Tag: Unity
All the articles with the tag "Unity".
Revisiting the DeepVoice AI Asset: It Isn't "Completely Standalone"
A review I clipped while looking for a TTS asset that runs locally — except its conclusion that the asset 'works completely standalone' isn't true, and four pieces of evidence against it were already in the review. Plus what actually does run locally.
Mirror's Client-Side Prediction: Rewinding Without Physics.Simulate
Why prediction is needed and how it works, and what Mirror gave up by not resimulating the whole physics scene. Also: the docs stopped in March 2024 while the code kept moving.
Unity's PlayerInput: One Behavior Setting Rewrites Your Code
PlayerInput's API reference is a list of properties, which is not what you need when you first attach it. Why the four Behavior options demand different code, why callbacks fire more than once, and whether a single-player project needs this component at all.
Taking Apart Cinemachine's Follow Camera: Binding Mode Isn't a Rotation Mode
The Follow Camera used for racing and runner chase cameras, written up against Cinemachine 3. What Binding Mode actually decides, and two widely repeated misreadings — mouse input and Target Offset — corrected against the official docs.