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submitted 2 months ago by RougeEric@lemm.ee to c/unity@programming.dev

Hi all,

I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling.

My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.)

So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to make it available to others!

It's free, so if anyone wants to give it a try, I'd love some feedback =)

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submitted 6 months ago by neme@lemm.ee to c/unity@programming.dev
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submitted 6 months ago by neme@lemm.ee to c/unity@programming.dev
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submitted 7 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 7 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 7 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 8 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 9 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 10 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 10 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 11 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 11 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 11 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 11 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 11 months ago by mac@programming.dev to c/unity@programming.dev
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submitted 11 months ago by mac@programming.dev to c/unity@programming.dev
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cross-posted from: https://programming.dev/post/4250703

A devlog on switching from Unity to Godot and then to Bevy.

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Unity's oldest community announces dissolution (bostonunitygroup.s3.us-east-1.amazonaws.com)
submitted 1 year ago by BrikoX@lemmy.zip to c/unity@programming.dev
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Effective January 1, 2024, we will introduce a new Unity Runtime Fee that’s based on game installs.

We are introducing a Unity Runtime Fee that is based upon each time a qualifying game is downloaded by an end user. We chose this because each time a game is downloaded, the Unity Runtime is also installed.

Games qualify for the Unity Runtime Fee after two criteria have been met: 1) the game has passed a minimum revenue threshold in the last 12 months, and 2) the game has passed a minimum lifetime install count.

  • Unity Personal and Unity Plus: Those that have made $200,000 USD or more in the last 12 months AND have at least 200,000 lifetime game installs.

  • Unity Pro and Unity Enterprise: Those that have made $1,000,000 USD or more in the last 12 months AND have at least 1,000,000 lifetime game installs.

This means that if you have made more than $200K in the last 12 months and have lifetime installs of over 200K, you'll have to pay per game install. It won't affect most people but this sounds outrageous. It's a good time to be a Godot enthusiast. Unity really is insanely desperate these days.

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