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	<title>Unity Technologies Blog &#187; Lucas Meijer</title>
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	<link>http://blogs.unity3d.com</link>
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		<title>Unity and Flash : a sneak peek.</title>
		<link>http://blogs.unity3d.com/2011/09/01/unity-and-flash-a-sneak-peek/</link>
		<comments>http://blogs.unity3d.com/2011/09/01/unity-and-flash-a-sneak-peek/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 21:29:48 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>
		<category><![CDATA[flash]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5319</guid>
		<description><![CDATA[Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to the Flash Player. This means that next to the already existing build targets of a Unity project, one will be able to target Flash with Stage3D, announced for Flash...]]></description>
			<content:encoded><![CDATA[<div><img class="alignnone size-full wp-image-5561" title="unitytoflash" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/unitytoflash3.jpg" alt="" width="700" height="226" /></div>
<div>Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to the Flash Player. This means that next to the already existing build targets of a Unity project, one will be able to target Flash with <a href="http://labs.adobe.com/technologies/flashplatformruntimes/features/stage3d.html">Stage3D</a>, announced for <a href="http://labs.adobe.com/technologies/flashplatformruntimes/flashplayer11/">Flash Player 11</a>.</div>
<div>
<p>Since our initial announcement, there has been a great deal of interest and many people have questions on what Unity supporting Flash means. Today we lift the veil for a sneak peek.</p>
<p><strong>Unity for Flash Developers</strong></p>
<p>We are organizing <a href="http://unity3d.com/unite/flash-day.html">a Flash day</a> on September 27th, the day before <a href="http://unity3d.com/unite/">the Unite conference</a>, aimed at getting Flash developers up to speed with Unity development. On this day we’ll be showing and telling about the Flash support functionality and giving entry level overviews of Unity to get you started.</p>
<p>If you are a Flash developer or designer interested in getting started with Unity, this is a great kick-start to enjoy the Unite Conference following the days after.</p>
<p>If you are interested in learning more about our Flash support, meeting the Flash team at Unity, asking us questions about it or just look at the demos we’ll be showing, we are looking forward to see you there !</p>
<p>The Unity Flash day is free (please do <a href="http://unity3d.com/unite/flash-day.html">register</a> though), and right now, there are still tickets available for the Unite conference.</p>
<p>Can’t make it out for Flash day ? Sad panda ? Well, we have some good news ! Let us shed some light on our work with a sneak peek right now&#8230;.it includes a video and it is the first time we are showing our work publicly.</p>
<p><strong>A sneak preview</strong></p>
<p>This video preview shows the <a href="http://www.madfingergames.com/shadowgun-3rd-person-shooter-from-madfinger-games">Shadowgun</a> game demo by <a href="http://www.madfingergames.com/">Madfinger Games</a>, a highly anticipated iOS &amp; Android Unity built game. Except now, it is exported for and running in the Flash Player !</p>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=78279741dc5453b46d03e6d15881463d&#038;photo%5fid=3121528" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe></p>
<p>While we are not quite ready to ship with Flash support yet, we just couldn’t resist sharing this video with you, as this has been a major milestone for us. We’ve taken the project, changed the build platform to Flash, hit build; magic happens&#8230;and the game runs in the Flash Player.</p>
<p>Performance is great and things are looking very promising. Keep in mind, this is a sneak peek; many things are still rough around the edges. Rest assured we are working hard to ship this, there is nobody who likes to see this in your hands as soon as possible more than we do.<br />
<strong> </strong></p>
<p>&nbsp;</p>
<p><strong>Features, features, features.</strong></p>
<p>Many of the features available in Unity today and in the future will be directly available for Flash when we release our Flash export feature. For all of you that are interested in, but less familiar with Unity we’d like to highlight some features that currently already work for the Flash export of our internal Unity build right now.</p>
<ul>
<li><a href="http://unity3d.com/unity/engine/physics.html">Physics</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5562" title="physx_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/physx_broad2.jpg" alt="" width="700" height="260" /></p>
<p>Unity has an integrated physics solution powered by NVIDIA PhysX. Used for things like rigidbody, ragdoll and realistic car physics, this will make your world come alive with fast and accurate physics. We’ve been testing it out on Flash with some complex scenes and it runs smooth and fast ! For the initial release of our Flash support we will probably not be supporting cloth and soft bodies. All in all this feature combined with the ease of Unity’s editor is hugely powerful to build rich and realistic dynamic worlds.</p>
<ul>
<li><a href="../2010/07/15/unity-3-feature-preview-beast-lightmapping/">Lightmapping</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5563" title="lightmapping_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/lightmapping_broad2.jpg" alt="" width="700" height="226" /></p>
<p><em><span style="font-style: normal;">Adding atmosphere to your scene with advanced and beautiful lighting, can be done from within the Unity editor, using the built in Beast lightmapper. Since the lightmapping is done offline in the editor, it has very little impact on the runtime performance of your game, while adding much more visual depth and atmosphere to it.</span></em></p>
<ul>
<li><a href="../2010/09/22/unity-3-feature-video-occlusion-culling-with-umbra/">Occlusion culling</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5564" title="umbra_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/umbra_broad1.jpg" alt="" width="700" height="226" /></p>
<p>With built-in Umbra Occlusion Culling, Unity adds a performance optimization to render only what’s actually visible for the viewer. Visually, the result is the same, but now optimized and faster rendering, with little effort needed to do so.</p>
<ul>
<li><a href="http://unity3d.com/support/documentation/Manual/Shaders.html">Custom shaders</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5565" title="shader_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/shader_broad1.jpg" alt="" width="700" height="226" /></p>
<p>Everything rendered in Unity is done so with shaders. While Unity ships with <a href="http://unity3d.com/support/documentation/Components/Built-in%20Shader%20Guide.html">60+ shaders</a>, you can also build your own. The best thing ? Our Flash port automatically converts this to Stage3D AGAL assembly and does all the hard work for you, no extra work involved.</p>
<p><a href="http://unity3d.com/support/documentation/Manual/Shaders.html"></a> <strong><em><a href="../2011/06/08/advanced-shading-and-lighting-for-mobile/"></a></em></strong></p>
<ul>
<li><a href="../2011/06/08/advanced-shading-and-lighting-for-mobile/">Lightprobes</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5566" title="shadowgun_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/shadowgun_broad1.jpg" alt="" width="700" height="226" /></p>
<p><em><span style="font-style: normal;">This feature, planned for <a href="../2011/06/16/unity-roadmap-2011/">Unity 3.5</a>, adds really nice and fast dynamic lighting. As the ShadowGun demo shows, lightprobes have a great effect on your scene’s lighting. It renders at a relatively little performance cost and adds lighting details to your scene and it’s dynamic objects, adding to both realism of lighting and visual beauty.</span></em></p>
<ul>
<li><a href="http://unity3d.com/support/documentation/Manual/Particle%20Systems.html">Particle systems</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5567" title="particles_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/particles_broad1.jpg" alt="" width="700" height="226" /></p>
<p>Fire, explosion, debris, fireflies; particle systems add many types of animated detail to your scenes; the current particle system as well as the up and coming new ones, <a title="Unity roadmap 3.5" href="http://blogs.unity3d.com/2011/06/16/unity-roadmap-2011/">planned for 3.5</a>, fully work for Flash.</p>
<ul>
<li><a href="http://unity3d.com/unity/engine/programming">Scripting and &#8220;simple&#8221; .NET Features</a></li>
</ul>
<p>Unity can build your games for many different platforms already; and the scripting is portable from platform to platform. With a dash of magic (read : blood, sweat and tears) by our dev team, we support the exact same functionality for Flash. If you script your game with C# or strict JavaScript, everything gets converted to and compiled as ActionScript. This keeps your games portable between platforms and allows existing users using C# to easily target the Flash platform. For the first release we will also support most basic .NET library functionality.</p>
<ul>
<li><a href="../2011/06/16/unity-roadmap-2011/">Navigation meshes</a></li>
</ul>
<p><strong><em><a href="../2011/06/16/unity-roadmap-2011/"></a></em></strong>Unity will automatically generate navigation meshes from your level geometry.<br />
Beautiful, natural-looking crowd simulation using RVO and PLE algorithms wrapped in a simple API. Agents can find paths to target locations with built-in crowd simulation, or can be moved directly on the NavMesh in a similar way to the character controller.</p>
<ul>
<li><a href="http://unity3d.com/unity/features/audio-and-video">Basic audio</a></li>
</ul>
<p><strong><em><a href="http://unity3d.com/unity/features/audio-and-video"></a></em></strong>Adding audio to to 3D positions and having your player experience the audio of that point in space adds another layer of depth to your game. For the first release of the Flash support we will only support the basics, without effects. However, all normal editor features are retained, allowing you to easily add immersive audio to your game.</p>
<ul>
<li><a href="http://unity3d.com/unity/features/asset-importing">Unity asset pipeline</a></li>
</ul>
<p><strong><em><a href="http://unity3d.com/unity/features/asset-importing"></a></em></strong>Unity supports seamless import and modification of your assets using 3D modellers and Photoshop. With the addition of Flash support, this means that getting from a set of assets to making it interactive with the Unity editor to publishing it for Flash will be as smooth as it is already. We think getting this kind of ease of use for your production is currently unseen for the Flash Platform.</p>
<ul>
<li><a href="http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/index.html?filter_flash=cs5&amp;filter_flashplayer=10.2&amp;filter_air=2.6">ActionScript messaging</a></li>
</ul>
<p><strong><em> </em></strong>Specifically for Flash support, you’ll be able to communicate between the project and other ActionScript code. This means that you don’t lose any Flash functionality and it allows for tight integration between Flash and Unity. It allows embedding the Unity exported content within your existing Flash project and communicate between your Unity and Flash content.</p>
<p><strong>Preparing now to build for Flash</strong></p>
<p>The above is just a short list of highlights that work out of the box, amongst many more. We are still hard at work on Flash support, however there are some things that are not likely to work in the first release. We’d like to point them so you can start working on preparing your projects for Flash.</p>
<ul>
<li>Anything requiring mouselock (unfortunately this is a Flash Player API limitation, it has no mouselock)</li>
<li>Scripting your project with non-strict javascript (if you have #pragma strict in your js file, you&#8217;re good)</li>
<li>Raknet networking (networking could still be achieved through ActionScript messaging &amp; Flash networking)</li>
<li>“Complicated” things from the .NET class library  (for example; BinaryFormatter, Crypto, WebRequest, Reflection)</li>
<li>Advanced Audio filters (Reverb zones, Doppler, etc)</li>
<li>Video (however, flash video can be controlled using ActionScript messaging)</li>
<li>Terrain engine</li>
<li>Deferred rendering</li>
</ul>
<p>Over time this list will get shorter, but we do not plan on holding back a first release for the lack of any of those features. As for the question &#8220;when is it done&#8221;; at this point we are not able to give you an exact shipping date yet. We&#8217;ll follow up with another post when we know more.</p>
<p>We hope you enjoyed this little sneak, are looking forward to hear what you think and will hopefully see you at our Flash day or Unite !</p>
</div>
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		<slash:comments>193</slash:comments>
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		<title>Unity, Flash &amp; 3D on the web</title>
		<link>http://blogs.unity3d.com/2011/02/27/unity-flash-3d-on-the-web/</link>
		<comments>http://blogs.unity3d.com/2011/02/27/unity-flash-3d-on-the-web/#comments</comments>
		<pubDate>Sun, 27 Feb 2011 18:25:17 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Company News and Info]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>
		<category><![CDATA[flash]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3998</guid>
		<description><![CDATA[These are exciting times. Today, at the Flash Gaming Summit in San Francisco (of which we’re proud Gold Sponsors), Adobe has announced the public availability of a beta version of the Flash Player, codenamed Molehill, that has a very interesting new feature: hardware accelerated 3D support. Molehill exposes a very low-level shader-based interface to the...]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-4026" style="margin-top: 10px; margin-bottom: 10px; border:0px;" title="Build Settings" src="http://blogs.unity3d.com/wp-content/uploads/2011/02/flash-1.jpg" alt="Build Settings" width="640" height="277" /></p>
<p>These are exciting times.  Today, at the Flash Gaming Summit in San Francisco (of which we’re proud Gold Sponsors), Adobe has announced the public availability of a beta version of the Flash Player, codenamed Molehill, that has a very interesting new feature: hardware accelerated 3D support.</p>
<p>Molehill exposes a very low-level shader-based interface to the graphics hardware. Adobe has decided to focus on that low-level part, and do that really well. The molehill pre-release will not be shipping with a 3D engine, scene building tools, model and animation importers / exporters, physics, lighting or lightmap creation tools, etc.</p>
<p>Hmmm&#8230;.does that list sound familiar?  It sounds a lot like what you all love Unity for!</p>
<p>In the past few months, our engineers have been investigating the possibility of adding a Flash Player exporting option to Unity. That investigation has gone very well, and we&#8217;re moving into full production.</p>
<p>For Unity users, this no doubt spurs a lot of questions. Questions such as:</p>
<ul>
<li>Will Unity on Flash support the full Unity feature set?</li>
<li>When will it be ready?</li>
<li>Okay, when will a beta be ready?</li>
<li>What will it cost?</li>
<li>Will it do A, B or C?</li>
</ul>
<p>These, and many other questions, we cannot answer just yet.  We can say that it will be as good as we can make it and we&#8217;ll do it as fast as we can do it.</p>
<p>We do however have some concrete answers for you now that shouldn’t wait&#8230;</p>
<p>Q. Is this the end of the Unity’s own Web Player?</p>
<p>Absolutely not. The Flash and Unity Web Players both have their strengths.  We&#8217;re excited by the opportunity to target the Flash Player and all of its features with Unity, but there will be plenty of experiences that the Unity plugin is better suited for. It will be up to developers in the end, to decide whether they want to target only the Flash Player, only the Unity Web Player, or some combination of the two (now things are getting interesting!)</p>
<p>Q. What programming language will I use?</p>
<p>You’ll have two options:</p>
<ol>
<li> For people with a Flash background:<br />
Target our ActionScript API directly from Flash.  Think:<br />
var go:GameObject = new GameObject(“Just normal ActionScript 3 code”);</li>
<li> For people with a Unity background:<br />
Script your content in C# / JavaScript / Boo, like you’re used to, and have Unity automatically translate it to ActionScript when you hit publish.</li>
</ol>
<p></p>
<p>This is an important development for us, and we hope you’re as excited as we are to see your content reach further than ever.</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/02/27/unity-flash-3d-on-the-web/feed/</wfw:commentRss>
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		<title>Character Customization &amp; AssetBundles</title>
		<link>http://blogs.unity3d.com/2009/11/25/character-customization-assetbundles/</link>
		<comments>http://blogs.unity3d.com/2009/11/25/character-customization-assetbundles/#comments</comments>
		<pubDate>Wed, 25 Nov 2009 15:07:52 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1734</guid>
		<description><![CDATA[A while ago, I was talking to a customer who was trying to figure out how to best make a customizable character in their game. After explaining how I&#8217;d do it, I figured it would make good material for a more extensive demo project. Bas Smit (who wrote it) and myself just gave a presentation...]]></description>
			<content:encoded><![CDATA[<p>A while ago, I was talking to a customer who was trying to figure out how to best make a customizable character in their game. After explaining how I&#8217;d do it, I figured it would make good material for a more extensive demo project.  <a href="http://bassmit.info">Bas Smit</a> (who wrote it) and myself just gave a presentation on the project during the Unite conference.</p>
<p>Let&#8217;s start with a demo:  (click it to start)</p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p><span id="more-1734"></span>You&#8217;re looking at the DressingRoomExample from the project. It shows how to use the system to make an avatar creator, where you can choose different types of clothing, accessories, etc.</p>
<p>This demo project serves two purposes:</p>
<ul>
<li>A drop in solution for people who want to add customizable characters to their games.<br />
It&#8217;s quite easy to just add your own characters, as long as you follow the naming conventions by the example characters included (feel free to use the included example characters as well!)&nbsp;</p>
<p>If you&#8217;d like to get started with this, download this screencast (<a href="http://unity3d.com/gallery/hosted-demos/UsingCharacterCustomization.mov">Quicktime</a>, <a href="http://unity3d.com/gallery/hosted-demos/UsingCharacterCustomization.avi">avi</a>) giving you a headstart on how to use the system.</li>
<li>A reference project that shows how to use AssetBundles. The project uses asset bundles extensively, and is a great example for people who are looking for a more real world AssetBundle project to look at for inspiration.</li>
</ul>
<p>The project also contains a second example usage of the customizable character system.  It&#8217;s an example of a solution to a problem virtual worlds often run into: A wizard with a magic red cape logs in, and runs towards you.  But you don&#8217;t have the red cape downloaded yet.<br />
The demo solves this problem by displaying a white particle cloud, indicating the presence of a character. When all the different assets that are required to properly display the character are downloaded, we spawn the character in the particle cloud, and make the particle cloud dissapear.</p>
<p>The customizable character system is written in C#, and can be used from JavaScript and C#.</p>
<p>Please feel free to use all assets and code in the demo for your own projects. We hope you like it.</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<title>Summer of Code: External Lightmapping Tool Released!</title>
		<link>http://blogs.unity3d.com/2009/11/17/summer-of-code-external-lightmapping-tool-released/</link>
		<comments>http://blogs.unity3d.com/2009/11/17/summer-of-code-external-lightmapping-tool-released/#comments</comments>
		<pubDate>Tue, 17 Nov 2009 14:19:51 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1826</guid>
		<description><![CDATA[During the summer, I&#8217;ve had the pleasure to mentor Michał Mandrysz, as he created an External Lightmapping Tool for Unity, as part of Unity&#8217;s Summer Of Code. As of today, you can download the tool from the resources section of our website. What is it? A tool that lets you use 3d Studio Max to...]]></description>
			<content:encoded><![CDATA[<p>During the summer, I&#8217;ve had the pleasure to mentor Michał Mandrysz, as he created an External Lightmapping Tool for Unity, as part of Unity&#8217;s <a href="http://blogs.unity3d.com/2009/07/07/unity-summer-of-code/">Summer Of Code</a>.  As of today, you can download the tool from <a href="http://unity3d.com/support/resources/unity-extensions/external-lightmapping-tool">the resources section of our website</a>.</p>
<p><strong>What is it?</strong><br />
A tool that lets you use 3d Studio Max to make great looking lighting for your game.</p>
<p><strong>I&#8217;ve been making lightmaps for ages already, why would I care?</strong><br />
Because with this tool, you can actually layout your scenes in Unity. Previously if you wanted to use lightmaps, you&#8217;d usually layout your scenes in 3d Studio Max or Maya or some other tool, and would have had a hard time moving things around in Unity later on.</p>
<p><strong>Do you have some examples for this?</strong><br />
Take a look at this video tutorial from Michał, going over the example project included with the tool.</p>
<p><object width="400" height="250"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6535758&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="400" height="250" src="http://vimeo.com/moogaloop.swf?clip_id=6535758&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>Great. Do I need to prepare my assets in any way to make this work?</strong><br />
You need to provide lightmap texturecoordinates for all meshes that you want to have lightmapped. However each object can have its own seperate lightmap sheet. The tool will take all lightmap sheets from all specified objects in the scene, put them all into one mega lightmap sheet, export your scene to fbx, have Max import the fbx, have Max generate a lightmap, and then that lightmap gets picked up by Unity automatically.</p>
<p>Take a look at this more detailed screencast, which goes trough this process, and shows how to go from an empty project to a lightmapped environment.</p>
<p><object width="400" height="250"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="movie" value="http://vimeo.com/moogaloop.swf?clip_id=6520300&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="400" height="250" src="http://vimeo.com/moogaloop.swf?clip_id=6520300&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p><strong>But I don&#8217;t use max!  I use &#8230;.. </strong><br />
There&#8217;s nothing in the tool that makes the technique inherently limited to 3d Studio Max. However the tool does provide some nice extensions to Max that make the lighting baking a one click process.  With a bit of effort, one could take this project, and make it work for other authoring tools.</p>
<p><strong>I still have some other question</strong><br />
Try out the new <a href="http://answers.unity3d.com">answers.unity3d.com</a> and get it answered!</p>
<p>Many thanks and congratulations from the Unity team go out to Michał for being part of the Summer of Code program.  You can find more indepth info on the tool on <a href="http://masteranza.wordpress.com/unity/lightmapping">Michal&#8217;s website</a>.</p>
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		<title>Unite &#8217;09 Call for Speakers</title>
		<link>http://blogs.unity3d.com/2009/09/05/unite-09-call-for-speakers/</link>
		<comments>http://blogs.unity3d.com/2009/09/05/unite-09-call-for-speakers/#comments</comments>
		<pubDate>Fri, 04 Sep 2009 22:18:23 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Company News and Info]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1413</guid>
		<description><![CDATA[Some time ago we&#8217;ve announced our third Unite conference. The conference will have many Unity employees, as well as Unity users, giving presentations, to share their experience with the conference&#8217;s attendees. In order to make sure we get the best line up of speakers possible, we&#8217;re calling out to the Unity community: We would like...]]></description>
			<content:encoded><![CDATA[<p>Some time ago we&#8217;ve announced our third <a href="http://unity3d.com/unite">Unite conference</a>.</p>
<p>The conference will have many Unity employees, as well as Unity users, giving presentations, to share their experience with the conference&#8217;s attendees. In order to make sure we get the best line up of speakers possible, we&#8217;re calling out to the Unity community:</p>
<p>We would like to invite everyone who would want to give a presentation at Unite 2009, to send a speaking proposal to <a href="mailto:speakingatunite@unity3d.com">speakingatunite@unity3d.com</a>. We will select the speakers who we feel can give presentations most useful to the conference&#8217;s attendees. <b>That might be you!</b></p>
<p>We are looking for a wide range of topics. All publishing platforms, all disciplines (programming, design, workflow, business), content for beginners, content for advanced users. We will seriously look at all proposals made.  Surprise us.</p>
<p>We&#8217;d like the proposals to contain, at minimum, an outline of what you would talk about, as well as the kind of audience it&#8217;s aimed at (beginners, artists, etc). Presentation slots are maximum 45-50 minutes long.</p>
<p>The presentations will be videotaped, and placed on our website. You can find the sessions from the previous two events <a href="http://unity3d.com/support/resources/unite-presentations/">here</a>.  If you have any questions, feel free to get in touch with <a href="mailto:speakingatunite@unity3d.com">speakingatunite@unity3d.com</a> to get them answered.</p>
<p>The deadline for your speaking proposal submission is Wednesday the 16th of September.</p>
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		<title>Summer of Code. It&#8217;s a wrap!</title>
		<link>http://blogs.unity3d.com/2009/09/01/summer-of-code-its-a-wrap/</link>
		<comments>http://blogs.unity3d.com/2009/09/01/summer-of-code-its-a-wrap/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 08:01:00 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1387</guid>
		<description><![CDATA[During the last six weeks, the selected participants for Unity&#8217;s first Summer of Code program have been working hard at making the ideas from their proposals come to life. It has been very exciting for us at Unity to see what people can do with our product with a good idea and six weeks of...]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-1393" title="collage" src="http://blogs.unity3d.com/wp-content/uploads/2009/09/collage.jpg" alt="collage" width="650" height="380" /></p>
<p>During the last six weeks, the <a href="http://blogs.unity3d.com/2009/07/22/unity-summer-of-code-takes-off/">selected participants</a> for Unity&#8217;s first <a href="http://blogs.unity3d.com/2009/07/07/unity-summer-of-code/">Summer of Code program</a> have been working hard at making the ideas from their proposals come to life. It has been very exciting for us at Unity to see what people can do with our product with a good idea and six weeks of hard work.</p>
<p>The mentors at Unity will be doing a final review of their projects, and work with the participants to make sure it&#8217;s all nicely wrapped up and ready to be published on our website. We&#8217;ll put up another blog post when that happens.</p>
<p>It might take some time though, as some participants might be catching up on some sleep <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Summer of Code: Progress on External Lightmapping</title>
		<link>http://blogs.unity3d.com/2009/08/24/progress-on-external-lightmapping-support/</link>
		<comments>http://blogs.unity3d.com/2009/08/24/progress-on-external-lightmapping-support/#comments</comments>
		<pubDate>Mon, 24 Aug 2009 08:07:20 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Company News and Info]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1269</guid>
		<description><![CDATA[This blog post is written by Michał Mandrysz who is working on support for External Lightmapping in Unity. The project is one of four selected projects that were selected for the Unity Summer of Code. What&#8217;s lightmapping? If you&#8217;re not familiar with the terms &#8220;baking&#8221; and &#8220;lightmapping&#8221; then let me introduce them to you a...]]></description>
			<content:encoded><![CDATA[<p><em>This blog post is written by </em><em>Michał Mandrysz</em><em> who is working on support for External Lightmapping in Unity. The project is one of <a href="../2009/07/22/unity-summer-of-code-takes-off/">four selected projects</a> that were selected for the <a href="http://unity3d.com/usc/">Unity Summer of Code</a>.</em></p>
<p><strong>What&#8217;s lightmapping?</strong></p>
<p>If you&#8217;re not familiar with the terms &#8220;baking&#8221; and &#8220;lightmapping&#8221; then let me introduce them to you a little. Baking is an operation of prerendering expensive details (in calculational sense) like illuminated lightning, highlights and shadows into a texture so that it doesn&#8217;t have to be renderered at realtime. It requires some additional effort from the game designers, but it benefits hugely in performance. This solution is pretty old, but according to words of John Carmack it&#8217;s still up-to-date and will be &#8211; even in high end games.</p>
<p><strong>What is the Lightmapping Tool?</strong><br />
It&#8217;s a tool for lightmapping scenes in external applications (yeah, I know most of you would  wish to see an integrated system, but it&#8217;s not that easy to write this kind of system; however there are several huge benefits from using an external one, especially as powerful one as VRay).<br />
As you may have heard before, my job is to wire lightmapping process tightly with 3dsmax and VRay. The system automates the process of both external baking, and setting up the lightmaps in Unity.<br />
Lightmapping tool manages up to 99 lightmap atlases (could be even more but the interface would have to be modded for such extreme jobs) which hold object information with resolution proportional to their size on the stage. It can start external applications (currently only 3dsmax), assign appropriate renderer or load a preset max scene which holds information about lightning and so on. I&#8217;m planning to make a short screencast video when the work is done, so you can be sure you understand everything clearly <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> </p>
<p><img class="size-full wp-image-1271 alignnone" title="lightmapping-picture" src="http://blogs.unity3d.com/wp-content/uploads/2009/08/lightmapping-picture.png" alt="lightmapping-picture" width="599" height="319" /><br />
<em>This picture presents about 1/6 of a whole scene lightmapped with only one 2kx2k lightmap rendered with VRay on medium settings</em></p>
<p><span id="more-1269"></span><strong>What makes this solution different?</strong><br />
Many people have asked me how my tool will change the way the lightmapping is done. The answer is  quite simple &#8211; it gives you the power to decide whatever in scene will be static (and lightmapped) or not &#8211; at anytime without much pain.</p>
<p>Let me introduce how the workflow is looking:</p>
<p><img class="alignnone size-full wp-image-1276" title="lightmapping-workflow2" src="http://blogs.unity3d.com/wp-content/uploads/2009/08/lightmapping-workflow2.png" alt="lightmapping-workflow2" width="668" height="517" /></p>
<ol>
<li>Open a the lightmapping tool (all the previously lightmapped objects from the scene will be  already present at Lightmapping tools lists),</li>
<li>Setup export options,</li>
<li>Export to 3dsmax and make anything that&#8217;s needed to make the scene look good,</li>
<li>Max will be opened (if not opened before),</li>
<li>Setup lightning in 3dsmax and store presets with light and renderer settings using the the  additional tool Lightmapping. You&#8217;ll be able to switch between them later to render the scene,</li>
<li>Bake them with a single click.</li>
<li>Come back to Unity to see the effects of your work. <em>No texture drag and dropping &#8211; everything is automated <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </em></li>
</ol>
<p><strong>How is the work going?</strong><br />
Most of the options you&#8217;ve seen are implemented and working, today the system hits it&#8217;s first beta day and will be given to first beta testers (by the way: if you&#8217;re interested in beta testing, please write a message to masteranza at gmail dot com).</p>
<p>It&#8217;s over four weeks of developing right now, and I must say that the original idea really evolved. I&#8217;ve read some feedback coming from the community  and I decided to generalize my system. Of course I stick to the guide lines (Main Goals) send to Unity team, but I try to generalize whenever is possible. Let&#8217;s look at the &#8220;Advanced&#8221; window &#8211; it was not designed to fit 3dsmax or VRay options only, but with a little effort every external tool.</p>
<p><img class="size-full wp-image-1270 alignnone" title="lightmapping-advancedsettings" src="http://blogs.unity3d.com/wp-content/uploads/2009/08/lightmapping-advancedsettings.png" alt="lightmapping-advancedsettings" width="314" height="229" /></p>
<p>What&#8217;s more, after exporting, the FBX file system waits for lightmaps to appear so, automatic setting up them is also tool independent. I will do my best to help everyone willing to extend the system in future for such tools like Blender, Maya and so on.</p>
<p>What&#8217;s left to do for this week:</p>
<ul>
<li>correct the material setting subsystem</li>
<li>correct some issues with lightmap edges</li>
<li>eliminate bugs</li>
<li>optimize the code</li>
<li>try making GUI more intuitive</li>
<li>gather feedback from beta testers and make improvements</li>
<li>make icons and additional graphics for both (Unity and Max) interfaces</li>
</ul>
<p><strong>Personal experience</strong><br />
Developing the system gave and still gives me a lot of satisfaction. I&#8217;ve learned a lot of things and had a chance to use things I&#8217;ve learned in school in practice. Starting from Immediate-GUI, going through the &#8216;normals space&#8217;, up to some deeper MaxScript insights. Although it took me almost half of my vacations [and a small eye strain ;-D] I&#8217;ve already planned a game development in Unity as soon as I get my Unity Pro license.</p>
<p>What I noticed during development is that Unity makes some things really easy to do and it&#8217;s not only about the Unity Engine internals, but the way things are organized here &#8211; I&#8217;m thinking about the huge community, enormous library of already written scripts and almost instant help on any problem.</p>
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		<title>Lucas Meijer joins Unity</title>
		<link>http://blogs.unity3d.com/2009/07/20/lucas-meijer-joins-unity/</link>
		<comments>http://blogs.unity3d.com/2009/07/20/lucas-meijer-joins-unity/#comments</comments>
		<pubDate>Mon, 20 Jul 2009 21:38:43 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Company News and Info]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1004</guid>
		<description><![CDATA[I learned programming on an Amiga 500. Some lowlevel stuff with copperlists, sine and cosine lookup tables and a line drawing algorithm to get a rotating box on the screen. Some people think that&#8217;s cool. It&#8217;s not. It sucks. Today, if you&#8217;re young (or old) and want to learn how to make a computer do...]]></description>
			<content:encoded><![CDATA[<p>I learned programming on an Amiga 500. Some lowlevel stuff with copperlists, sine and cosine lookup tables and a line drawing algorithm to get a rotating box on the screen.</p>
<p>Some people think that&#8217;s cool.</p>
<p>It&#8217;s not.</p>
<p>It sucks.</p>
<p>Today, if you&#8217;re young (or old) and want to learn how to make a computer do something cool, things look better. You can learn faster and make more, cooler stuff in less time.</p>
<p>Unity embodies that transformation.</p>
<p>Anybody with $200 and a willingness to learn can make a game that I couldn&#8217;t have imagined when I was making my rotating box.</p>
<p>I&#8217;ve had the opportunity to become part of this transformation: I have joined Unity.</p>
<p>To allow you to make better games. To remove more pain from your game development process. To make game development possible for even more people. To make game development become like painting and writing: something anybody can do, good or bad.</p>
<p>A bit about myself:</p>
<p>I started Artificial Intelligence at the University of Amsterdam, but left for a job in games faster than you can say &#8220;Dijkstras algorithm&#8221;. For the last ten years, I&#8217;ve been a freelance game programmer working on games for <a href="http://lucasmeijer.com/posts/32/">Lego</a>, Intel, <a href="http://lucasmeijer.com/posts/skycaptain-and-the-world-of-tomorrow/">Paramount</a>, <a href="http://lucasmeijer.com/posts/cartoon-network-ipgx/">Cartoon Network</a>, <a href="http://www.adobe.com/products/shockwaveplayer/mountainbike_game/">Adobe</a>, <a href="http://lucasmeijer.com/posts/kaptein-sabeltann-grusomme-gabriels-forbannelse/">Arplant</a>, <a href="http://lucasmeijer.com/portfolio/">and many others</a>.  Adobe Director was my tool of choice for most of those ten years.  Director 8.5 (first version with 3d) was a great product, way ahead of its time. Unfortunately nobody noticed, and no significant features got added as a decade passed.  At the Game Developers Conference &#8217;08, I went to say hi to Tom Higgins at the Unity booth. Joachim Ante gave me a demonstration, and had a good answer for every &#8220;but does it do X?&#8221; question I fired. I was pleasantly surprised. From that point on I switched tools. Out with Director, in with Unity. I kept a blog as I switched tools at <a href="http://lucasmeijer.com/blog">http://lucasmeijer.com</a>. I&#8217;ve gotten to know the Unity team in in that process, and as time progressed, it seemed a good idea to everybody involved if I&#8217;d join the team.</p>
<p>I&#8217;m working on whatever makes Unity more successful, which includes a fair amount of programming.</p>
<p>&#8211; Lucas Meijer ( lucas@unity3d.com, twitter: lucasmeijer )</p>
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