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Post by Ralph on Dec 20, 2017 18:03:11 GMT
Can anyone give me an idea of what may be broken and what may need to be updated to get it to work in 2017? Or am I better starting from scratch?
Ralph
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Post by ledpup on Jan 5, 2018 3:23:49 GMT
Yeah, I'll update the question to 2018 but would like to know the same.
I've worked on one Unity3D project in the past, writing the graphic layer completely. The project is a few years-old but I fired it up last year to see how it fared. It no longer worked. I spent an hour or so getting it cleared up but had forgotten enough of Unity3D that it turned into enough of a slog for me to shelve it for a while. I'm close to wanting to add a 3D renderer for my current project that I'm looking for hexagon engines and this one stands out by a long margin so far.
I like the look of this product but now that it's not supported I wonder if it's better if I just go off by myself and create my own hex grid if maintaining the codebase is doing to be difficult. Maybe we need to create a community-driven team to keep the software up to date with new versions of Unity3D with actual patches or detailed instructions of what needs to happen in the code to keep it working as the new versions come out.
Anyone with more experience of Unity3D and HoneyHex like to comment?
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Post by mightyferengi on Mar 19, 2019 15:36:26 GMT
I just loaded Honey Hex onto Unity 2018.3.9 and it works fine. When you import Honey Hex, be sure not to update the script automatically as that breaks most of the scripts and makes your project unusable. You will have to change a couple of obsolete references, but those are easy fixes and once that's done, Honey Hex will work like a champ.
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