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In interview, Ian Andrew, founder of Incentive Software, designer and co-creator of Freescape along side his brother Chris, said: Each element was held within a bounding box which enabled the z-order to be completed with one check rather than the thousands involved for each pixel. And Chris used a unique sorting system which really enabled the game to ...


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This is in fact how it used to be done in the past and still works in some Engines like Godot that lack a build in Terrain-Tool. It's totally possible to make a terrain in Blender and import it to your engine as a gigantic static mesh. But you don't want to include stuff like Trees in your terrain mesh. Those are better made a separate object. Especially for ...


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Your answer leaves out the step of actually applying the direction-to-aim to the parent. Depending on how you use directionToAim, the parent (ship) might roll (stop being upright). A slightly simpler solution, which is immune to roll in most cases: //Get the rotation we would apply to the child to make it look at the target Quaternion rotation = Quaternion....


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It seems that you're not the only person that wanted to make Unity more like Blender, and on the Unity forum someone has tried to script the editor to make it behave a bit more like Blender by adjusting the keyboard shortcuts. See https://forum.unity.com/threads/unity-editor-viewport-navigation-hotkeys.81673/ There's also the official documentation for ...


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What i have done is that remove all the packages that the project had and reinstalled them. Moreover i removed my scripts from the assets folder and reimported them. All these solved the issue.


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It can work for smaller and less detailed landscapes. But with larger and high-detail landscapes, you will run into performance problems. You will need LOD, occlusion culling and perhaps even dynamic loading and unloading of parts of the landscape. With most engines, none of that can work if the whole landscape is just one block of geometry. Which is why ...


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