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3ds Max and Unity — The good and the bad (and some potential solutions)

[In this reprinted #altdevblogaday in-depth piece, Super Mega Awesome Games founder Mike Wuetherick talks about quirks he’s encountered while developing in Unity and potential workarounds for those problems.] To begin, I definitely want to mention that I’m far from a “Unity expert” at this point – I’m still learning and doing a lot of trial and error at this point, but am at the point where I’m at least comfortable enough that I feel like …