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Unity Asset Store – Features, Best Practices and Our Experience

Logic Simplified

Unity calls its Asset Store ‘community-powered solutions for creators.’ Unity Asset Store contains art packs and tutorials to help you get started as a creator, and advanced solutions for complex projects. Unity Asset Store offers flexibility and more choices for bettering the process. Rightly so!

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8 best-selling assets to help you get your next project ready

Unity Blog

This blog offers a roundup of the latest best-selling assets for game developers available in the Unity Asset Store, including tools for scripting, shading, and more.

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Script breakdown's vital role in filmmaking amidst a pandemic

Filmustage

One process stood its ground as an unshakeable pillar: the script breakdown. Understanding script breakdown At its core, script breakdown is the backbone of filmmaking. It's a meticulous process that dissects a script into its components, helping the production team understand and plan every aspect of a film.

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Top selling assets to supercharge your next project (hint: they’re on sale for Black Friday)

Unity Blog

We highlight the latest best-selling assets for game developers available in the Unity Asset Store, including tools for scripting, shading, and more.

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How to exclude a script from an asset bundle?

Cocos

I noticed that all scripts referenced by a script included in a bundle are also included in the bundle. I have a helper class assetManagerAsync in the “scripts” folder that implements some functions upon assetManager using Promise. This also applies to NPM packages, whose code is also included in the bundle.

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Count ALL Lines of Code in Your Unity Game (Simple Editor Script)

Mnenad

Count Lines Of Code (Unity Editor Script) Put this script in your editor folder (must sit under Asset folder) and then go to Tools > Count Lines of Code CountLinesOfCode.cs Text Document 2.2 KB Download

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Godot for AA/AAA game development - What's missing?

Mircosoft Game Dev

It means that assets are pulled from disk on demand (loaded only at the time they are needed), rather than as a part of a larger stage. There is also a risk of running out of memory if too many assets are loaded in parallel instead of streaming them. Better real-time refresh of assets if they were modified externally (and checked out).

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