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The algorithm we can use to schedule the input thread is better than "keep checking to see if it's the right time yet". Here's how it works: make...
Good asset management for models and stuff. Superb interface for editing things live while the game runs. The designer/balance guy is going to...
This is what I thought, which is unfortunate for me :( Yep, there is a lot of Unity that I can't really use for my game, but there is still a...
Distinct threads are fine, because I can make the interface between my gamestate and my graphics threadsafe. The gamestate thread stores a full...
You are correct for most games, but not for fighting games. This is a quite rare requirement, that input and gamelogic be realtime instead of tied...
I'm working on a fighting game in Unity, which has to be able to take input from keyboards and joysticks. In these kinds of games, the input...