Deactivation, a feature that effectively removes the physics from broken pieces temporarily.Player creations in Robocraft 2 consist of many Rigidbodies with Compound Colliders constrained together by joints, which can be smashed or stacked on top of one another. Further improvements to overall performance of the physics simulation can be gained with Collision Caching, which additionally allows for refined simulation of joints/constraints, such as in those stacking situations.Lastly, the Havok Visual Debugger was used to visualize the collision in the game world in real-time. It enabled Freejam Games to identify glitches, snags, and efficiently spot instances where rogue contacts arise. This accelerated their workflow and prompted fast fixes.Want to see Robocraft 2 in action? Add it to your Wishlist on Steam.To help you get started, check out the ECS Physics Samples on GitHub.If you need more guidance, we created a tutorial to help you learn more about Unity’s physics options, including Havok Physics for Unity.By the end of the tutorial, you will be able to do the following:Describe the key benefits of Havok Physics for Unity and Unity PhysicsExplain the relationship between Unity Physics and Havok Physics for UnityIdentify situations where physics solutions for ECS are the right fit for a projectThis tutorial is an introduction to physics solutions in ECS for Unity, tailored to users with an intermediate or advanced level of experience with the Unity Editor. As mentioned earlier, DOTS is Unity’s Data-Oriented Technology Stack, a suite of data-oriented technologies for users looking to make complex projects with highly optimized performance. If you want to learn more about DOTS, we recommend the newly-released DOTS Guide on GitHub.We are also actively engaging with many of you on the DOTS channel, part of the Unity Discord, and in the forums. We look forward to learning more about the projects you’re building with Havok Physics for Unity.
    #havok #physics #unity #now #supported
    Havok Physics for Unity is now supported for production
    Announced back at the Game Developers Conference2019, Havok Physics for Unity was initially distributed as an experimental package on the Unity Asset Store. Now, with the availability of ECS for Unityin the Unity 2022.2 Tech Stream, Havok Physics for Unity is officially supported for production. In fact, we’ve made this package available to all Unity Pro, Enterprise, and Industrial Collection subscribers for free.Havok Physics for Unity is built on the same foundation of technology that powers many of the world’s leading game franchises like Destiny and Assassin’s Creed, among others. When we first set out to define what the future of physics could look like with our Data-Oriented Technology Stack, we sought a partner that shared the same core concepts and values as us. Through our partnership with Havok, we were able to leverage DOTS to deliver the highly optimized, stateless, entirely C#, and performant Unity Physics we know today.We also prepared for more complex simulation requirements for users who might need a stateful physics system. We knew that Havok would be the perfect solution to integrate into Unity for those high-end simulation needs.The Havok Physics for Unity package is written using the same C# ECS framework as Unity Physics, and is backed by the closed-source, proprietary Havok Physics engine, written in native C++. Havok Physics for Unity is heavily optimized for many typical gaming use cases. For example, core algorithms have been refined over many years with various automatic caching strategies, meaning that CPU resources are spent only as needed.Since the experimental package, Unity and Havok have been working together with early users of the plug-in to drive improvements and add new features.Here’s a breakdown of what’s new:Havok Physics for Unity is now available for free for all Unity Pro, Enterprise, and Unity Industrial Collection subscribers.Havok Physics for Unity is based on the 2021.2 version of the original Havok SDK, and brings more stability and performance to the Unity plug-in.As part of the full release, we’ve incorporated support for motorized joints, such as linear position, as well as linear, rotational, and angular velocity.We’ve also added new methods to the HavokSimulation API, which enables granular stepping for your simulations, plus methods for accessing Havok simulations more efficiently with singletons.Check out the complete changelog of updates to Havok Physics for Unity.Havok Physics is a robust physics engine designed to handle the performance demands of the most dynamic games, often involving complex scenes with lots of physical interaction. By working with partners across the industry for over 20 years, Havok has encountered, solved, and continued to iterate on some of the toughest problems facing real-time physics simulation. This investment has led to the stable stacking of physics bodies, minimal artifacts for fast-moving bodies, and generally more controlled behavior, especially when it comes to non-optimized collision geometry.Of course, physics means action, so let’s see how these two creators are currently taking action with Havok Physics for Unity.Title:Hostile Mars Studio:Big Rook Games Studio size:Individual Platforms: Windows PC, console Genre: Open-world, base-building automation tower defense Players: Single playerFirst presented at PAX – East in 2022, Hostile Mars drew in quite an audience with its dedicated use of physics and unique blend of genres. The vast Martian landscape is brought to life in an open-world factory base-building and automation game. Players confront each other at the ground level in close combat to defend their factories through both third-person shooting and programmable defenses.Jake Jameson, founder of Big Rook Games, began by blending genres across multiplayer and single-player games – adding elements from puzzlers along with first-person shootersand wave-based shooters. The more he evolved this idea, the more he narrowed his focus on creating a single-player base builder. He soon discovered the ideal balance between building, strategy, and combat, finally leading up to the one and only Hostile Mars.When completing that final iteration of Hostile Mars, it was clear the game needed to use some sort of data-oriented programming model. Jake wanted to have large enemy waves while still achieving high-end visuals. In order to provide the players with the best possible experience, the game had to run performantly on a massive scale, supporting thousands of enemies simultaneously onscreen.To meet these demands, Jake turned to Unity’s Data-Oriented Technology Stack. In leveraging ECS for Unity, every enemy in Hostile Mars could run real-time Mesh Physics/Collisions, A* Pathfinding, and Local Avoidance, in addition to robust state systems, animations, weapon and projectile systems, high-quality VFX, particle systems, and more.“Without DOTS, I wouldn’t have been able to provide the experience that I imagined in my original design. It just wouldn’t have been possible without implementing my own ECS framework, and as a solo dev, this isn’t viable given my timeline and budget.” – Jake Jameson, founder of Big Rook GamesAlthough Jake is not a game developer by trade, he is an avid gamer and was already familiar with the original Havok Physics engine. Knowing how trusted Havok’s technology has been among AAA studios, Jake felt confident implementing it as soon as it became available in Unity via the experimental package.Hostile Mars is a physics-intensive experience. The player uses physics-based traps and turrets to manipulate the physics properties of enemies. By applying different physical properties to enemies, the goal is to stop them in their tracks or drive them toward more dangerous traps.Not to mention that Hostile Mars involves an incredible number of enemies. More specifically, there are up to 5,000 individual physics-based enemies that can flood the player’s Martian factories, which leads to hundreds of collisions and projectiles onscreen at once.All of the physics in Hostile Mars utilizes Havok Physics for Unity; from the collisions between projectiles and enemies, players and enemies, even enemies and other enemies, to enemies and the landscape itself, and hovering enemies who require a constant state of force to stay afloat. These distinct physics interactions take place in real-time, with physical simulation that allows for believable hovering, gravity, and mesh point collisions. So when players strike their enemies at a particular point, they will see them spin away just as Havok Physics for Unity intended them to.Not only are the enemies entirely physics-based, but the traps that are necessary for gameplay are physics-based too. There are gravity traps that push and pull enemies, which in turn, slow down or speed up traps that smash enemies. There are even traps that spring spikes up into an enemy’s path, not just pushing them aside, but realistically simulating the force and velocity of the spikes so that the enemy reaction appears authentic.Once the players advance, the enemy waves become varied and increasingly complex, which requires players to build traps more strategically, combining their different physics-based interactions to herd enemies with different weaknesses toward stronger traps and turrets that can impact them most. For example, while a frost trap might slow some enemies down, an explosive trap can deal the most damage possible against a highly concentrated wave.Plans for releasing Hostile Mars on consoles are still in the works, but in the meantime, you can add Hostile Mars for Windows PC to your Wishlist on Steam today.Title: Robocraft 2 Studio:Freejam Games Studio size:25 Platforms:Windows PC, console Genre: Online vehicular combat Players: 5v5 online multiplayerRobocraft 2 is the free-to-play sequel to 2017’s award-winning Robocraft, where players build customizable robot battle vehicles that drive, hover, walk, and fly in an open-world multiplayer environment. Since this initial success, the team at Freejam Games has refined a fully customizable experience for Robocraft 2, so that players can bring their own creations to competitive multiplayer gameplay.As Freejam Games experimented with projects following the success of Robocraft, they focused on providing exciting new building tools. This way, players could enjoy more freedom to design complex, physics-simulated creations.The team evaluated how moving the physics from the client side to dedicated multiplayer game servers could enhance the physical interactions between the vehicles and robots created by the players. They discovered that relegating the physics to the server created a range of fun gameplay moments, wherein weight, inertia, momentum, friction, mass, and bounciness were all accurately simulated. In other words, the heavy vehicles could easily push lighter ones, or be combined with joints like pistons, servos, and rotating platforms. Even weapons and explosions applied realistic kickback and force when they hit. All of these experiments, alongside community testing and feedback, culminated in Robocraft 2.In Robocraft 2, players now get to create complex vehicles, take them into battle, and destroy them in 5v5 team battles online. From their experience with the first Robocraft game, the Freejam team knew how competitive and creative their players could be, finding new ways to optimize the provided building tools in order to win battles.This meant that the team had to rely on three key features from their physics engine in order to provide a fair experience for all:Fast performanceRobust, non-glitchy physics simulationAccess to low-level areas of the physics engine to make modifications in the gamePrior to the 2017 announcement of DOTS and ECS for Unity, Freejam Games explored the possibility of building their ECS framework in-house. They then quickly adopted ECS for Unity in its experimental release, starting with Unity Physics. For experiments with server-side tech, they used determinism as a solution for keeping the player clients and simulation on the server in sync, while Unity Physicsprovided the performance.As the game evolved, they moved away from a stateless approach and became early adopters of Havok Physics for Unity. As a stateful system, Havok Physics for Unity ultimately powered the performance of the simulation within the gameplay requirements for Robocraft 2.“The high performance of Havokallows us to have accurate server-side physics in our online game. In turn, that provides several significant benefits including giving all clients an equal representation of the physics for a better quality experience. The fact that the server is authoritative over the simulation also has the added benefit of reducing the opportunity for cheaters.” – Ed Fowler, principal programmer and cofounder of FreejamHavok Physics for Unity helped Freejam Games solve complicated issues. For example, as players defeat opponents, the robots and vehicles fall apart block by block, which can create hundreds of Rigidbodies in the environment. To free up CPU and maintain high frame rates, those inactive Rigidbodies can be put to sleep via Deactivation, a feature that effectively removes the physics from broken pieces temporarily.Player creations in Robocraft 2 consist of many Rigidbodies with Compound Colliders constrained together by joints, which can be smashed or stacked on top of one another. Further improvements to overall performance of the physics simulation can be gained with Collision Caching, which additionally allows for refined simulation of joints/constraints, such as in those stacking situations.Lastly, the Havok Visual Debugger was used to visualize the collision in the game world in real-time. It enabled Freejam Games to identify glitches, snags, and efficiently spot instances where rogue contacts arise. This accelerated their workflow and prompted fast fixes.Want to see Robocraft 2 in action? Add it to your Wishlist on Steam.To help you get started, check out the ECS Physics Samples on GitHub.If you need more guidance, we created a tutorial to help you learn more about Unity’s physics options, including Havok Physics for Unity.By the end of the tutorial, you will be able to do the following:Describe the key benefits of Havok Physics for Unity and Unity PhysicsExplain the relationship between Unity Physics and Havok Physics for UnityIdentify situations where physics solutions for ECS are the right fit for a projectThis tutorial is an introduction to physics solutions in ECS for Unity, tailored to users with an intermediate or advanced level of experience with the Unity Editor. As mentioned earlier, DOTS is Unity’s Data-Oriented Technology Stack, a suite of data-oriented technologies for users looking to make complex projects with highly optimized performance. If you want to learn more about DOTS, we recommend the newly-released DOTS Guide on GitHub.We are also actively engaging with many of you on the DOTS channel, part of the Unity Discord, and in the forums. We look forward to learning more about the projects you’re building with Havok Physics for Unity. #havok #physics #unity #now #supported
    UNITY.COM
    Havok Physics for Unity is now supported for production
    Announced back at the Game Developers Conference (GDC) 2019, Havok Physics for Unity was initially distributed as an experimental package on the Unity Asset Store. Now, with the availability of ECS for Unity (Entity Component System) in the Unity 2022.2 Tech Stream, Havok Physics for Unity is officially supported for production. In fact, we’ve made this package available to all Unity Pro, Enterprise, and Industrial Collection subscribers for free.Havok Physics for Unity is built on the same foundation of technology that powers many of the world’s leading game franchises like Destiny and Assassin’s Creed, among others. When we first set out to define what the future of physics could look like with our Data-Oriented Technology Stack (DOTS), we sought a partner that shared the same core concepts and values as us. Through our partnership with Havok, we were able to leverage DOTS to deliver the highly optimized, stateless, entirely C#, and performant Unity Physics we know today.We also prepared for more complex simulation requirements for users who might need a stateful physics system. We knew that Havok would be the perfect solution to integrate into Unity for those high-end simulation needs.The Havok Physics for Unity package is written using the same C# ECS framework as Unity Physics, and is backed by the closed-source, proprietary Havok Physics engine, written in native C++. Havok Physics for Unity is heavily optimized for many typical gaming use cases. For example, core algorithms have been refined over many years with various automatic caching strategies (including the sleeping of inactive objects), meaning that CPU resources are spent only as needed.Since the experimental package, Unity and Havok have been working together with early users of the plug-in to drive improvements and add new features.Here’s a breakdown of what’s new:Havok Physics for Unity is now available for free for all Unity Pro, Enterprise, and Unity Industrial Collection subscribers.Havok Physics for Unity is based on the 2021.2 version of the original Havok SDK, and brings more stability and performance to the Unity plug-in.As part of the full release, we’ve incorporated support for motorized joints (motors), such as linear position, as well as linear, rotational, and angular velocity.We’ve also added new methods to the HavokSimulation API, which enables granular stepping for your simulations, plus methods for accessing Havok simulations more efficiently with singletons.Check out the complete changelog of updates to Havok Physics for Unity.Havok Physics is a robust physics engine designed to handle the performance demands of the most dynamic games, often involving complex scenes with lots of physical interaction. By working with partners across the industry for over 20 years, Havok has encountered, solved, and continued to iterate on some of the toughest problems facing real-time physics simulation. This investment has led to the stable stacking of physics bodies, minimal artifacts for fast-moving bodies, and generally more controlled behavior, especially when it comes to non-optimized collision geometry.Of course, physics means action, so let’s see how these two creators are currently taking action with Havok Physics for Unity.Title:Hostile Mars Studio:Big Rook Games Studio size:Individual Platforms: Windows PC, console Genre: Open-world, base-building automation tower defense Players: Single playerFirst presented at PAX – East in 2022, Hostile Mars drew in quite an audience with its dedicated use of physics and unique blend of genres. The vast Martian landscape is brought to life in an open-world factory base-building and automation game. Players confront each other at the ground level in close combat to defend their factories through both third-person shooting and programmable defenses.Jake Jameson, founder of Big Rook Games, began by blending genres across multiplayer and single-player games – adding elements from puzzlers along with first-person shooters (FPS) and wave-based shooters. The more he evolved this idea, the more he narrowed his focus on creating a single-player base builder. He soon discovered the ideal balance between building, strategy, and combat, finally leading up to the one and only Hostile Mars.When completing that final iteration of Hostile Mars, it was clear the game needed to use some sort of data-oriented programming model. Jake wanted to have large enemy waves while still achieving high-end visuals. In order to provide the players with the best possible experience, the game had to run performantly on a massive scale, supporting thousands of enemies simultaneously onscreen.To meet these demands, Jake turned to Unity’s Data-Oriented Technology Stack. In leveraging ECS for Unity, every enemy in Hostile Mars could run real-time Mesh Physics/Collisions, A* Pathfinding, and Local Avoidance, in addition to robust state systems, animations, weapon and projectile systems, high-quality VFX, particle systems, and more.“Without DOTS, I wouldn’t have been able to provide the experience that I imagined in my original design. It just wouldn’t have been possible without implementing my own ECS framework, and as a solo dev, this isn’t viable given my timeline and budget.” – Jake Jameson, founder of Big Rook GamesAlthough Jake is not a game developer by trade, he is an avid gamer and was already familiar with the original Havok Physics engine. Knowing how trusted Havok’s technology has been among AAA studios, Jake felt confident implementing it as soon as it became available in Unity via the experimental package.Hostile Mars is a physics-intensive experience. The player uses physics-based traps and turrets to manipulate the physics properties of enemies. By applying different physical properties to enemies, the goal is to stop them in their tracks or drive them toward more dangerous traps.Not to mention that Hostile Mars involves an incredible number of enemies. More specifically, there are up to 5,000 individual physics-based enemies that can flood the player’s Martian factories, which leads to hundreds of collisions and projectiles onscreen at once.All of the physics in Hostile Mars utilizes Havok Physics for Unity; from the collisions between projectiles and enemies, players and enemies, even enemies and other enemies, to enemies and the landscape itself, and hovering enemies who require a constant state of force to stay afloat. These distinct physics interactions take place in real-time, with physical simulation that allows for believable hovering, gravity, and mesh point collisions. So when players strike their enemies at a particular point, they will see them spin away just as Havok Physics for Unity intended them to.Not only are the enemies entirely physics-based, but the traps that are necessary for gameplay are physics-based too. There are gravity traps that push and pull enemies, which in turn, slow down or speed up traps that smash enemies. There are even traps that spring spikes up into an enemy’s path, not just pushing them aside, but realistically simulating the force and velocity of the spikes so that the enemy reaction appears authentic.Once the players advance, the enemy waves become varied and increasingly complex, which requires players to build traps more strategically, combining their different physics-based interactions to herd enemies with different weaknesses toward stronger traps and turrets that can impact them most. For example, while a frost trap might slow some enemies down, an explosive trap can deal the most damage possible against a highly concentrated wave.Plans for releasing Hostile Mars on consoles are still in the works, but in the meantime, you can add Hostile Mars for Windows PC to your Wishlist on Steam today.Title: Robocraft 2 Studio:Freejam Games Studio size:25 Platforms:Windows PC, console Genre: Online vehicular combat Players: 5v5 online multiplayerRobocraft 2 is the free-to-play sequel to 2017’s award-winning Robocraft, where players build customizable robot battle vehicles that drive, hover, walk, and fly in an open-world multiplayer environment. Since this initial success, the team at Freejam Games has refined a fully customizable experience for Robocraft 2, so that players can bring their own creations to competitive multiplayer gameplay.As Freejam Games experimented with projects following the success of Robocraft, they focused on providing exciting new building tools. This way, players could enjoy more freedom to design complex, physics-simulated creations.The team evaluated how moving the physics from the client side to dedicated multiplayer game servers could enhance the physical interactions between the vehicles and robots created by the players. They discovered that relegating the physics to the server created a range of fun gameplay moments, wherein weight, inertia, momentum, friction, mass, and bounciness were all accurately simulated. In other words, the heavy vehicles could easily push lighter ones, or be combined with joints like pistons, servos, and rotating platforms. Even weapons and explosions applied realistic kickback and force when they hit. All of these experiments, alongside community testing and feedback, culminated in Robocraft 2.In Robocraft 2, players now get to create complex vehicles, take them into battle, and destroy them in 5v5 team battles online. From their experience with the first Robocraft game, the Freejam team knew how competitive and creative their players could be, finding new ways to optimize the provided building tools in order to win battles.This meant that the team had to rely on three key features from their physics engine in order to provide a fair experience for all:Fast performanceRobust, non-glitchy physics simulationAccess to low-level areas of the physics engine to make modifications in the gamePrior to the 2017 announcement of DOTS and ECS for Unity, Freejam Games explored the possibility of building their ECS framework in-house. They then quickly adopted ECS for Unity in its experimental release, starting with Unity Physics. For experiments with server-side tech, they used determinism as a solution for keeping the player clients and simulation on the server in sync, while Unity Physics (which is deterministic) provided the performance.As the game evolved, they moved away from a stateless approach and became early adopters of Havok Physics for Unity. As a stateful system, Havok Physics for Unity ultimately powered the performance of the simulation within the gameplay requirements for Robocraft 2.“The high performance of Havok [Physics for Unity] allows us to have accurate server-side physics in our online game. In turn, that provides several significant benefits including giving all clients an equal representation of the physics for a better quality experience. The fact that the server is authoritative over the simulation also has the added benefit of reducing the opportunity for cheaters.” – Ed Fowler, principal programmer and cofounder of FreejamHavok Physics for Unity helped Freejam Games solve complicated issues. For example, as players defeat opponents, the robots and vehicles fall apart block by block, which can create hundreds of Rigidbodies in the environment. To free up CPU and maintain high frame rates, those inactive Rigidbodies can be put to sleep via Deactivation, a feature that effectively removes the physics from broken pieces temporarily.Player creations in Robocraft 2 consist of many Rigidbodies with Compound Colliders constrained together by joints, which can be smashed or stacked on top of one another. Further improvements to overall performance of the physics simulation can be gained with Collision Caching, which additionally allows for refined simulation of joints/constraints, such as in those stacking situations.Lastly, the Havok Visual Debugger was used to visualize the collision in the game world in real-time. It enabled Freejam Games to identify glitches, snags, and efficiently spot instances where rogue contacts arise. This accelerated their workflow and prompted fast fixes.Want to see Robocraft 2 in action? Add it to your Wishlist on Steam.To help you get started, check out the ECS Physics Samples on GitHub.If you need more guidance, we created a tutorial to help you learn more about Unity’s physics options, including Havok Physics for Unity.By the end of the tutorial, you will be able to do the following:Describe the key benefits of Havok Physics for Unity and Unity PhysicsExplain the relationship between Unity Physics and Havok Physics for UnityIdentify situations where physics solutions for ECS are the right fit for a projectThis tutorial is an introduction to physics solutions in ECS for Unity, tailored to users with an intermediate or advanced level of experience with the Unity Editor. As mentioned earlier, DOTS is Unity’s Data-Oriented Technology Stack, a suite of data-oriented technologies for users looking to make complex projects with highly optimized performance. If you want to learn more about DOTS, we recommend the newly-released DOTS Guide on GitHub.We are also actively engaging with many of you on the DOTS channel, part of the Unity Discord, and in the forums. We look forward to learning more about the projects you’re building with Havok Physics for Unity.
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  • 6 ways ScriptableObjects can benefit your team and your code

    We’re happy to announce that we’ve launched a new technical e-book, Create modular game architecture in Unity with ScriptableObjects, which provides best practices from professional developers for deploying ScriptableObjects in production.Along with the e-book, you can download a demo project from GitHub inspired by classic ball and paddle arcade game mechanics. The demo shows how ScriptableObjects can help you create components that are testable and scalable, while also being designer-friendly. Although a game like this could be built with far fewer lines of code, this demo shows ScriptableObjects in action.This post explains the benefits of ScriptableObjects, but doesn’t cover the basics or general coding in Unity. If you’re new to programming in Unity, head over to Unity Learn, which offers helpful introductory tutorials. The first chapter in the e-book also offers a solid primer.Let’s look at six ways you can benefit from using ScriptableObjects in your projects. Want to know more? All of these examples are explored further in the e-book and demo project.Although many of the techniques shared here can also be achieved using C# classes, one of the main benefits of ScriptableObjects is the accessibility to artists and designers. They can use ScriptableObjects to configure and apply game logic in a project without having to edit the code.The Editor makes it convenient to view and edit ScriptableObjects, enabling designers to set up gameplay data without heavy support from the developer team. This also applies to game logic, such as applying behavior to an NPC by adding a ScriptableObject.Storing data and logic on a single MonoBehaviour can result in time-consuming merge conflicts if two people change different parts of the same Prefab or scene. By breaking up shared data into smaller files and assets with ScriptableObjects, designers can build gameplay in parallel with developers, instead of having to wait for the latter to finish setting up the gameplay in code before testing it.Issues can arise when colleagues with different roles access the game code and assets at the same time. With ScriptableObjects, the programmer can control what part of the project is editable in the Editor. Additionally, using ScriptableObjects to organize your code leads naturally to a codebase that’s more modular and efficient to test.Christo Nobbs, a senior technical game designer who specializes in systems game design and Unity, contributed to The Unity game designer playbook, and is the main author of a blog post series on designing game systems in Unity. His posts, “Systems that create ecosystems: Emergent game design” and “Unpredictably fun: The value of randomization in game design” provide interesting examples of how designers can use ScriptableObjects.Modularity is a general software principle which can be implemented in C# without using ScriptableObjects. But, as mentioned above, ScriptableObjects help promote clean coding practices by separating data from logic, which is a first step toward modular game code. This separation means it’s easier to make changes without causing unintended side effects, and improves testability.ScriptableObjects excel at storing static data, making them handy for configuring static gameplay values like items or NPC stats, character dialogue, and much more. Because ScriptableObjects are saved as an asset, they persist outside of game mode, making it possible to use them for loading in a static configuration that dynamically changes at runtime.While changes to ScriptableObject data do persist in the Editor, it’s important to note that they are not designed for saving game data. In that case, it’s better to use a serialization system, such as JSON, XML, or a binary solution if performance is critical.MonoBehaviours carry extra overhead since they require a GameObject – and by default a Transform – to act as a host. This means you need to create a lot of unused data before storing a single value. A ScriptableObject slims down this memory footprint and drops the GameObject and Transform. It also stores data at the project level, which is helpful if you need to access the same data from multiple scenes.It’s common to have many GameObjects which rely on duplicate data that does not need to change at runtime. Rather than having this duplicate local data on each GameObject, you can funnel it into a ScriptableObject. Each of the objects stores a reference to the shared data asset, rather than copying the data itself. This can provide significant performance improvements in projects with thousands of objects.In software design, this is an optimization known as the flyweight pattern. Restructuring your code in this way using ScriptableObjects avoids copying values and reduces your memory footprint. Check out our e-book, Level up your code with game programming patterns to learn more about using design patterns in Unity.A good example of how ScriptableObjects can simplify your code is to use them as enums for comparison operations. The ScriptableObject can represent a category or item type, such as a special damage effect – cold, heat, electrical, magic, etc.If your application requires an inventory system to equip gameplay items, ScriptableObjects can represent item types or weapon slots. The fields in the Inspector then function as a drag-and-drop interface for setting them up.Using ScriptableObjects as enums becomes more interesting when you want to extend them and add more data. Unlike normal enums, ScriptableObjects can have extra fields and methods. There’s no need to have a separate lookup table or correlate with a new array of data.While traditional enums have a fixed set of values, ScriptableObject enums can be created and modified at runtime, allowing you to add or remove values as needed.If you have a long list of enum values without explicit numbering, inserting or removing an enum can change their order. This reordering can introduce subtle bugs or unintended behavior. ScriptableObject-based enums don’t have these issues. You can delete or add to your project without having to change the code every time.Suppose you want to make an item equippable in an RPG. You could append an extra boolean field to the ScriptableObject to do that. Are certain characters not allowed to hold certain items? Are some items magical or do they have special abilities? ScriptableObject-based enums can do that.Because you can create methods on a ScriptableObject, they are as useful for containing logic or actions as they are for holding data. Moving logic from your MonoBehaviour into a ScriptableObject enables you to use the latter as a delegate object, making the behavior more modular.If you need to perform specific tasks, you can encapsulate their algorithms into their own objects. The original Gang of Four refers to this general design as the strategy pattern. The example below shows how to make the strategy pattern more useful by using an abstract class to implement EnemyAI. The result is several derived ScriptableObjects with different behavior, which then becomes a pluggable behavior since each asset is interchangeable. You just drag and drop the ScriptableObject of choice into the MonoBehaviour.For a detailed example showing how to use ScriptableObjects to drive behavior, watch the video series Pluggable AI with ScriptableObjects. These sessions demonstrate a finite state machine-based AI system that can be configured using ScriptableObjects for states, actions, and transitions between those states.A common challenge in larger projects is when multiple GameObjects need to share data or states by avoiding direct references between these objects. Managing these dependencies at scale can require significant effort and is often a source of bugs. Many developers use singletons – one global instance of a class that survives scene loading. However, singletons introduce global states and make unit testing difficult. If you’re working with a Prefab that references a singleton, you’ll end up importing all of its dependencies just to test an isolated function. This makes your code less modular and efficient to debug.One solution is to use ScriptableObject-based events to help your GameObjects communicate. In this case, you are using ScriptableObjects to implement a form of the observer design pattern, where a subject broadcasts a message to one or more loosely decoupled observers. Each observing object can react independently from the subject but is unaware of the other observers. The subject can also be referred to as the “publisher” or “broadcaster” and the observers as “subscribers” or “listeners.”You can implement the observer pattern with MonoBehaviours or C# objects. While this is already common practice in Unity development, a script-only approach means your designers will rely on the programming team for every event needed during gameplay.At first glance, it appears that you’ve added a layer of overhead to the observer pattern, but this structure offers some advantages. Since ScriptableObjects are assets, they are accessible to all objects in your hierarchy and don’t disappear on scene loading.Easy, persistent access to certain resources is why many developers use singletons. ScriptableObjects can often provide the same benefits without introducing as many unnecessary dependencies.In ScriptableObject-based events, any object can serve as publisher, and any object can serve as a subscriber. The ScriptableObject sits in the middle and helps relay the signal, acting like a centralized intermediary between the two.One way to think about this is as an “event channel.” Imagine the ScriptableObject as a radio tower that has any number of objects listening for its signals. An interested MonoBehaviour can subscribe to the event channel and respond when something happens.The demo shows how the observer pattern helps you set up game events for UI, sounds, and scoring.At runtime, you’ll often need to track a list of GameObjects or components in your scene. For example, a list of enemies is something you’d need to frequently access, but it’s also a dynamic list that changes as more enemies are spawned or defeated. The singleton offers easy global access, but it has several drawbacks. Instead of using a singleton, consider storing data on a ScriptableObject as a “Runtime Set.” The ScriptableObject instance appears at the project level, which means it can store data that’s available to any object from any scene, offering similar global access. Since the data is located on an asset, its public list of items is accessible at any time.In this use case, you get a specialized data container that maintains a public collection of elements but also provides basic methods to add to and remove from the collection. This can reduce the need for singletons and improve testability and modularity.Reading data directly from a ScriptableObject is also more optimal than searching the Scene Hierarchy with a find operation like Object.FindObjectOfType or GameObject.FindWithTag. Depending on your use case and the size of your hierarchy, these are relatively expensive methods that can be inefficient for per-frame updates.There are several ScriptableObjects frameworks which offer more use cases than these six scenarios. Some teams decide to use ScriptableObjects extensively, while others limit their use to loading in static data and separating logic from data. Ultimately, the needs of your project will determine how you use them.Create modular game architecture in Unity with ScriptableObjects is the third guide in our series for intermediate to advanced Unity programmers. Each guide, authored by experienced programmers, provides best practices for topics that are important to development teams.Create a C# style guide: Write cleaner code that scales assists you with developing a style guide to help unify your approach to creating a more cohesive codebase.Level up your code with game programming patternshighlights best practices for using the SOLID principles and common programming patterns to create scalable game code architecture in your Unity project.We created this series to provide actionable tips and inspiration to our experienced creators, but they aren’t rule books. There are many ways to structure your Unity project and what might seem like a natural fit for one application may not be for another. Evaluate the advantages and disadvantages of each recommendation, tip, and pattern with your colleagues before deploying it.Find more advanced guides and articles on the Unity best practices hub.
    #ways #scriptableobjects #can #benefit #your
    6 ways ScriptableObjects can benefit your team and your code
    We’re happy to announce that we’ve launched a new technical e-book, Create modular game architecture in Unity with ScriptableObjects, which provides best practices from professional developers for deploying ScriptableObjects in production.Along with the e-book, you can download a demo project from GitHub inspired by classic ball and paddle arcade game mechanics. The demo shows how ScriptableObjects can help you create components that are testable and scalable, while also being designer-friendly. Although a game like this could be built with far fewer lines of code, this demo shows ScriptableObjects in action.This post explains the benefits of ScriptableObjects, but doesn’t cover the basics or general coding in Unity. If you’re new to programming in Unity, head over to Unity Learn, which offers helpful introductory tutorials. The first chapter in the e-book also offers a solid primer.Let’s look at six ways you can benefit from using ScriptableObjects in your projects. Want to know more? All of these examples are explored further in the e-book and demo project.Although many of the techniques shared here can also be achieved using C# classes, one of the main benefits of ScriptableObjects is the accessibility to artists and designers. They can use ScriptableObjects to configure and apply game logic in a project without having to edit the code.The Editor makes it convenient to view and edit ScriptableObjects, enabling designers to set up gameplay data without heavy support from the developer team. This also applies to game logic, such as applying behavior to an NPC by adding a ScriptableObject.Storing data and logic on a single MonoBehaviour can result in time-consuming merge conflicts if two people change different parts of the same Prefab or scene. By breaking up shared data into smaller files and assets with ScriptableObjects, designers can build gameplay in parallel with developers, instead of having to wait for the latter to finish setting up the gameplay in code before testing it.Issues can arise when colleagues with different roles access the game code and assets at the same time. With ScriptableObjects, the programmer can control what part of the project is editable in the Editor. Additionally, using ScriptableObjects to organize your code leads naturally to a codebase that’s more modular and efficient to test.Christo Nobbs, a senior technical game designer who specializes in systems game design and Unity, contributed to The Unity game designer playbook, and is the main author of a blog post series on designing game systems in Unity. His posts, “Systems that create ecosystems: Emergent game design” and “Unpredictably fun: The value of randomization in game design” provide interesting examples of how designers can use ScriptableObjects.Modularity is a general software principle which can be implemented in C# without using ScriptableObjects. But, as mentioned above, ScriptableObjects help promote clean coding practices by separating data from logic, which is a first step toward modular game code. This separation means it’s easier to make changes without causing unintended side effects, and improves testability.ScriptableObjects excel at storing static data, making them handy for configuring static gameplay values like items or NPC stats, character dialogue, and much more. Because ScriptableObjects are saved as an asset, they persist outside of game mode, making it possible to use them for loading in a static configuration that dynamically changes at runtime.While changes to ScriptableObject data do persist in the Editor, it’s important to note that they are not designed for saving game data. In that case, it’s better to use a serialization system, such as JSON, XML, or a binary solution if performance is critical.MonoBehaviours carry extra overhead since they require a GameObject – and by default a Transform – to act as a host. This means you need to create a lot of unused data before storing a single value. A ScriptableObject slims down this memory footprint and drops the GameObject and Transform. It also stores data at the project level, which is helpful if you need to access the same data from multiple scenes.It’s common to have many GameObjects which rely on duplicate data that does not need to change at runtime. Rather than having this duplicate local data on each GameObject, you can funnel it into a ScriptableObject. Each of the objects stores a reference to the shared data asset, rather than copying the data itself. This can provide significant performance improvements in projects with thousands of objects.In software design, this is an optimization known as the flyweight pattern. Restructuring your code in this way using ScriptableObjects avoids copying values and reduces your memory footprint. Check out our e-book, Level up your code with game programming patterns to learn more about using design patterns in Unity.A good example of how ScriptableObjects can simplify your code is to use them as enums for comparison operations. The ScriptableObject can represent a category or item type, such as a special damage effect – cold, heat, electrical, magic, etc.If your application requires an inventory system to equip gameplay items, ScriptableObjects can represent item types or weapon slots. The fields in the Inspector then function as a drag-and-drop interface for setting them up.Using ScriptableObjects as enums becomes more interesting when you want to extend them and add more data. Unlike normal enums, ScriptableObjects can have extra fields and methods. There’s no need to have a separate lookup table or correlate with a new array of data.While traditional enums have a fixed set of values, ScriptableObject enums can be created and modified at runtime, allowing you to add or remove values as needed.If you have a long list of enum values without explicit numbering, inserting or removing an enum can change their order. This reordering can introduce subtle bugs or unintended behavior. ScriptableObject-based enums don’t have these issues. You can delete or add to your project without having to change the code every time.Suppose you want to make an item equippable in an RPG. You could append an extra boolean field to the ScriptableObject to do that. Are certain characters not allowed to hold certain items? Are some items magical or do they have special abilities? ScriptableObject-based enums can do that.Because you can create methods on a ScriptableObject, they are as useful for containing logic or actions as they are for holding data. Moving logic from your MonoBehaviour into a ScriptableObject enables you to use the latter as a delegate object, making the behavior more modular.If you need to perform specific tasks, you can encapsulate their algorithms into their own objects. The original Gang of Four refers to this general design as the strategy pattern. The example below shows how to make the strategy pattern more useful by using an abstract class to implement EnemyAI. The result is several derived ScriptableObjects with different behavior, which then becomes a pluggable behavior since each asset is interchangeable. You just drag and drop the ScriptableObject of choice into the MonoBehaviour.For a detailed example showing how to use ScriptableObjects to drive behavior, watch the video series Pluggable AI with ScriptableObjects. These sessions demonstrate a finite state machine-based AI system that can be configured using ScriptableObjects for states, actions, and transitions between those states.A common challenge in larger projects is when multiple GameObjects need to share data or states by avoiding direct references between these objects. Managing these dependencies at scale can require significant effort and is often a source of bugs. Many developers use singletons – one global instance of a class that survives scene loading. However, singletons introduce global states and make unit testing difficult. If you’re working with a Prefab that references a singleton, you’ll end up importing all of its dependencies just to test an isolated function. This makes your code less modular and efficient to debug.One solution is to use ScriptableObject-based events to help your GameObjects communicate. In this case, you are using ScriptableObjects to implement a form of the observer design pattern, where a subject broadcasts a message to one or more loosely decoupled observers. Each observing object can react independently from the subject but is unaware of the other observers. The subject can also be referred to as the “publisher” or “broadcaster” and the observers as “subscribers” or “listeners.”You can implement the observer pattern with MonoBehaviours or C# objects. While this is already common practice in Unity development, a script-only approach means your designers will rely on the programming team for every event needed during gameplay.At first glance, it appears that you’ve added a layer of overhead to the observer pattern, but this structure offers some advantages. Since ScriptableObjects are assets, they are accessible to all objects in your hierarchy and don’t disappear on scene loading.Easy, persistent access to certain resources is why many developers use singletons. ScriptableObjects can often provide the same benefits without introducing as many unnecessary dependencies.In ScriptableObject-based events, any object can serve as publisher, and any object can serve as a subscriber. The ScriptableObject sits in the middle and helps relay the signal, acting like a centralized intermediary between the two.One way to think about this is as an “event channel.” Imagine the ScriptableObject as a radio tower that has any number of objects listening for its signals. An interested MonoBehaviour can subscribe to the event channel and respond when something happens.The demo shows how the observer pattern helps you set up game events for UI, sounds, and scoring.At runtime, you’ll often need to track a list of GameObjects or components in your scene. For example, a list of enemies is something you’d need to frequently access, but it’s also a dynamic list that changes as more enemies are spawned or defeated. The singleton offers easy global access, but it has several drawbacks. Instead of using a singleton, consider storing data on a ScriptableObject as a “Runtime Set.” The ScriptableObject instance appears at the project level, which means it can store data that’s available to any object from any scene, offering similar global access. Since the data is located on an asset, its public list of items is accessible at any time.In this use case, you get a specialized data container that maintains a public collection of elements but also provides basic methods to add to and remove from the collection. This can reduce the need for singletons and improve testability and modularity.Reading data directly from a ScriptableObject is also more optimal than searching the Scene Hierarchy with a find operation like Object.FindObjectOfType or GameObject.FindWithTag. Depending on your use case and the size of your hierarchy, these are relatively expensive methods that can be inefficient for per-frame updates.There are several ScriptableObjects frameworks which offer more use cases than these six scenarios. Some teams decide to use ScriptableObjects extensively, while others limit their use to loading in static data and separating logic from data. Ultimately, the needs of your project will determine how you use them.Create modular game architecture in Unity with ScriptableObjects is the third guide in our series for intermediate to advanced Unity programmers. Each guide, authored by experienced programmers, provides best practices for topics that are important to development teams.Create a C# style guide: Write cleaner code that scales assists you with developing a style guide to help unify your approach to creating a more cohesive codebase.Level up your code with game programming patternshighlights best practices for using the SOLID principles and common programming patterns to create scalable game code architecture in your Unity project.We created this series to provide actionable tips and inspiration to our experienced creators, but they aren’t rule books. There are many ways to structure your Unity project and what might seem like a natural fit for one application may not be for another. Evaluate the advantages and disadvantages of each recommendation, tip, and pattern with your colleagues before deploying it.Find more advanced guides and articles on the Unity best practices hub. #ways #scriptableobjects #can #benefit #your
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    6 ways ScriptableObjects can benefit your team and your code
    We’re happy to announce that we’ve launched a new technical e-book, Create modular game architecture in Unity with ScriptableObjects, which provides best practices from professional developers for deploying ScriptableObjects in production.Along with the e-book, you can download a demo project from GitHub inspired by classic ball and paddle arcade game mechanics. The demo shows how ScriptableObjects can help you create components that are testable and scalable, while also being designer-friendly. Although a game like this could be built with far fewer lines of code, this demo shows ScriptableObjects in action.This post explains the benefits of ScriptableObjects, but doesn’t cover the basics or general coding in Unity. If you’re new to programming in Unity, head over to Unity Learn, which offers helpful introductory tutorials. The first chapter in the e-book also offers a solid primer.Let’s look at six ways you can benefit from using ScriptableObjects in your projects. Want to know more? All of these examples are explored further in the e-book and demo project.Although many of the techniques shared here can also be achieved using C# classes, one of the main benefits of ScriptableObjects is the accessibility to artists and designers. They can use ScriptableObjects to configure and apply game logic in a project without having to edit the code.The Editor makes it convenient to view and edit ScriptableObjects, enabling designers to set up gameplay data without heavy support from the developer team. This also applies to game logic, such as applying behavior to an NPC by adding a ScriptableObject (explained in the patterns below).Storing data and logic on a single MonoBehaviour can result in time-consuming merge conflicts if two people change different parts of the same Prefab or scene. By breaking up shared data into smaller files and assets with ScriptableObjects, designers can build gameplay in parallel with developers, instead of having to wait for the latter to finish setting up the gameplay in code before testing it.Issues can arise when colleagues with different roles access the game code and assets at the same time. With ScriptableObjects, the programmer can control what part of the project is editable in the Editor. Additionally, using ScriptableObjects to organize your code leads naturally to a codebase that’s more modular and efficient to test.Christo Nobbs, a senior technical game designer who specializes in systems game design and Unity (C#), contributed to The Unity game designer playbook, and is the main author of a blog post series on designing game systems in Unity. His posts, “Systems that create ecosystems: Emergent game design” and “Unpredictably fun: The value of randomization in game design” provide interesting examples of how designers can use ScriptableObjects.Modularity is a general software principle which can be implemented in C# without using ScriptableObjects. But, as mentioned above, ScriptableObjects help promote clean coding practices by separating data from logic, which is a first step toward modular game code. This separation means it’s easier to make changes without causing unintended side effects, and improves testability.ScriptableObjects excel at storing static data, making them handy for configuring static gameplay values like items or NPC stats, character dialogue, and much more. Because ScriptableObjects are saved as an asset, they persist outside of game mode, making it possible to use them for loading in a static configuration that dynamically changes at runtime.While changes to ScriptableObject data do persist in the Editor, it’s important to note that they are not designed for saving game data. In that case, it’s better to use a serialization system, such as JSON, XML, or a binary solution if performance is critical.MonoBehaviours carry extra overhead since they require a GameObject – and by default a Transform – to act as a host. This means you need to create a lot of unused data before storing a single value. A ScriptableObject slims down this memory footprint and drops the GameObject and Transform. It also stores data at the project level, which is helpful if you need to access the same data from multiple scenes.It’s common to have many GameObjects which rely on duplicate data that does not need to change at runtime. Rather than having this duplicate local data on each GameObject, you can funnel it into a ScriptableObject. Each of the objects stores a reference to the shared data asset, rather than copying the data itself. This can provide significant performance improvements in projects with thousands of objects.In software design, this is an optimization known as the flyweight pattern. Restructuring your code in this way using ScriptableObjects avoids copying values and reduces your memory footprint. Check out our e-book, Level up your code with game programming patterns to learn more about using design patterns in Unity.A good example of how ScriptableObjects can simplify your code is to use them as enums for comparison operations. The ScriptableObject can represent a category or item type, such as a special damage effect – cold, heat, electrical, magic, etc.If your application requires an inventory system to equip gameplay items, ScriptableObjects can represent item types or weapon slots. The fields in the Inspector then function as a drag-and-drop interface for setting them up.Using ScriptableObjects as enums becomes more interesting when you want to extend them and add more data. Unlike normal enums, ScriptableObjects can have extra fields and methods. There’s no need to have a separate lookup table or correlate with a new array of data.While traditional enums have a fixed set of values, ScriptableObject enums can be created and modified at runtime, allowing you to add or remove values as needed.If you have a long list of enum values without explicit numbering, inserting or removing an enum can change their order. This reordering can introduce subtle bugs or unintended behavior. ScriptableObject-based enums don’t have these issues. You can delete or add to your project without having to change the code every time.Suppose you want to make an item equippable in an RPG. You could append an extra boolean field to the ScriptableObject to do that. Are certain characters not allowed to hold certain items? Are some items magical or do they have special abilities? ScriptableObject-based enums can do that.Because you can create methods on a ScriptableObject, they are as useful for containing logic or actions as they are for holding data. Moving logic from your MonoBehaviour into a ScriptableObject enables you to use the latter as a delegate object, making the behavior more modular.If you need to perform specific tasks, you can encapsulate their algorithms into their own objects. The original Gang of Four refers to this general design as the strategy pattern. The example below shows how to make the strategy pattern more useful by using an abstract class to implement EnemyAI. The result is several derived ScriptableObjects with different behavior, which then becomes a pluggable behavior since each asset is interchangeable. You just drag and drop the ScriptableObject of choice into the MonoBehaviour.For a detailed example showing how to use ScriptableObjects to drive behavior, watch the video series Pluggable AI with ScriptableObjects. These sessions demonstrate a finite state machine-based AI system that can be configured using ScriptableObjects for states, actions, and transitions between those states.A common challenge in larger projects is when multiple GameObjects need to share data or states by avoiding direct references between these objects. Managing these dependencies at scale can require significant effort and is often a source of bugs. Many developers use singletons – one global instance of a class that survives scene loading. However, singletons introduce global states and make unit testing difficult. If you’re working with a Prefab that references a singleton, you’ll end up importing all of its dependencies just to test an isolated function. This makes your code less modular and efficient to debug.One solution is to use ScriptableObject-based events to help your GameObjects communicate. In this case, you are using ScriptableObjects to implement a form of the observer design pattern, where a subject broadcasts a message to one or more loosely decoupled observers. Each observing object can react independently from the subject but is unaware of the other observers. The subject can also be referred to as the “publisher” or “broadcaster” and the observers as “subscribers” or “listeners.”You can implement the observer pattern with MonoBehaviours or C# objects. While this is already common practice in Unity development, a script-only approach means your designers will rely on the programming team for every event needed during gameplay.At first glance, it appears that you’ve added a layer of overhead to the observer pattern, but this structure offers some advantages. Since ScriptableObjects are assets, they are accessible to all objects in your hierarchy and don’t disappear on scene loading.Easy, persistent access to certain resources is why many developers use singletons. ScriptableObjects can often provide the same benefits without introducing as many unnecessary dependencies.In ScriptableObject-based events, any object can serve as publisher (which broadcasts the event), and any object can serve as a subscriber (which listens for the event). The ScriptableObject sits in the middle and helps relay the signal, acting like a centralized intermediary between the two.One way to think about this is as an “event channel.” Imagine the ScriptableObject as a radio tower that has any number of objects listening for its signals. An interested MonoBehaviour can subscribe to the event channel and respond when something happens.The demo shows how the observer pattern helps you set up game events for UI, sounds, and scoring.At runtime, you’ll often need to track a list of GameObjects or components in your scene. For example, a list of enemies is something you’d need to frequently access, but it’s also a dynamic list that changes as more enemies are spawned or defeated. The singleton offers easy global access, but it has several drawbacks. Instead of using a singleton, consider storing data on a ScriptableObject as a “Runtime Set.” The ScriptableObject instance appears at the project level, which means it can store data that’s available to any object from any scene, offering similar global access. Since the data is located on an asset, its public list of items is accessible at any time.In this use case, you get a specialized data container that maintains a public collection of elements but also provides basic methods to add to and remove from the collection. This can reduce the need for singletons and improve testability and modularity.Reading data directly from a ScriptableObject is also more optimal than searching the Scene Hierarchy with a find operation like Object.FindObjectOfType or GameObject.FindWithTag. Depending on your use case and the size of your hierarchy, these are relatively expensive methods that can be inefficient for per-frame updates.There are several ScriptableObjects frameworks which offer more use cases than these six scenarios. Some teams decide to use ScriptableObjects extensively, while others limit their use to loading in static data and separating logic from data. Ultimately, the needs of your project will determine how you use them.Create modular game architecture in Unity with ScriptableObjects is the third guide in our series for intermediate to advanced Unity programmers. Each guide, authored by experienced programmers, provides best practices for topics that are important to development teams.Create a C# style guide: Write cleaner code that scales assists you with developing a style guide to help unify your approach to creating a more cohesive codebase.Level up your code with game programming patternshighlights best practices for using the SOLID principles and common programming patterns to create scalable game code architecture in your Unity project.We created this series to provide actionable tips and inspiration to our experienced creators, but they aren’t rule books. There are many ways to structure your Unity project and what might seem like a natural fit for one application may not be for another. Evaluate the advantages and disadvantages of each recommendation, tip, and pattern with your colleagues before deploying it.Find more advanced guides and articles on the Unity best practices hub.
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