Archive for the ‘unity3d’ Category

Unity for Web Interactives Kicked Up A Notch By Carlos Ulloa/HelloEnjoy

Wednesday, December 2nd, 2009

If the question is if Unity can do interactives as smooth and stylish as Flash I think you may soon find out.  Carlos Ulloa of Papervision 3D fame has kicked it up a notch in Unity 3D with this interactive very reminiscent of the Ford Focus demo that helped bring in Papervision 3D for flash in style. Gotta say though a mini is much better than a Ford Focus.

Flash is still the leader in web interactives and even marketing interactive 3d, Unity largely replaced Director and tools like it and high-end hardware rendered required interactives and games. This interactive by HelloEnjoy has loads of polygons, unity physics system, lighting, environment mapping, showroom cameras, reflection, skid decals, highly detailed mesh and more.  Just take a peek inside the vehicle and at the rims for the detail that is impossible with the 2000 poly limit of Flash 3D software rendered engines.

Web interactives this heavy aren’t doable in a non hardware rendered player like Flash.  Unity is looking to pretty much own this level of quality in a browser.  I don’t think I have seen another interactive looking this good with Unity 3D.

Unity still is lacking many features that Flash has in support of making interactives for the web such as webcam support, mic support, better video support, better gui system, html support (although flash barely) and a larger install base but Unity could easily take the high-end advertising market in addition to owning highly immersive games that need hardware rendering which it is already doing for web gaming.  It is 2010 soon, most computers have a decent video card.  Put them to use!

First Unity Book: Unity Game Development Essentials

Wednesday, December 2nd, 2009

If you are looking to get into Unity 3d coding/creating a book is a good place to start to get the full overview. Recently, the first Unity book has been released by Will Goldstone via Packt Publishing.

The book is written in a simple yet rapid pace but starts out from beginner level 3d introductions and really explores all areas needed to give someone the handrails to start tinkering on their own in the dark of their labs with Unity. The book explores an introduction to 3d (the biggest hurdle for most in moving to unity although it also does 2d), terrrains (terrains aren’t supported in iphone yet keep this in mind if those are your aims), moving players and cameras, collision detection with colliders and rays, working with prefabs, creating HUDs, creating menu screens and working with the the GUI system in Unity (which can be strange for people coming from flash with event based user interfaces), loading/instantiating objects in the 3d world, particle systems, physics and lots of examples and minigames showing off these areas.

The book is alot like Unity itself in that it gets up and running quickly, gives the tools to do some damage and then opens the door to developing with Unity. After you develop longer in a platform you learn how to dig deeper into all these areas including scripting to do lots of what the Unity Editor can do for you but there is so much to take in that a good starting point to catch onto is needed.  Unity Game Development Essentials, the first Unity book, fills that role easily.

I have been using Unity as a hobbyist then at work at a game company starting in 2007 since it started to invade and take over from Director in 2007 ish then infiltrating the Papervision 3D and flash 3D developers, even with that experience this book still did a great job of exploring the tools and is approachable for almost anyone with some basic scripting skills and a desire to make some creative stuff.

Even if you have been doing Unity for a while a book is always good to see techniques and support authors and community members that give back to help others learn. Pick it up! (Amazon) (Packt Publishing)

If you aren’t ready to make the leap to Unity just yet there is also a great book from Paul Tondeur called Papervision Essentials for 3D in Flash, he has also done some projects in Unity to Flash communication.

WebGL Announced, Javascript Controlled OpenGL Standard, is Now Official at Khronos Group, Who Runs OpenGL, OpenVG, OpenGL ES

Saturday, August 8th, 2009

So many cool and useful technologies are unveiled at SIGGRAPH every year, this year at SIGGRAPH 2009 was no different.  Khronos Group, behind the new guidance of OpenGL, OpenGL ES, OpenCL, OpenVG, COLLADA etc, came another big announcement about hardware rendering within the browser.  WebGL is now an official standard being developed at Khronos Group to bring javascript control of OpenGL to browsers… Wow!

Ok so this was officially announced at the GDC in March but limited information, but now it has been slated for an official public standard in early 2010. Shortly after the announcement at the GDC we saw Google o3D appear doing exactly that, controlling OpenGL through Javascript in the browser but it was still largely software/harward hybrid rendered. Google, Mozilla, Opera are part of the companies supporting WebGL which is great for browser support, also NVIDIA, AMD and Ericsson are in on it.

Khronos Details WebGL Initiative to Bring Hardware-Accelerated 3D Graphics to the Internet

JavaScript Binding to OpenGL ES 2.0 for Rich 3D Web Graphics without Browser Plugins;
Wide industry Support from Major Browser Vendors including Google, Mozilla and Opera; Specification will be Available Royalty-free to all Developers

4th August, 2009 – New Orleans, SIGGRAPH 2009 – The Khronos™ Group, today announced more details on its new WebGL™ working group for enabling hardware-accelerated 3D graphics in Web pages without the need for browser plug-ins.  First announced at the Game Developers Conference in March of 2009, the WebGL working group includes many industry leaders such as AMD, Ericsson, Google, Mozilla, NVIDIA and Opera.  The WebGL working group is defining a JavaScript binding to OpenGL® ES 2.0 to enable rich 3D graphics within a browser on any platform supporting the OpenGL or OpenGL ES graphics standards.  The working group is developing the specification to provide content portability across diverse browsers and platforms, including the capability of portable, secure shader programs.  WebGL will be a royalty-free standard developed under the proven Khronos development process, with the target of a first public release in first half of 2010. Khronos warmly welcomes any interested company to become a member and participate in the development of the WebGL specification.

Google released O3D this year and there are great strides in 3d within the browser from game engine wrapper technologies such as instant action technology, gaim theory engine (now owned by id Software and runs Quake  Live, hardware rendered Unity 3D (and Torque 3D coming soon), and Flash software rendered  3d engines Papervision 3D, Away 3D, Sandy (Sandy also released a haXe version that exports a javascript version) and others.  But it looks like the movement is to bring OpenGL to the web as a standard under the name WebGL, this would be great!  There would still be lots of times where plugins are better now and in the near future but the path is a good one. Having a software/hardware rendering hybrid like Google O3D for broad video card support (some of the painful older intel cards), or using a plugin like Unity3D, Torque 3D or wrapper technology for bigger engines is a good idea for the time being. But the future is grand in this area.

I think that Google O3D and OpenGL ES success on iPhone games probably combined to get this in motion.  OpenGL and very basic video cards are now standard in most machines out there.  Unity3D actually published hardware statistics on casual gamers (web-based games) ever so kindly and shows that even though there are some older Intel cards out there, for the most part machines nowadays have a video card capable of supporting at least low-poly 3d and hardware supported 2d rendering in real-time for games, user interfaces and more.

This is exciting news, it appears the movement of the web gaming market is getting much more capable and is accelerating the innovation of hardware accelerating the web.

Unity 3D iPhone 1.0.2 Update, Yes Please

Thursday, April 30th, 2009

Unity 3D iPhone was updated recently to 1.0.2 and it has been greatly improved in performance and a much more solid 1.0 toolkit.  According to Unity 3D information by up to 50% which means much more room for assets to munch memory for us yay!

I updated to iPhone SDK 3 beta 4 and iPhone OS 3 beta 4 and the latest Unity iPhone and things were much better in perception of speed at least in early testing.  Not sure if it was more from one or the other but the games I am testing/building so far are quicker and the OS feels faster overall.

Get the latest Unity 3d iPhone dev kit (only for Mac OSX obviously since it uses XCode to compile per Apple licensing requirements)

This build fixes many issues and makes some great optimizations for speed as listed here:

New Features and Improvements

  • Reduced memory footprint for uncompressed audio by 50%
  • “Memory usage for textures reduced by 50%. Texture memory is now freed once it has been submitted to OpenGLES on the device. The “Enable Get/SetPixels” flag in the Texture Import Settings lets you disable this feature on a per texture basis in order to access the texture data from a script using GetPixel etc.
  • Improved iPhone script call optimization
  • Removed unused parts of Mono runtime
  • Reduced memory overhead while reading data from disk and slightly improved load times.
  • Support for several predefined splash-screens (portrait/landscape) for Indie version. Just rename one of the splash-screens in the output directory to Default.png
  • Exported audio session activation/deactivation functions to AppController.mm
  • Added Scripting Reference code examples for iPhone specific APIs

Bug Fixes

  • Fixed audio to play correctly after phone call / text message / alarm interruption occurs
  • Fixed compressed audio occasionally refusing to play
  • Fixed AudioSource.PlayOneShot to work correctly with compressed audio
  • Fixed audio to respect Mute switch and background iPod music
  • Fixed Pause function and time property for compressed audio clips
  • Fixed OpenAL memory leak
  • Fixed PhysX memory leaks
  • Fixed Audio and Animation assets leaking while loading new scene
  • Fixed a crash related to playing compressed audio in a sequence
  • Fixed memory leak while updating Mesh geometry data
  • Fixed several small memory leaks in rendering module
  • Fixed asynchronous .NET sockets
  • Fixed .NET threads
  • Fixed cross thread boundary calling to the delegates
  • Fixed UnityEngine.TextEditor stripping
  • Fixed GUI slider stripping
  • Fixed GUI scroll view stripping
  • Fixed IndexOutOfRange exception checking
  • Fixed Boo.Lang.dll stripping
  • Fixed occasional crashes of AOT cross compiler

Unity 3D iPhone Roadmap

Tuesday, April 7th, 2009

A quick roadmap was posted by Unity3d.com blog on the immediate future of Unity iPhone.  Currently I am developing two games for the iPhone OS 3.0 and these are welcome updates.  We are really looking forward to items not in the hard version just yet but we are looking forward to terrain support and downloadable content support in iphone sdk 3.0.

 

Unity iPhone 1.0.2. Based on custom builds we’ve been sending to devs in need, this release will address engine memory leaks and fix other outstanding issues:

  • Physics and audio related memory leaks
  • Asset leaks while reloading scenes
  • .NET sockets and threads
  • Compressed audio related issues
  • Stripping away too much of GUI components
  • Occasional crashes in AOT compiler
  • Support for both portrait and landscape splash screens 

Next will be Unity iPhone 1.1. Since the release of 1.0.1 we’ve been working on a number of performance and memory optimizations. Most of the work on 1.1 is finished already and we’re doing an internal bug fixing round before it goes to beta testers too. Along with optimizations this release will include number of important features such as:

  • Binding custom ObjectiveC/C++ functions to C#/Javascript
  • Native on-screen keyboard support and interoperability with Unity GUI
  • Movie playback support
  • Performance optimizations:
    • significant C#/Javascript performance improvements
    • general rendering loop optimizations resulting in less OpenGLES state changes and less CPU work per object
    • number of internal routines were rewritten using VFP coprocessor assembly
    • way much faster mesh skinning utilizing VFP
    • batching small objects, given that they share same material, into single draw call
  • General distribution size optimizations which allows applications below 10Mb
  • Number of significant memory footprint optimizations

 
We don’t have strict versioning past 1.1 yet. Some of the following features will end up in the next big release and some might find a way to sneak into 1.1:

  • Compressed audio streaming directly from disk
  • Support for 3.0 SDK
  • 3.0 downloadable content
  • 3.0 bluetooth networking
  • GPS/Location support
  • Vibration support
  • Post-processing and render-targets support
  • Terrain support
  • Per-pixel DOT3 lighting support for skinned meshes
  • Reduce load times
  • Reduce distribution size even further
  • Improve GarbageCollector collection patterns to reduce spikes

Director 11.5 Released with ByteArray Support

Saturday, March 28th, 2009

 Director 11.5 was quietly released last week at GDC with a few nice upgrades.

  • The sound library is updated to Dolby surround 5.1. 
  • Director 11 now supports ByteArray and binary data handling. 
  • It also states support for Flash 9 swfs. Previously Director 11 did not work well/atall with AS3/Flash 9 swfs which made it nearly useless.
  • Streaming support for audio and video with RTMP (red5, flash media server, etc)
  • Updated video support
  • Bitmap and audio filters for video

I still think Director is on decline unless they open up the development platform, lose Lingo and allow a real IDE to develop with. So frustrating being restrained to that IDE that is not very flexible and cumbersome to extend and code in when you compare it with cutting edge IDEs like Unity3D or open source flash IDEs like FlashDevelop. It has been completely removed from our workflow for some time due to new Flash 2.5D engines such as papervision 3d, away 3d and sandy or for more immersive hardware rendered 3d, unity3d. 

 

Adobe Director version comparison chart
Product features Director 11.5 Director 11 Director MX 2004
Support for 5.1 surround sound Yes No No
Real-time audio mixing Yes No No
Audio effects and DSP filters Yes No No
H.264 MPEG-4, FLV, and F4V video support Yes No No
Streaming support for audio and video with RTMP Yes No No
Ability to apply audio filters on a video Yes No No
Ability to apply bitmap filters on a video Yes No No
Google SketchUp file import Yes No No
Enhanced physics engine with support for dynamic concave rigid bodies Yes No No
ByteArray datatype for binary data handling Yes No No
Multiple undo/redo for text editors Yes No No
Text rendering and performance optimization Yes No No
Cross-domain policy support for Adobe Shockwave® Player Yes No No
Mac OS X Leopard support Yes No No
Unicode support Yes Yes No
Microsoft DirectX 9 support Yes Yes No
Advanced physics engine with included NVIDIA® PhysX™ support Yes Yes No
JavaScript dictionary Yes Yes No
Code snippets Yes Yes No
Bitmap filters Yes Yes No
Microsoft® Windows Vista® support Yes Yes No
Support for Intel® based Macs Yes Yes No
Cross-platform projector publishing Yes Yes Yes
Web publishing with Adobe Shockwave Player Yes Yes Yes
Support for more than 40 video, audio, and image file formats, including SWF Yes Yes Yes

Unity3D Path and Behave Projects From AngryAnt: Waypoints, AI, Paths Library, Behavioral Trees and More

Tuesday, March 24th, 2009

AngryAnt brings us a nice library for pathing and behavior trees in Unity3D with excellent editor integration. Path library I reviewed and is an extremely deep and complete library with autocomplete node collections from colliders, ability to connect different networks and detection from mesh as well as GUI tools using Unity3D editor scripts. The release is solid with documentation, video samples and is very easy to integrate. If you have a need for AI, bots, scripted animations or other madness in your game be sure to check out the pathing library and or the behave library from AngryAnt to implement or research.

Path Features

Specs:

  • Available for unity indie as well as pro licensees
  • Can run in webplayers as well as stand-alone
  • Requires no additional installations

Features:

  • Easy to use editor interface
  • Navmeshes
  • Waypoint networks
  • Cached pathes
  • Distributed processing using coroutines
  • Tag-filtered pathfinding
  • Hierarchal “grid network” pathfinding
  • Auto-recalculate on runtime network changes

Tutorials

I recommend you study the “Editor demo” unity project available on the Path download page. This project will be used in the tutorials below and contains an example Path setup.

Tutorial 1 – The basics

Runtime reference

The Path project comes with a small, but effective runtime API. The following links list the classes herein and their methods / properties.

Path unity package

Path package
The Path package contains all you need to start using the Path editor and run-time components in your project.

Demo unity project

Demo project
The Demo project is a complete unity 2.5 project with Path already added, a sample Path collection set up and example scripts requesting path calculations and following them.

Behave Features

Specs:

  • Available for unity indie as well as pro licensees
  • Can run in webplayers as well as stand-alone
  • Requires no additional installations at runtime

Features:

  • Implements behaviour trees
  • Re-use common behaviour by reference
  • Drag and drop editor interface inside the unity editor
  • Simple connection to character actions via C# interface
  • Designed trees are built to .net assembly code for maximum performance
  • Runtime debugging features
  • Powerful stand-alone editor – including web version

Behave unity package

Behave package
The Behave package contains all you need to start using the Behave editor, compiler and run-time in your project.

Behave 0.3b hotfix

Behave 0.3b hotfix
This hotfix solves a few critical issues with Behave 0.3b and unity 2.5. It’s still quite buggy and I’m working on a more extensive rewrite. Stay tuned.

Demo unity project

Demo project
The Demo project is a complete unity 2.1 project with Behave already added, a sample behaviour tree designed and compiled plus an example script showing how compiled behaviour trees are integrated with unity MonoBehaviour scripts.

Behave builder application

Behave builder
Behave builder is a stand-alone application offering the behaviour tree editors (excluding the compiler) outside the unity editor. It is currently OS X only. This application is also available in an online version – check it out in the “Preview” section of this page.

Example library

CitySimulation.behave
CitySimulation.behave is the library used in the demo project – saved as a Behave builder file. You can use this file directly in the online and offline version of Behave builder or import it to a unity project via the Behave “Assets” menu.

Silverlight 3 Mix09 Demos Video of Pixel Shaders (HLSL Authored), 3D Planes, SaveDialog, Local Connections, Out of Browser

Sunday, March 22nd, 2009

Here is a video with more information on Silverlight 3 Beta features that are matches of the latest Flash killer features in pixel shaders, 3d planes (ability to create pseudo-3d engines like papervision3d), local saving, pixel operations/bitmap handling, local messaging (silverlight to silverlight – like localconnection), out of browser desktop running ability of SL3, SEO and search indexing capabilities / deep linking navigation and more.

Video of the features of SL3 Beta, Demos, at a Slow Pace from #mix09


Get Microsoft Silverlight


A few points after the video and taking a tour of the features.

The pixel shaders are written in HLSL (shader 2), however they are compiled to byte code and do not currently use the gpu for rendering. While the pixel shaders are very cool and the language to write them is standard pretty much for shaders in HLSL shader model 2 DirectX-based (the other is GLSL OpenGL based) they have not allowed this byte code to run on the GPU… yet. Here Flash and Pixel Bender actually are ahead there.

Although there are 3d planes which is very exciting, no good pseudo 3d engine exists yet matching the 3 in flash (papervision3d, away3d, sandy). When SL3 comes out I am sure we will see a few emerge or build them ourselves because this iteration of SL3 looks pretty fun.

Pixel based operations will be a huge advancement much like it was in earlier flash versions as it adds some demo scene type abilities and experiments with pixels that are fun.  This also lends to doing cool things like shaders, effects, AR, face recognition, motion detection etc.

Effects like Blur and Drop shadow are good and the ability to add custom ones, great. However currently they are pretty performance intensive.  They are also in Flash but there needs to be some refinement in SL3 effects before launch.

Desktop runnable apps in out of browser will be nice and this is a direct compete with Adobe AIR which was a surprise.

Local Communication supports desktop to browser communication.

Isolated storage (similar to shared objects) supports 1MB in browser, 25MB out of browser defaults.

This version of silverlight is really a 1.0 version as typical with most software.  Version 2 or version 3 is usually what the initial design goals pan out.  Much like the latest unity3d version (2.5) that has windows support and the iPhone SDK 3.0 that both came out this week, even actionscript 3 compared to earlier versions, these toolkits are finally iterated enough that they are really solid platforms for building cool stuff on and become platforms.  The next version of all these could be very, very dangerous.

Huge missing features:

Although there are some great features in SL3 beta, it is still not done and it is still missing some key components that Flash has which make it very attractive in the interactive space.

  • Camera and Microphone support - Macromedia hired one of the smartest dudes around in Jeremy Allaire back in flash 6 days to help add support for Flash Communication Server (Flash Media Server now) Camer and Microphone support.  One of the best R&D periods at Macromedia. SL needs this soon.
  • Printing support – what was long a problem in Flash is so in SL, there is no good printing support
  • No GPU usage for Pixel Effects/Shaders – (neither flash nor silverlight support hardware accelerated shaders in PixelEffects/Pixelbender – Pixel Effects/Shaders need GPU support (see Kevin Goldsmith’s article on GPU mixed with CPU and how this may or may not be good. However processors are speeding up and multi-core helps software rendering, the quality of GPU is well beyond what software rendering can deliver for a few years to come at least while architecture advances, probably more like 5-10 years.
  • No UDP plans yet - Adobe has RTMFP, SL sockets has no public plans for adding UDP that I have seen
  • No Alpha Channel in Video - You can do this with a shader though but not supported by default.

Silverlight 3 Video

Flash has the upperhand in video and probably will still even though SL3 has H.264.  Flash added this at the same time and though they still have FLV which revolutionized web video they are now much broader in support in video than SL3.  Silverlight has H.264 and VC1 support (their own FLV like codec).  Still pretty cool a couple years ago there was no HD on the web now everyone has it in H.264 video support.

Currently nothing innovative, mainly catchup still, but here are some options

Silverlight 3 beta and the video below the features and highlights will look very similar to flash and flash community advancements over the last couple years.  There is no innovation just yet.

But where that could happen is in socket support with UDP. Flash has moved on this in RTMFP and the beginning of larger scale networking support with UDP with samples like stratus.  This is a huge differentiating feature for what I think will be game changer on the web (it already is on desktop mmos) in real-time or closer to real-time support for larger sets of users in online games like MMOs or virtual communities, even tools to make request based real-time sites like micro-blogging faster and able to handle more users (right now it is very linear if users get many followers, UDP will allow a better distributed framework for messaging).

Local Storage

Silverlight and Unity3D all need this, Flash could use better support for this.  Local saving of a files for cache beyond the internet cache and greater than the 1MB/25MB limits of SL3 IsolatedStorage.  This is an issue when you are making large scale games in that you need to save lots of assets to a client but to make it economical you want ot save more than the default internet cache amount. Flash Shared Object (Local) allow you to do this somewhat but it would be great to have a way to just download files for cache (upon user agreement) to store assets in bulk of allowable types (images, video, models, bundles) to the file system.

Hardware rendering for 3d support and UDP support will put Flash and SL3 on par with the killer Unity3D kit for making online web games and other activex/plugins like instantaction that allow you to do these things already.

The one thing SL has over Flash

Flash and Flex are great. But there is this massive division in the community and marketing of Flash. Silverlight is entirely unified and this has much to do with starting clean at a time that interactive development is heading more into a technology and developers control. Flash and Flex need to bring it together. AS3 has been out long enough that the people with skills have hopped on and taken it to a new level, mainly from programmers. If Adobe created a version of Flash that was a new IDE and consolidated Flex and Flash into just Flash, made the IDE as powerful as FDT or FlashDevelop3 there could be hope to bring the platform together. I understand they had to work it in slowly because it was a designers platform really (even though coders still pushed the limits in games and apps built on it) so they had to tip toe carefully on this to not alienate people. But now I think the division is a serious problem with the platform and must be addressed, noone expected Silverlight to be this quick on at least SL3 features. And even though the initial approach might have been bad as SL1 was a huge letdown, Microsoft does not give up and you can see in the XBOX360 and DirectX that they are very pursuant. DirectX really didn’t become huge until version 7 so these guys won’t relent.

I am not a huge fan of using the proprietary tools. Even in Flash I use as much open source as I can even though the player is locked, but Moonlight is something that trails Silverlight development and is a very unique thing in both open source and cross platform/multiplatform development. It is a clear relationship and aims to make Silverlight run on multiplatform mono including Linux. This could win out in the end who knows.

Futures

Great iterations of software happened this week in the latest unity3d version (2.5) that has windows support and the iPhone SDK 3.0 and now SL3 is quite a surprise in feature set.

I have been really busy this week just delving into all them and hope to start making more cool and useful projects in them.  The best part is right now is great to be an interactive or game developer as all major software companies and markets are focused on retaining good developers.  I don’t’ recall a time other than the beginning the the web virtual land rush that has so many options and markets that skilled developers and designers can choose from.  Good times.

Unity 3D 2.5 Released, Includes Windows Build Environment IDE

Wednesday, March 18th, 2009

This is fantastic news!  Unity3D 2.5 has been released a bit early before GDC and it includes the game changing windows build environment and IDE.  This now opens up the Unity 3D market by a huge factor and Unity3d will find its way into many gaming companies that are heavily invested in Windows. We should see the amount of unity 3d players and content ramp up quite a bit this year.

Dont’ get me wrong I love my Mac Book Pro and continue to use it for development in Unity3D, iphone sdk etc.  But being able to use my windows machine as a dev box is great and I know this will be huge for many windows users not wanting to shell out the $1500 for the unity license AND $3000 for a decent macbook.  The cost wall has been lowered and it is a great investment if you are an indie game developer or a large game developer.

I usually only get excited about open source tools on this blog because they help everyone with skills have access, I hope one day there will be an open source 3d browser based engine as well.  Right now though there is nothing price competitive other than maybe torque instantaction plugin or the gaim engine (quakelive) that comes close with hardware rendering and none of them beat Unity in ease of pipeline.

One thing about Unity3d is it was a game engine from day one, it is only a game engine.  It isn’t like Director or Flash that are also application development kits, rich internet application kits etc.  This is pure game engine baby with hardware rendering for the win. Also, if you want to make 3d games for the iPhone without going hardcore OpenGL ES you can do so with an additional license that opens up your distribution channel to the iphone, flash can’t do that currently unfortunately.

And so it begins… GAME ON!

Unity3D 2.5 Coming Soon, About to Blow Up with Windows IDE Support

Wednesday, January 21st, 2009

The unity3d platform is about to realize about 900% or 9x more possible market for selling their wares and I believe will blow up with unity 2.5.  Unity3d 2.5 will bring a windows IDE and development environment to unity3d developers. Many game companies are heavily invested in Windows and having this option is breaking down a huge wall to get this development platform and engine into many new hands and companies.

The best part about unity 3d development is the hardware acceleration, the fantastic pipeline, the ability to publish desktop, web, mobile (iphone) and console (wii) is pretty amazing.  All using the powerful mono open source .net framework as a base.

Full update list:

Windows Editor Support

Unity 2.5 adds full support for Windows Vista and XP, with 100% feature parity and interoperability with Mac OS X. The Unity Editor has been rebuilt to look, feel, and function identically on both operating systems, each running the same underlying engine. The best part? Unity on either platform can build games for either platform — cross-platform in the truest sense.

A Whole New Look

Find the tools you need quickly and easily. The Play buttons are front and center, clearly visible and inviting you to play, test, and improve your work. And when you do, they light up, dimming the rest of the application, drawing your attention to the most important things in the play experience you’re creating.
Precise Navigation and Placement Tools

Improved Usability

Snap any object to customizable increments of position, scale, and rotation values. Drag objects around, clamped to any surface collision. Manipulate objects in local or world space. Use the new flythrough controls to get around easily. And did we mention the completely redesigned rotation tool?

3ds Max Importing

Drag and drop your .max files right into the Editor, including support for all skeletal based animation, multiple UVs, and vertex colors. Autodesk 3ds Max now joins the existing support for Maya, Blender, and all other 3D applications that integrate with the latest FBX plugin on the Windows platform.

Completely Customizable Editor

UnityGUI, Unity’s own GUI creation system, now powers the entire Editor and allows you to integrate your own unique level design tools, AI control tools, debugging tools, difficulty tuning tools, or anything else you need. Over 130 new API entry points enable you to create specialized, customized editor tools and build them into the existing Editor interface.

Tabbed Interface

We took cues from the best designed applications, and the rewritten editor has received dozens of improvements. The most visible change is the tabbed interface, where every part of the interface can be moved, undocked to a secondary monitor, and even stacked to achieve logical grouping.

Information at Your Fingertips

We’ve gone to great lengths to make sure that you always have the info you need, when you need it. Model files have previews right inside the inspector. Audio Clips show their waveform with click-to-play behaviour. Meshes show the detailed rendering stats – and that’s just scratching the surface.


*drawlogic is proudly powered by WordPress
Entries (RSS) and Comments (RSS).