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Channel: Comments on: Pollen VR: Developing high-end visuals with Unity 5
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By: Seneral

This looks gorgeous! Can’t wait for the final game! Bookmarked! And of course some very handy tipps’n’tricks, thanks:)

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By: ahren

Some nice looking work there. It’s good to see U5 getting it’s legs streched. I’m now thinking about dropping LightShafts into a project I’m work on. Did you have to do any work to get it playing...

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By: Ville

Thanks :) IIRC lightshafts converted just fine to U5 automatically. We’ve made some additional modifications, like colored cookies and different hooking for cameras, but otherwise it’s pretty much the...

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By: Taiggo

any user of unity that can make a game type dead frontier with another style of zombies and maps with more variety DX?

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By: Two Coins

Are you looking for a developer, or just saying the idea outloud ?

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By: Podden

how many people are working on such a project? Any problems with scene merging?

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By: Podden

how many people are working on such a project? Any problems with scene merging? I was so glad to read about that problem yesterday

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By: Ville

Our development team is 9 head strong. We’re small enough that we can “reserve” the scene when we need to place things into the scene. Things are mostly prefabs so we usually don’t get that many...

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By: Anon

“Currently Unity doesn’t support code injection to Standard Shader” I thought current betas of Unity 5 supported making your own surface shaders that use the PBR lighting model?

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By: Pollen VR: Developing high-end visuals with Unity 5 | Ceiba3D Studio

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By: Ville

Not really. Surface shader is basically just an empty shader that takes lighting into account. Unity’s Standard shader has much more functionality, like optional features/texture inputs that are...

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