Post any problems or issues you run into here.
So far we have to make sure that in Maya and Max we are working in meters, and when exporting from and to Unity the FBX scale setting is set to 1.
When dealing with objects with partial transparency you should make the transparent part of the object as a seperate piece of geometry, and apply a seperate material to it. Then in Unity you can change the shader option from diffuse to transparent diffuse for the transparent object.
I currently cant get particles to stay inside a collider in a poly cylinder, I'm using the world collider component, but I'm not sure if Unity only counts the collisions if something hits the outside of the collider, not the inside.
Bal said it would be a good idea to put cloth in as its a fairly advanced feature, so maybe have some old ragged flags or material hanging from some dusty buildings in the Outland environment, I'll try and find a tutorial for cloth.
Unity doesn't support blend shapes due to the way it imports geometry (sometimes it cleans up vertices resulting in differing polycounts for essentially the same mesh). Not that we really need to use blendshapes for anything that I can think of, but just so everyone knows, any animation will have to be done via other methods.
In regards to projectile weapons collisons, we need to find out how to use raycast collisions. This effectively send out a ray of light and registers a hit or miss. We have to use this because otherwise we will have to use a projectile mesh to register the collison, which, when traveling very fast, can appear to pass through objects. This is due to the sample rate of the physics engine being slower than the framerate, while we can increase it to some degree, it will end up slowing down the game.