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If you're looking at something free for now, try the MightyEditor http://mightyfingers.com/editor-features/ Cheers!


3

It's a little confusing as Unity conflates the organization of scene items with its transform hierarchy. There's no way to bucket or organization items without parenting them to another object. The best bet you will have is to make empty "folder" objects that have no components and no state but simply serve to be a named collection of objects. These folder ...


2

Scene graph organization is guided by the various consumers of the scene - see answer to "Scene Graph as Object Container?" Fundamentally, the scene graph associates objects such that they share some logic, physics, position, and/or render state. So concerning organization-by-type, except for very simple games it would be a mistake to treat the scene graph ...


0

There is no structured reference which spans a large number of MMOs I know about. But when you want some gameplay information about an MMO in a concise format, it is often a good idea to make a search for a wiki about that game. Almost every just slightly popular MMO has at least one community-driven wiki nowadays which lists and explains the core gameplay ...


0

I think you might be able to achieve this in a 2D space by using multiple box colliders - or just just a range of x & y values, really. I spent a few hours in GIMP editing this up: Depicted is an open manhole that the turtles can fall in. Just a singular box collider would work for pits, but I used the screen wide colliders for illustration. For ...


1

You need to think with Portals :-) Make the playing field large enough that a player can't see from one end to the other (e.g. using fog). That way, a player can never see two instances of the same opponent. Of course weapon ranges need to be limited appropriately as well. Then, when a player nears the edge of the playing field, just draw a second copy of ...



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