Search results
Results From The WOW.Com Content Network
Unity Technologies, the provider of the market-leading Unity development platform for 3D interactive content on the Web, PC, Mac, Wii™ and iPhone, announced today that it has surpassed the 100,000 registered user milestone. The opportunities for Unity developers are diverse and endless with the number of viable publishing channels, like ...
We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. Read our full announcement for more information and let us know if you have any questions.
We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. Read our full announcement for more information and let us know if you have any questions.
153. I have a question about MonoBehaviour and its significance when you have to include it in a C# script in Unity. From reading online I understand that Monobehaviour is considered a base class or a class of its own that comes with the UnityEngine namespace. Any class that inherits from Monobehaviour is allowed access to predesigned functions ...
Aug 11, 2006. Posts: 3,355. Unity and its documentation use normal/bump/height quite carelessly. I believe this will be improved in 3.0. Unity always means "normal" when it says "bump". The only time height maps are ever used is for shaders with "parallax" in their names. Even then, the height map is in the alpha channel of the normal map. So ...
2. Now secondly I don't know the best way to implement the tile map. I read many things and my idea was to create different prefabs and put them in the tilemap array, then generate the map from it. I also need the array to be able to access each tile ( tilemap [x] [y] ), otherwise I could of course just place each tile next to each other in the ...
2. i Created a GameObject Spawner. which creates multiple Objects the object itself is supposed to give itself a random coordinate to walk to. this is done within the update methode each created object has its own script attached to it. sadly all my objects go to the same coordinate while object a and object b should have their own coords to go to.
Tbh, I've not looked much at native heap fragmentation. But I'd assume that the non-read/write-enabled textures don't contribute much to it, as their pixel memory is only of a transitory nature on the CPU memory until it is uploaded to the GPU, and the native side that remains should be small enough to fit in the bucket allocator.
Unity Technologies. This is the official thread for the rock critter. Take a look at the Hero card on the roadmap. The rock critter is a creature that moves around fast, and when the player gets too close, attacks the protagonist. The behavior is very similar to the slime critter, that's why we will use the same state machine later.
We are migrating the Unity Forums to Unity Discussions. On July 12, the Unity Forums will become read-only. On July 15, Unity Discussions will become read-only until July 18, when the new design and the migrated forum contents will go live. Read our full announcement for more information and let us know if you have any questions.