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Shader programming is a highly specialised section of general Graphics Programming. Like any other highly specialised section of development, it depends on two factors; namely the Team-Size and the Goals you wish to achieve 1. Team Size: On smaller teams, having an entire resource (read: person) dedicated to ONLY shader programming might be a huge ...


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Shader coding is a pretty specific skillset, however it is one that anybody who calls themselves a graphics programmer nowadays should be familiar with since writing shaders has become absolutely crucial to that profession. It's not quite as simple as just jumping in and integrating samples you can find online, because you need to make different shaders work ...


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Well, you usually need someone to make your game looks good whether was a good artist a great shader writer or both. The actual question that should be asked, do we need an expert level shaders writers with low level hardware knowledge or not? If you are making the next AAA title and want to squeeze every last cycle from your GPU then and want your game ...


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Scale in script: gameObject.transform.localScale = new Vector3(2,2,2); in the numbers you set the scale to each axis of your gameObject. edit: like Esa say you need to do this in each part of your model, but you can make it in a bone of skeleton of animation that create the effect you need.


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Unity has the scale component in every transform. You can then scale the x,y,z of the model. So in theory if you have a model with separated body structure so that arms, legs and head are all individual GameObjects you can scale them individually.


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Using an existing scripting language like Lua may be overkill for your needs, but on the other hand it also actually solves your needs with a minimal amount of effort wasted reimplementing the wheel. I would reconsider its use. Especially as a scripting language of this type can come handy in plenty of other places. If you really just don't want to use ...


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You'll have a list of all players in the game. That list will contain player structures that contain whatever data about each player you may need, including their team. Yes, using a index for team is just fine. Or you can use a name, or reference a team object that contains more information about the team. A single list is fine. You don't need to do ...



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