Kia ora, I’m a Senior Software Developer @Company-X, using Microsoft Azure cloud computing service and Unity to build, test, deploy, and manage applications. I am interested in Microsoft Azure cloud, Unity and XR development, and .NET/C#.
I’m a Microsoft Certified Azure Solutions Architect Expert, Microsoft Certified Azure Developer, Microsoft Certified Azure AI Engineer, Microsoft Certified Azure Administrator , Microsoft Certified Trainer. I am also a Microsoft Microsoft Most Valuable Professional Award winner since October 2015 and a member of the .NET Foundation.
Before joining Company-X, I worked for Unity, the creator of the world’s most widely used real-time 3D development platform, as a Field Engineer. As a Field Engineer at Unity, I provided in-depth consultation and support to developers who use Unity for their games and simulations (AR/VR/XR) development. I have participated in the Unity Unite Conference twice as a speaker. And I attended the Microsoft Ignite the Tour Beijing Conference as a speaker as well.
BEng in Electronic Information Science and Technology, 2012
Dalian Maritime University
As a developer, I’m keen to know more about this interesting platform from a developer’s perspective. So the following are the information I collected and some idea I want to share with you.
There are some mistakes that may make you feel bad when developing an AR app. This post will detail 4 common mistakes that cause the AR application to display a black screen on your phone.
What needs to be clarified is that Microsoft Most Valuable Professional is not an employee of Microsoft. On the contrary, it is an award awarded by Microsoft to the community.
With more and more Android phones supporting both GLES and Vulkan, mobile game developers often face a problem, can we select which Graphics API to use when the game is launched on a specific device?
This post was first published at Medium This is an English translation of a blog I wrote in Chinese in 2017. Although the original blog was a few years ago, I found this article very interesting, so I decided to translate it into English. 0x00 Introduction I think a lot of game developers hope that the more objects they can render in their scene, the better.
The main content includes analyzing the memory management of the iOS system, using the Instrument to view the memory status of a Unity game, and using the command line tools to dig deep into the memory problems in a Unity game.
In fact, the current Android Studio already provides a good profiler tool for the Android platform.
I write this article to record the process of debugging this issue. At the same time, this article will also introduce how to use Xcode tools to debug shader code to find existing rendering bugs.
This article and the demo project at the end of the article show how to enable the CoreML to work with AR Foundation in Unity. With AR Foundation in Unity and CoreML on iOS, we can interact with virtual objects with our hands.
I believe that many developers will have similar misunderstandings after seeing the name Mesh Compression. So this blog is about how to optimize Mesh in Unity to save memory, and why the Mesh Compression option is turned on, but it doesn’t help memory.
A blog post about the profiling tool on the Android platform - the
Snapdragon Profiler. Compared with its predecessor
Adreno Profiler, Snapdragon Profiler is a substitute for the former and has added support for Vulkan. Therefore, it is recommended that you can use this tool to profile Android devices with Qualcomm chips.