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Breaking changes Animation Audio C# Core Editor GDScript Import Input Physics Platforms Rendering and shaders XR New in Beta 1! Most importantly, if the game crashes for any reason, the editor does not crash at the same time (which could cause data loss). Highlights Many features originally intended for 4.3 ended up making it into 4.4
Fixed Byte Platform iPad screen display is not complete. Fixed Labelchar mode color anomaly on native platforms. Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed an issue where Mesh objects created through MeshUtils.createMesh caused data anomalies. Fixed Mat4.getRotation
In comparison, Cookie Run: Kingdom is more similar to My Little Pony in terms of art style than the earlier Cookie Run platformer games, demonstrating Devsister evolved their art style to better fit the current preference of the global market. Also note a comprehensive guaranteed rate for the presented Genshin data). region (only iOS).
It can be released to multi-platforms, such as Web, iOS, and Android. The essence of offline culling is: pre-baking scene visibility and quickly culling unseen models during rendering. Bake : Click to bake. Baking Implementation In the StaticOcclusionCulling class, the _startBake method contains the main logic of baking.
Fixed bone animation texture size error on some platforms that don’t support float point texture format. Fixed memory management issue of BakedSkinningModel on native platforms. Fixed error caused by removeSpotLight on native platforms. Fixed Toon shader data issue on iOS Wechat. Fixed pre-backed AO calculation issue.
Refactored OpenHarmoney platform layer NAPI adaptation code. Added a “Target Environment” configuration option in the build panel on the Web platform. Added ASTC compressed texture support for Alipay platform. Fixed an issue where the native platform bundled the code of the gfx webgl/webgl2 backend.
GDeflate: An Open GPU Compression Standard GDeflate is a high-performance, scalable, GPU-optimized data compression scheme that can help applications make use of the sheer amount of data throughput available on modern NVMe devices. Data throughput of various data compressed formats compared to varying staging buffer sizes Figure 2.
Re-organized and adapted the code for napi in the platform layer of the OpenHarmoney platform. Fix the issue where the code for gfx webgl/webgl2 backends is also packed on the native platform. Fix the issue where the scene data in the bundle is missing after importing the build configuration and auto-completion is not performed.
There’s lots of blog articles about building a Twitter following, but I think they’re largely half-baked. A little bit of clarity and little bit of genuineness go a long way on this platform. In fact, that’s much of the magic of the platform and why it’s so great for building a robust network.
Key Components of Multiplayer Games in Unity Networking: Manages data transmission between clients and servers. Optimizing bandwidth usage through data compression and server load balancing is crucial for large-scale multiplayer experiences. Synchronization: Ensures that game states remain consistent across all clients. What worked?
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Instead, browse our download repository and fetch the editor binary that matches your platform: Standard build (GDScript, GDNative, VisualScript).
Here you can see the Sponza demo model, with baked direct lighting, and the corresponding light map: Note that this first pass is not taking occlusion into account yet. Along with data collection, I tried out implementing KDTree and KNN search. That will be added in the following weeks. Next steps. Future trajectory prediction model.
So many games have that question baked into their core. When recreating Among Us for VR platforms, Schell Games only made two major changes to the original game. “We When we asked Schell Games what they’re using, they recommended User Testing for their playtesting, and GameAnalytics for collecting quantitative data.
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Instead, browse our download repository and fetch the editor binary that matches your platform: Standard build (GDScript, GDNative, VisualScript).
glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Instead, browse our download repository and fetch the editor binary that matches your platform: Standard build (GDScript, GDNative, VisualScript).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Editor: Require Ctrl for switching between editors, bind F2 to Rename Node ( GH-38201 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Editor: Require Ctrl for switching between editors, bind F2 to Rename Node ( GH-38201 ).
Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Windows: Fix platform file access to allow file sharing with external programs ( GH-51430 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ).
Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Windows: Fix platform file access to allow file sharing with external programs ( GH-51430 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ).
Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Windows: Fix platform file access to allow file sharing with external programs ( GH-51430 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ).
Physics: Fix 2D and 3D moving platform logic ( GH-50166 , GH-51458 ). Windows: Fix platform file access to allow file sharing with external programs ( GH-51430 ). Android: Add basic user data backup option ( GH-49070 ). Android: Add support for prompting the user to retain app data on uninstall ( GH-51605 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Editor: Require Ctrl for switching between editors, bind F2 to Rename Node ( GH-38201 ).
Time Location Event evening 1 Complex fight Egor, discover he's investigating data morning 2 Complex sabotage data array so Egor never sees data evening 2 Town Egor goes to Aleksis' party The Frank fireworks questline works OK, but unfortunately his character didn't really make sense to me. Kind of sad.
Studios keep their color management as perfectly matched as synchronized swimmers. The Digital Playground Ready for some software spotting? Even my tech-savvy cousin would be impressed! Team Play Gets an Upgrade Remember the old days of sending hard drives by courier? Yeah, we're looking at you, 2010!)
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Editor: Require Ctrl for switching between editors, bind F2 to Rename Node ( GH-38201 ).
Font: Load dynamic fonts to memory on all platforms to avoid locked files ( GH-44117 ). glTF: Fix parsing base64-encoded buffer and image data ( GH-42501 , GH-42504 ). Rendering: Disable lights for objects with baked lighting ( GH-41629 ). Editor: Require Ctrl for switching between editors, bind F2 to Rename Node ( GH-38201 ).
relied on data to figure out what they wanted this game to be. It’s awesome to see some good messaging baked into its core gameplay. Stranger Things: Puzzle Tales wasn’t initially created for the Netflix Platform. Think of this as a hyper-casual Beyblade game with a merge mechanic mixed in the middle.
Retrieving data from VisualServer is slow, as it may need synchronization. Added to that fact, Vulkan still has years to go until it's properly supported in most desktop and mobile platforms, which makes it unattractive to implement for us (as it means considerably more effort to write, debug and maintain).
You can even store cinematography data so it doesn’t need to be coded directly to the Unity camera you are currently using. Yes, Cinemachine is a plug-in for Unity, but what makes this plug-in great for this platform is the fact there are many other plug-ins to choose from that can work seamlessly with Cinemachine.
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