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This is still an issue. Getting license errors that require reactivation is annoying and tedious, but it's extremely frustrating when you're...
According to the description on the Download Archive page, you can activate your Pro license on previous versions of Unity....
Ooooohh, that explains it. That's an important thing to note since fixed-point math is way slower. It's not necessarily bad (AI Wars dev used...
You showed that the physic sim is deterministic on the same machine, but what about across multiple machines and operating systems? As far as I...
How can you promote this asset as "the BEST AI and path finding solution available on the asset store for procedurally generated games" when your...
Unfortunately, generic covariance/contravariance was introduced in .Net 4.0. Unity is using a Mono version that equates to .Net 3.5. So until...
If you use an orthographic camera, things will look the same size no matter how far away from the camera they are. But really, you don't need to...
I'd like to know this as well. Apparently, AudioClip streaming worked back when Owlchemy Labs ported Aaaaa! for the Awesome to WebGL.
No, they will not. AFAIK, floating-point determinism is not possible in C#, and it is extremely difficult to pull off in C/C++. This article will...
I follow C# coding conventions listed on MSDN, but consistency is more important than correctness. Use what makes you productive and happy; there...
You can't release a commercial game made with the Pro trial. Any project built with the trail will be watermarked until (if I am not mistaken) you...
I think what you're describing is the same or similar to what's called Dual Utility. So you have buckets of action categories which are scored and...
Ah, and there you go. A utility-based AI tool for Unity. Though, I don't know if the $45 price tag is justified since it looks like a relatively...
You may want to look into utility-based AI. It's sort of like the neural network approach, but it's much more flexible since you can add new...
And there goes 90% percent of the arguments againt C#. Soon-to-be truely cross-platorm as well as fully open source. This is so awesome! I really...
While that would probably work, that's going to be a huge replay file. Ideally, you could just record inputs and then run the simulation with...
Primarily, I would be using it to determine if a player moved or used an action too soon at certain points in the game. What's available now will...
All three of those options sound very useful depending on your use case. For my current project, I'm mostly looking forward the to exposed events.
This is pretty cool. I've been poking at UE4 for a side project and Mono support sounds awesome. I find it a bit humorous that UE4 (unofficially)...
Instead of a bunch of ifs and returns in your update loop, you can create a queue of actions like this: private Queue<Func<bool>> actionQueue;...