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You're essentially telling me to go screw myself, but in a polite tone. Much better, well done! It seems you don't have a good grip of my...
You don't have a clue, and yet you tell me how it is. Dude, you really need to get off your high horses. No, wait, let me push you: I'm...
Your hubris never fails to impress me. You really do know what's best for everyone, don't you? Oh, BTW, I don't think you ever told me which...
Two massive reasons: * Leverage an existing .NET-based framework, using the Unity player to reach a larger audience * Avoid being locked into a...
Sounds like we might be talking about the same thing, but with different words (and slightly different POVs). What, why? I can churn things out...
Sure, there are lot of stand up guys at UT, but neither you nor they know anything for certain about the future. I'm not taking any chances though...
Yeah, it's sad. Not that the product itself had any chance of surviving anyway, except with a complete codebase rewrite and new IDE paradigms (not...
Your "tiles" concept is graphically a subset of sprites, but with some extra behavioral components added to it. That behavior can obviously be...
I think the confusion here is that you're using the term "tile" incorrectly - you really mean something more like "sprite", no?
(tgraupmann - wrong thread?) We agree on 2.5D isometric rendering. However, there's no real gain in writing a 2D engine from the ground up...
* optimized rendering: it doesn't matter if you use fixed-sized tiles or arbitrarily sized images, different "frames" can still be part of the...
I already have several of the components you describe, what I'm missing is the actual curve drawing capabilities. (I'm refactoring my whole engine...
While I would love a really good tesselator that creates high-quality AA curves, I fear it's going to be more expensive, by orders of magnitude,...
Right, rendering 2D shapes has nothing to do with SVG/SWF/XAML. That the majority of the visual output from these uses 2D shapes is totally...
+1 A 2D API would also be a first step towards supporting SWF, SVG and even XAML (the Moonlight renderer could be used). I think AGG 2.4...
Since I can target other backends with my framework, I can debug my game code using Managed DirectX instead of the Unity player - so I vote for...
I would guess the rendering engine is "included" to some degree, but any frameworks and application code around it would presumably be written in...
Heh, OK :) Too bad about the lack of a roadmap for the mono upgrade... PhysX I can personally do without; when I'm using physics it's normally...
Yeah, I was soooo proposing to debug the native runtime, rather than the .NET code. Moot point though if it's coming via mono soon anyway.