Posts Tagged ‘shadows’
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.