Archive for the ‘Technology’ Category

Summer of Code: External Lightmapping Tool Released!

During the summer, I’ve had the pleasure to mentor Michał Mandrysz, as he created an External Lightmapping Tool for Unity, as part of Unity’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 make great looking lighting for your game.

I’ve been making lightmaps for ages already, why would I care?
Because with this tool, you can actually layout your scenes in Unity. Previously if you wanted to use lightmaps, you’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.

Do you have some examples for this?
Take a look at this video tutorial from Michał, going over the example project included with the tool.

Great. Do I need to prepare my assets in any way to make this work?
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.

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.

But I don’t use max! I use …..
There’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.

I still have some other question
Try out the new answers.unity3d.com and get it answered!

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 Michal’s website.

2.6 Web Player Community Preview

Here we are again, putting the final touches on the latest and greatest release of Unity — version 2.6. The team is already amazed at how many new games are being made today! They’re being rolled out so quickly that we can’t always keep up. So to help us make sure that everything in the 2.6 release is going to be 100% silky smooth compatible with all the published webplayer games out there, we’d like to ask the Unity community for some help once again.

If you want to help make Unity 2.6.0 a flawless release, there are two simple things you can do.

1) Auto-update to the 2.6 webplayer plugin by visiting this Auto-Update test page.
2) Go play as many webplayers as possible.  Try out lots of players old and new!

If you have any problems at all during the auto-update process or running a webplayer, we want to know about it immediately. Please post about it in a reply to this thread on the Unity forums. Include the URL of the problematic webplayer, and the OS, browser, and graphics card you’re using. We really want to fix everything so if you run into problems, don’t forget to post! And thanks!

Snow Leopard’s 64-bit Safari and Unity

So, most of you have probably heard the news: Apple is going to release Mac OS X 10.6 “Snow Leopard” this Friday. This release will give Mac users plenty of new feature goodness and new technologies to play with, and brings a lot of changes under the hood. Unfortunately, I must inform you that one of these changes may cause some grief for Unity users, at least for the time being:

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Summer of Code: Progress of Detonator framework

This blog post is written by Ben Throop who is working on a Detonator framework to generate great-looking explosions in Unity games. The project is one of four selected projects that were selected for the Unity Summer of Code.

Detonator Logo

We’re just 9 days away from the August 31 deadline so it’s time for an update. I’ve been working on Detonator, which is a parametric explosion system. It’s supposed to make getting nice, scalable explosions into your game really easy while at the same time providing a framework for more complex effects.

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Summer of Code: Progress on External Lightmapping

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’s lightmapping?

If you’re not familiar with the terms “baking” and “lightmapping” 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’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’s still up-to-date and will be – even in high end games.

What is the Lightmapping Tool?
It’s a tool for lightmapping scenes in external applications (yeah, I know most of you would  wish to see an integrated system, but it’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).
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.
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’m planning to make a short screencast video when the work is done, so you can be sure you understand everything clearly ;-)

lightmapping-picture
This picture presents about 1/6 of a whole scene lightmapped with only one 2kx2k lightmap rendered with VRay on medium settings

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Presentations from Assembly 2009 demo party

We have a ton of people at Unity who have been or are involved in the demoscene. Assembly is one of the largest demoscene parties, and this year we were sponsoring the event, sent in some folks there and had a couple of seminar presentations. Our presentations were not directly Unity related, but still might be interesting for some of you.

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Unity iPhone 1.1 Standard Assets

demoteamThe Demo Team is putting the finishing touches on the iPhone Standard Assets that will go out with the Unity iPhone 1.1. release. There are plenty of useful assets that you’ll get:

1. Additive-Projector (can be used to fake spotlights)

2. Blob-Shadow

3. iPhone-specific shaders

4. Default Skybox asset

5. Joystick and TouchPad scripts

6. Easy-to-use water reflection script

7. Control schemes aplenty: 2D side scroller, camera-relative, FPS, FPS w/ tilt, player-relative, tap-to-move

With the Unity iPhone 1.1. release imminent, you’ll be enjoying all of these goodies, soon!

Just Looking Around

Just making characters in your game look around can bring them much more to life as well as express important information to the user. Here we’ll discuss a few use cases and present a script that makes it simple to implement in your game.

First a tech demo video to set the context:

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Focus: The Locomotion System

The Locomotion System for Unity has previously been briefly mentioned on this blog, but this post will go more in depth with what exactly it can do to bring more life to your animated characters.

The Locomotion System is all about making walking and running in games look better and more believable without requiring dozens of animations. The system automatically blends your keyframed or motion-captured walk and run cycles and then adjusts the movements of the bones in the legs to ensure that the feet step correctly on the ground. The Locomotion System is available for free when used in a Unity game.

Video Introduction

The best way to understand what the Locomotion System is all about is by watching a short introduction to it:
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Unity coming to you on faster tubes

Everyone knows the internet is made up of a series of tubes.  Since Unity has such a strong internet component in the webplayer, nothing but the fastest of all tubes are acceptable to deliver Unity webplayers to you and your players.

To harness the power of these tubes, Unity Tech has begun working with a content delivery service called Akamai.  Akamai provides server mirrors with fast connections around the world in order to make sure your downloads are as speedy as possible.  They do this for lots of big, well-known companies that you can see on their web site: http://www.akamai.com/html/customers/index.html

Because this download service affects users globally, we’d like everyone to help us make sure there are no kinks in the system.  If you can spare a moment, we have two tests for you to run.

Test #1: Download the Unity 2.5.0 webplayer installer through Akamai:

 

Test #2: Auto-update from 2.1.0 to 2.5.0 using Akamai

Steps:

  1. Download the 2.1.0 webplayer (not using the Akamai service)
    * For Mac: http://unity3d.com/download_archived_webplayer/2.1.0/webplayer-universal.dmg
    * For Windows: http://unity3d.com/download_archived_webplayer/2.1.0/UnityWebPlayer.exe
  2. Install the 2.1.0 webplayer
  3. Restart your browser
  4. Visit this url to auto-update using Akamai: http://beta.unity3d.com/AkamaiTest/

 

Both test #1 and #2 should be blazing fast.  If you can, please leave a comment about where you’re located and your average download speed, we’d greatly appreciate it!