My guess, and it’s just a guess, is that Dagonity will be a module with a drop down menu from the main toolbar in Unity or a Component. Selecting… um… something… will place a Dagonity entry with input lines in the Inspector section, then we’ll need to fill in the blanks in the selected fields, and then we’ll need to associate the appropriate assets and scripts by dragging and dropping them from the Project panel to the Inspector panel. Agustin posted a screenshot of a possible Dagonity section on Kickstarter (Update #37, https://www.kickstarter.com/projects/agustincordes/asylum-kickstart-the-horror/posts).
Unity has lots of tutorials for 2D and 3D, but we’re not quite doing either. It’s confusing, but I’ve been trying to learn the basics.
Agustin can jump in and correct me if I’m wrong, but I’d definitely recommend getting familiar with the editor’s interface and the functions of each of the panels and the tags and layer menus. Also importing assets and Unity “packages,” creating Game Objects, scenes, and prefabs. There a good set of 10 brief video tutorials on the Unity website that I found very helpful. -->
I’m looking forward to see how Dagonity handles adding in skies, transitions, and “video on hotspots”… among lots of other things. I’m of course, worried about having to do a lot of “conversions.” :’(
Sure glad that I saved all those alpha and depth maps.