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2

You generally need three things, basically, to accomplish this. First, you need a system in your game that can hot-reload assets or other data in response to some notification that the asset has changed. When a texture changes, you'll want to upload the new pixels to the GPU. When a monster description changes, you'll want to swap out the monster's old ...


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I managed to solve my problem. I used the shaders from this post: http://forum.unity3d.com/threads/sprite-renderer-mask-on-specific-sorting-layer.356824/#post-2310992 And a simple grey circle for the "blur-free" circular zone. The pre-blurred sprites used the "Stencil Draw In Mask" one, the regular sprites used a shader that was the same as the above, but ...


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As an alternative solution: camera.SetReplacementShader(); Manual and API reference. You'd have to create a custom shader for the one side, but it would be pretty easy to get the default shader being used for the left (there's a download for the default shaders here) and modifying it so that the color/brightness/lighting is altered so that it has the ...


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Disclaimer: The following might be a bit biased, since I'm both a native German player as well as (professional) video game translator. So, sorry for that. But I think I might be able to provide you some insights. I'm not trying to sell you anything. :) Want to know what got me into this business? Being annoyed by bad translations in my favorite game(s) and ...


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It is not important if all the text is just standard video-game english words like 'Play', 'Levels', etc. 1) The stores themselves don't care at all, at least not Google Play which is the only one I have published to. Google Play automatically translates the store page of your app using Google Translate to the language of the user if you don't provide ...



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