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Accelerate your Game Design, Development and Build with Unity Asset Store

Jaunty Bear Games

Fortunately the Unity 3D platform has a great selection of packages and assets to accelerate the build of tools, models, shaders, sound effects, animations etc. Unity Technologies Assets. The Addressable Asset System allows the developer to ask for an asset via its address. Once an asset (e.g. Terrain Tools.

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D20 RPG – Backgrounds

The Liquid Fire

Start from a json document that holds all the information about Backgrounds, create a parser to turn that document into project assets (prefabs), and use Addressables to load the assets at runtime when we need them. AssetDatabase.IsValidFolder("Assets/AutoGeneration")) AssetDatabase.CreateFolder("Assets", "AutoGeneration"); if (!AssetDatabase.IsValidFolder("Assets/AutoGeneration/Backgrounds"))

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Optimize Vegetation Generation

Mnenad

Since the last post I’ve been working on the terrain’s vegetation. Doing it before starting the actual game would mean to already generate all the content that needs to be batched at the beginning, which is no solution for a theoretically “endless procedurally generated” terrain. That’s it. When

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D20 RPG – Pathfinding

The Liquid Fire

However, it will include one of most requested features that the previous lesson was missing – tiles of different terrain types, and how that can affect move cost. Select the Assets -> Prefabs -> Grid and then “Open” it for editing. Add a SpeedProvider to both assets. Get(this); } set { ISpeedSystem.Resolve().Set(this,

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Godot 3.0 is out and ready for the big leagues

Mircosoft Game Dev

It brings a brand new rendering engine with state-of-the-art PBR workflow for 3D, an improved assets pipeline, GDNative to load native code as plugins, C# 7.0 New asset workflow. Even converting regular particles to shaders for further tweaking is possible: New asset workflow. has changed how the assets pipeline work.

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GSoC 2018 progress report #1

Mircosoft Game Dev

escn , which is the same text format as.tscn but will be converted to the binary.scn format on load for performance), without using an intermediate asset exchange format. Also, I believe it will also be more efficient for exporting animations thanks to using a different implementation to the Collada exporter's. Amazing!!).