Just some questions

I’m new to Unity and I have to decide before I move to Unity Pro.
You don’t have to answer to these question about “how to do stuff related” (unless you want to), just answer with a yes,no,wrong, false.

1.It seems to me that the engine is geared to first person/third person shooters controls and physics. Right or wrong?

2.Can I get rid off the Controls Tab which appears as soon as you start the standalone game?

3.Can I get rid the whole window (resolution/graphics/controls) as soon as you start the standalone game?

4.Can I assign my own control Keys and their behaviour?

5.Can I let the player assign the control keys as he pleases IN-GAME?

6.Can I let the player assign the resolution/graphics settings as he pleases IN-GAME?

8.Can I use the mouse click to move my character via pathfinding?

9.Can I make an RTS style game?

10.Can I seperate the textures/models/scripts after building the game, so that the end-user can only download/instal a debugged/updated version of such assets I release in the future, instead of downloading the whole game again?

11.Can I import data from an external file, like an XML?

12.Can I browse OS browser folders and files in a built-in window or GUI-window in-game?

13.Can I import particle effects from a 3D program such as 3dsmax?

14.Can I play cinematic sequences?

15.Can I PAUSE the game?

1.It seems to me that the engine is geared to first person/third person shooters controls and physics. Right or wrong?
Wrong

2.Can I get rid off the Controls Tab which appears as soon as you start the standalone game?
No i think so

3.Can I get rid the whole window (resolution/graphics/controls) as soon as you start the standalone game?
Dont know what you mean

4.Can I assign my own control Keys and their behaviour?
Yes

5.Can I let the player assign the control keys as he pleases IN-GAME?
Yes
6.Can I let the player assign the resolution/graphics settings as he pleases IN-GAME?
Yes

8.Can I use the mouse click to move my character via pathfinding?
Yes

9.Can I make an RTS style game?
Yes
10.Can I seperate the textures/models/scripts after building the game, so that the end-user can only download/instal a debugged/updated version of such assets I release in the future, instead of downloading the whole game again?
IDK

11.Can I import data from an external file, like an XML?
IDK

12.Can I browse OS browser folders and files in a built-in window or GUI-window in-game?
IDK

13.Can I import particle effects from a 3D program such as 3dsmax?
No

14.Can I play cinematic sequences?
Yes

10.Can I seperate the textures/models/scripts after building the game, so that the end-user can only download/instal a debugged/updated version of such assets I release in the future, instead of downloading the whole game again?
Yes

11.Can I import data from an external file, like an XML?
Yes

12.Can I browse OS browser folders and files in a built-in window or GUI-window in-game?
Yes

2.Can I get rid off the Controls Tab which appears as soon as you start the standalone game?
Yes

3.Can I get rid the whole window (resolution/graphics/controls) as soon as you start the standalone game?
Yes

Found in Player Build Settings… The only thing you cant get rid of , is the unity splashscreen watermark in the free version.

1.It seems to me that the engine is geared to first person/third person shooters controls and physics. Right or wrong?

Wrong.

2.Can I get rid off the Controls Tab which appears as soon as you start the standalone game?

Yes.

3.Can I get rid the whole window (resolution/graphics/controls) as soon as you start the standalone game?

Yes.

4.Can I assign my own control Keys and their behaviour?

Yes.

5.Can I let the player assign the control keys as he pleases IN-GAME?

Yes.

6.Can I let the player assign the resolution/graphics settings as he pleases IN-GAME?

Yes.

8.Can I use the mouse click to move my character via pathfinding?

Yes.

9.Can I make an RTS style game?

Yes.

10.Can I seperate the textures/models/scripts after building the game, so that the end-user can only download/instal a debugged/updated version of such assets I release in the future, instead of downloading the whole game again?

Yes.

11.Can I import data from an external file, like an XML?

Yes.

12.Can I browse OS browser folders and files in a built-in window or GUI-window in-game?

Unsure.

13.Can I import particle effects from a 3D program such as 3dsmax?

Unsure.

14.Can I play cinematic sequences?

Yes.

15.Can I PAUSE the game?

Yes.

What Dman said, plus:

  1. Yes: UniFileBrowser.
  2. No.

–Eric

Thanks for the replies.

How exactly do I do that?:
10.Can I seperate the textures/models/scripts after building the game, so that the end-user can only download/instal a debugged/updated version of such assets I release in the future, instead of downloading the whole game again?

The builder makes some .assets files in the Data folder. Where are my scripts, models, animations and textures? How do I locate them and seperate them?

sameless bump. I don’t know if this the right forum to request such answers. If so tell me where to direct.

I’m making a cross-platform Tactics RPG. I want to make it step by step and release version after version so that my Beta Testers can check for bugs/imbalances/feedback.
The way Unity Engine compiles my game, it sets all my resources to .asset files.
What I need, after the feedback, is a way to upgrade the game with scripts/scripts corrections/music/soundFX/new or fixed animations/new or fixed models so my testers can test the game further. But WITHOUT downloading the whole game again.
So I’m asking:

1.) Is there a way instead of the .asset files to have normal files with all the resources inside after compilation, and what is such way?

2.) If not, is it possible to PATCH the .assets files with a cross-platform patcher (and which one)?

3.) Is there somewhere a diagram of which resources do the various .assets files contain?

4.) If a patch is possible, whould the .dll files created after compilation conflict with new scripts , shaders or stuff?

Sorry for bad english.

It’s geared to all games, not one specific type.

Yeah.

Yeah.

Yeah.

Yeah.

Yeah (yawning at this point).

Yeah via one of the many, many pathfinding libraries.

Yeah.

Pro is good at this via bundles.

Yeah. Why don’t you just get unity, because I’m tired of typing “yeah.”

Yeah.

Yeah but you need to export this information yourself, manually.

Yeah. Why don’t you look at unity’s features?

No, it’s impossible. You can’t ever pause it. Why, what a ridiculous assumption. How dare someone try to pause the game while using an AAA expensive cutting edge engine. (Got tired of saying yeah, but… yeah you can).

You’re the limitation, not unity. So it is down to how much you want to learn and how hard you want to work.

I’m asking those “boring” questions because:
First, I’m a total newbie, I got unity in my hands 2 days ago.
Second, I want to know what exactly I’m buying for 1.500 usd, since I found out that a AAA cutting edge game development Engine doesn’t have a save/load function.
Thanks for your replies.

If you got it two days ago why are you going to spend $1500 dollers on it now, you can do 99% or possibly even 100% of what you asked in the free version.

You have to write your own save and loading game function, Unity can’t possibly read your mind of what you want to save.