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	<title>Comments on: Unity: Day 5</title>
	<link>http://blog.hanfordlemoore.com/2008/09/03/unity-day-5</link>
	<description>User Interface , Art, Design, Games</description>
	<pubDate>Tue, 06 Jan 2009 20:24:29 +0000</pubDate>
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 		<title>Comment on Unity: Day 5 by: Emil Johansen aka AngryAnt</title>
		<link>http://blog.hanfordlemoore.com/2008/09/03/unity-day-5#comment-478771</link>
		<pubDate>Sat, 20 Dec 2008 17:08:48 +0000</pubDate>
		<guid>http://blog.hanfordlemoore.com/2008/09/03/unity-day-5#comment-478771</guid>
					<description>Hey Hanford - just stumbled on your blog here. Very nice - already added your RSS feed :D

Just to clarify: The default license for the Path system states that it is free to use in commercial and non-commercial applications as long as the logo of the app is prominently displayed in the application splash-screen.</description>
		<content:encoded><![CDATA[	<p>Hey Hanford&#8212;just stumbled on your blog here. Very nice&#8212;already added your <span class="caps">RSS</span> feed <img src='http://blog.hanfordlemoore.com/wp-images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
	<p>Just to clarify: The default license for the Path system states that it is free to use in commercial and non-commercial applications as long as the logo of the app is prominently displayed in the application splash-screen.</p>
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 		<title>Comment on Unity: Day 5 by: David Helgason</title>
		<link>http://blog.hanfordlemoore.com/2008/09/03/unity-day-5#comment-431962</link>
		<pubDate>Thu, 04 Sep 2008 10:07:22 +0000</pubDate>
		<guid>http://blog.hanfordlemoore.com/2008/09/03/unity-day-5#comment-431962</guid>
					<description>Hi Hanford (and Marty),

1. What Marty said. Specifically, you'll want to use the PlayerPrefs class which works both in standalone and Unity Web Player targets.

2. What Marty said. In addition, Emil &quot;AngryAnt&quot; Johansen has created a pathfinding module for Unity, which he distributes for free. Find it here: http://angryant.com/path.html

3. What Marty said. You can also write editor scripts, which /can/ modify scene or project data. Check the docs here: http://unity3d.com/support/documentation/ScriptReference/20_class_hierarchy.Editor_Classes.html

Here's to you enjoying Unity, joining the forums, and telling all your friends :)

d.</description>
		<content:encoded><![CDATA[	<p>Hi Hanford (and Marty),</p>
	<p>1. What Marty said. Specifically, you&#8217;ll want to use the PlayerPrefs class which works both in standalone and Unity Web Player targets.</p>
	<p>2. What Marty said. In addition, Emil &#8220;AngryAnt&#8221; Johansen has created a pathfinding module for Unity, which he distributes for free. Find it here: <a href='http://angryant.com/path.html' rel='nofollow'>http://angryant.com/path.html</a></p>
	<p>3. What Marty said. You can also write editor scripts, which /can/ modify scene or project data. Check the docs here: <a href='http://unity3d.com/support/documentation/ScriptReference/20_class_hierarchy.Editor_Classes.html' rel='nofollow'>http://unity3d.com/support/documentation/ScriptReference/20_class_hierarchy.Editor_Classes.html</a></p>
	<p>Here&#8217;s to you enjoying Unity, joining the forums, and telling all your friends <img src='http://blog.hanfordlemoore.com/wp-images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
	<p>d.</p>
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 		<title>Comment on Unity: Day 5 by: Marty</title>
		<link>http://blog.hanfordlemoore.com/2008/09/03/unity-day-5#comment-431663</link>
		<pubDate>Wed, 03 Sep 2008 22:25:26 +0000</pubDate>
		<guid>http://blog.hanfordlemoore.com/2008/09/03/unity-day-5#comment-431663</guid>
					<description>Heya, Hanford.

My quick, and oh-so-possibly-incorrect answers to your first three open questions are as follows:

1.  You will have to roll your own, but it won't be any more difficult than writing a bunch of variables to an external file.  And Unity will even allow you to save user info from a web-based Unity game now!

2.  There's no native A*, etc. but there is a great article in he current (Premiere) issue of Unity Developer Magazine describing an implementation of A* in Unity.  Plus, the Unity FPS demo has a great waypoints example.  And there's plenty more discussions of these topics on the Unity forums.

3.  You'd probably have to write the modified terrain data out to an external file and read it back in, but that's no biggie in Unity.  And since Unity lets you build meshes at runtime, you'll be able to use a lot of the techniques you have probably seen used to describe terrain reliefs in Director Shockwave (i.e. datasets, grayscale maps, etc.).</description>
		<content:encoded><![CDATA[	<p>Heya, Hanford.</p>
	<p>My quick, and oh-so-possibly-incorrect answers to your first three open questions are as follows:</p>
	<p>1.  You will have to roll your own, but it won&#8217;t be any more difficult than writing a bunch of variables to an external file.  And Unity will even allow you to save user info from a web-based Unity game now!</p>
	<p>2.  There&#8217;s no native A*, etc. but there is a great article in he current (Premiere) issue of Unity Developer Magazine describing an implementation of A* in Unity.  Plus, the Unity <span class="caps">FPS</span> demo has a great waypoints example.  And there&#8217;s plenty more discussions of these topics on the Unity forums.</p>
	<p>3.  You&#8217;d probably have to write the modified terrain data out to an external file and read it back in, but that&#8217;s no biggie in Unity.  And since Unity lets you build meshes at runtime, you&#8217;ll be able to use a lot of the techniques you have probably seen used to describe terrain reliefs in Director Shockwave (i.e. datasets, grayscale maps, etc.).</p>
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