Unity does read certain native files, like Maya, Max, etc. The way it does it is to export automatically to a temporary FBX first, so you might not get the same results but it usually does a good job. http://unity3d.com/unity/workflow/asset-workflow
Check out this: https://unity3d.com/files/solutions/photogrammetry/Unity-Photogrammetry-Workflow_2017-07_v2.pdf You can use a phone, just know ur results will be subpar when compared to a decent DSLR. But its good enough to get started! I think you can download Adobe Lightroom or something on your phone that lets you shoot…
"The environments are built in a way that allows the player to move around and explore. The camera is a continuous first-person camera, and when the player is teleported to a different location, the transition feels like a cinematic cut." Sounds to me like how VR players currently move with the teleportation.…
https://unity3d.com/unity/beta/2018.3 Unity 2018.3.0b7 release notes: - XR: Linear color space now works on Oculus Go and Quest. For Gear VR, driver issues may prevent linear from working with S7 Adreno phones on Android 7.0. :D
Unless you are actually editing the uv's to make better use of the space, you wont be saving any texture memory. The advantage of having multiple object textures on 1 uv is you can use the same shader for all them thus saving some draw calls (although this won't work in some situations, iirc) I think you should avoid…
Fixed Time Step defines the speed the guts of the program (including PhysX) works at. http://unity3d.com/support/documentation/Components/class-TimeManager.html Banking is fairly easy for this stuff to handle. Just make sure if there's a seam that the ray knows to go with the first road piece it hits, because that will be…
I'll pretend this thread is about becoming a game-developer with full awareness of the sacrifices that comes with it ;) . If anything for a solo developer I'd suggest unity over UDK, it's a bit lighter and easier to prototype things in, only go UDK if you have a ton of experience in either unreal tech or heavier things.…
I'm assuming you want this for sound or music, if you're looking to mute players in a multiplayer setup its a bit more involved but here goes: -create a UI button that will toggle the audio when clicked. -create a C# script with a mute function that the ui button will reference for OnClick() (or whatever the native uGui…
https://www.edx.org/course/cs50s-introduction-computer-science-harvardx-cs50x => https://www.edx.org/course/cs50s-introduction-to-game-development => http://rogueliketutorials.com/ => https://unity3d.com/learn http://roguebasin.com/index.php?title=Articles Good luck through. If your not had much success with art and you…
I see it here. https://unity3d.com/unity/beta/unity5.3.0b5 If this is incorrect then it can easily be added to your own project by finding the tangent to world transform in your CGIncludes shaders. Alternatively you could construct your own vertex shader which would look something like my code below (Using Unity 4).…