Tags { "RenderType"="Opaque" } might be part of the answer, everything not opaque should be drawn after the opaque meshes. Try 'Tags { "RenderType"="Transparent" }' instead and use the 'ZWrite Off' flag and proper blending. to sum it all: http://unity3d.com/support/documentation/Components/SL-CullAndDepth.html…
the mesh colliders can be quite sporadic when combined with certain other built in colliders, check out this list at the bottom of the page for some info http://unity3d.com/support/documentation/Components/class-MeshCollider.html
The only limit on Unity VS. Unity Pro is that you cannot earn more than $100,000 in one year, once you exceed that you'd have to purchase a Unity Pro and Unity iOS Pro license. http://unity3d.com/unity/licenses The $99 dollar fee is for Apple to "sign" your apps so that they will run on a iDevice and which you then can…
I'm going to just get you started on the software side of things. Autodesk's 3ds Max is the most commonly used 3d program in the video game industry, in the United States. There is free student versions on autodesk's student website. Maya is also popular, and you can't go wrong with it. If you are looking to make money…
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…
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…
Dual Lightmapping is the Unity method for this. http://unity3d.com/support/documentation/Manual/LightmappingInDepth.html I have Unity Pro here, but haven't tried it on iOS.
Mountains: it should be as simple as dragging/dropping your cameras to the cam1 and cam2 variables within the inspector. i'd recommend learning the basics of unity scripting if you're having trouble here https://unity3d.com/learn/tutorials/modules/beginner/scripting/variables-and-functions if you're still having trouble…
http://unity3d.com/support/documentation/Components/script-EdgeDetectEffectNormals.html this should do the job, you will have to fiddle around with the settings to prevent it from showing the diffrent pices before they are supposed to be seen. also i gues this is pro only.
Unity does not charge royalties ever. http://unity3d.com/unity/faq Just use that. I really don't know where you are getting your info from on unity, do you have a link? Edit: In my understanding if you make over $100,000 you would need to upgrade to unity pro. Even then you still do not pay royalties. So Unity Pro would be…