6

Have people play it. The last little bit of the game's development can leave even a skilled developer feel helpless, as they scavenge over and over to get the last bits of the game done. Take a deep breath, get something working, organize a to-do list of remaining elements, and get it to "good-enough" condition. Then release it. If there's anything you ...


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 ...


3

There is actually a doll for exactly this purpose: It appears to be under development by SoftEther Corporation. However, I imagine such a solution might be overkill. An alternative would be to use a GI Joe for your modeling. Record video of your GI Joe manipulations from the front, side and top. Using these synced videos, you can go frame by frame ...


2

The substances by nature are generated at runtime. I have noticed a bit of lag sometimes myself, but from what I've noticed its only in the editor. A few tips to alleviate this check your substances you probably have a few that have some inefficient runtimes that could be causing a bottleneck. Also, if there are any substances that you are not generating ...


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 ...


1

http://answers.unity3d.com/questions/613355/document-switcher-is-gone-monodevelop.html Edit C:\Users\ USERNAME \AppData\Roaming\MonoDevelop-Unity-4.0\Config\MonoDevelopProperties.xml Set the MonoDevelop.Core.Gui.EnableDocumentSwitchDialog property to True


1

Bake those substances Substance painter is a very powerful tool, but it has downsides. I did...let's call it "unpaid work" for "an organization" that saw that the substance code was smaller (file size) than the baked texture files and thought it was an optimization because of fanciful notions about bandwidth and hosting. Six months later I joined and was ...


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