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Introducing The Fabricator Contest!

September 1, 2010 in Community News and Info, Events by

FabricatorContest

MuseGames.com & Unity Technologies are teaming up for a new bi-monthly Unity “Prefab” based contest called The Fabricator Contest! The contest will be a regular event that will challenge members of the community to show their stuff by creating prefabs based on specific themes, and of course because it’s a contest that means winning entries will earn prizes. What’s more is that all of the project files submitted will be released back to the community, so in the end we think this will result in a lot of awesome new prefab goodness that we can all benefit from. To kick things off we’re challenging folks to create and submit their best flame thrower, and for the winning effort we’re offering two (2) tickets to Unite 2010, an $800 value. So bring the heat and show us what you’ve got! For more information about the contest, including a full set of dates/deadlines and contest rules, please check out the contest page over at musegames.com:

The Fabricator Contest

Please be sure to also keep an eye on the musegames.com blogs as well for contest updates and information, starting with their matching announcement post:

Introducing The Fabricator Contest!

Thanks and good luck to all that enter!

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2 Sep 2010, 9:17 am

What a great idea! Thanks a lot, Unity!

2 Sep 2010, 4:49 pm

Nice! This will surely bring more awesomeness to unity developers!

I’m no good making good flamethrowers though (already tried it) so I’ll just wait for the next contest!

2 Sep 2010, 6:14 pm

it’s a great idea. when we see a shop for scripts and prefabs in unity’s website or any other site? most developers are interested in buying and selling content. we are a huge community and many of us are not programmers and really can benifit from it.

2 Sep 2010, 9:05 pm

This is a great idea. I am curious though, is the rotations for pitch and rotate messed up on purpose? I know the pitch and rotate work, but the pivot is messed up as you rotate in the x axis. Your pitch and rotate objects are separate and therefore not interacting correctly with one another. To fix it I just made the pitch object a child of the rotate object.

If this was intended as a problem solving exercise I apologize for making it public.

David

3 Sep 2010, 10:48 am

Unity have greate ideas always!

cheers…

3 Sep 2010, 4:57 pm

Let the next contents be about creating fantasy spells!!

Jason
5 Sep 2010, 5:04 am

This is a great idea, but it almost seems like it would be better to wait until after Unity 3 is out before starting this to make sure all prefabs are compatible with the new software, just to prevent having to re-write code for several prefabs, and also to know our new polygon and texture limits. Also, Summer 2010 is pretty much over now, so do you happen to know how much longer Unity 3 will be “Coming Soon?”
Getting anxious. :)

Herald Heemskerk
5 Sep 2010, 4:04 pm

Yeah,they keep saying “soon”,but nothing happens.

Jason Amstrad
5 Sep 2010, 4:06 pm

I totally agree with you.

Nathali Abbortini
6 Sep 2010, 12:37 am

I strongly suspect that they are having some licensing issues suddenly with Autodesk about the Turtle rendering and light-baking technology.
Remember,Autodesk bought the Turtle technology from Illuminate Labs a short while ago.

    6 Sep 2010, 6:50 am

    @Nathali: stop the doomsday theories, we don’t have any licensing issues whatsoever :)

    @Jason, @Herald, @Jason, @Nathali: we’re working hard to finish 3.0 and ship it. We shipped beta 7 just a week ago (release notes here), and ironing our the remaining issues until it’s shippable quality.

    It’s sad that we didn’t make it to european “summer” definition, but Wikipedia says that in United States “summer” lasts until September 22 ;)

6 Sep 2010, 3:38 pm

lol.. South African summer is just starting, you can use that if you like :P
.. actually, no! I want me Unity 3.

Nathali Abbortini
6 Sep 2010, 5:20 pm

Oh no !
Do not use the African summer.

Jason Amstrad
6 Sep 2010, 5:22 pm

haha you guys.
that’s very funny,you got me scared there for a second.

7 Sep 2010, 9:21 am

@Aras
beta 7???
why the last beta that we received is beta 5?

Nathali Abbortini
7 Sep 2010, 12:56 pm

When will the Umbra Occlusion demo be ready for us to see ?

7 Sep 2010, 1:08 pm

@ashkan: “we” is who? As far as I know, beta 7 came out for both beta testers & preorder customers. If you start your Unity editor that’s older than beta 7, it should popup an update notification pointing to the download location.

7 Sep 2010, 2:51 pm

@Aras
thank you. we installed the beta on another system and currently use 2.6.1 free for our real productions and just sometimes test beta features. so if i turn that computer again i can see the update in unity. i thought that all new betas will come as emails. you are fixing bugs in a great speed.
other engines are comming to your web browser social game space and it’s good and bad. monumental’s prime and rocket engine (it’s 2D) has client / server side tech for MMO building and other engines are adding web plugins or just added them. (i.e torque, vision engine)
hopefully your next move as always is the smartest move in industry and solve all unity’s difficulties for building persistent worlds easier and without special coding of low level serverside modules. i should close my big mouth

8 Sep 2010, 8:28 am

@ashkan: “when we see a shop for scripts and prefabs in unity’s website or any other site? ”
Look around, there are sites like that showing up already! One example being http://www.unityprefabs.com/. Beyond that, we at Unity Tech have been discussing our Resources area and how it might be opened up/improved going forward. I have no dates to share on that, but it’s at least something that’s already been on our radar for some time now.

@Nathali Abbortini: “When will the Umbra Occlusion demo be ready for us to see ?”
The Umbra Occlusion culling features are a part of the Unity 3.0 release so you can experiment with those features as soon as you have build access. For some that means now as they’re using beta/pre-release builds, for everyone else it’s a matter of waiting for the final release (see the post from Aras about the ship date, we’re doing the last fine tuning now).

@ashkan: “other engines are comming to your web browser social game space and it’s good and bad…”
We’re well aware that there’s competition out there and I don’t think there’s a single person at Unity Tech that’s ready to kick back and rest on laurels, so we’re going to keep at it with all our might!

8 Sep 2010, 12:06 pm

@Tom
unityprefabs don’t accept our prefabs. i don’t want to buy prefabs but i love to sell them. :)
“We’re well aware that there’s competition out there and I don’t think there’s a single person at Unity Tech that’s ready to kick back and rest on laurels, so we’re going to keep at it with all our might!

I know you guys but because there is no roadmap, we can not know what parts of the engine you are working on. surely some of them should remain untold and at this time you are just working on 3.0 features but i am afraid. in last unites you all said that we try to do the client side well but i think at this time it’s not the best strategy. surely thre are much more cleaver guys there.
hopefully a roadmap or some clearifications soon will help to understand the situation well.
you did great moves. now we can have components in external assemblies wich is really usefull for patches. if asset bundles could package prefabs with their code it would be perfect but even for this new feature there is not any documentation. just the feedback ticket’s status is changed. as you all know, the future is in all devices and in online/social gaming.

8 Sep 2010, 11:42 pm

@ashkan: unityprefabs.com was one example, although one I thought was open to submissions based on their website. But after giving it another look, it seems that’s something they’re rolling out over time so wait a bit more and I think they’ll be more open to general 3rd party submissions. I’ve seen a few other similar sites mentioned as in progress or I believe already out there, keep your eyes open for those. We do have some of our own plans for our Resources area as I already noted but I can’t share details just yet.

As to our decisions and roadmap, while we do share some information about future plans at times we clearly don’t share anything close to all of them (nor will we ever IMO). We’re constantly adjusting that balance and over time have actually become more open and not less, I suspect that will continue for quite some time so hang in there.

FYI: just because we say things like “we focus on the client side” doesn’t mean you won’t ever see server-side features offered, it’s just that those may come through a tech partnership or 3rd party licensing deal. So perhaps it’s not as bad as you might think.

Ok, let’s re-focus ourselves on the topic of this blog post, The Fabricator contest! :)

Anthony
17 Feb 2011, 9:05 am

Hey guys,

The publicly available source-code for the flamethrower contest entries are no longer available at muse and I can’t find it in the asset store. Does anyone have any information on where they’re located?

Anthony

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