tag:blogger.com,1999:blog-8074762267357802798.post3565073032382524789..comments2023-10-05T02:05:20.552-07:00Comments on FairyEngine's Dev Log: A few tips for Unity I learned while porting Flower Garden (1/2)Frederichttp://www.blogger.com/profile/14499312544122268952noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-8074762267357802798.post-7706384045242284002013-12-11T17:36:20.402-08:002013-12-11T17:36:20.402-08:00Thanks, that's great information!Thanks, that's great information!Frederichttps://www.blogger.com/profile/14499312544122268952noreply@blogger.comtag:blogger.com,1999:blog-8074762267357802798.post-55668296801303084172013-12-11T13:25:50.592-08:002013-12-11T13:25:50.592-08:00Nice tips! Couple clarifications:
On version cont...Nice tips! Couple clarifications:<br /><br />On version control. By default files like prefabs & materials are binary, but there's a setting to make them be text format right there in editor settings ("Asset Serialization").<br /><br />Shaders and controlling states like blend mode etc. from variables: that was implemented in Unity 4.3. You can do "Cull [MyCullModeVariable]" for example and do material.SetInt ("MyCullModeVariable", x) from a script.NeARAZhttps://www.blogger.com/profile/05547971612651449893noreply@blogger.com