I forgot to mention that we use Spine and Unity. You can use any tool you'd like as long as it outputs in a format Unity can read (sprite sheets are fine).
and as another side not, remember that Unity and backfacing do not play nice together, so make sure you won't see the "inside" faces on your model when you import it into Unity.
It might have changed and got better, but in 2010 at least WebGL was hideously slow. Not even approaching the performance of Unity or Molehill (which isn't as fast as Unity eiher, at least the beta build).
I am using Unity 3D and programming in C#. I have 2 years of experience with Unity. Here is a video of what is currently in the game: https://www.youtube.com/watch?v=pKAciCO9NVQ
Let's talk about 3dsMax and Unity. Can I have a mesh exported to Unity and apply 3 materials. One on the first ID, one on the second ID and one on the whole object.
Looks to me like Unity and Torque have some competition coming. Although, both are very cheap (torque and Unity) compared to Unreal, so maybe they will release a cheaper build or something.
I found out that I'd made $100 worth of sales on the unity store last month and didn't know it. I'd only put the assets up on the store as an exercise to learn Unity. :-)
that would double the drawcalls though ( same issue in unity ! ) the real solution would be to modifie your font "texture" which in unity is not really possible D: dont know about udk
Yeah, virtually the same result between the xnormal plugin James O'hare wrote and handplane. Both can create a perfect result in unity with shader modification. Vanilla xnormal is not synced for unity.
for unity you can use shaderforge for more fancy shaders , i prefer unreal/cryengine for environments since they are free and give you cool shadows , in unity is only for pro version =/