We’ve been waiting for Unity 3.5, the latest version of the popular game development engine, to arrive.
And that’s when things got weird.
Unity 3.4 introduced the new Game Object Modeling System, which was a major change for Unity to the engine.
That means that developers can now write their own game-specific objects using the new system, rather than having to manually create all their own objects to work with.
The biggest change is that developers now have access to the new object-modeling system directly from the game.
That makes the whole thing much easier for new game developers.
But it also means that game developers won’t be able to use Unity’s Game Object Selection System to select the correct objects in the Unity editor.
Unity’s new object selection system isn’t a perfect solution for new developers, because it has limitations: it only supports object objects in Unity and it’s only usable for objects in a specific Unity scene.
That’s a bit of a bummer for a game like War Thunder, because we wanted to be able a) use Unity to create our own object models, and b) be able easily switch between the two when we wanted.
Unity’s new GameObject Selection System doesn’t have these limitations, and it has the potential to be a big help for many of our users.
To get started, let’s start by downloading Unity 3 and using Unity’s Asset Store.
Next, open the Unity Editor and select the GameObjects tab.
In the Asset Store, select the Unity 3DSuite package.
Next to the Unity package, click on the .unitypackage button and then choose Package Manager: Select the Unity Package Manager for the package you just downloaded.
Then click on Add package.
Select the .3dsuitepackage file and click Add.
Next select the assets folder in your project.
Under Assets, select Assets.
In this case, it’s Assets\Battlestar Galactica\Stardust.
Select Assets\Sonic the Hedgehog 2\Bumblebee.
Select Unity 3dsuites package and click Next.
Select and select Unity 3Dsuite, then click Add package to Unity.
Select .3DSuites.3DSUites.package and click Create package.
You can select the .package file that you just created in the Asset Manager window, but if you want to create a new package for your game, you’ll need to create it manually.
To do that, select .package from the Assets folder in the project.
The package should now be named .package-2.2.3.1-iPhone.3ds.
After that, click the Create button.
You’ll see a popup that says, “A new package has been created.”
Click Create and a new Unity package will be created.
Click on the package name to select it.
This time, select a name for the new package.
In my case, I’m going to name it “SonicTheHedgehog2.package-3ds”.
Next, click OK to confirm that your package is now created.
You should now see a message like the following in the asset inspector: Sonic 2.package is ready to use.
If you’re using the Game Object System, you’re already on the right track.
Now that you’ve created your new package, you need to update the scene that you’re editing so that the object model you create in the scene matches the model that the game model is going to be based on.
This is a fairly straightforward process, but there are some things to note.
First, we need to add a new camera to the scene.
The camera that you created earlier is going be used to view the game’s assets.
This means that you can’t use the camera to rotate or scale objects.
Instead, you can use the game camera to create the new model that you want.
Next, we’re going to create an animation for the game object.
In our example, we’ll be using the character Sonic to drive the vehicle.
The character will only be able move in the direction of the camera when driving the vehicle, so we need a new way of animating Sonic.
We’ll also add an event listener that we can call to control the vehicle’s acceleration.
In order to see Sonic’s wheels spinning when he’s moving, we can add an object that we’ll call “wheel_s_wheel”.
Finally, we have to add an animation that will play when Sonic reaches a certain position.
The player must press the left and right buttons to steer the character, so the character will spin on the wheel.
That’s it.
Now that we have our game’s engine and our animation assets, we should be able build a game that has Sonic drive the Sonic vehicle.
In order to make this happen, we’ve added two more assets to our project.
First, we want to add the “S