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You are right, the bugs are not 100% consistent, and that's a pity, but as soon as you have big scenes that uses more than 3Gb of ram, then the...
+1000
I'm not sure to understand what you propose. Is it to move Unity to a free open source project? Personally I start to be really tired to create...
Yes but it takes time and it is really boring to do in a production process...
Hello Unistorm looks really great. However some items remains a bit unclear to me: - Is it possible to force the weather condition? I read...
I have exactly the same problem here Have you found some solution?
Thank you very much for the trick, KyleStaves
Hello Zharramadar :-), I'm really interrested in your product cause I look for solutions to create big worlds. However I have some remarks /...
That's very good news :)! Is the sharing of the texture over the whole project will allow to use LoadLevelAdditiveAsync?
@Demostenes: Is it not posible for you to divide your scene in several scenes and use Application.LoadLevelAdditiveAsync ? I know that you have...
This is crazy :/ I'm going to try your solution oopari
Some more questions :): How do you edit the tile? Do you have to create a special scene for each tile and then create a prefab stored in the...
I'm also really interested in this manager :) Is it possible to place existing terrain in your manager? Are the objects on the terrain also...
andeeee, thank you very much for your answer :) This is what I've made. I've change my design to use the internal serialization process of...
Just to say that I've put this question on unity answers here
Hello everybody :), I can't find any information or good practices on how to save and load extra information in scene when editing the scene...
Hello everybody :), For me, the best new feature would be the management of huge terrains. Unity could use internally a paged (tiled) system...