Version3.5 of the AWS SDK for .NET further standardizes the .NET experience by transitioning support for all non-Framework variations of the SDK to .NET Standard 2.0. Depending on your environment and code base, to take advantage of version 3.5 features, you might need to perform certain migration work.
Unity apps must target .NET Standard 2.0 or .NET 4.x profiles using Unity 2018.1 or later. For more information, see .NET profile support. In addition, if you're using IL2CPP to build, you must disable code stripping by adding a link.xml file, as described in Referencing the AWS SDK for .NET Standard 2.0 from Unity, Xamarin, or UWP. After you port your code to one of the recommended code bases, your Unity app can access all of the services offered by the SDK.
Because Unity supports .NET Standard 2.0, the AWSSDK.Core package of the SDK version 3.5 no longer has Unity-specific code, including some higher-level functionality. To provide a better transition, all of the legacy Unity code is available for reference in the aws/aws-sdk-unity-net GitHub repository. If you find missing functionality that impacts your use of AWS with Unity, you can file a feature request at
High-level abstractions that ease the use of Amazon Cognito Sync and Amazon Mobile Analytics are removed from version 3.5 of the AWS SDK for .NET. AWS AppSync is the preferred replacement for Amazon Cognito Sync. Amazon Pinpoint is the preferred replacement for Amazon Mobile Analytics.
If your code is affected by the lack of higher-level library code for AWS AppSync and Amazon Pinpoint, you can record your interest in one or both of the following GitHub issues: and You can also obtain the libraries for Amazon Cognito Sync Manager and Amazon Mobile Analytics Manager from the following GitHub repositories: aws/amazon-cognito-sync-manager-net and aws/aws-mobile-analytics-manager-net.
Version 3.5 of the AWS SDK for .NET supports both .NET Framework and .NET Standard (through .NET Core versions like .NET core 3.1, .NET 5, and so on). Variations of the SDK that comply with .NET Standard provide only asynchronous methods, so if you want to take advantage of .NET Standard, you must change synchronous code so that it runs asynchronously.
Daggerfall Unity 1.0 is now available! After several years in development, and the efforts of many people, Daggerfall Unity is finally considered complete. The project will now move into post-release community support and maintenance.
You can get a free copy of DOS Daggerfall from Steam and a free copy of Daggerfall Unity from the Releases page. Then simply unzip the latest version of Daggerfall Unity to its own folder and point it to the DOS version. Daggerfall Unity will take care of everything else.
The Daggerfall Remaster Enchanted Art Mod (DREAM) upgrades game assets including sound, music, videos & all graphics found in the game. It goes beyond a restoration and additionally fixes the old quirks, bugs and increases variety/fidelity everywhere possible.
Instead of increasing chance to avoid an attack completely, armor now reduces the damage you take, based on the material as well as the type of attack. Skills now determine most of your chance to avoid attacks, including many more features.
When uninstalling GOG Cut make sure you do not select the below option to remove save games and data if you have a game in progress. Enabling this setting will delete your saves. Instead, we will manually delete settings in the next step.
Installing Daggerfall Unity manually is a simple process that only takes a few minutes. Here are two supported methods of installing Daggerfall Unity. These will take you through the entire setup process.
Projecting shadows from 2D billboards comes with downsides. These are just 2D cutouts rotating to face camera, so their shadow either twists and turns with billboard or stays fixed in place. Fixed shadows look better overall, but results in any asymmetry becoming disconnected from cutout when seen from the wrong angle.
Retro Mode is a feature in Daggerfall Unity where camera renders to a 320200 or 640400 resolution target before scaling output into your display area. The feature also comes with postprocess settings for palettization or posterization to crush palette down to fewer colours with neat side-effects like colour banding from nearby light sources.
In addition to previous settings for retro mode and postprocess, you now have the option to adjust render scale into 4:3 or 16:10. Enabling either of these settings will scale output to selected aspect ratio inside your actual screen area. If you have a wider screen, e.g. 16:9, then vertical pillarbox bars are added.
If you walk down toward that farthest point and turn around, now the brightly lit area near throne is plunged into darkness and world near player is bright instead. Step back a few more metres and area above stairs becomes totally black. Even those bright torches will fade away.
Now ColorBoost comes into play. This postprocessing effect can both increase brightness near player and produce ramp down into darkness inside dungeons. Compare above screen with one below, and note difference in contrast between near and far points. Even the torches start to fade into darkness at range.
In addition to atmosphere, this gives you another way to tune brightness to your preference. Some ColorBoost will brighten things up without completely flattening or over-brightening whole scene. The dungeon falloff effect has adjustable strength down to 0 (disabled).
The Unity game engine is used by more than 50% of games across mobile, PC and consoles according to the company. The engine is written in native code but can be scripted using C#, forming a large community of C# developers. The version of .NET used in Unity though is based on .NET in its cross-platform Mono form, rather than .NET Core.
Unity developers have complained about lack of access to new C# features and performance improvements, as well as non-standard approaches to areas such as asynchronous coding and package management. Part of the problem lies with the Unity runtime API, rather than with .NET itself, and the constraints it places on interop code.
That Unity has fallen behind in this way may seem odd, since the company has been a critical element in the progress of .NET from Windows-only to a cross-platform runtime.
Unity was an early adopter of Mono, to the extent that without it the open source implementation of .NET would have progressed more slowly or perhaps not have survived. That legacy has become something of a burden though. At GDC (Game Development Conference) 2022 earlier this year, VM Team Lead Josh Peterson explained how Unity became closely tied to the Mono runtime, preventing migration to the .NET Core CLR (Common Language Runtime), and developed its own package manager and .asmdef package definition files, and does not use MSBuild, the .NET build tool.
Even the Mono runtime is a fork of the official version. The consequence is that people who have learned .NET elsewhere find that in Unity they cannot use familiar tools, or C# language features like async and await statements for asynchronous coding.
The team has had to solve some tricky problems, he said, in the area of native code interop, and has written its own marshalling layer to overcome issues such as managed code objects that may move to different memory locations and break native code that references those objects.
3a8082e126