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	<title>Unity Technologies Blog &#187; Nicholas Francis</title>
	<atom:link href="http://blogs.unity3d.com/author/nicholas/feed/" rel="self" type="application/rss+xml" />
	<link>http://blogs.unity3d.com</link>
	<description>A glimpse inside Unity Technologies...</description>
	<lastBuildDate>Fri, 20 Nov 2009 21:07:15 +0000</lastBuildDate>
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		<title>Preparing Unite</title>
		<link>http://blogs.unity3d.com/2009/10/26/preparing-unite/</link>
		<comments>http://blogs.unity3d.com/2009/10/26/preparing-unite/#comments</comments>
		<pubDate>Sun, 25 Oct 2009 23:02:46 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Company News]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1602</guid>
		<description><![CDATA[So, a bunch of us are busy getting everything ready for Unite &#8211; check out this people of guys who&#8217;s responsible for doing the conference visuals. It&#8217;s a pretty sweet setup (and this is just whatever gear they could fit in their hand luggage).
The projection image on the wall is the final result of camera [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-1606" title="photo" src="http://blogs.unity3d.com/wp-content/uploads/2009/10/photo1.jpg" alt="photo" width="300" height="225" />So, a bunch of us are busy getting everything ready for Unite &#8211; check out this people of guys who&#8217;s responsible for doing the conference visuals. It&#8217;s a pretty sweet setup (and this is just whatever gear they could fit in their hand luggage).</p>
<p>The projection image on the wall is the final result of camera input and the presenter slides which will get liveedited to a separate machine. They&#8217;re mixing everything in realtime using <a href="http://www.modul8.ch/">modul8</a> vj software.</p>
<p>We&#8217;ll also be color-keying in the conference visuals with our slides. Cool stuff &#8211; I just hope it doesn&#8217;t crash&#8230;</p>
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			<wfw:commentRss>http://blogs.unity3d.com/2009/10/26/preparing-unite/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<item>
		<title>Doing a Talk at GDC Europe tomorrow.</title>
		<link>http://blogs.unity3d.com/2009/08/17/doing-a-talk-at-gdc-europe-tomorrow/</link>
		<comments>http://blogs.unity3d.com/2009/08/17/doing-a-talk-at-gdc-europe-tomorrow/#comments</comments>
		<pubDate>Sun, 16 Aug 2009 22:03:04 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=1213</guid>
		<description><![CDATA[Hi guys &#38; gals.
I&#8217;m giving a talk about the inner workings of immediate-mode GUIs at GDC Europe tomorrow (in Cologne). Looking forward to doing it &#8211; it&#8217;s been my main Unity development area for the past 2 years, so I guess I somehow ended up being an expert on that subject   It&#8217;s Monday [...]]]></description>
			<content:encoded><![CDATA[<p>Hi guys &amp; gals.</p>
<p>I&#8217;m giving a talk about the inner workings of immediate-mode GUIs at GDC Europe tomorrow (in Cologne). Looking forward to doing it &#8211; it&#8217;s been my main Unity development area for the past 2 years, so I guess I somehow ended up being an expert on that subject <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  It&#8217;s Monday at 2:10 &#8211; 3:00 PM</p>
<p>If any of you are there, I hope you come &#8211; and if you want to meet up in Cologne, drop me a mail or a PM on our forum, and I&#8217;ll try to squeeze you in.</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2009/08/17/doing-a-talk-at-gdc-europe-tomorrow/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
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		<item>
		<title>Blast From the Past</title>
		<link>http://blogs.unity3d.com/2009/04/20/blast-from-the-past/</link>
		<comments>http://blogs.unity3d.com/2009/04/20/blast-from-the-past/#comments</comments>
		<pubDate>Mon, 20 Apr 2009 21:22:47 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=606</guid>
		<description><![CDATA[Hi guys. 
I was just going through some old folders sitting in a dusty corner on my hard drive, when I found a backup copy of images I posted to a Danish gamedev forum in the first years of Unity. Thought I should share these:
This is Unity running in what I believe to be OS X [...]]]></description>
			<content:encoded><![CDATA[<p>Hi guys. </p>
<p>I was just going through some old folders sitting in a dusty corner on my hard drive, when I found a backup copy of images I posted to a Danish gamedev forum in the first years of Unity. Thought I should share these:</p>
<div id="attachment_607" class="wp-caption alignnone" style="width: 650px"><img class="size-full wp-image-607" title="95c52afd6d165d44deb07be4458406dc" src="http://blogs.unity3d.com/wp-content/uploads/2009/04/95c52afd6d165d44deb07be4458406dc.jpg" alt="Unity 0.2 (or thereabouts)" width="640" height="479" /><p class="wp-caption-text">Unity 0.2 (or thereabouts)</p></div>
<p>This is Unity running in what I believe to be OS X 10.0 &#8211; it&#8217;s a game Joachim and I made together over a weekend when I visited him while he was still living with his parents. The funny thing is both seeing how much has changed, but also how little: we got ShaderLab in bottom left, Hierarchy view, Project (called Library back then) and the inspector top-right. What did we actually do during all those years? (and yes, that is python gamecode scripts you can see in the Library &#8211; this was before we switched to Mono)</p>
<p><span id="more-606"></span>I modelled the Apache &#8211; l33t gfx skillz, no?</p>
<p>Fast forward 1-2 years:</p>
<p><img class="alignnone size-full wp-image-608" title="2375fc05f94c43949b7b00bb2dec54fe" src="http://blogs.unity3d.com/wp-content/uploads/2009/04/2375fc05f94c43949b7b00bb2dec54fe.jpg" alt="2375fc05f94c43949b7b00bb2dec54fe" width="800" height="600" /></p>
<p>Here we have a weekend game we did in a somewhat later Unity. Don&#8217;t know why I put it here &#8211; I just always liked it, I guess.</p>
<p>Over &amp; out \n</p>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<item>
		<title>New Animation timeline</title>
		<link>http://blogs.unity3d.com/2009/04/05/new-animation-timeline/</link>
		<comments>http://blogs.unity3d.com/2009/04/05/new-animation-timeline/#comments</comments>
		<pubDate>Sun, 05 Apr 2009 16:11:33 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Product News]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=370</guid>
		<description><![CDATA[With 2.5 out the door, I finally got some time to work on new features. I love that part &#8211; to me new features are so nice &#8211; the first couple of weeks always feels like you&#8217;re the world&#8217;s fastest coder (after that, reality sets in and you actually have to make it work in [...]]]></description>
			<content:encoded><![CDATA[<p>With 2.5 out the door, I finally got some time to work on new features. I love that part &#8211; to me new features are so nice &#8211; the first couple of weeks always feels like you&#8217;re the world&#8217;s fastest coder (after that, reality sets in and you actually have to make it work in real life &#8211; even for corner cases).<br />
Rune and I are busy on the new animation timeline. (Actually, I&#8217;m stealing his thunder &#8211; he&#8217;s doing the real work while I&#8217;m just mocking up in Photoshop and spreading general confusion) We&#8217;re basically going for a complete rewrite that gives you control over all curves with key editing, tangent dragging, the works. &#8211; have a look at what we&#8217;re thinking:</p>
<div id="attachment_371" class="wp-caption alignnone" style="width: 510px"><img class="size-full wp-image-371" title="timeline" src="http://blogs.unity3d.com/wp-content/uploads/2009/04/timeline.png" alt="Timeline shot" width="500" height="243" /><p class="wp-caption-text">Upcoming 2.6 timeline WIP</p></div>
<p>I&#8217;m really excited about this. I&#8217;m thinking that it should be able to require a lot less scripting work for a bunch of stuff. It will also support material animation (so you can actually just make some curves for a UV scroll &#8211; instead of having to code the thing from scratch).</p>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Thoughts on transparency</title>
		<link>http://blogs.unity3d.com/2008/03/23/thoughts-on-transparency/</link>
		<comments>http://blogs.unity3d.com/2008/03/23/thoughts-on-transparency/#comments</comments>
		<pubDate>Sun, 23 Mar 2008 14:33:19 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/2008/03/23/thoughts-on-transparency/</guid>
		<description><![CDATA[Semitransparent GUI is all the rage these days. This is usually not a good idea. Here, I&#8217;ll go into some of the details why transparency (mostly) sucks.
Transparency creates visual noise &#8211; our eyes are very good at edge detection, and having transparent stuff increases the number of edges that we have to process. Also, a [...]]]></description>
			<content:encoded><![CDATA[<p>Semitransparent GUI is all the rage these days. This is usually not a good idea. Here, I&#8217;ll go into some of the details why transparency (mostly) sucks.</p>
<p>Transparency creates visual noise &#8211; our eyes are very good at edge detection, and having transparent stuff increases the number of edges that we have to process. Also, a lot of GUI has some sort of layering effect &#8211; either through shading, coloring or by using floating windows. Using transparency breaks this layering (in nature, very few things are partially transparent). </p>
<p>Who got the idea that having a large 50% transparent panel was a good idea? &#8211; you can neither see the panel nor the text beneath.Now, I said at the top that semitransparent GUI is ususaly not a good idea &#8211; let&#8217;s take a look at where it does work:<span id="more-60"></span>
<ul>
<li><strong>Almost completely opaque</strong> &#8211; <a href="http://www.apple.com/aperture/">Aperture</a> is probably the best example of this. Their panels are 95% opaque &#8211; so you hardly notice the transparency, they just pick up a tiny bit of color from the underlying pictures.<img src="http://blogs.unity3d.com/wp-content/uploads/2008/03/picture-10.png" alt="Aperture panels" /></li>
<li><strong>Almost invisible</strong> &#8211; The iPhone has this neat trick where they add a soft darkening effect to the entire screen when a modal dialog pops up. You don&#8217;t notice the darkening bit, but it makes the modal dialogue stand out.</li>
</ul>
<p>Sometimes as GUI designers, we can&#8217;t quite decide whether or not we want the user to see something &#8211; and so we are tempted to make them semitransparent. This is bad &#8211; we should make up our minds. Either something <em>is</em> there and can be manipulated or it is <em>not</em>. I got that wrong in Unity: When you have a move tool handle going into or away from the screen we want to disable it (dragging sends the object to infinity fast and it blocks the free move handle) &#8211; I was scared of confusing user with move handles popping in and out of existence, so I decided to &#8220;dull&#8221; them down to 50% transparency.This is NOT enough, so now I&#8217;m confusing users with handles that can sometimes be dragged and sometimes not.Great work, Nicholas. I&#8217;ll fix that later (and blag about it later still) &#8211; it&#8217;s back to coding for me.Happy Easter!</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>Clean vs. Cluttered GUI</title>
		<link>http://blogs.unity3d.com/2008/01/07/clean-vs-cluttered-gui/</link>
		<comments>http://blogs.unity3d.com/2008/01/07/clean-vs-cluttered-gui/#comments</comments>
		<pubDate>Mon, 07 Jan 2008 15:30:19 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/2008/01/07/clean-vs-cluttered-gui/</guid>
		<description><![CDATA[A request I&#8217;ve gotten from quite a few new users is to have some indicator axes in the Scene View showing you what is up and what is down. There is a reason why they are not there, and it ties into the core of my Job here at UT: GUI design. I&#8217;ve wanted to [...]]]></description>
			<content:encoded><![CDATA[<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px"><span class="Apple-style-span" style="font-style: italic">A request I&#8217;ve gotten from quite a few new users is to have some indicator axes in the Scene View showing you what is up and what is down. There is a reason why they are not there, and it ties into the core of my Job here at UT: GUI design. I&#8217;ve wanted to comment a bit on this.</span></p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p><span id="more-50"></span>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">Unity has a very minimalist GUI; this stems from the basic premice that GUI you don&#8217;t interact with is an actual <em>loss</em> to your productivity &#8211; every GUI element that you do not use is one you look at many hundred times a day when working with Unity, and hence something you need to discard from using many hundred times a day. After a while you get pretty good at ignoring a piece of user interface, but when it adds up, you end up with a cluttered mess. Take a look at many 3D apps to see just how bad this can get.</p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">On to what I actually wanted to talk about &#8211; the world space indicator arrows, and why they are not there.</p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">At its heart, Unity is not a modelling app &#8211; it is an app where you bring together pieces of art from other apps. This means that usually telling which way is up is not a problem:</p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px"><span class="Apple-style-span" style="font-family: Georgia; font-size: 16px; line-height: 20px"><img src="http://blogs.unity3d.com/wp-content/uploads/2008/01/gcp2.png" alt="Global Conflicts Palestine" /></span></p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px"><span class="Apple-style-span" style="font-style: italic">Geez, I wonder which way is up?</span></p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">While this can be quite hard to see in a 3D-modelling app (where you might be constructing your mesh by connecting raw verts), by the time you put things into Unity, this is not so big a deal. </p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">What about when you&#8217;re just starting out? In this case, I can see we have an issue &#8211; I cannot tell how I&#8217;m looking at a box. However, adding an RGB axis thingy to show the directions to every scene view seemed to be way overkill; it would add on-screen clutter for the people who have huge, complex scenes to manage &#8211; in order to solve a slight confusion when you&#8217;re starting out a new scene. I thought we could use more subtlety;</p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">In real life, we don&#8217;t have the problem of telling up from down. Apart from the fact that we can usually assume that our feet should be pointing downwards, there are other cues &#8211; mainly a horizon line and lighting.</p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">Light tends to come from above. How about adding a soft top-down light to Unity&#8217;s default light setup? This could be a hint of a global up we might just pick up without thinking about it?</p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">I&#8217;m also considering always having a very simple skybox in the sceneview &#8211; basically something that would tint the upper half of the background a bit lighter than the lower one.  </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">&#8212;-</p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">There is, however, another solution; Sometimes, other people just make some excellent work: In one of the later Maya versions, they added the ability to click the indicator arrows to orient your viewport to a direction:</p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px"><span class="Apple-style-span" style="font-family: Georgia; font-size: 16px; line-height: 20px"><img src="http://blogs.unity3d.com/wp-content/uploads/2008/01/picture-2.png" alt="MAYA scene view" /></span></p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">They even animated the viewport turning to make sure you didn&#8217;t get confused while changing views. I noticed that even experienced Maya users picked up this concept immediately &#8211; and apparently didn&#8217;t mind the animations. Now, those axis arrows are no longer mere decoration, they are actually used to perform a function we do very often &#8211; and giving them this functionality means we can remove the (seldomly used and much more cumbersome to use) direction drop-down. </p>
<p style="font: normal normal normal 12px/normal Helvetica; min-height: 14px; margin: 0px"> </p>
<p style="font: normal normal normal 12px/normal Helvetica; margin: 0px">This is one of the things I plan to be playing with when I do my huge Scene View cleanup.</p>
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		<slash:comments>5</slash:comments>
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