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You can do anything programmatically in unity. I think professionals tend towards this. You use the world editor only for artistic expression, the spatial layout and tuning etc. where previewing layout really saves time.

For very specific effects like universe turning, you have to do a lot of code work in a niche area, but it's still quicker than building a particle engine from scratch. Sometimes you can cheat the effect in shaders or camera tranform manipulation. Or skip the effect altogether if the volume of custom code is not worth it and you are prioritizing shipping. Ask yourself, does it make or break your game?



What in the world is universe turning?


The OP roadblock (turning the particle system).




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