<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Unity Technologies Blog &#187; Rants &amp; Raves</title>
	<atom:link href="http://blogs.unity3d.com/category/rants/feed/" rel="self" type="application/rss+xml" />
	<link>http://blogs.unity3d.com</link>
	<description>A glimpse inside Unity Technologies...</description>
	<lastBuildDate>Wed, 25 Jan 2012 11:59:24 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.3</generator>
		<item>
		<title>Unity 3.5 Developer Preview: Expanding Horizons!</title>
		<link>http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/</link>
		<comments>http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 00:00:51 +0000</pubDate>
		<dc:creator>Levi Bard</dc:creator>
				<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6571</guid>
		<description><![CDATA[The recently released Unity Developer Preview is jam-packed with new features. Among the most exciting of these features are previews of two new export options for publishing to the web: Google Native Client and Flash. In addition to leveraging users&#8217; already-installed software to get them into your games even faster, these platforms will allow Unity...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-6577" href="http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/angrybotsswf/"></a><a rel="attachment wp-att-6741" href="http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/angrybotsswf-620/"><img class="alignnone size-full wp-image-6741" title="Flashy Bots!" src="http://blogs.unity3d.com/wp-content/uploads/2011/12/angrybotsswf-620.png" alt="Flashy Bots!" width="620" height="573" /></a></p>
<p>The recently released Unity Developer Preview is jam-packed with new features. Among the most exciting of these features are previews of two new export options for publishing to the web: Google Native Client and Flash.</p>
<p>In addition to leveraging users&#8217; already-installed software to get them into your games even faster, these platforms will allow Unity developers to perform for a previously unreachable audience: <strong>Linux users!</strong></p>
<h2>Wait, what?</h2>
<p>Thanks to the cross-platform nature of Google&#8217;s Native Client toolkit, Unity web players built using the <em>Enable NaCl Support</em> option will just work for Chrome users, regardless of whether they&#8217;re using Chrome on Linux, Windows, or Mac OSX. This makes the <a href="https://chrome.google.com/webstore/category/app/3-games" target="_blank">Chrome Web Store</a> one of the first distribution channels to provide high-quality 3D games to all three major desktop platforms.</p>
<p>In addition, players making use of Unity&#8217;s new Flash export feature will also run in any Stage 3D-enabled browser, regardless of operating system. Linux users will take a moderate performance hit here, however, as Adobe has delayed Linux support for GPU-accelerated rasterization in Stage 3D. Nevertheless, an out-of-the-box Flash build of the Angry Bots demo looked great and ran smoothly on my Ubuntu workstation, at the cost of somewhat higher CPU usage.</p>
<p>We&#8217;re excited about these publishing options because they represent Unity&#8217;s first official support for Linux, <a href="http://feedback.unity3d.com/forums/15792-unity/suggestions/164961-platforms-linux-player-web-player-support">an oft-requested feature.</a></p>
<h2>How many people are we talking about?</h2>
<p>Linux usage is notoriously difficult to track, since there&#8217;s no single point where cash gets exchanged for code, and is generally underreported. However, we do have a few relevant data points.</p>
<p><a title="w3schools" href="http://w3schools.com" target="_blank">w3schools</a>, a comprehensive online web development reference, keeps <a href="http://www.w3schools.com/browsers/browsers_os.asp" target="_blank">comprehensive statistics</a> about their visitors&#8217; operating system usage, as reported by browsers. In 2011, reported Linux usage has held steady between 5 and 6% (for comparison, reported MacOS usage is between 7 and 9%). Additionally, w3schools has been gathering these statistics for years, so it&#8217;s possible to see a general growth trend for Linux since it started with around 2% reported usage in 2003. Some have suggested that w3schools&#8217;s content biases its userbase toward more technical users who could be more likely than a random sampling of the general public to have adopted Linux, but there are clearly <a title="non-technical roads" href="http://bit.ly/uzhLlZ" target="_blank">non-technical roads</a> that lead directly to w3schools.</p>
<h2>What does this mean for my game?</h2>
<p>The <a title="Humble Indie Bundle" href="http://humblebundle.com" target="_blank">Humble Indie Bundle</a>, a series of pay-what-you-choose, independent game bundles that supports Linux, OSX, and Windows, reports that 20 to 35% (based on highly scientific pie chart estimation <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> ) of each bundle&#8217;s total revenue originates from Linux users. In addition, Linux users choose to pay an average of 100%+ more than Windows users, and about 50% more than OSX users. (Current statistics for HIB4 show an average payment of $10.29 for Linux, $7.42 for OSX, and $4.57 for Windows.) Other data points include <a href="http://2dboy.com" target="_blank">2D Boy</a>, who reported that 17% of the sales in their pay-what-you-choose campaign for World of Goo came from Linux users, compared to 18% on OSX, with Linux users again choosing to pay substantially more than users on other platforms. <a href="http://frictionalgames.com/" target="_blank">Frictional Games</a> reported in 2010 that 12% of sales for their Penumbra series were attributable to Linux users.</p>
<p>So, this means that you can realistically gain 12-35% revenue potential just by clicking the <em>Enable NaCl Support</em> checkbox before building your webplayer.</p>
<h2>Show me the goods!</h2>
<p>The <a href="https://chrome.google.com/webstore/detail/ibdomdppnicebcgjhcjfchbonebbjkhb" target="_blank">Angry Bots demo</a> has been on the Chrome Web Store for some time now &#8211; go check it out! Google also featured several Unity games (4 of the 7 games featured were built with Unity) in its recent <a href="https://www.youtube.com/watch?v=ZHZVVJQwJLU" target="_blank">Chrome Web Store trailer</a>: <a href="https://chrome.google.com/webstore/detail/dgjbkahdllcckjbjijejpmcgkkjpnnfk" target="_blank">Cordy</a>, Pirates of New Horizons, <a href="https://chrome.google.com/webstore/detail/edjdoaebnejlnjknbkbacepgemnjlmfc" target="_blank">Sleepy Jack</a>, and Running Fred.</p>
<p>The Chrome Web Store is the first link every Chrome user sees when opening a new tab, so get your awesome games up there where <a href="http://www.w3schools.com/browsers/browsers_chrome.asp" target="_blank">33.4% of all Internet users</a> can&#8217;t miss them!</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
		<item>
		<title>Assets to bring detail &amp; fidelity to your game worlds</title>
		<link>http://blogs.unity3d.com/2011/12/06/assets-to-bring-detail-fidelity-to-your-game-worlds/</link>
		<comments>http://blogs.unity3d.com/2011/12/06/assets-to-bring-detail-fidelity-to-your-game-worlds/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 21:07:15 +0000</pubDate>
		<dc:creator>Caitlyn</dc:creator>
				<category><![CDATA[Asset Store]]></category>
		<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6493</guid>
		<description><![CDATA[When creating compelling video game levels, the idiom &#8216;God is in the Details&#8217; couldn&#8217;t be more true. Detail in your world design is a sign of artistry and aptitude that motivates players to invest interest (and money!) in your game. Often we find that the lush and detailed worlds themselves are as much the star...]]></description>
			<content:encoded><![CDATA[<p>When creating compelling video game levels, the idiom &#8216;God is in the Details&#8217; couldn&#8217;t be more true.  Detail in your world design is a sign of artistry and aptitude that motivates players to invest interest (and money!) in your game.  Often we find that the lush and detailed worlds themselves are as much the star of the game as the player!  Outdoor settings, in particular, are really important to get right.  You&#8217;ll find mediocre foliage even in AAA games, foliage that reveals flaws when examined closely, like aliasing and alpha sorting glitches.  Since modelling nature well takes a special kind of eye, while at the same time is considered less mission-critical than core game assets, designers often re-use plants from previous games.  Generally these tend to be simple stem or trunk structures with transparent quads for leaves&#8211; but now there&#8217;s a more elegant solution.</p>
<p><strong><a href="http://u3d.as/content/3d-attack/green-stash-mesh-plants/2up" target="_blank">Green Stash Mesh Plants</a></strong><br />
<img class="alignnone size-full wp-image-6499" title="greenstash" src="http://blogs.unity3d.com/wp-content/uploads/2011/12/greenstash.jpg" alt="" width="640" height="352" /></p>
<p>As graphic cards, game engines and mobile platform capabilities evolve, so must natural detail.   That&#8217;s why we&#8217;re especially thrilled about 3DAttack&#8217;s mesh plant package, <a href="http://u3d.as/content/3d-attack/green-stash-mesh-plants/2up">Green Stash Mesh Plants</a>, now on the <a href="http://unity3d.com/unity/asset-store/">Asset Store</a>.  With 3-4 level of detail meshes, the highest levels of detail are entirely mesh:  not a transparent texture on a quad among them.  While the lower poly LODs have conventional quad leaves, the highest versions are glorious mesh reproductions of existing species of appealing plant life.  With Green Stash, 3DAttack sets a new standard for years to come.</p>
<p><a title="Assets to bring detail &amp; fidelity to your game worlds" href="http://api.cld.me/2D383g0i0G0A1k07083j">See for yourself!</a></p>
<p><strong><a href="http://u3d.as/content/ziboo/geo-painter/2ux">GeoPainter</a></strong><br />
<img class="alignnone size-full wp-image-6500" title="geopainter" src="http://blogs.unity3d.com/wp-content/uploads/2011/12/geopainter.jpg" alt="" width="640" height="401" /><br />
If you&#8217;re working on a terrain with Unity Terrain&#8217;s detail mesh feature, it&#8217;s not at all difficult to quickly populate a terrain environment with Green Stash plants and other detail meshes. But imagine you are working on complex mesh surfaces too.. like huge mesh boulders, mesas, middle-earth style rooftops, roads, whatever&#8211; all which should have plant life, rocks, debris and other details atop them too!  What to do?  Hurry to the Asset Store, get your copy of <a href="http://u3d.as/content/ziboo/geo-painter/2ux">GeoPainter</a>, and place game objects into your scene by simply painting them on!  Need to make a messy pile of bricks or logs on the floor?  Normally this kind of thing is surprisingly time consuming, but GeoPainter makes messes easy!  Instead of manually placing each piece one by one, use GeoPainter to instantiate and position them in your scene with a single brush stroke.  With built-in parameters for randomization, you can easily add chaos and irregularity for a more organic feel.   While you&#8217;re at it,  use GeoPainter to plant bunches and rows of great new Dexsoft <a href="http://u3d.as/content/dexsoft-games/garden-vegetable-plants/2uG">vegetables</a> in your field or garden.  Just be sure to keep the <a href="http://u3d.as/content/bsr/animals-raven/1CR">crows</a> and <a href="http://u3d.as/content/atlas-studio/as-poisonous-skitterer/2uP">bugs</a> away!  One of <a href="http://u3d.as/content/mixamo/the-mutant/2rX">these</a> should do the trick!</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/12/06/assets-to-bring-detail-fidelity-to-your-game-worlds/feed/</wfw:commentRss>
		<slash:comments>8</slash:comments>
		</item>
		<item>
		<title>Asset Store Action News &#8211; October 2011!</title>
		<link>http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/</link>
		<comments>http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/#comments</comments>
		<pubDate>Wed, 19 Oct 2011 20:01:47 +0000</pubDate>
		<dc:creator>Caitlyn</dc:creator>
				<category><![CDATA[Asset Store]]></category>
		<category><![CDATA[Company News and Info]]></category>
		<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6325</guid>
		<description><![CDATA[Autumn is here.. and for those of us in the northern hemisphere, this means cooler weather, colorful falling leaves, pumpkins and Halloween monsters. And on the Unity Asset Store, you&#8217;ll find things are equally cool, colorful, and there&#8217;s no shortage of monsters! If you&#8217;re not already familiar with the Unity Asset Store, it&#8217;s the place...]]></description>
			<content:encoded><![CDATA[<p>Autumn is here.. and for those of us in the northern hemisphere, this means cooler weather, colorful falling leaves, pumpkins and Halloween monsters.  And on the <a title="Asset Store main page" href="http://unity3d.com/unity/editor/asset-store" target="_blank">Unity Asset Store</a>, you&#8217;ll find things are equally cool, colorful, and there&#8217;s <a title="Goblin Frog Warrior!!" href="http://u3d.as/content/digital-frame-studio/goblin-frog-warrior/22o" target="_blank">no shortage</a> of <a title="ZOMBIES!" href="http://u3d.as/content/kalamona/animated-zombie-pack/2o3" target="_blank">monsters</a>! If you&#8217;re not already familiar with the Unity Asset Store, it&#8217;s <em>the place</em> to find time-saving, high-quality tools, models, animated characters, music, sound effects, particle systems, script libraries and more, for your games&#8211; ready to use without any royalties or licensing headaches.</p>
<p>We&#8217;re pleased to announce that we&#8217;ve reached well over 2,000 packages this month, and our customer base has expanded to over 43K registered users!  Top selling developers are making over $10K+ per month, and frankly things couldn&#8217;t be more exciting.  Some amazing new packages have arrived this month&#8230; Here are some of our favorites!</p>
<p><a rel="attachment wp-att-6329" href="http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/multiplat-2/"><img class="alignnone size-full wp-image-6329" title="MultipLat" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/MultipLat1.jpg" alt="" width="640" height="394" /></a></p>
<p><a href="http://u3d.as/content/owlchemy-labs/multi-platform-tool-kit/2nR"><br />
</a><a title="Multiplatform Toolkit" href="http://u3d.as/content/owlchemy-labs/multi-platform-tool-kit/2nR" target="_blank"><strong>Multiplatform Toolkit</strong></a><br />
Owlchemy Labs, creators of the smash-hit mobile game <a title="Snuggle Truck" href="http://itunes.apple.com/us/app/snuggle-truck/id431637920?mt=8" target="_blank">SnuggleTruck</a>, bring their amazing multiplatform toolkit to the Asset Store!  Owlchemy&#8217;s new tool makes it easy to quickly reconfigure your project for multiple platforms with just a few quick clicks.  You can easily change textures, buttons, text clips, font sizes and other graphical elements to fit the various aspect ratios and performance capabilities of multiple platforms.   Unity already makes cross-platform development easy enough, and if you&#8217;re armed with Owlchemy&#8217;s Multiplatform Toolkit, you&#8217;ve got everything you need to make multiplatform development a no-brainer!</p>
<p><a rel="attachment wp-att-6330" href="http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/ragetools/"><img class="alignnone size-full wp-image-6330" title="ragetools" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/ragetools.jpg" alt="" width="600" height="313" /></a></p>
<p><a title="Rage Tools" href="http://u3d.as/content/freakow/rage-tools/2nj" target="_blank"><strong>RageTools</strong></a><br />
An exciting new addition to the Asset Store is Freakow&#8217;s <a title="Rage tools" href="http://u3d.as/content/freakow/rage-tools/2nj" target="_blank">RageTools</a>, a collection of tools to enhance the <a href="http://u3d.as/content/juhakiili-oy/rage-spline/1DK">RageSpline</a> vector art tool.  The very cool extension, Rage SVG-In allows you to directly import vector artwork made with Inkscape and Adobe Illustrator™ into Unity for immediate use!  RageTools also brings RageSpline group management, pivot point adjustments, canvas alignment tools, and a brilliant LOD system to control anti-aliasing and curve smoothness in runtime.</p>
<p><strong><a title="Substances" href="http://u3d.as/content/allegorithmic/18-free-substances/26a" target="_blank">Substances</a></strong><br />
Substance abuse is rampant in the Unity developer community, as Allegorithmic&#8217;s  dynamic material integration gains more and more popularity among Unity users.  You&#8217;ll find over 600 tweakable, space-saving Allegorithmic substances on the store, as well as the powerful <a title="Bitmap2Material" href="http://u3d.as/content/allegorithmic/bitmap2material/23u" target="_blank">Bitmap2Material</a> tool&#8211; check out the <a title="Bitmap2Material Free Trial" href="http://u3d.as/content/allegorithmic/bitmap2material-free-trial/26F" target="_blank">free trial version</a> first.  The <a title="18 Free Substances" href="http://u3d.as/content/allegorithmic/18-free-substances/26a" target="_blank">18 Free Substances Pack</a> is a great way to familiarize yourself with this time and space saving technology.  We&#8217;ve got a couple of very popular example products up on the store, including the <a title="Airstream Demo" href="http://u3d.as/content/allegorithmic/airstream-substance-demo/26X" target="_blank">Airstream Demo</a> and Pimp Your Hooligan example projects.  Get hooked on Substances today!</p>
<p><strong>uScript, Playmaker and Antares Universe</strong><br />
The latest contender to the visual, node-based scripting tool arena, <a href="http://u3d.as/content/detox-studios-llc/u-script-visual-scripting-tool/2fc" target="_blank">uScript</a> from Detox Studios is the way to create game logic without writing a single line of code.   The uScript editor integrates nicely into the Unity editor environment, for a basically seamless development experience!  Our other two popular visual scripting toolkits, <a title="Playmaker" href="http://u3d.as/content/hutong-games-llc/playmaker/1Az">Playmaker</a> and <a title="Antares Universe" href="http://u3d.as/content/neo-pax/antares-universe-vizio-/1CJ" target="_blank">Antares Universe</a>, are also incredibly popular, five-star solutions.</p>
<p>Other noteworthy additions to the store include <a title="Dynamic Elements Effects Pack" href="http://u3d.as/content/kalamona/dynamic-elements-effect-pack/2kq" target="_blank">Dynamic Elements Effects Pack</a>, from Kalamona, which brings over thirty top-quality RPG-style spell and magic effects to Unity.  You&#8217;ll find even more AAA <a title="Fantasy Walls and Towers" href="http://u3d.as/content/dexsoft-games/fantasy-walls-and-towers/2n6" target="_blank">environments</a> and <a href="http://u3d.as/content/dexsoft-games/barbarian/2oe" target="_blank">characters</a> rolling in from the incredibly prolific Dexsoft, and run, don&#8217;t walk, to get the free <a title="Strumpy Shader Editor" href="http://u3d.as/content/strumpy-games/strumpy-shader-editor/1C4" target="_blank">Strumpy Shader Editor</a>&#8211; the tool so cool we had to hunt down and hire its developer!  We&#8217;ve also added new <a title="APM music example" href="http://u3d.as/content/apm-music/affinia-biker-s-ball/2k6" target="_blank">high quality music</a> from one of Hollywood&#8217;s biggest production music houses, <a title="APM" href="http://www.apmmusic.com/" target="_blank">APM Music</a>!</p>
<p>The Unity Asset Store is always on the lookout for great new content.  We&#8217;ve even expanded our team to actively hunt down and scout out top quality assets. We offer content sellers a 70/30% rev share split (you get the 70%) and monthly payouts by PayPal, with no transaction fee, either!  Some content sellers have earned so much that they quit their day jobs to focus exclusively on the Asset Store, while some smaller sellers make enough on the side to buy videogames, motorcycles, pizza and beer. Top seller or not, nearly all of them have had a great time bringing their creations to the Unity developer community.  Got what it takes?  We&#8217;re picky, but <a title="Submit your content" href="http://unity3d.com/unity/editor/asset-store-submit" target="_blank">send us your stuff</a>!</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
		</item>
		<item>
		<title>Tips for water in Unity</title>
		<link>http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/</link>
		<comments>http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/#comments</comments>
		<pubDate>Fri, 07 Oct 2011 09:45:15 +0000</pubDate>
		<dc:creator>Olly Nicholson</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Rants & Raves]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5846</guid>
		<description><![CDATA[This post will show you how to create water with a custom mesh, adjust the settings and gain some artist insight into making water look nice. To keep up to date with the latest tech this post will primarily concentrate on new Pro water stuff, but later on there are some general tips which should...]]></description>
			<content:encoded><![CDATA[<p>This post will show you how to create water with a custom mesh, adjust the settings and gain some artist insight into making water look nice. To keep up to date with the latest tech this post will primarily concentrate on new Pro water stuff, but later on there are some general tips which should be useful to all.</p>
<h2>What elements make water?</h2>
<p>Hydrogen &amp; Oxygen</p>
<h2>in Unity?</h2>
<p>There are many different types of water you can create or use from prefabs. To take advantage of the latest water effects and scripts I will be concentrating on the Water4ExampleSimple assets which are essentially a couple of 3D meshes representing your water surface, with:</p>
<ul>
<li>WaterTile script</li>
<li>Water shader</li>
</ul>
<p>An empty object indicating the world space placement with:</p>
<ul>
<li>A Water script which exposes the colours, normal texture and main parameters for the effect</li>
<li>A reflection script</li>
<li>An optional lighting script for specular effects</li>
<li>An optional displacement script</li>
</ul>
<h2>How can I make some water?</h2>
<p>The simplest way is to drag the prefab into your scene, and assign your custom mesh:</p>
<ul>
<li>Assets &gt; Import Package &gt; Water (pro only)</li>
<li>In the project window open the  Standard Assets &gt; Water (Pro only) folder</li>
<li>Open up Water4 folder</li>
<li>Drag the Water4Example (Simple) Prefab into your scene</li>
<li>Position approximately where you need it</li>
<li>Select one of  the <em>tile</em> meshes, go to the mesh component in the inspector &gt; select the round target icon on the right and choose your mesh (must be in your project)</li>
<li>Rotate the Water4ExampleSimple parent node 90 degrees, if your mesh comes in at the wrong angle (this can be caused when you export from a 3D app with a different co-ordinate system to Unity)</li>
<li>Place your mesh by moving the parent node</li>
<li>Remove the second <em>tile</em> mesh</li>
</ul>
<h2>Settings</h2>
<p>Once you have your mesh as water you can begin to play with the settings. Select your Water4ExampleSimple node, and check the parameters in the inspector.</p>
<h3>Water Base</h3>
<p><a rel="attachment wp-att-6289" href="http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/settings2/"><img class="alignnone size-full wp-image-6289" title="Settings2" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/Settings2.png" alt="" width="617" height="485" /></a></p>
<h3>Planar Reflection</h3>
<p>This script is for enabling/disabling realtime planar reflections. Reflections are claculated in relation to the height of the parent mesh that has this script attached to. So the local Y transform of child meshes should be 0. Here you can also enable the reflections to include (or not) the skybox.</p>
<h3>Specular Lighting</h3>
<p>You can adjust the specular power from here and drag&#8217;n'drop any transform to indicate a specular light source. This can be your directional light transform or any other game object (doesn&#8217;t need to be a light).</p>
<h3>Gerstner Displace</h3>
<p>Here you can adjust the settings for the wave generation created by the Gerstner waves generation algorithm.</p>
<h2>Water art tips</h2>
<ul>
<li>Go and check out some actual water &#8211; its always wise to get some visual ref for what you are trying to do. Make a video if you can.</li>
<li>Water absorbs red light from the spectrum reflecting back more green and blue rays, in additions to sky, which gives water the impression of being Blue in colour so:
<ul>
<li>You can&#8217;t make your surface blue (and you probably shouldn&#8217;t)  but if you use green and blue colours on the surfaces below the water such as a pool you can help with the illusion.</li>
<li>(I guess this is why Pool designers use green/blue/turquoise tiles).</li>
<li>The darker the blue, the deeper water appears &#8211; you can use a darker colour on the bottom and tint the refraction darker.</li>
</ul>
</li>
</ul>
<p><a rel="attachment wp-att-6260" href="http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/withwithout-2/"></a></p>
<p><a rel="attachment wp-att-6260" href="http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/withwithout-2/"> </a></p>
<div class="mceTemp"><a rel="attachment wp-att-6260" href="http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/withwithout-2/"></a>
<dl id="attachment_6260" class="wp-caption alignnone" style="width: 490px;"><a rel="attachment wp-att-6260" href="http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/withwithout-2/"></a>
<dt class="wp-caption-dt"><a rel="attachment wp-att-6260" href="http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/withwithout-2/"></a><a rel="attachment wp-att-6260" href="http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/withwithout-2/"><img class="size-full wp-image-6260" title="WithWithout" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/WithWithout.png" alt="" width="480" height="451" /></a></dt>
<dd class="wp-caption-dd">Using blues and greens on the tiles, vs using grey/pink</dd>
</dl>
</div>
<ul>
<li>Moderate the effects, subtlety can help suspend disbelief, be sure to experiment but think about moderating:
<ul>
<li>Scrolling speed of normals</li>
<li>Reflection</li>
<li>Refraction</li>
<li>Fresnel and Normal strengths</li>
<li>Displacement</li>
</ul>
</li>
</ul>
<ul>
<li>One useful tip is to turn practically everything off e.g. set sliders to zero and then build up the effects to get the desired impact.</li>
<li>If you have a convex mesh (such as water fall/pool lip) add poly detail to the curve to help the water &#8216;bend&#8217;.</li>
</ul>
<p><embed type="application/x-shockwave-flash" width="685" height="386" src="http://video.unity3d.com/v.swf" allowscriptaccess="always" bgcolor="#000000" allowfullscreen="true" wmode="direct" flashvars="token=5a61232a093302d39a7e2ad726a23679&amp;photo%5fid=3561915"></embed></p>
<p>Next time &gt; Water 4 Advanced is the same tech but with foam and depth extinction.</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/feed/</wfw:commentRss>
		<slash:comments>18</slash:comments>
		</item>
	</channel>
</rss>

