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It is quite likely a reference to the historic early video game "Spacewar!".
Yes, it is done automatically - and an update to Unity very often requires 're-import', which not only may update scripts etc but may...
Check the profiler! Don't forget deep profiling, but remember that deep profiling adds quite a lot of overhead. Also the number of bones is a very...
Screenshots look nice, no brightness problems here (not 100% sure of my screen settings, I usually have them set to "as standard as possible" but...
Since you've written about C and D, I am going to assume you are using Windows. Unity's default installation location is: C:\Program Files\Unity...
The setting in GraphicSettings.asset doesn't do anything - yet. It will however in Unity 5.4. There are several ways to disable shadows, one is...
If your target platform support it you can use Compute Buffers.
Any chance for 2015 support?
Ah, yes, might be a 'uploading-alot-at-once-to-the-GPU'-issue. A related issue is that sometimes drivers/etc doesn't actually upload stuff to the...
You can use the profiler with builds, just make sure Development Build is toggled (then run the build, and open the Profiler window in the editor...
Find the script FrameRate, it's on one of the Cameras I think. It uses Application.targetFrameRate.
Since the Blacksmith demo uses PCSS(-ish?) (http://developer.download.nvidia.com/shaderlibrary/docs/shadow_PCSS.pdf) for it's Unique Character...
You have LateUpdate for doing things after Update. And you could make something like this yourself, I don't really see any particular reason why...
For me, Fallout 1 & 2 and New Vegas are the 'real' Fallout games. Fallout 3 and 4 are 'sort-of' Fallout games (Fallout Tactics is another...
As others have said, the more objects the more overhead (between Unity's core and the scripting language etc), and empty MonoBehaviour (special...
You can roll your own, my custom particle system does it's own batching allowing me to draw a quarter of a million particles with 16 batches.
I am curious, why would the firewall be in any way involved when Unity's compiler is trying to write/read a file on the local development machine?
Combined with the movement input you could almost teleport to any position (if there are no obstacles in the way) in 1 frame. What about...
I think the whole movement thing is just weird... What are the rules? Are you allowed to use the NavMeshAgent to strafe? Are you allowed to use...
Agreed, that would be nice. With some fidgeting you can get them to show up via custom inspectors/editors, but getting them serialized is harder.