Subnautica unity version download






















Discover new lifeforms in the icy depths of B. Swim through the giant Titan Holefish and more! Below Zero is an underwater adventure game set on an alien ocean world. It is a new chapter in the Subnautica universe. Arriving with little more than your wits and some survival equipment, you set out to investigate what happened to your sister As we all await the arrival full release of Subnautica: Below Zero on May 14th, enjoy the award-winning original.

In the project view there is a folder called "Editor" which contains a "CreateAssetBundles" script you need to run this script and "Attach to Unity" through VS Here is a guide to building assets. Simply submit a pull request. Feel free to join us in the Nitrox Discord channel. We do not accept donations to the mod. Skip to content. This repository has been archived by the owner. It is now read-only.

Star 1. It was especially valuable because we could easily integrate our custom tools and extend Unity to build out our content. While graphically complex games are often unique, there can be unique issues when porting them to new platforms. And in the case of downporting Subnautica to Switch, the studio faced a platform with vastly different capabilities and requirements than a PC or console. Some challenges of producing one game for many hardware platforms include game controls that range from a few finger touchpoints to multiple joysticks, and CPUs that range from older chips to thread, 4.

Thorough QA can require testing potentially hundreds of devices, which can be quite time-consuming to meet some not-so-obvious certification requirements. Porting a game like Subnautica — with its custom water rendering and impressive voxel environments — from PC to console was one thing. The studio has worked with Unity on a number of initiatives since — including with Unity Integrated Success — and Unity was the core component of the game, so reaching out to Accelerate Solutions for custom development assistance was a logical step.

Making sure artists are always accessing and contributing to the right assets and build versions is a common challenge. UW had experimented with several source-control products before Plastic SCM , the one-stop solution for handling all their code and art content. One of the most important issues the Professional Services and UW teams had to solve was memory management. They considered implementing the Unity Addressable Asset System , a method to load assets that simplifies content pack creation and deployment.

However, the Subnautica architecture was unique and not exactly what the tool was designed for.



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