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Is this compatible with Beautify and the Built-in Render pipeline?
@Kurt-Dekker Of course, if you're programming in an OOP style, where it's generally true for Unity in many cases, it depends on how someone would...
Unity Terrain is the biggest pain. 1) When you create a terrain, you have a terraindata file/component saved to the root of your asset folder....
You want to store data? Why not just make a script like this: using System; using System.Collections; using System.Collections.Generic; using...
I use localEulerAngles quite a bit, remember there's rotation, eulerAngles and localEulerAngles and it's very good to know the difference between...
Your LoadLevel method is static while your LoadAsynchronously method isn't. It needs a monoBehaviour script component attached to a GameObject to...
Yes, this is what I was thinking. One could say that it's harder to configure C++, but the editors job seems to be to do the configuration for you...
That looks really good. Unity built in terrain is simply not good in my opinion, particularly the terrain data thing, how it creates the terrain...
...but in order to for example get a job in development and transfer that knowledge over, or even if you use for example Stride engine, the C#...
Reading through people's replies has made me feel better about the situation to a degree. I have to cone to terms with the fact that I'm now a...
Over the last decade of grinding away and learning Unity, the communities been very supportive, and regardless of its shortcomings, Unity's been a...
Saving and loading data is the first thing I look at with anything, file access is as important as drainage is to setting up land.
These are my honest thoughts as well. Starting to create an engine from scratch is actually a lot of fun right now, you know, when I was a kid I...
Google
There are a lot more engines than Godot though to use, and remember Godot could some day go public, so if any project you're going to make is...
I'm going to leave this here for Unity Technologies.... I'm a user of Unity for 7 years. I've released a game called Astralojia: Season 1 on Xbox...
Can surface shaders do multiple passes, or does it need to be a fragment/vertex shader? As a possible alternative, also, say I have a material...
@patrick_murphy_ I thought that might be the case too, in fact, maybe Texture2D.Apply() is taking up more microseconds than the others, but it's...
I've been working on a single project for over a decade relatively full time. The project is a kind of re-creation of RPG Maker in Unity in a 2.5D...
I just wanted to bump this up and say, this optimization after like 6 years of making my games/tools in Unity has finally increased the speed of...