Posts Tagged ‘unity3d’
Tuesday, March 9th, 2010
Unity is showing no signs of slowing down in making a consolidated, easy pipeline for game developers and creators to bring their wares to the masses on the top platforms. Already Unity 3D is the best 3d web browser plugin at the current time with export paths to web, desktop (mac and PC), iPhone/touch and Wii. But now we will see support for PS3, iPad (obvious as it is a iPhone/touch) and Android (most likely with the help of the C++ NDK rather than the Java SDK). XBOX 360 support was announced last year.
This is pretty huge even for such a small and innovative company. I guess it means it will be time to buy an upgrade soon. Unity so far has been giving feature after feature for free for current license holders, this one seems big enough to justify a major version increase.
Gamasutra comments on other great features:
This third iteration will also incorporate Umbra Software’s occlusion culling product, which is designed help performance for games with large, open scenes and complex geometry. The platform’s top-end version, Unity Pro, will include both Umbra and Beast at no additional cost.
Unity Technologies updated its Unity iPhone for version 3.0 to include streaming audio support for smaller build size, Bluetooth multiplayer support, faster in-game GUIs”, and a 2D sprite engine. Furthermore, the company’s iPhone product will offer performance improvements that promise to provide faster frame rates.
The company says that with its new platform support for PlayStation 3, iPad, and Android, it offers developers an opportunity to target a larger install base than any other game engine. Unity’s game engine currently can produce games for Windows, Mac, iPhone, and Wii, with support for Xbox 360 announced last October.
Tags: 3d, android, ENGINE, ipad, ps3, unity, unity3d
Posted in 3D ENGINES, 3d | View Comments
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!
Tags: 3d, carlos, DESIGN, helloenjoy, interactives, style, ulloa, unity, unity3d
Posted in 3D ENGINES, 3d, PERFORMANCE, PROGRAMMING, TECHNOLOGY, unity3d | View Comments
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.
Tags: 3d, book, goldstone, unity, unity3d, will
Posted in Uncategorized, unity3d | View Comments
Wednesday, October 28th, 2009
Unity 3D Indie is now free for all developers and just called Unity now. The Unity 3D Pro license is still $1500 and worth every penny. But this news is great for indies and moreso the pro users that want the Unity Web Player to have more penetration and installs in the market.
Companies like EA, Cartoon Network and Lego are using Unity 3D and just about every game developer I know including myself has been excited about the possibility of an engine that allows creation of hardware rendered web based games and desktop games, which are multi-platform and paths into the mobile market (iPhone/Touch) and console like Wii and XBOX in development (for additional licenses).
When Unity 3D released support for Windows as a development environment in addition to Mac it literally blew up as predicted this year. Also, Unity 2.6 is out which is big because it finally supports third party source control such as Subversion and Perforce. Many of the barriers that were keeping it from integration into gaming pipelines are gone: the price, the single platform and the source code integration issues. Unity 3D has addressed all those issues.
What are you waiting for? Get your Unity3D on!
Tags: unity, unity 3d, unity3d
Posted in .NET, 3D ENGINES, 3d, C#, PROGRAMMING, TECHNOLOGY | View Comments
Saturday, October 3rd, 2009
Tags: 3d, GAMEDEV, torque, TORQUE 3D, unity, unity 3d, unity3d
Posted in 3D ENGINES, 3d, GAMEDEV, GAMES | View Comments
Saturday, September 26th, 2009
Electronic Arts is using Unity 3D to develop Tiger Woods Online. The game is currently in beta. It was announced that they were using the engine in June on their blog but only on the reposted version here not the original post where the engine was just deemed “new technology”.
This is a major shift in the game industry and how it is being expanded into online properties that rival or better the console and desktop versions through online communities. Quake Live from id software uses their own system that wraps existing games (originally developed by Gaim Theory then bought by id Software) and instant action technology from garage games that runs instant action. All these systems have provided us browser based triple AAA style gaming fun. It looks like that movement will continue as more and more game companies and publishers see the valid capabilities of Unity 3D to deliver when you need really deeply immersive 3d experiences in the browser. Also other systems like Torque 3D, Quake Live technology and more will be seeing this trend continue when it comes to games online. It is also becoming a choice for online web based 3d MMOs such as Fusion Fall and Marvel Super Hero Squad.
Tags: based, browser, DEVELOPMENT, ea, experience, game, GAMEDEV, instant action, live, online, quake, TECHNOLOGY, tiger, torque, unity, unity 3d, unity3d, woods
Posted in 3D ENGINES, 3d | View Comments
Wednesday, August 26th, 2009
Unity 3d iPhone 1.5 is released and has many things that were requested.
A few features really stand out as stuff we need:
- Automatic batching of meshes to reduce draw calls.
- Full support for native Objective C and C++ code opens full access to the iPhone 3.x APIs and custom plugins.
- Introduced thread based main loop – now you can choose between NSTimer, Thread and OS event pump (CFRunLoop) methods. Thread method is set by default now.
- Added native plugin support (advanced license feature). Just add custom attribute [DllImport("__Internal")] to your native implemented methods in C# and corresponding implementation to the XCode project.
- Exposed full-screen movie playback support to scripts (iPhoneUtils.PlayMovie/PlayMovieURL).
- Added support for GPS/location service (iPhoneSettings.StartLocationService / iPhoneInput.lastLocation).
- Exposed native iPhone keyboard to scripts (iPhoneKeyboard class).
- Implemented native iPhone keyboard input for TextField/PasswordField/TextArea GUI elements.
- Exposed all 4 screen orientations as iPhoneSettings.screenOrientation. iPhoneSettings.verticalOrientation is now deprecated.
- Added support for vibration (iPhoneUtils.Vibrate).
- Exposed number of properties via Editor Player Settings UI (including bundle version and UI interface orientation).
- Implemented support for up to 8 texture units in shaders for iPhone 3GS. Added iPhone 3GS emulation in the Editor.
- Introduced automatic batching for small (less than 300 vertices) dynamic objects if they share same material. Reduces OpenGLES draw-call overhead.
- Unity respects your XCode project now. It is not overwritten anymore by default. You can safely add new files, modify project itself or AppController.mm file, Unity will append its things as necessary. Note however that some folders like Libraries, Data, root project folder are always overwritten.
Wow! See the full feature update and the blog announcement.
Tags: iPhone, unity, unity3d
Posted in Uncategorized | View Comments
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
Tags: iPhone, OPENGL, opengl es, unity, unity3d
Posted in 3D ENGINES, 3d, C#, GAMEDEV, GAMES, OPENGL, PROGRAMMING, RENDERING, TECHNOLOGY, iPhone, tracking, unity3d | View Comments
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
Tags: iPhone, NEWS, roadmap, unity, unity3d
Posted in 3d, GAMEDEV, GAMES, MOBILE, NEWS, PERFORMANCE, PROGRAMMING, TECHNOLOGY, iPhone, unity3d | View Comments
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
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The Path package contains all you need to start using the Path editor and run-time components in your project. |
Demo unity project
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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
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The Behave package contains all you need to start using the Behave editor, compiler and run-time in your project. |
Behave 0.3b hotfix
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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
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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
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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
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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. |
Tags: behave, behavior trees, GAMEDEV, path, pathing, unity3d
Posted in 3D ENGINES, 3d, GAMEDEV, GAMES, OPEN SOURCE, PROGRAMMING, TECHNOLOGY, TOOLS, Uncategorized, mono, network, unity3d | Comments Off