Posts Tagged ‘mecanim’

Thursday, November 1st, 2012

Pick up the public beta of Unity 4.

Looking forward to trying the Mecanim animation system.  Mecanim combined with NavMeshAgents could be fun.

  • Once imported as muscle clips, animations can be used with all humanoid characters with no additional conversions needed.
    • Use the same animations on different proportion characters with no overhead or need for storing multiple versions of the clip.
    • Map the bones of your model to human muscles with a single click, or fine tune the setup for full control.
  • Slice up your authored or motion-captured animations directly inside Unity with the industry’s best tool for the job.
    • Preview the animation as your drag the ranges of a clip.
    • Indicators for pose looping quality and motion looping quality lets you easily pick the range with optimal looping.
    • Differences between start and end pose is smoothed out by the importer to ensure perfect looping.

Real-time shadows on mobile to see if magic carpets are no longer needed in some cases. Then again we are still on mobile with a tight rendering budget on low end.

Unity 4 includes one of your most requested features: dynamic shadows on mobile devices. Add more realism to your mobile games with Unity 4, by casting hard dynamic shadows from directional lights.

One nice welcome is a licensing system, it is a pain when getting a new computer and it looks like Unity is going more self managed for this which is great.

License: New activation system was developed:

  • Ability to un-license a machine yourself!
  • Continuous license and content updates.
  • Unity Account login for certain license types.

Also of course looking forward to the final Flash and Linux exporters. And any improvement to large lightmapped scenes is good.