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That was one thing I really wanted fixed. Just let us put OcclusionAreas into prefabs and load them from resources/bundles.
If people can be sued for using common english words like "edge" or "scroll" in the names of their games then I can see how OP would be worried.
"Bake your navigation data in the editor, and let Unity's high-performance path-finding and crowd simulation take over at runtime."
Will occlusion culling work with streamed scenes in 3.5?
This is what you are worried about? Really?
They don't really render 100 billion polys at runtime. Still, pretty interesting stuff. I wonder if any of this is patented.
They should hire Tim Langdell as their lawyer!
Do you have any plans to release interactive demo? Also it would be nice to see what exactly the process of creating "brain" entails.
Good news. I assume a pro-only feature though?
Google is now pushing to end Net Neutrality. Screw them, and screw them hard.
Seems like idea is that you really save town for everybody. Of course you have only saved it from this one particular attack and some time later...
Well what if certain player sends one set of positional updates to the server and a different one to his enemies, creating "false image" for them...
I don't really see anything funny.
I really hope not. After this Google is officially completely evil.
Looks good. Are buildings desgned by hand or also procedurally generated?
This link has some pretty interesting statistics.
I've been thinking a lot lately about how cheating can be prevented in p2p system, so I also wonder about how they go about it. They mention...
I'd really love to know what kind of price tag is on this system. Also someone in the comments to that youtube video mentions that it's being...
This is simply great! Makes ground look so much more natural. Trees look great too with all those shadows. Thank you.
It's immigration court in the US. They don't want to give him asylum :(