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Amateur hour I swear. Come on guys this isn't 2004
That this won't impact most customers is not true. Direct charges sure ok. But indirectly if you drive away studios making good games on Unity,...
Another flaw in this model is how it's tied to a very specific practice. This is the type of thing that potentially stymies innovation in the area...
Anyone who has followed Unity for long knows they don't have the most efficient organization relative to other companies their size. I think the...
You need to provide the shading layer yourself and however you want to provide it with height data. This is also a fairly basic setup, Unity's...
Async is really one of the most abused patterns in .Net and I would hate to see it become pervasive in Unity. Async was designed to solve for IO....
So a lot of people bring this up few actually test it. Or think about exactly where 64 bit provides the biggest benefit, and then ask is the cost...
The whole having source access so you can see how it works.. Doesn't really work that way in game engines. You want to learn how...
No I'm talking about how floating point math works. This page has a pretty good breakdown:...
This gives a bit more clear picture technically: https://docs.unity3d.com/Packages/com.unity.shadergraph@8.1/manual/Position-Node.html It doesn't...
Camera relative is a good way to keep the rendering pipeline 32 bit. It doesn't solve the problem of very large worlds overall. You still need...
I could be wrong on that I'm not a UE expert, but I could not find out how to dynamically load in separate landscapes (not sections within a...
One thing I don't like about UE here and Nanite makes it worse, is that UE doesn't actually support very large worlds as well as it advertises....
Unity doesn't need to provide a Nanite solution. What Unity did do well is providing a toolbox. They need to go back to making the best toolbox...
Ya and no near cutoff means that with how they implement this, near is always washed out. And tuning for one end impacts the other so nearly...
And in the meantime UE 5.1 defaults to 64 bit world coordinates and continues pushing towards having 64 bit as an option everywhere, plus more...
Physx is a huge api surface and insanely complex. And showing it's age. There is a reason why so many commercial games use engines like Havok....
They use a very specific technique that you can reverse engineer just by using their debug mode (been a while can't remember if that's what they...
I tend to agree that a lot of the problems are new hires that brought in AAA influences. I don't think a lot of people understand just how dated...
More specifically It's how moving objects at runtime impacts illumination. So after some testing. Realtime baked data is obviously local. It...