Progress with Unity

Oct 3, 2011

I’ve made great progress with Unity!

Here’s a screenshot of my game with a light turned off:

Light off

And here’s the same scene with a light turned on!

Light on

Great progress, right? :| To be fair, there’s a trigger in front of the cube that triggers the light on-and-off, and Unity doesn’t have Volumes the way UDK had to handle triggers, instead it just has Colliders, and you use those colliders for physics collisions and also for making stuff like triggers, which kind of makes sense.

Yeah, after working with the class-based approach followed by the Unreal Development Kit, getting used to the component-based approach followed by Unity is taking time, but I’m making progress and feel like I’m finally getting a handle on stuff. And yeah, it looks ugly as fuck, but that’s just because the free version of Unity doesn’t have support for dynamic shadows, and with the move to deferred shading with Unity 3.0 (which is, again, a Pro-only feature), only spotlights support baked shadows.

Seriously, guys at Unity, what sort of a dick move is this? No shadows? Are you kidding me? This and the lack of fullscreen RTT (render-to-texture) and with it post-processing effects are the two main reasons why I haven’t tried out Unity till now, but figured if I liked it a lot I might end up getting the Pro version. Let’s see.

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