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KSP Part modding tutorials for Unity 5?


TrainEngie

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As far as I'm aware you can still do 95% of part-modding with Unity 4.2.2; I would in fact suggest it if you intend to do any work with emissives (things that glow, like cabin-windows).  Most of those tutorials are still perfectly valid.

I think the only thing you need the new Unity version for is creating asset bundles, KSPedia stuff, or compiling custom shaders.

 

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@TrainEngie From my experience, the difference between Unity 4 and 5 are:

- Unity 5 has better animation compression when working directly with blender files. It creates far less keyframes in the process, which is good on the performance.

- But Unity 5 has troubles editing legacy animations, there's a workaround tool for Emissive Animations (not very user friendly), but other stuff works half of the time.

- In Unity 5 we have several new layers and tags (can't list them all from my memory), one such tag is Icon_Only and works only in Part Tools for Unity 5. (at least for me)

- Unity 5 has new shaders for IVA cutaway view.

- I created many complex animations by hand in Unity 4, especially shader animations. Unity 4 has bad tools for working with animation curves, but at least it works. I could separate an animation from a model, edit it and reapply on my part in Unity 4. Unity 5 has troubles with that.

So I say use Unity 4.2.2 for your daily modelling routines.

use Unity 5 for:

  • heavily animated models
  • IVAs
  • KSPedia
  • stuff where you need certain layers,tags or shaders which are not present in Unity 4
Edited by Enceos
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35 minutes ago, Enceos said:

So I say use Unity 4.2.2 for your daily modelling routines.

use Unity 5 for:

  • heavily animated models
  • IVAs
  • KSPedia
  • stuff where you need certain layers,tags or shaders which are not present in Unity 4

I'll second this, although I've moved a lions share of projects to 5.2.4 I really wish I'd left some of them in U4.2.2,  and will likely revert quite a few parts.

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