New answers tagged

0

This is possible now without additive scenes by using async.allowSceneActivation. Note: Unity will CRASH if you don't let it complete any async load operation that you start. so... Don't exit play mode while an async load is waiting to be activated. Don't let players cancel scene transitions once the async load starts Less important notes: Your next scene'...


0

There's nothing wrong to creating your scene in blender and then importing it to Unity, in fact you can directly import the blender file and get the lighting just as you did in blender, but the way unity and blender renders the scene is different, so none of the post processing effects will get transferred to unity, and you'll have to tweak a lot of stuff in ...


0

As mentioned in the comments, there's no perfect way and depending on your project and its design, either might work. However, I immediately had to think about a YouTube video: In the Boundary Break episode about Telltale Games's The Walking Dead Season 1 one of the original developers speaks a bit about their experiences of creating whole scenes for the ...


1

For minimum loading times, you can have both the world map and the battleground in the same scene as two different gameObjects. One option would be to have both of them in the same space as two different gameObjects and just deactivate the one you are not currently playing on. You can also keep both active and use rendering layers to tell the camera which ...


Top 50 recent answers are included