culd
Volunteer
quiet coder
Posts: 1
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Post by culd on Jul 19, 2013 12:09:14 GMT -5
Some facts about the Unity coding system: -It uses both C# and Javascript -It's object oriented, and separate scripts may be placed on individual objects. Scripts can be reused on multiple objects. -There are a series of built in functions, just like in other game engines. This makes it simpler when you want to make objects do something. -AI navigation on custom maps is only available on Unity Pro, unfortunately. I did find an alternative but it's a bit trickier to use. I will likely post this to the forum. -There are two separate types of collisions -- triggers and normal collisions. They're both pretty similar but triggers are less CPU intensive and collisions are more precise. -The physics engine can and will bug out on you occasionally. Just how it goes. Anyway, I hope this was useful. I'll post more things as I think of them.
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Post by JRooster76 on Jul 19, 2013 20:19:37 GMT -5
Thank you! Any wisdom you're willing to give us is much appreciated. I've fiddle with Unity over the past few months. I won't say I'm an expert but I understand how it works. There are few things that I wish Unity could do, such as the IDE being able to use real properties (getters and setters) from your scripts instead of public member variables, but overall it's a damn good tool. Oh, and you forgot about raycasting for collisions I'm very interested to hear about the AI stuff. I know that the pro version has more options in that regard. Could there be an affordable AI plug-in that will work with the free edition?
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