BatchRendererGroup Rendering Shader

How To Write A Custom URP Shader With DOTS Instancing Support

I wanted to enhance the look of my boids BatchRendererGroup (BRG) sample with more suitable meshes instead of cubes. For that I decided to use a custom shader with some simple procedural vertex animation. For me, who hasn’t worked with URP or HDRP in production, this turned out to be quite a journey. So I am sharing the solution so you don’t have to spend your time.

Loading Memory Optimization Performance

Should you use ScriptableObject to store settings in Unity?

While passing technical interviews the topic of using ScriptableObjects was raised a lot of times, but not all studios use them or even know about its advantages. In this post I would like to share reasons why I use it myself and would be happy to discuss additional pros and cons in the comments.
TL;DR: Use ScriptableObject when you need to store and customize properties of your scripts.