You can read and reply to posts and download all mods without registering.
We're an independent and non-profit fan-site. Find out more about us here.
Unity itself is generalist, but what they're doing might make it difficult to port over/update after they drop support. When i say 'their engine' I refer to the bits that make just dumping assets into unity and hitting run not work.
Mildly insulting but alright why did you feel the need to chip your two bits in?Moving on. Can we at the very least agree a remake would allow them to not have to deal with legal headachs of somebody else legaly owning the source?
So how do the game devs build levels?Color me curious here because i genuinely don't know and unity seems to have been pretty popular as a medium studio engine for a bit.
[Hacker looks at broken pipe]... [1 second passes]"A pipe"[0.5 seconds pass]"A broken pipe"[3 seconds pass]"A broken copper pipe"
I don't see how this is at all desirable. The whole point of useless details like this is that they're fun and enrich the world. Requiring players to have staring contests with walls is the opposite of that. This is something that SS1/SS2 already got right. Object identification is something that will be happening constantly, thousands of times through a typical game, so it should be as plain and unobtrusive as possible.Now if this were a gameplay function, like being able to get a better analysis of an enemy by scanning them, that would be a different matter altogether.
Unity does not support per submesh access properly for 3D models using multiple materials. This means that each object needs one and only one material in order for the cybernetic interface to retrieve the proper message from in-game raycasts for info such as "molybdenum panelling" and "broken pipes" which meeds access to the material name.
There must be some known solution for this, because it's kind of necessary for surface-specific impact sounds.
Didn't the walls in SS1 have many different colours? How is the colour an identifier?