unity rust
Facepunch Studio’s founder Garry Newman and his team have been porting Rust over to Unity 5. How did it go? This blog post tells the yet untold Journey of Rust. Do you dare to journey with us?!
Facepunch Studio的创始人Garry Newman和他的团队一直在将Rust移植到Unity 5。 这篇博客文章讲述了尚未结束的《Rust之旅》。 你敢和我们一起旅行吗?
Working in the Unity field I get to meet lots of talented developers who use our engine. I’ve been supporting Facepunch Studios with the port and I thought that their experience was worth sharing. So I asked Garry Newman a few questions.
在Unity领域工作,我结识了许多使用我们引擎的有才华的开发人员。 我一直在通过端口支持Facepunch Studios,我认为他们的经验值得分享。 所以我问了加里·纽曼几个问题。
How big a part has Unity had to play in the success of Rust so far?
到目前为止,Unity在Rust的成功中起了多大的作用?
The only other engine I used was the Source Engine, which is like very different from Unity. You can change a texture, a material or a model and this instantly updates. Having 3DS Max or Photoshop open on another monitor making edits which is instantly reflected in Unity. This saves us about a minute of work. Over a span of 6 months that’s a massive deal for us. With the other engine, I would have to quit the game and reload it every time. Unity actually makes it fun to tweak things and you’re more likely to experiment just to find different ways of doing stuff.
我使用的唯一其他引擎是源引擎,它与Unity非常不同。 您可以更改纹理,材料或模型,然后立即更新。 在另一台显示器上打开3DS Max或Photoshop进行编辑后,立即在Unity中反映出来。 这为我们节省了大约一分钟的工作。 在6个月的时间里ÿ