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	<title>Unity Technologies Blog &#187; Technology</title>
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	<link>http://blogs.unity3d.com</link>
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		<title>Build Engineering and Infrastructure: How Unity Does It</title>
		<link>http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/</link>
		<comments>http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/#comments</comments>
		<pubDate>Fri, 21 Oct 2011 11:35:43 +0000</pubDate>
		<dc:creator>Na&#39;Tosha Bard</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5929</guid>
		<description><![CDATA[Hello!  I&#8217;m Na&#8217;Tosha and I&#8217;m the Build and Infrastructure Developer here at Unity Technologies.  While speaking with users at the awesome Unite 2011, I had several people ask me to write a blog post about how Unity Technologies manages to develop, build, and test Unity. We do this with a combination of: Continuous Integration Automated...]]></description>
			<content:encoded><![CDATA[<p>Hello!  I&#8217;m Na&#8217;Tosha and I&#8217;m the Build and Infrastructure Developer here at Unity Technologies.  While  speaking with users at the awesome Unite 2011, I had several people ask  me to write a blog post about how Unity Technologies manages to  develop, build, and test Unity.</p>
<p>We do this with a combination of:</p>
<ul>
<li>Continuous Integration</li>
<li>Automated Testing</li>
<li>Code Hosting</li>
<li>Code Reviews</li>
<li>Manual Testing</li>
</ul>
<p>I’ll talk about how we do the first four of those things here.</p>
<h1>Continuous Integration</h1>
<h2>The Continuous Integration Server</h2>
<p>&nbsp;</p>
<div id="attachment_5958" class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5958" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/teamcity/"><img class="size-full wp-image-5958 " title="TeamCity" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/TeamCity.png" alt="TeamCity" width="550" height="316" /></a><p class="wp-caption-text">Our builds and automated tests are all run by TeamCity.</p></div>
<p>We  use <a title="TeamCity" href="http://www.jetbrains.com/teamcity/" target="_blank">TeamCity</a> from <a title="JetBrains" href="http://www.jetbrains.com/company/index.html" target="_blank">JetBrains</a> as our continuous integration  solution.  One of the things we like best about TeamCity is that it has a very clear UI that gives the end user a good  indication of the state of a project.  For testsuites, it’s easy to see  at a glance whether the suite passes or fails and what tests are  failing.  It can farm builds out to agents on Windows, OS X, and Linux,  and keeps an extensive history of builds and tests, which are very  useful when trying to figure out why a test is failing or whether there  is something wrong with an agent.  Generally speaking, we are quite  happy with the feature-set and also with the support we’ve received from  JetBrains.</p>
<p>Our only  real complaint now is regarding the web UI &#8212; it can still  be  slow to load at times (specifically, when loading a large project  page  that hasn’t been loaded for a while, or when opening the custom  build  run dialog when a lot of agents are attached).  It can also be   difficult regarding managing multiple branch projects, as there is   currently no way to synchronize changes between branches that are copies   of each other.  However, the projects are stored in XML, and the  schema  is not complicated, so I have written a tool to do this instead  by  modifying the XML directly.</p>
<h2>The Build Farm</h2>
<div id="attachment_5959" class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5959" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/teamcityagents/"><img class="size-full wp-image-5959 " title="TeamCityAgents" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/TeamCityAgents.png" alt="TeamCity Agents Page" width="550" height="574" /></a><p class="wp-caption-text">TeamCity farms builds out to a distributed build farm of between 40 and 50 machines.</p></div>
<p>Along  with TeamCity, we have a build farm of approximately 45 machines, known  as build agents.  Most of these are virtual machines running Windows,  Mac OS X, and Linux.  We also have a few physical machines used for  graphics tests, because testing graphics functionality requires a level  of GPU manipulation that we could not achieve with virtual machines.   Our virtual build agents are virtualized with <a title="VMware Workstation" href="http://www.vmware.com/products/workstation/overview.html" target="_blank">VMWare Workstation</a> on  Linux hosts, using a combination of Apple and non-Apple hardware.</p>
<p>The  reason for choosing virtual machines, despite the performance hit it  gives us, is that virtualization allows us to easily maintain the system  &#8212; instead of updating 45 machines separately, we update the template  virtual machine image for a given operating system, then copy it to the  live buildservers.  It also allows us to make every agent appear to be  the same hardware-wise, even if they are running on different types of  host hardware.  This is important because as we add more build agents,  they will be running on different generations of hardware, and for the  purposes of testing, we need them to all appear the same.</p>
<h1>Automated Testing</h1>
<div id="attachment_5964" class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5964" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/teamcitytests/"><img class="size-full wp-image-5964 " title="TeamCityTests" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/TeamCityTests.png" alt="TeamCity Tests" width="550" height="30" /></a><p class="wp-caption-text">TeamCity provides a very clear interface for seeing the status of test suites.</p></div>
<p>We  have several automated test suites that we run on a regular basis.   These are used, along with manual testing, as a metric for how stable  our mainline codebase is, as well as when a feature branch is stable  enough to be merged back into trunk.  We currently have four types of  test suites:</p>
<ul>
<li>Unit Tests  &#8212; these test the correctness of individual functions / small bits of  functionality in the code, but they do not test high-level features of  the product.  These are used by developers, but not by our continuous  integration server.</li>
<li>Graphics Tests  &#8212; these work by building a Unity project that renders a set of static  scenes.  The project is then run on the target platform (desktop,  console, or mobile), and screenshots of each scene are saved.  We then  compare the saved screenshots against a set of “known good” screenshots.   If the difference is greater than a certain amount, we assert that the  test has “failed”.</li>
<li>Functional Tests &#8212; these work by launching one instance of the editor or player, and testing various aspects of its functionality.</li>
<li>Integration Tests  &#8212; these are the most high level tests.  They work by launching an  instance of the editor or player, testing a particular action or series  of actions, and shutting down the editor or player and going on to the  next test.</li>
</ul>
<p>Our  integration tests are executed by our continuous integration server as  NUnit tests.  TeamCity can run MSBuild projects directly, and we have a  script that runs them with Mono’s Xbuild on Mac OS X.  We developed our  own framework for running the graphics tests.</p>
<div id="attachment_5971" class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5971" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/regressionrig-2/"><img class="size-full wp-image-5971 " title="Regression rig" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/RegressionRig.png" alt="Regression rig" width="550" height="443" /></a><p class="wp-caption-text">Our regression rig tells us if anything has changed in the playback of previously-recorded content.</p></div>
<p>We  also have a regression rig that we developed ourselves.  The regression  rig, similar to the graphics tests, compares content played in Unity  against previously recorded content, and checks for regressions.  This  is a good way to catch high-level regressions (for example audio having  become bit-shifted).</p>
<p>Our  test suites are always being expanded, and, along with our regression  rig, they have helped us catch a number of regressions and bugs.</p>
<h1>Code Hosting and Reviews</h1>
<p>Like  many software companies, Unity Technologies has run through a  few  different version control systems.  In the beginning, there was no   version control.  Eventually the first Unity Ninjas began using CVS,  and  eventually Subversion. About a year ago, we started to investigate   distributed version control systems and eventually settled on <a title="Mercurial" href="http://mercurial.selenic.com/" target="_blank">Mercurial</a>.    Now all of our source code is versioned in Mercurial, except for our   public Mono, MonoDevelop, and Boo-related repositories on <a title="GitHub" href="https://github.com/Unity-Technologies" target="_blank">GitHub</a>.</p>
<h2>Why Mercurial?</h2>
<p>Well,  we had a few requirements.  The first was that the version  control  system work with our continuous integration server, which is  TeamCity,  so we started off considering Git, Mercurial, and Bazaar, and  Perforce.   We also wanted something distributed because we have  developers working  in several different locations, and we also work on  multiple platforms.   A distributed system allows our developers around  the globe to  interact with the remote server less frequently, and it  also allows all  of us to easily test our changes on multiple local  machines without  having to share changes that potentially break some  other platform with  each other.  We also wanted to be able to do  feature development in  branches and merge them back together  successfully.  So we were left  with Git, Mercurial, and Bazaar.  We  spent some time evaluating these  three systems.  We were interested in:</p>
<ol>
<li>A simple, easy to use and understand command-line interface</li>
<li>Good GUI tools for the system on OS X and Windows</li>
<li>A good code review tool that works well with the system.</li>
</ol>
<p>We  also wanted a system that we felt had a lot of momentum &#8212; an  ecosystem  that is growing and developing around it.  After a few weeks  of  testing, we eventually decided on Mercurial because:</p>
<ol>
<li>It was substantially more simple to learn and use than Git</li>
<li>It had good GUI tools for both Windows (<a title="TortoiseHg" href="http://tortoisehg.bitbucket.org/" target="_blank">TortoiseHg</a>) and Mac (<a title="SourceTree" href="http://www.sourcetreeapp.com/" target="_blank">SourceTree</a>, and now <a title="TortoiseHg" href="http://tortoisehg.bitbucket.org/" target="_blank">TortoiseHg</a>)</li>
<li>It had a couple of different options for large-scale code review tools</li>
<li>It  had a good-sized user-base (which is growing), a regular  development  cycle, and seemed to be well-adopted by both open-source  and and  commercial projects</li>
</ol>
<p>Another  very big win for Mercurial is that it was the only DVCS (at  the time,  at least) that had even attempted to handle the issue of  large binaries  in the repository.  This was done through a few  different publicly-available extensions to  Mercurial.  Distributed  version control systems, by nature, don’t lend  themselves well to  codebases with a lot of large binaries, so we knew we  would need some  system that can cooperate with the version control  system to store the  large binaries outside of the repository, but still  let us version them  in some way.  Not having to develop our own system  completely from  scratch was a really big win.</p>
<h3>How to Host Mercurial and What to Use for Code Reviews?</h3>
<p>After  we decided on Mercurial, we needed to figure out how to host  it and how  we would review code.  With this switch, we also wanted to  implement a  new development policy.  Up until this point, we had always  worked with  just one central copy of the codebase, except for when we  branched for  release.  This led to something almost always being  broken, which had a  serious effect on productivity.  We wanted to be  able to easily do  feature development in branches; perform peer code  reviews, build, and  test verification on the branch; then merge it back  into the mainline  repository once it is complete.  The goal is that  trunk is always in a  releasable, or nearly releasable, state.</p>
<div class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5953" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/codereview/"><img title="CodeReview" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/CodeReview.png" alt="Code Review in Kiln" width="550" height="176" /></a><p class="wp-caption-text">A Code Review in Kiln.</p></div>
<p style="text-align: center;">&nbsp;</p>
<p>We  looked at a few different code review systems, and eventually settled  on <a title="Kiln" href="http://www.fogcreek.com/kiln/" target="_blank">Kiln</a> from <a title="Fog Creek Software" href="http://www.fogcreek.com/" target="_blank">Fog Creek Software</a>.  Many people already know that we have  used <a title="FogBugz" href="http://www.fogcreek.com/fogbugz/" target="_blank">FogBugz</a> as our issue tracking system for a while now.  While  FogBugz has some  room for improvement (specifically, it doesn’t work very  well as a  public-facing bug tracker), it has done a pretty good job of  serving  our needs, and we have a really large amount of data in the  system.  At  this point, we would need a pretty compelling reason to put  in the  effort to move all of that data to a new system.  Kiln is a  Mercurial  code hosting system that interfaces with FogBugz and provides  nice  web-browsing of the repositories, code reviews on a per-changeset  basis  with one or more reviewers, and a server-side implementation of a   Mercurial extension that handles large binaries. We have had some ups   and downs with Kiln, mostly with regards to performance.  Our repository   size, which is about 1.6 GB with a clean working copy, and has several   fairly large binaries, as well as our number of concurrent developers,   about 65 and growing, and our build farm, another 45 or so machines,   seem to have pushed it to its limits performance-wise.  The self-hosted version of Kiln is currently not built with scalability to large teams (with large repositories) in mind, which results in very slow clones &amp; pushes when there is heavy load. Hopefully, this will get resolved in the future. We’re not sure   what our own future is with Kiln, but I will say that its feature set is   quite nice, and it has allowed us to move to our desired development   model of feature development in branches rather than in mainline.    Beware that it is written in .NET and does not run on Mono, so if you   want to consider Kiln, you will need to run a Windows server.  I can   say, however, that the Fog Creek support staff has spent countless hours   trying to help us work through our various issues with Kiln.</p>
<h1>Conclusion</h1>
<p>Building  and testing for so many platforms is a really difficult task &#8212;  especially as our development team is rapidly growing, and we find  ourselves putting strains on infrastructure and processes in areas we  didn’t expect.  These tools and processes are fundamental to how the  development team gets things done here at Unity.</p>
]]></content:encoded>
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		<slash:comments>17</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>
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		<slash:comments>18</slash:comments>
		</item>
		<item>
		<title>SHADOWGUN talk at Unite</title>
		<link>http://blogs.unity3d.com/2011/09/29/shadowgun-talk-at-unite/</link>
		<comments>http://blogs.unity3d.com/2011/09/29/shadowgun-talk-at-unite/#comments</comments>
		<pubDate>Thu, 29 Sep 2011 13:35:52 +0000</pubDate>
		<dc:creator>Renaldas Zioma</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unite]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5874</guid>
		<description><![CDATA[Many people were asking for slides from yesterdays &#8220;SHADOWGUN: rendering techniques and optimization challenges&#8221; talk, so here it is: SHADOWGUN at Unite&#8217;11 slides. And sorry for poor projector image.]]></description>
			<content:encoded><![CDATA[<p>Many people were asking for slides from yesterdays &#8220;SHADOWGUN: rendering techniques and optimization challenges&#8221; talk, so here it is: <a href="http://blogs.unity3d.com/wp-content/uploads/2011/09/Shadowgun_Unite2011.pdf">SHADOWGUN at Unite&#8217;11 slides</a>. And sorry for poor projector image.</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/09/29/shadowgun-talk-at-unite/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Mixamo&#8217;s Auto-Rigger</title>
		<link>http://blogs.unity3d.com/2011/09/21/mixamos-auto-rigger/</link>
		<comments>http://blogs.unity3d.com/2011/09/21/mixamos-auto-rigger/#comments</comments>
		<pubDate>Wed, 21 Sep 2011 16:59:46 +0000</pubDate>
		<dc:creator>Tricia Gray</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5818</guid>
		<description><![CDATA[Our friends at Mixamo have been working on new solutions for game developers.  You can already use their animation tools inside the Unity Asset Store, but their latest and greatest innovation is the Mixamo auto-rigger, which totally is the bees knees for artists delivering assets to Unity!  This cutting-edge  solution will change the way you...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-5827" href="http://blogs.unity3d.com/2011/09/21/mixamos-auto-rigger/mixamoimage-2/"><img class="alignright size-medium wp-image-5827" title="MixamoImage" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/MixamoImage1-300x128.jpg" alt="" width="300" height="128" /></a>Our friends at Mixamo have been working on new solutions for game developers.  You can already use their animation tools inside the <a href="http://unity3d.com/unity/editor/asset-store">Unity Asset Store</a>, but their latest and greatest innovation is the Mixamo auto-rigger, which totally is the bees knees for artists delivering assets to Unity!  This cutting-edge  solution will change the way you rig and animate forever!  Simply upload your character, identify a few points of anatomy on the character, and let the auto-rigger analyze the character and figure out the rest!  Once you&#8217;ve got your character rigged, bring it right back into Unity where you can animate it using the <a href="http://u3d.as/content/mixamo/mixamo-animation-store/1At">Mixamo Animation Store</a>, with which you can customize, preview and purchase custom procedural animation right inside the Unity development environment!   In tandem with Unity and the <a href="http://u3d.as/content/mixamo/mixamo-animation-store/1At">Mixamo Animation Store</a>, this represents a refreshing alternative to the often prohibitively expensive and time-consuming process of manually rigging and animating custom characters.</p>
<p>They&#8217;ve also done an awesome job continuing their support of their services for Unity users by releasing several new tutorials that will help you get started. The latest videos will help the Blender, modo and zBrush crowds. Now go animate something/someone!</p>
<p>Blender:<br />
<a href=" http://www.mixamo.com/c/automatic-rigging-for-blender-unity3d?utm_source=unity_blog">http://www.mixamo.com/c/automatic-rigging-for-blender-unity3d</a></p>
<p>modo:<br />
<a href="http://www.mixamo.com/c/automatic-rigging-for-modo-unity3d?utm_source=unity_blog">http://www.mixamo.com/c/automatic-rigging-for-modo-unity3d</a></p>
<p>zBrush:<br />
<a href="http://www.mixamo.com/c/automatic-rigging-for-zbrush-unity3d?utm_source=unity_blog">http://www.mixamo.com/c/automatic-rigging-for-zbrush-unity3d</a></p>
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		<slash:comments>15</slash:comments>
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		<title>&#8220;Special Effects with Depth&#8221; talk at SIGGRAPH</title>
		<link>http://blogs.unity3d.com/2011/09/08/special-effects-with-depth-talk-at-siggraph/</link>
		<comments>http://blogs.unity3d.com/2011/09/08/special-effects-with-depth-talk-at-siggraph/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 15:59:48 +0000</pubDate>
		<dc:creator>Kuba Cupisz</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5643</guid>
		<description><![CDATA[Ole and I promised to share the slides from our talk at the SIGGRAPH 2011 Studio. The presentation covers various graphics techniques that use depth, normals and color buffers. The methods range from improving standard techniques to creating entirely new ones, like approximate volumetric effects or advanced image post-processing. The buffers used are in many cases...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-5650" href="http://blogs.unity3d.com/2011/09/08/special-effects-with-depth-talk-at-siggraph/siggraph2011_breakfast/"></a><a href="http://blogs.unity3d.com/wp-content/uploads/2011/09/siggraph2011_bedroom.jpg"><img class="alignleft size-thumbnail wp-image-5649" title="SIGGRAPH 2011 - Bedroom frenzy" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/siggraph2011_bedroom-160x160.jpg" alt="SIGGRAPH 2011 - Bedroom frenzy" width="160" height="160" /></a><a href="http://blogs.unity3d.com/wp-content/uploads/2011/09/siggraph2011_breakfast.png"><img class="alignright size-thumbnail wp-image-5650" title="SIGGRAPH 2011 - Breakfast with Particles" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/siggraph2011_breakfast-160x160.png" alt="SIGGRAPH 2011 - Breakfast with Particles" width="160" height="160" /></a>Ole and I promised to share the slides from our talk at the SIGGRAPH 2011 Studio. The presentation covers various graphics techniques that use depth, normals and color buffers. The methods range from improving standard techniques to creating entirely new ones, like approximate volumetric effects or advanced image post-processing. The buffers used are in many cases the natural products of the rendering pipeline and offer a way to infer surprisingly much information about the scene, thus allowing for very rich and fast graphics effects.</p>
<p>It may be a worthy read both for artists and programmers, as we discuss the possibilities of some unusual special effects and their technical side.</p>
<p>Get it while it&#8217;s fresh: <a title="Special Effects with Depth" href="http://beta.unity3d.com/talks/Siggraph2011_SpecialEffectsWithDepth_WithNotes.pdf" target="_blank">Special Effects with Depth</a> (14MB pdf)</p>
<p>Yours,</p>
<p><a title="kubacupisz on twitter" href="http://twitter.com/#!/kubacupisz">Kuba</a> and <a title="rsxole on twitter" href="http://twitter.com/#!/rsxole">Ole</a></p>
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		<slash:comments>16</slash:comments>
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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>Asset Store Road Map</title>
		<link>http://blogs.unity3d.com/2011/08/31/asset-store-road-map/</link>
		<comments>http://blogs.unity3d.com/2011/08/31/asset-store-road-map/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 08:52:32 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5338</guid>
		<description><![CDATA[Hi people. After the roadmap blog post about where we’re taking the core Unity tools, we thought it was time to give you guys a heads-up about what the future holds for the asset store. Like the other road map, this one talks about where we’d like to go &#8211; with a focus on editor...]]></description>
			<content:encoded><![CDATA[<div>Hi people. After the <a href="http://blogs.unity3d.com/2011/06/16/unity-roadmap-2011/">roadmap blog post</a> about where we’re taking the core Unity tools, we thought it was time to give you guys a heads-up about what the future holds for the asset store. Like the other road map, this one talks about where we’d like to go &#8211; with a focus on editor integration &#8211; if we can’t get everything done in time for 3.5 we’ll ship what we have.&nbsp;</p>
<p>The goal for the asset store has always been to be a quick and convenient way to get assets for games. With Unity 3.5, we’re taking a huge stride towards this.</p>
<p>Part of 3.5 is a revamped object picker. The idea is that you will be able to quickly browse and assign all assets in your project &#8211; and available online &#8211; from one integrated window. Something like this:</p>
<p><a rel="attachment wp-att-5350" href="http://blogs.unity3d.com/2011/08/31/asset-store-road-map/assetstore-mockup/"><img class="alignnone size-full wp-image-5350" title="AssetStore mockup" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/AssetStore-mockup.jpg" alt="" width="700" height="569" /></a></p>
<div>
<div>Above, you’ve clicked the material slot for the floor. You’ll see our new object browser that<br />
lets you pick a material from your project, from free Asset Store materials or from the paid ones. Buying one is a simple as clicking it and hitting a buy button. If you feel spammed by this, simply collapse “Paid Assets” headline in the browser. Don’t want free stuff either? Just collapse that &#8211; and you’ve got only what’s in your project.&nbsp;</p>
<p>In the ideal world, selecting a new floor material in the browser gets you a preview in the scene view &#8211; even if it’s a paid one. Assigning a new audio clip to an audio source lets you browse and buy from a huge collection of sounds (searchable by categories, tags, with live previews, etc.) &#8211; we’re trying to get this live as well.</p>
<p>Let’s consider another example: Most of our users try GameObject-&gt;Create Other-&gt;Tree. Most do it exacly once. I wonder why:</p>
</div>
<p><a rel="attachment wp-att-5355" href="http://blogs.unity3d.com/2011/08/31/asset-store-road-map/pastedgraphic-2/"><img class="alignnone size-full wp-image-5355" title="PastedGraphic-2" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/PastedGraphic-2.png" alt="" width="304" height="231" /></a></p>
</div>
<div>Awesome, n’est-ce pas?&nbsp;</p>
<p>What if instead you got something like this:</p>
</div>
<div><img src="https://lh3.googleusercontent.com/-T-UIlNY-U3i4ZpKx-gZLXRXf0MQdY2MzbHKQikl39Dklqo7gyX-bm06MexFS45urnksKXR4fiAksTGrMl2t0GlqSgP1Sc78Apj_Ss3EaTLaOrMXRu4" alt="" width="629px;" height="306px;" /></div>
<div>I think that a game engine is not complete without content. This is our answer to that &#8211; no matter which project you have open, you’ll always have access to all our assets; trees, lens flares, etc. You will also have access to any paid trees on the Asset Store. This is great for users &#8211; they get a ton of assets presented without having to hunt for them. It’s also great for asset sellers; users don’t need to open up a specific browser window. If they want to find any paid lens flares, the choice is never more than one click away.</div>
<div>
<p>&nbsp;</p>
<p>To make this feel awesome, it needs to be smooth. As silk. We want single click payments to make sure the purchasing is as smooth as the selection. This brings me to the next point on our roadmap:</p>
<p><strong>Payments:</strong><br />
Contrary to common belief, Unity doesn’t handle credit card transactions ourselves. It goes through a payment processor &#8211; something like this:<img src="https://lh6.googleusercontent.com/NEtFq-_cIoL5raeN8GaFiLTpiIJyjI1q6hbXaNd8kK2MwvcvnGgyVdRYShtx1xWyfPzeGgTtApIQ0AST0mprMV-sc-JAKr1b58p5xjAIrEfhQGra6tI" alt="" width="452px;" height="168px;" /><br />
Worldpay has a number of issues: It can only operate in an external browser window. US customers sometimes get extra surcharges. It just generally sucks.</p>
<p>We looked around and picked CyberSource as a new payment gateway. They’ll be handling all the credit card dealings, but we can show it <em>inside</em> Unity. They also have an option where they provide the back-end for storing all CC info. They remember your credit card number, not us. This is good &#8211; just ask Sony <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Sadly this switch means that PayPal is going away as a payment method. We are aware that some of you prefer to pay this way. Be assured that you are not forgotten and this is something we will attempt to address in the near future.</p>
<p>To test out how much sales were affected by making a smoother workflow (and losing PayPal), we ran a 2-week test: half our users got the old system, half got the new one. The results showed that 52% of the transactions and revenue came through the new payment solution. This means that despite not supporting PayPal payments, it performs <em>slightly better</em> than the old system. And we can take the new one further. The old system is a dead end.</p>
<p>With the test over, we have reverted temporarily to the old solution while we prepare for full scale deployment of the new one.</p>
<p>Have fun, and make us proud (as if you didn&#8217;t already)!</p>
</div>
</div>
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		<title>&#8220;Fast Mobile Shaders&#8221; talk at SIGGRAPH</title>
		<link>http://blogs.unity3d.com/2011/08/18/fast-mobile-shaders-talk-at-siggraph/</link>
		<comments>http://blogs.unity3d.com/2011/08/18/fast-mobile-shaders-talk-at-siggraph/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 07:08:07 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5245</guid>
		<description><![CDATA[Yes! I did a talk at SIGGRAPH! Ahem. So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, doing talks, meeting people and going to super interesting sessions. Me &#038; ReJ did a long technical session about optimizing graphics for mobile platforms. GPU architectures, shader optimization details, case studies from actual Unity...]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.unity3d.com/wp-content/uploads/2011/08/siggraphshot.jpg"><img src="http://blogs.unity3d.com/wp-content/uploads/2011/08/siggraphshot-160x160.jpg" alt="" title="siggraphshot" width="160" height="160" class="alignright size-thumbnail wp-image-5276" /></a><em>Yes! I did a talk at <a href="http://www.siggraph.org/s2011/">SIGGRAPH</a>!</em></p>
<p>Ahem.</p>
<p>So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, <a href="http://blogs.unity3d.com/2011/08/08/unity-at-siggraph/">doing talks</a>, meeting people and going to super interesting sessions. <a href="http://twitter.com/#!/aras_p">Me</a> &#038; <a href="http://twitter.com/#!/__ReJ__">ReJ</a> did a long technical session about optimizing graphics for mobile platforms. GPU architectures, shader optimization details, case studies from actual Unity games and so on.</p>
<p>Here it is: <a href='http://blogs.unity3d.com/wp-content/uploads/2011/08/FastMobileShaders_siggraph2011.pdf'><strong>Fast Mobile Shaders</strong></a> (17MB pdf).</p>
<p>Enjoy!</p>
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		<slash:comments>15</slash:comments>
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		<title>Unity 3.4 web player for 64-bit Windows</title>
		<link>http://blogs.unity3d.com/2011/07/28/unity-3-4-web-player-for-64-bit-windows/</link>
		<comments>http://blogs.unity3d.com/2011/07/28/unity-3-4-web-player-for-64-bit-windows/#comments</comments>
		<pubDate>Thu, 28 Jul 2011 09:51:17 +0000</pubDate>
		<dc:creator>Jonas Echterhoff</dc:creator>
				<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5085</guid>
		<description><![CDATA[While we have been developing Unity 3.4, we have ported the Unity runtime to the x86_64 architecture on Windows. You may have noticed that the Unity 3.4 editor allows &#8220;Windows 64-bit&#8221; as a new build option in the Standalone build. We have also ported the Unity Web Player to Windows 64-bit. This allows you to...]]></description>
			<content:encoded><![CDATA[<p>While we have been developing Unity 3.4, we have ported the Unity runtime to the x86_64 architecture on Windows. You may have noticed that the Unity 3.4 editor allows &#8220;Windows 64-bit&#8221; as a new build option in the Standalone build. We have also ported the Unity Web Player to Windows 64-bit. This allows you to play Unity content in Microsoft Internet Explorer 64-bit or in 64-bit builds of Mozilla Firefox. Any Unity web content built with Unity 3.x should play in the 64-bit plugin. Content built with Unity 2.x will not work, as the 2.x runtime has not been ported to x86_64!</p>
<p>Since 64-bit browsers are not yet very widespread on Windows, the 64-bit web plugin has received limited testing coverage during our 3.4 beta. For that reason, we have decided to make this plugin available on an experimental basis for anyone who wishes to test or run Unity content in a 64-bit Windows browser. It is not yet available on our our main Web Player download page and the default JavaScript we supply for embedding Unity content will not link to it, so you have to manually download the installer. If 64-bit browsers become more common on Windows in the future, we will change this and release it as a fully supported product.</p>
<p><strong>Without further ado, <a title="here it is" href="http://webplayer.unity3d.com/download_webplayer-3.x/UnityWebPlayerFull64.exe">here it is</a>!</strong></p>
<p>Even though this is an unsupported product, please use the bug reporter which comes with Unity to report any issues you might have with the plugin!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p style="text-align: center;"><img class="size-full wp-image-5093 aligncenter" title="screenshot" src="http://blogs.unity3d.com/wp-content/uploads/2011/07/screenshot1.png" alt="Windows 64-bit plugin screenshot" width="613" height="290" /></p>
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		<slash:comments>17</slash:comments>
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		<title>Unity Roadmap 2011</title>
		<link>http://blogs.unity3d.com/2011/06/16/unity-roadmap-2011/</link>
		<comments>http://blogs.unity3d.com/2011/06/16/unity-roadmap-2011/#comments</comments>
		<pubDate>Thu, 16 Jun 2011 15:39:23 +0000</pubDate>
		<dc:creator>Joachim Ante</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[company news]]></category>
		<category><![CDATA[Roadmap]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4934</guid>
		<description><![CDATA[Unity 3.4 is nearing release, and we wanted to share some the features that will be included and also share with you a roadmap for what we are working on this year. Unity 3.4 We&#8217;re about to enter release candidate 1 with Unity 3.4, which is a feature + bugfix release. Here are some highlights:...]]></description>
			<content:encoded><![CDATA[<p>Unity 3.4 is nearing release, and we wanted to share some the features that will be included and also share with you a roadmap for what we are working on this year.</p>
<h2>Unity 3.4</h2>
<p>We&#8217;re about to enter release candidate 1 with Unity 3.4, which is a feature + bugfix release. Here are some highlights:</p>
<h3>Allegorithmic Substance integration</h3>
<p>Procedural textures are built directly into Unity. Substance procedural textures can be tweaked in Unity. You can even update your textures at run time. It can be used for anything from ageing effects on textures to customizable characters.</p>
<h3>Shadow improvements</h3>
<p>Directional lights got a new shadow projection mode called “Stable Fit”. Now there&#8217;s no more shadow boundary shimmering when rotating the camera!<br />
Regarding optimizations, we cull shadow casters much better now, which means fewer draw calls. Shadow culling can also use occlusion culling data.</p>
<h3>Skinning performance &amp; multicore</h3>
<p>Skinning performance is 2-3x faster on PCs due to SSE2 optimizations and multicore improvements. There&#8217;s also multithreaded skinning for the latest iOS and Android devices.</p>
<h3>Downloadable content with caching for complete scenes and asset bundles</h3>
<p>This is a cross-platform  feature including iOS and Android that&#8217;s perfect for downloadable content. Asset bundles and even complete scenes can be downloaded on demand and cached locally. The caching API gives you full control over when to download a newer version of the asset. Using the caching API dramatically reduces memory usage and has a huge impact on load times.</p>
<h3>Script execution order</h3>
<p>Unity now gives you eplicit control over the execution order in your scripts. Awake, OnEnable and Update calls are sorted by execution order. Execution order can be defined on a &#8216;per script&#8217; basis in an easy-to-understand dialog.</p>
<h3>Animation &amp; skinned mesh bounding volumes</h3>
<p>Pre-computed bounding volumes for skinned meshes &amp; animations let you have more animated characters in your scene.</p>
<h3>Graphics optimizations</h3>
<p>We implemented various graphics optimizations, ranging from faster deferred lighting (due to more compact light shapes &amp; better occlusion culling) to faster OpenGL ES 2.0 and more mobile optimized shaders.<br />
Last but not least: Terrain works on iOS and Android now.</p>
<h3>Image effects &amp; water</h3>
<p>There&#8217;s a big upgrade to image effects &amp; water. Both have been optimized for performance and, at the same time, visual quality has been improved. They&#8217;re also easier to tweak for artists.</p>
<h3>Unity Xbox 360 and PS3 release in parallel</h3>
<p>All console versions are now released at same time as 3.4. and projects can easily be moved between all platforms.</p>
<p><a href="http://www.youtube.com/watch?v=j-ULKB1-8Ko">Rochard</a>, our first PS3 game, has just gone through the Sony submission process.</p>
<h3>Better gizmo/handle control</h3>
<p>You no longer need to code to add icons to your game objects. Now you can simply set the icon in the game object inspector to quickly see and select things in your scene view. If you want to see icons for tools like pathfinding nodes, just set the icon on the node script in your project and they&#8217;ll all show up in the scene.</p>
<p>You can also toggle the display of handles on a per-component basis so now there’s no need to hold back when writing custom editors.</p>
<h3>Fast collider tweaking</h3>
<p>If you select a collider and hold down Shift, small dots for resizing the colliders will appear. This makes it really quick to set up efficient collision levels so they run really fast on mobile devices.</p>
<h3>Hundreds of minor improvements and fixes</h3>
<p>Unity 3.4 also has loads of smaller improvements, shine-ups and fixes.</p>
<h2>Next release: Unity 3.5</h2>
<p>This year we&#8217;re focusing on enabling you to push all platforms to their limits. Unity is the most optimized game engine for mobile devices and we&#8217;re working hard to also make this true of all other platforms. It&#8217;s a big step for Unity to support AAA productions. We have tons of performance optimizations, better multi-threading and a big graphics engine upgrade. At the same time, we are also improving work flows, especially when working in larger teams. Unity 3.5 is a late summer / fall 2011 release.</p>
<p><strong><em>Please note that the features in this roadmap are not commitments! They may or may not end up in a final release. If a feature isn’t ready in time it will not be included in the release.</em></strong></p>
<h3>Multithreaded renderer</h3>
<p>We will be moving most of the rendering workload and driver overhead away from the main Unity thread and onto another CPU core. This is an ongoing project that is currently working on the PC but we plan to make it available on all multicore platforms, from desktop to mobiles. Plus, we’re going for wider multicore utilization (using as many CPUs as there are) for tasks like culling and particle systems. How much of this is ready for 3.5 and on which platforms is still an open question, but we can say that the performance gains look very promising!</p>
<h3>Pathfinding</h3>
<p>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>
<h3>New particle system</h3>
<p>We re-wrote our particle system from scratch. The new particle system is completely curve and gradient driven, and is composed of modular blocks to boost functionality. Also, it utilizes multicore CPUs on all platforms!</p>
<h3>UI framework</h3>
<p>We’re rewriting the in-game GUI system from the ground. We&#8217;ve made it simple and intuitive to create modern game interfaces with tons of animations and other effects. Everything is assembled in a visual GUI editor. A lot of effort is going into optimizing the GUI system for minimizing run-time overhead through automatic texture atlases and aggressive coverage-based batching.</p>
<h3>Light probes for character lighting</h3>
<p>Light probes are an advanced technique for lighting dynamic objects and characters with high-quality baked lighting. We capture incoming direct and bounced lighting within a scene at a number of points (light probes). As a character moves through the scene, nearby probes are picked, interpolated, and the result is then passed to the shader to light the surface. It&#8217;s a hard problem to do all this efficiently but thanks to our tetrahedra-based space division, the technique is extremely fast even on mobiles and has a very low memory footprint. For more details check out the video and <a href="http://blogs.unity3d.com/2011/06/08/advanced-shading-and-lighting-for-mobile/">blog post</a>.</p>
<h3>RNM lightmaps</h3>
<p>To add more flexibility to our lightmapping solution we&#8217;re adding the option to bake directional lightmaps (radiosity normal maps and similar schemes). That will also enable bump and specular effects on surfaces lit by indirect light only.</p>
<h3>LOD support</h3>
<p>Built-in Level Of Detail support. LODs are currently authored manually in your favorite modelling tool but we&#8217;re also experimenting with automatic LOD generation techniques.</p>
<p>Intuitive editor tools for setting and inspecting LODs are included as well as integration into the pipeline to automatically create LODs based on naming conventions. We&#8217;re also offering support for fading level of detail transitions using screen-space dithering. Get more information in <a href="http://blogs.unity3d.com/2011/03/28/ninjacamp-iii-lod-groups/">this blog post</a>.</p>
<h3>Integrated Perforce and Subversion version control</h3>
<p>We&#8217;re working on fully integrated version control support for both Perforce and Subversion. There&#8217;s a complete UI including support for file locking.</p>
<h3>Text-based scene/prefab/&#8230; format</h3>
<p>Unity will now write all data in a text-based file format for scenes, prefabs, materials and other binary files in your project folder. The format is based on YAML and is optimized for being easy to merge. Multiple team members can work on a scene at the same time and merge the resulting changes afterwards.</p>
<h3>Prefabs</h3>
<p>The prefab system has been rewritten. It allows you to add and remove components without breaking prefab connections. Materials can be instantiated with the prefab instance. This paves the way for nested prefabs.</p>
<h3>Profile &amp; allocator improvements</h3>
<p>A new allocator framework helps us reduce memory usage and fragmentation and improve performance. Now there&#8217;s a much better memory overview in Unity’s Profiler.</p>
<h3>GameCenter and social APIs</h3>
<p>We are working on a pluggable social API with backends for Facebook and Apple Game Center.<br />
Companies like OpenFeint or publishers with custom social platforms can easily create their own implementation. This makes it easier to port games between platforms.</p>
<h3>Audio</h3>
<p>We are working on low latency audio buffer access. This will enable you to write your own filters, effects or make the audio data precisely affect your application or let your application dynamically mix and procedurally generate audio samples.</p>
<p>Microphone support will also be introduced across all platforms. Microphone input can be accessed transparently as an AudioClip.</p>
<h3>WebCam support</h3>
<p>We&#8217;re adding support for streaming video from cameras or other input devices into a texture to allow you to develop augmented reality games, or for uploading pictures for integration with social networks or other online services. This was implemented at our last <a href="http://unity3d.com/ninjacamp/">NinjaCamp week</a>.</p>
<h3>Umbra sPVS rewrite</h3>
<p>Umbra&#8217;s sPVS occlusion culling system has been rewritten from scratch. The algorithm now guarantees conservative PVS results and baking PVS is around 10x faster.</p>
<h3>And loads more!</h3>
<p>As usual, we fully expect Unity 3.5 to deliver tons of other small features, improvements and fixes.</p>
<h2>More future features that we&#8217;re currently working on. They don’t have a specific release yet</h2>
<p><em>Again, the fact that we are working on it is not a promise that it will ship in a matter of weeks. We just want you to know what we&#8217;re trying to do. Some plans might change!</em></p>
<h3>Flash export support</h3>
<p><a href="http://blogs.unity3d.com/2011/02/27/unity-flash-3d-on-the-web/">As announced</a>, we are hard at work to add support for building a Unity project that can be played back by a browser equipped with the Flash &#8220;Molehill&#8221; plugin. We&#8217;ll bring as many Unity features to the Flash Player as we can, and aim to be the very best tool available for people who want to target the 3D functionality in the new Flash Player.</p>
<h3>Cache server</h3>
<p>Everyone loves Unity’s completely automatic asset pipeline and the ability to quickly modify any asset in your project folder without jumping through hoops.</p>
<p>But when working in larger teams, everyone has to import the same assets again and again. If it could only be 3000x faster to import all assets&#8230; We have a solution for that. Early prototypes show that we can import a project folder with 1GB of assets in 9 seconds.</p>
<h3>HDR &amp; gamma correct rendering</h3>
<p>Built-in HDR, proper linear space lighting. Making the pipeline, the shaders and the render targets work together to produce the output that artists anticipated. It’s a tricky area to get right across all platforms &#8211; which is why we want to solve it for you!</p>
<h3>Texture streaming</h3>
<p>We&#8217;ve been working on a texture streaming solution. Unity will load the textures at the necessary resolution just before it needs it. You have a texture memory budget which Unity will fill with the most important textures necessary. Unity automatically analyzes your scene but you can also manually specify the needed textures &amp; resolutions at specific locations in your game.</p>
<p>This means you can have more textures at a higher resolution, especially on mobile devices and consoles. Unity automatically analyzes your scene to allow for prefetching of textures. Even on iOS we&#8217;re able to stream textures in the background at 60FPS.</p>
<h3>Audio improvements</h3>
<p>FMOD designer support: Import FMOD designer banks (.FSB) and event files (.FEV) and access them as standard audio clips.</p>
<p>Audio DSP graph: Get full access to the mixer engine and create custom routing and advanced signal chains either from a visual node editor or through a simple API.</p>
<p>Dynamic mixing: Mixing audio seems to be the big issue in today&#8217;s audio field. We&#8217;re working on a dynamic mixing solution that lets you group audio sources and mix them, apply effects, modulations and save these settings as snapshots. You can trigger the snapshots from script or from animations at any time. This makes it easy to duck audio and precisely control the audio levels at all times.</p>
<p>This is only part of what we are working on. We&#8217;re also developing more features that are much further away from completion. So stay tuned!</p>
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		<title>String Augmented Reality Launches</title>
		<link>http://blogs.unity3d.com/2011/06/16/string-augmented-reality-launches/</link>
		<comments>http://blogs.unity3d.com/2011/06/16/string-augmented-reality-launches/#comments</comments>
		<pubDate>Thu, 16 Jun 2011 12:08:48 +0000</pubDate>
		<dc:creator>Will Goldstone</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[ar]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[string]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4948</guid>
		<description><![CDATA[Today sees the public launch of the excellent Augmented Reality plugin for Unity from String. Focusing intensively on creating their technology for use with Unity, String have been working with a number of respected Unity developers to create showcase material as they have worked through an intensive beta stage over the past year. At today&#8217;s...]]></description>
			<content:encoded><![CDATA[<p><img class="alignright size-full wp-image-4955" title="string-launch" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/string-launch.jpg" alt="string-launch" width="90" height="152" />Today sees the public launch of the excellent Augmented Reality plugin for Unity from <a href="http://www.poweredbystring.com" target="_blank">String</a>.</p>
<p>Focusing intensively on creating their technology for use with Unity, String have been working with a number of respected Unity developers to create showcase material as they have worked through an intensive beta stage over the past year.</p>
<p>At today&#8217;s <a href="http://www.augmentedrealitysummit.com/" target="_blank">Augmented Reality Summit</a>, String will unveil some of their latest developments that go far beyond what they have teased so far. You can watch the String presentation via the following Stream live or as an edited version once their talk has finished -</p>
<p><object id="videojuicer_seed_string_presentation_1" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="360" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="flashvars" value="presentation_id=1&amp;seed_name=string&amp;ui_idle_timeout=100&amp;heritage_id=bf4a0302-3fcb-433c-9f48-7b43f5740077:" /><param name="name" value="videojuicer_seed_string_presentation_1" /><param name="wmode" value="transparent" /><param name="src" value="http://player.videojuicer.com/bootstrap.swf" /><embed id="videojuicer_seed_string_presentation_1" type="application/x-shockwave-flash" width="640" height="360" src="http://player.videojuicer.com/bootstrap.swf" allowfullscreen="true" allowscriptaccess="always" flashvars="presentation_id=1&amp;seed_name=string&amp;ui_idle_timeout=100&amp;heritage_id=bf4a0302-3fcb-433c-9f48-7b43f5740077:" name="videojuicer_seed_string_presentation_1" wmode="transparent"></embed></object></p>
<h2><span id="more-4948"></span>Democratising Augmented Reality</h2>
<p>String touts one of its key selling points as being fast, stable and easy to use, and they are keen to remind Unity developers that they aim to bring a formerly somewhat inaccessible technology to a new audience of developers thanks to their easy to use toolset. Time will tell how you Unity developers take them up on this but I for one can&#8217;t wait to see what you all come up with! Demonstrations so far have been impressive and with further super-secret stuff being unveiled at the Summit, the power of String has yet to be seen.</p>
<p>In a press release combined with today&#8217;s launch, Alan Maxwell, CEO and founder states “We are delighted to officially launch String™ to the world. We’d like to thank everyone for their support and interest. There&#8217;s been huge anticipation from both the global development community and international brands. We&#8217;re very excited to finally unleash String™, and to be working closely with our partners to drive innovation. We can’t wait to see the ideas that emerge, and we are working hard to develop the technology even further, so watch this space.”</p>
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		<title>Unity and iOS SDK 4.3</title>
		<link>http://blogs.unity3d.com/2011/06/15/unity-and-ios-sdk-4-3/</link>
		<comments>http://blogs.unity3d.com/2011/06/15/unity-and-ios-sdk-4-3/#comments</comments>
		<pubDate>Wed, 15 Jun 2011 13:29:38 +0000</pubDate>
		<dc:creator>Mantas Puida</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4917</guid>
		<description><![CDATA[Many of you have reported troubles submitting your applications built with iOS SDK 4.3 to the iOS AppStore. At the time, the problem looked very complex and because all the troubles were happening after application gets post-processed for AppStore on Apple’s side, there were only a few ineffective ways to trace it down. We mailed...]]></description>
			<content:encoded><![CDATA[<p>Many of you have reported troubles submitting your applications built with iOS SDK 4.3 to the iOS AppStore. At the time, the problem looked very complex and because all the troubles were happening after application gets post-processed for AppStore on Apple’s side,  there were only a few ineffective ways to trace it down. We mailed all registered Unity iOS developers with a basic recipe of how to get their applications onto the AppStore:</p>
<blockquote><p><em>Dear Unity iOS Developers,</em><br />
<em><br />
Unfortunately, many (and probably all) Unity iOS applications built with iOS SDK 4.3 are crashing during the App Store Review process while still running successfully on developer&#8217;s devices. We have contacted Apple regarding this issue and received confirmation that this is of highest priority to them. Our iOS team is working on a solution as well, but due to complex nature of the problem it will take longer than expected to properly resolve. A currently known workaround is to keep using iOS SDK 4.2.</em></p>
<p><em>Many users reported that applications built with Xcode 3.2.5 + iOS SDK 4.2 successfully pass the Apple App Store review process currently. OS SDK 4.2  is not publicly available on the iOS Developer site anymore, but it still can be downloaded via direct <a href="https://developer.apple.com/devcenter/download.action?path=/ios/ios_sdk_4.2__final/xcode_3.2.5_and_ios_sdk_4.2_final.dmg">link</a>. We want to assure you that building final applications with iOS SDK 4.2 provides all the features the Unity iOS run-time supports and is proven to work fine with devices running older generation iOS (3.x-4.2.x) as well as the newer devices running iOS 4.3.x (like iPad 2).</em></p>
<p><em>Please feel free to contact us if you have issues releasing your application to the App Store.</p>
<p></em><em></em><em>Regards,<br />
</em><em>The Unity Team</em></p></blockquote>
<p>Since then, we have spent many hours listening to your stories in forums, analyzing your builds, and trying out some ideas. We finally nailed the issue: iOS SDK 4.3 introduced a tiny problem with the native code linker improperly calculating how much code should be protected by the AppStore code protection system. The problem exposes itself only when AppStore protection is applied to the application.</p>
<p><span id="more-4917"></span>Recently, a few forum users reported about successful submissions to the AppStore using iOS SDK 4.3. This led us to the solution (we would like to say big thanks to forum users “susantio” and “ratrodstudio”!). Our investigation of their projects revealed common use of the special linker flag &#8220;-all_load&#8221; (which is required by some 3rd party ObjC plugins). Using this flag forces iOS SDK 4.3 native linker to properly calculate protected code size and so it solves the problem.</p>
<p>Unity 3.4, which is just around the corner, will include this flag by default. If you can&#8217;t wait, you can try it sooner by applying few changes to your Xcode project by hand.</p>
<p>Instructions how to add this flag to your release build when using <strong>Xcode 3.2.6</strong> (SDK 4.3):</p>
<p>1. Open your project in Xcode.<br />
2. In the Xcode menu select Project-&gt;Edit Active Target.<br />
3. In the Configuration drop down select &#8220;Release&#8221;.<br />
4. In the Search field type &#8220;linker&#8221;.<br />
5. Find the field named &#8220;Other Linker Flags&#8221; and double click on it.</p>
<p><img class="alignnone size-full wp-image-4924" title="Xcode3_config" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/Xcode3_config1.png" alt="Xcode3_config" width="594" height="421" /></p>
<p>6. Click &#8220;+&#8221; and add &#8220;-all_load&#8221;.</p>
<p><img class="alignnone size-full wp-image-4925" title="Xcode3_linkerflags" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/Xcode3_linkerflags1.png" alt="Xcode3_linkerflags" width="339" height="185" /></p>
<p>7. Clean all targets.</p>
<p>Instructions how to add this flag to your release build when using <strong>Xcode 4/4.0.2</strong> (SDK 4.3):</p>
<p>1. Open your project in Xcode.<br />
2. In the Project Navigator click on your project.<br />
3. On the next pane select &#8220;Unity-iPhone&#8221; under TARGETS.<br />
4. On the next pane select &#8220;Build Settings&#8221;.<br />
5. In the Search field type &#8220;linker&#8221;.<br />
6. Find the field named &#8220;Other Linker Flags&#8221; and double click on &#8220;Release&#8221; configuration near it.</p>
<p><img class="alignnone size-full wp-image-4926" title="Xcode4_config" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/Xcode4_config1.png" alt="Xcode4_config" width="640" height="348" /></p>
<p>7. Click &#8220;+&#8221; and add &#8220;-all_load&#8221;.</p>
<p><img class="alignnone size-full wp-image-4927" title="Xcode4_linkerflags" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/Xcode4_linkerflags1.png" alt="Xcode4_linkerflags" width="347" height="133" /></p>
<p>8. Clean all targets.<br />
9. Make a distribution build by clicking “Product”-&gt;”Build For”-&gt;”Build For Archiving” (<strong>Note:</strong> don’t use Product-&gt;Build, because it will make “debug” build by default and won’t include “-all_load” flag).</p>
<p>We have received multiple confirmations from forum users that this helped them get into AppStore using iOS SDK 4.3. Also we are sharing all our findings with Apple, and we hope that this will help to get some fix included into SDK update.</p>
<p>As always please feel free to contact us if you have issues releasing your application to the AppStore or any platform.</p>
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		<title>Advanced Shading and Lighting for Mobile</title>
		<link>http://blogs.unity3d.com/2011/06/08/advanced-shading-and-lighting-for-mobile/</link>
		<comments>http://blogs.unity3d.com/2011/06/08/advanced-shading-and-lighting-for-mobile/#comments</comments>
		<pubDate>Wed, 08 Jun 2011 07:34:40 +0000</pubDate>
		<dc:creator>Robert Cupisz</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[features]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[lights]]></category>
		<category><![CDATA[probes]]></category>
		<category><![CDATA[shader]]></category>
		<category><![CDATA[shading]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4860</guid>
		<description><![CDATA[&#160; Hello everyone. You have probably already heard about Shadowgun, the new mobile game developed by MADFINGER Games. You might also have seen Shadowgun being demoed at WWDC on stage during the Graphics State of the Union talk. Needless to say, we’re very proud of the next great creation made in Unity, and we love...]]></description>
			<content:encoded><![CDATA[<p><!--    #wrap{ line-height:20px; } .intro{color:#333;font-size:15px; line-height:22px;}  #wrap .alignnone{ margin:15px 0 5px 0; } h1,h2{margin:10px 0;} #wrap .alignright{margin-left:15px;} #wrap .alignleft{margin-right:15px;} --></p>
<div id="wrap">
<div class="intro">
<p>&nbsp;</p>
<p>Hello everyone. You have probably already heard about <a href="http://www.madfingergames.com/coming-soon">Shadowgun</a>, the new mobile game developed by <a href="http://twitter.com/madfingergames">MADFINGER Games</a>. You might also have seen Shadowgun being demoed at WWDC on stage during the Graphics State of the Union talk.</p>
<p>Needless to say, we’re very proud of the next great creation made in Unity, and we love how it delivers console quality to the mobile with the help of Unity’s awesome tech. It runs at an impressive 60fps on the iPad 2 and 30fps on the iPad, iPhone 4 &amp; 3GS. It will also be released on Android. Since lighting is one of the main elements making the game look so good, here are some notes about the techniques we used.</p>
<p><span id="more-4860"></span></p>
</div>
<p><!-- end intro --></p>
<h1>Character shading</h1>
<p>All characters in the game use the same per pixel normal mapped isotropic BRDF pixel shader, which goes beyond the usual Phong shading. It gives a great effect on the skin of the character, metal and cloth.  Our solution combines off-line precomputed texture which describes how surface interacts with lighting and run-time per-pixel calculations to achieve both artistic control and superb performance.</p>
<h1>Light probes</h1>
<p><img class="alignright size-full wp-image-4881" title="shadowgun-green" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/shadowgun-green.jpg" alt="shadowgun-green" width="200" height="200" /><a href="http://blogs.unity3d.com/2011/03/09/light-probes/">Light probes</a> are an advanced technique for lighting dynamic objects and characters with high-quality baked lighting. It is possible to capture incoming direct and bounced lighting within a scene at a number of points &#8211; light probes. As a character moves through the scene, nearby probes are picked, interpolated, and the result is then passed to the shader to efficiently light the surface. There it can be sampled per-vertex or per-pixel, if you want to use the normalmap-perturbed normal to do so.</p>
<p>Choosing and interpolating the right probes (and doing it fast!) is a hard problem, though. We have developed a technique, which takes an arbitrary set of probes and performs Delaunay tetrahedralization on them to divide the entire space into tetrahedron-shaped cells.</p>
<p><img class="alignleft size-full wp-image-4885" title="Shadowgun_muzzle" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/Shadowgun_muzzle.jpg" alt="Shadowgun_muzzle" width="200" height="200" />That gives us fast interpolation with great properties and no light popping &#8211; when you&#8217;re in a given tetrahedron, weights for the four corner probes are your barycentric coordinates! Finding the right tetrahedron can also be done efficiently by checking the one from last frame &#8211; if it&#8217;s not a hit (most of the time it is!), we check it&#8217;s neighbours. Finally we make sure interpolation works outside of the volume of the probes just as fast and as good with a clever projection onto the hull surface.</p>
<p>I’m especially proud of the light probes, since we managed to shape them up to be extremely fast and have low memory footprint &#8211; perfect even on mobiles and giving so much bang for the buck. As far as we know, it&#8217;s also the first time it has been used to such extent (at all?) on mobile devices.</p>
<h2>Muzzle flashes</h2>
<p>As a bonus, since we’re already rendering every character with a light probe, we can project any additional lights onto the probe as well. We do that for the muzzle flash effect. For a very low CPU cost and no GPU cost characters get lit by dynamic light.</p>
<h2>God rays, light shafts, light flares and fog</h2>
<p>God rays, light shafts, light flares and fog are rendered using both static and animated alpha-blended geometry with very optimized vertex and pixel shaders to save fillrate.</p>
<h2>Lightmaps</h2>
<p>Lightmaps were baked with one click in Unity using Beast to capture all the beautiful Global Illumination on static geometry. To give the objects a more detailed look while still keeping the shaders extremely fast, we calculate approximate specular reflections per vertex and then modulate them per pixel with a gloss mask to differentiate between shiny and rough parts. Reflective objects additionally use a pre-baked cube map matching the surroundings.</p>
<h2>Caustics and character shadows</h2>
<p>Caustics from the light passing through the green fluid, character shadows and rotating ventilator shadows were simulated with textures projected onto tight geometry (to keep the fillrate requirements low) and then animated in the shaders.</p>
</div>
<p><img class="alignnone size-full wp-image-4879" title="shadowgun-in-game-unity" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/shadowgun-in-game-unity.jpg" alt="shadowgun-in-game-unity" width="640" height="304" /></p>
<p>We plan to release light probes with Unity 3.5; all the other effects can already be achieved in Unity! <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Notes on Native Client &amp; Pepper Plugin API</title>
		<link>http://blogs.unity3d.com/2011/06/02/notes-on-native-client-pepper-plugin-api/</link>
		<comments>http://blogs.unity3d.com/2011/06/02/notes-on-native-client-pepper-plugin-api/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 10:42:14 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4837</guid>
		<description><![CDATA[Google&#8217;s Native Client (NaCl) is a brilliant idea. TL;DR: it allows native code to be run securely in the browser. Here&#8217;s a collection of developer-centric notes about it (it&#8217;s not very Unity specific). But is it secure? &#8220;Bububut, waitaminnit! Native code is not secure by definition&#8221; you say. Turns out, that isn&#8217;t necessarily true. With...]]></description>
			<content:encoded><![CDATA[<p>Google&#8217;s <a href="http://code.google.com/p/nativeclient/">Native Client</a> (NaCl) is a brilliant idea. <a href="http://en.wikipedia.org/wiki/Wikipedia:Too_long;_didn%27t_read">TL;DR</a>: it allows <em>native</em> code to be run <em>securely</em> in the browser. Here&#8217;s a collection of developer-centric notes about it (it&#8217;s not very Unity specific).</p>
<p><strong>But is it secure?</strong></p>
<p><em>&#8220;Bububut, waitaminnit! Native code is not secure by definition&#8221;</em> you say. Turns out, that isn&#8217;t necessarily true. With a specially massaged compiler, some runtime support and careful native code validation it is possible to ensure native code, when ran in the browser, can&#8217;t cause harm to user&#8217;s machine. I suggest taking a look at the original <a href="http://src.chromium.org/viewvc/native_client/data/docs_tarball/nacl/googleclient/native_client/documentation/nacl_paper.pdf">NaCl for x86 paper</a> and more recently, how similar techniques would apply to <a href="http://www.chromium.org/nativeclient/reference/arm-overview">ARM CPUs</a>.</p>
<p><strong>But what can you do with it?</strong></p>
<p><span id="more-4837"></span>So that&#8217;s great. It means it is possible to take C/C++ code, compile it with NaCl SDK (a gcc derived toolchain) and have it run in the browser. We can make a loop in C that multiplies a ton of floating point numbers, and it will run at native speed. That&#8217;s wonderful, except you can&#8217;t really do much interesting stuff with your own C code in isolation&#8230;</p>
<p>You need access to the hardware and/or OS. As game developers, we need pixels to appear on the screen. Preferably lots of them, with the help of something like a <a href="http://en.wikipedia.org/wiki/Graphics_processing_unit">GPU</a>. Audio waves to come out of the speakers. Mouse moves and keyboard presses to translate to some fancy actions. Post a high score to the internets. And so on.</p>
<p>NaCl surely can&#8217;t just allow my C code to call <a href="http://msdn.microsoft.com/en-us/library/bb219685(v=vs.85).aspx"><tt>Direct3DCreate9</tt></a> and run with it, while keeping the promise of &#8220;it&#8217;s secure&#8221;? Or a more extreme case, <tt>FILE* f = fopen("/etc/passwd", "rt");</tt>?!</p>
<p>And that&#8217;s true; NaCl does not allow you to use completely arbitrary APIs. It has it&#8217;s own set of APIs to interface with &#8220;the system&#8221;.</p>
<p><strong>Ok, how do I interface with the system?</strong></p>
<p>&#8230;and that&#8217;s where the current state of NaCl gets a bit confusing.</p>
<p>Initially Google developed an improved &#8220;browser plugin model&#8221; and called it Pepper. This Pepper thing would then take care of actually putting your code <em>into the browser</em>. Starting it up, tearing it down, controlling repaints, processing events and so on. But then apparently they realized that building on top of a decade-old Netscape plugin API (<a href="http://en.wikipedia.org/wiki/NPAPI">NPAPI</a>) isn&#8217;t going to really work, so they developed Pepper2 or PPAPI (Pepper Plugin API) which ditches NPAPI completely. To write a native client plugin, you only interface with PPAPI.</p>
<p>So some of the pages on the internets reference the &#8220;old API&#8221; (which is gone as far as I can see), and some others reference the new one. It does not help that Native Client&#8217;s own documentation are scattered around in <a href="http://www.chromium.org/nativeclient">Chromium</a>, <a href="http://code.google.com/p/nativeclient/">NaCl</a>, <a href="http://code.google.com/p/nativeclient-sdk/">NaCl SDK</a> and <a href="http://code.google.com/p/ppapi/">PPAPI</a> sites. Seriously, <em>it&#8217;s a mess</em>, with seemingly no high level, up to date &#8220;introduction&#8221; page that tells what exactly PPAPI can and can&#8217;t do. <em>Edit</em>: I&#8217;m told that the definitive entry point to NaCl right now is this page: <a href="http://code.google.com/chrome/nativeclient/"><strong>http://code.google.com/chrome/nativeclient/</strong></a> which clears up some mess.</p>
<p><strong>Here&#8217;s what I think it can do</strong></p>
<p><em>Note: we have an in-progress Unity NaCl port using this PPAPI. However, I am not working on it, so my knowledge may or may not be true. Take everything with a grain of NaCl <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </em></p>
<p>Most of things below found by poking around at <a href="http://src.chromium.org/viewvc/chrome/trunk/src/ppapi/">PPAPI source tree</a>, and by looking into Unity&#8217;s NaCl platform dependent bits.</p>
<p><em><strong>Graphics</strong></em></p>
<p>PPAPI provides an OpenGL ES 2.0 implementation for your 3D needs. You need to setup the context and initial surfaces via PPAPI (<tt><a href="http://src.chromium.org/viewvc/chrome/trunk/src/ppapi/cpp/dev/context_3d_dev.h?view=markup">ppapi/cpp/dev/context_3d_dev.h</a>, <a href="http://src.chromium.org/viewvc/chrome/trunk/src/ppapi/cpp/dev/surface_3d_dev.h?view=markup">ppapi/cpp/dev/surface_3d_dev.h</a></tt>) &#8211; similar to what you&#8217;d use EGL on other platforms for &#8211; and beyond that you just include <tt>GLES2/gl2.h, GLES2/gl2ext.h</tt> and call ye olde GLES2.0 functions.</p>
<p>Behind the scenes, all your GLES2.0 calls will be put into a <a href="http://src.chromium.org/viewvc/chrome/trunk/src/gpu/command_buffer/">command buffer</a> and transferred to actual &#8220;3D server&#8221; process for consuming them. Chrome splits up itself into various processes like that for security reasons &#8212; so that each process has the minimum set of privileges, and a crash or a security exploit in one of them can&#8217;t easily transfer over to other parts of the browser.</p>
<p><em><strong>Audio</strong></em></p>
<p>For audio needs, PPAPI provides a simple buffer based API in <tt><a href="http://src.chromium.org/viewvc/chrome/trunk/src/ppapi/cpp/audio_config.h?view=markup">ppapi/cpp/audio_config.h</a></tt> and <tt><a href="http://src.chromium.org/viewvc/chrome/trunk/src/ppapi/cpp/audio.h?view=markup">ppapi/cpp/audio.h</a></tt>. Your own callback will be called whenever audio buffer needs to be filled with new samples. That means you do all sound mixing yourself and just fill in the final buffer.</p>
<p><em><strong>Input</strong></em></p>
<p>Your plugin instance (subclass of <tt>pp::Instance</tt>) will get input events via HandleInputEvent virtual function override. Each event is a simple <a href="http://src.chromium.org/viewvc/chrome/trunk/src/ppapi/c/pp_input_event.h?view=markup"><tt>PPInputEvent</tt> struct</a> and can represent keyboard &#038; mouse. No support for gamepads or touch input so far, it seems.</p>
<p><em><strong>Other stuff</strong></em></p>
<p>Doing WWW requests is possible via <tt><a href="http://src.chromium.org/viewvc/chrome/trunk/src/ppapi/cpp/url_loader.h?view=markup">ppapi/cpp/url_loader.h</a></tt> and friends.</p>
<p>Timer &#038; time queries via <tt><a href="http://src.chromium.org/viewvc/chrome/trunk/src/ppapi/cpp/core.h?view=markup">ppapi/cpp/core.h</a></tt> (e.g. <tt>pp::Module::Get()->core()->CallOnMainThread(...)</tt>).</p>
<p>And, well, a bunch of other stuff is there, like ability to rasterize blocks of text into bitmaps, pop up file selection dialogs, use the browser to decode video streams and so on. Everything &#8211; or almost everything &#8211; is there to make it possible to do games on it.</p>
<p><strong>Summary</strong></p>
<p>Like <a href="http://chadaustin.me/2011/01/in-defense-of-language-democracy/">Chad says</a>, it would be good to end <em>&#8220;thou shalt only use Javascript&#8221;</em> on the web. Javascript is a very nice language &#8211; especially considering how it came into existence &#8211; but <em>forcing</em> it on everyone is quite silly. And no matter how hard V8/JägerMonkey/Nitro folks are trying, it is very, very hard to <a href="http://chadaustin.me/2011/01/digging-into-javascript-performance/">beat performance</a> of a simple, static, compiled language (like C) that has direct access to memory and the programmer is in almost full control of both the code flow and the memory layout. Steve rightly <a href="http://twitter.com/#!/stevestreeting/status/76216985888882688">points out</a> that even if for some tasks a super-optimized Javascript engine will approach the speed of C, it will burn much more energy to do so &#8212; a very important aspect in the increasingly mobile world.</p>
<p>Native Client does give some hope that there will be a way to run native code, at native speeds, in the browser, without compromising on security. Let it happen.</p>
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		<title>Experimenting with TreePad in Unity</title>
		<link>http://blogs.unity3d.com/2011/04/27/experimenting-with-treepad-in-unity/</link>
		<comments>http://blogs.unity3d.com/2011/04/27/experimenting-with-treepad-in-unity/#comments</comments>
		<pubDate>Wed, 27 Apr 2011 11:46:03 +0000</pubDate>
		<dc:creator>Christopher Pope</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[tree assets]]></category>
		<category><![CDATA[treepad]]></category>
		<category><![CDATA[Unity trees]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4518</guid>
		<description><![CDATA[Today I have been having a lot of fun experimenting with the TreePad app for the iPad, with this app you can easily create an awesome looking tree within a short space of time. This can then be exported as an fbx file, and so seemed like an opportunity too good to turn down to...]]></description>
			<content:encoded><![CDATA[<p><!--    #wrap{ line-height:20px; } #wrap .alignright{ margin-left:10px !important; } #wrap .alignnone{ margin:15px 0; }    --></p>
<div id="wrap"><img class="alignright size-medium wp-image-4583" title="treepad-with-unity-2" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/treepad-with-unity-2-225x300.jpg" alt="treepad-with-unity-2" width="225" height="300" />Today I have been having a lot of fun experimenting with the TreePad app for the iPad, with this app you can easily create an awesome looking tree within a short space of time. This can then be exported as an fbx file, and so seemed like an opportunity too good to turn down to see this running in Unity. So here is what I did:&nbsp;</p>
<p>First thing to do is <a title="download treepad now" href="http://itunes.apple.com/us/app/treepad/id421230117?mt=8" target="_blank">get the app</a> which can be downloaded from the app store on your iPad, just search for TreePad. Next, launch the app and begin creating your tree, this is very  simple to do, just touch, drag and release and you&#8217;ll see a branch  created with leaves attached, how simple and awesome is that! Also there are various tweaks you can do to your tree but I&#8217;ll <em>leave</em> you to discover that for yourselves.</p>
<p>Without going into too much detail about the app itself, let&#8217;s talk about  getting your newly created tree into Unity and some of the steps you&#8217;ll need to take to achieve a nice looking tree.</p>
<h2>Getting your tree into Unity!</h2>
<ol>
<li>In TreeApp save your created tree and tap <strong>Object manager</strong>. Tap your saved tree and notice an <strong>Export</strong> button has appeared, tap this to export your modelled  tree as a <strong>.fbx</strong> file.<img class="alignnone size-full wp-image-4582" title="treepad-with-unity-1" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/treepad-with-unity-1.jpg" alt="treepad-with-unity-1" width="570" height="453" /></li>
<li>Now, connect your iPad to your PC or Mac and open <strong>iTunes</strong>, choose <strong>Apps</strong> from the left menu and under file sharing select <strong>TreePad</strong>, here you&#8217;ll notice the various trees you have saved appear in TreePad documents, select the desired fbx file  and click <strong>Save to</strong>, for now pick a location such as your desktop for easy access.<br />
<img class="alignnone size-full wp-image-4592" title="itunes-save-to" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/itunes-save-to.jpg" alt="itunes-save-to" width="570" height="238" /></li>
<li>So here is where it gets really interesting. Launch Unity, and create a  New Project making sure to check Unity&#8217;s very own <strong>Tree creator</strong> package to import  into your new project.<br />
<img class="alignnone size-full wp-image-4591" title="tree-assets" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/tree-assets.jpg" alt="tree-assets" width="438" height="413" /></li>
<li>In Unity, Assets -&gt; import new asset -&gt; Find the location of  your saved tree and click Import &#8211; or in your OS, drag the .fbx file to your new project&#8217;s assets folder, after a second or two you should see your tree appear in the <strong>Project</strong> window in Unity, click on your tree and in the Inspector&#8217;s <strong>FBX Importer</strong> component &#8211; change the <strong>Scale Factor</strong> from <strong>0.01 -&gt; 0.5</strong> and click <strong>Apply</strong> at the bottom.</li>
<li>Now, in the Project window drag  the tree into your scene and change it&#8217;s <strong>Transform Position</strong> to (<strong>0, 0, 0</strong>) so  it&#8217;s in view of your main camera. Remember you can always center on an object by selecting it in the Hierarchy, hovering over the Scene view, pressing F and then selecting your camera and going to Game Object &gt; Align With View (Ctrl or Command Shift &#8211; F).</li>
<li>You will notice your tree is looking good but to make it look really nice, we need to add the correct Shaders and Materials to make it look a bit more realistic.<br />
<img class="alignnone size-full wp-image-4595" title="hierarchy" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/hierarchy.jpg" alt="hierarchy" width="238" height="126" /></li>
<li>Collapse the parent object of your tree in your <strong>Hierarchy</strong> (see above) and you will notice that it has a child object called <strong>branches</strong>, select this to show it&#8217;s properties in the Inspector, look at the <strong>Material</strong> component and here you can see the default <strong>Shader</strong> is set to Diffuse, so let&#8217;s change this to  <strong>Nature &gt; Tree Creator Bark</strong>.<br />
<img class="alignnone size-full wp-image-4593" title="shader-settings" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/shader-settings.jpg" alt="shader-settings" width="560" height="323" /></li>
<li>The <strong>Main Color</strong> needs to be changed from the default color (brown) to white, so that we will be able to see the texture more clearly. To add a  texture click <strong>Select</strong> in the first Texture selection (Base (RGB) Alpha  (A)) and choose <strong>BigTree_bark_diffuse</strong>. Do the same for the Normal map but instead  choose <strong>BigTree_bark_normal</strong>.<br />
<img class="alignnone size-full wp-image-4594" title="shader-textures" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/shader-textures.jpg" alt="shader-textures" width="560" height="263" /></li>
<li>In the Scene view, zoom in to take a closer  look at your branches and observe now that your branches are looking much more realistic than previously.</li>
<li>For the leaves it&#8217;s a similar process to what we just did for our branches, click on the <strong>leaves</strong> child object in the Hierarchy and change  the <strong>Shader</strong> to Nature &gt; Tree Creator Leaves, ensure the main color is set to white and then add the <strong>BigTree_leaves</strong> texture to the material. Once again zoom in to take a closer look, now we have nice looking leaves attached to our branches.</li>
</ol>
<p>And that&#8217;s it, very easy and simple to get nice looking trees in just a small  amount of time. Here is what mine looked like:</p>
<p style="text-align: center;"><a href="http://blogs.unity3d.com/wp-content/uploads/2011/04/Tree-1024x483.jpg" target="_blank"><img class="aligncenter size-large wp-image-4443" title="650e513" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/Tree-1024x483.jpg" alt="650e513" width="617" height="311" /></a></p>
<p><strong>Tips and Tricks!</strong></p>
<p>You may need to tweak the tilling of the texture for the leaves and branches.</p>
<p>If you see this warning: &#8220;Meshes may not have more than 65000 vertices at  the moment: Leaves&#8221;, then your tree was made very big in the TreePad app and  includes to many leaves, scale your tree down to an easier and more  manageable size.</p>
<p>Thanks all and happy tree creating!<em><br />
</em></p>
</div>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
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		<title>Ninja Camp III: Direct3D 11</title>
		<link>http://blogs.unity3d.com/2011/04/14/ninja-camp-iii-direct3d-11/</link>
		<comments>http://blogs.unity3d.com/2011/04/14/ninja-camp-iii-direct3d-11/#comments</comments>
		<pubDate>Thu, 14 Apr 2011 11:26:18 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4494</guid>
		<description><![CDATA[Over the NinjaCamp III week I (it&#8217;s-a me, Aras!) worked on implementing a Direct3D 11 renderer in Unity. At the beginning of the week I had a standalone player that creates a window, clears it to the correct camera background color and could draw a cube in magenta color. All in full glory of Direct3D...]]></description>
			<content:encoded><![CDATA[<p>Over the NinjaCamp III week I <em>(it&#8217;s-a me, Aras!)</em> worked on implementing a Direct3D 11 renderer in Unity. At the beginning of the week I had a standalone player that creates a window, clears it to the correct camera background color and could draw a cube in magenta color. All in <em>full glory</em> of Direct3D 11, how cool is that?</p>
<p>At the end of the week it could do this however:<br />
<a href="http://blogs.unity3d.com/wp-content/uploads/2011/04/bootcamp-dx11.jpg"><img class="size-medium wp-image-4496" title="Bootcamp running on DX11" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/bootcamp-dx11-300x168.jpg" alt="Bootcamp running on DX11" width="300" height="168" /></a></p>
<p><span id="more-4494"></span>This is our Bootcamp demo, running in D3D11. So lots of the stuff is working: meshes, textures, shaders, shadows, deferred lighting, Image Effects, particles, skinned meshes, terrain and so on. For the reference, Bootcamp running on DX9:<br />
<a href="http://blogs.unity3d.com/wp-content/uploads/2011/04/bootcamp-dx9.jpg"><img class="size-medium wp-image-4495" title="Bootcamp running on DX9" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/bootcamp-dx9-300x168.jpg" alt="Bootcamp running on DX9" width="300" height="168" /></a></p>
<p>As you can see, some of the stuff is not working on D3D11 yet. Fog is not working; there&#8217;s some lighting difference on grass. Some other things are not working, like fixed function shaders (VertexLit ones or any shaders that use SetTexture) but you can&#8217;t see much of those in Bootcamp.</p>
<p>Awesome? Yes and no.</p>
<p>For basically a week of work, I&#8217;d like to think this is very good progress.</p>
<p>Is our D3D11 renderer <em>teh awsum</em> yet? No. Currently it&#8217;s running slower than D3D9, and does not implement all the features of D3D9 one either (fog, fixed function etc.). And I haven&#8217;t even started exposing D3D11 specific things like Compute Shaders, Shader Model 4/5, Tessellation etc. And there are some unsolved workflow issues, for example: when someone is making a game on a Mac, how would we compile shaders for D3D11 renderer? With D3D9 we can do it because NVIDIA&#8217;s Cg compiler works both on Windows and Mac, but no such luck with D3D11 shader compiler&#8230;</p>
<p>So this is not shipping quite yet. Performance is not great at the moment &#8211; which is to be expected. D3D11 <em>potentially</em> can be faster than D3D9, but the path of getting there is not an easy one. We also need to actually expose compute shaders, tessellation and other goodies. And then think about how/if equivalent features would work on other platforms like Macs (DirectCompute on Windows, OpenCL on Mac? etc.).</p>
<p>But, so far it&#8217;s promising! Stay tuned, maybe someday we&#8217;ll ship this <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/04/14/ninja-camp-iii-direct3d-11/feed/</wfw:commentRss>
		<slash:comments>25</slash:comments>
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		<item>
		<title>NinjaCamp III: More cool stuff</title>
		<link>http://blogs.unity3d.com/2011/04/07/ninjacamp-iii-more-cool-stuff/</link>
		<comments>http://blogs.unity3d.com/2011/04/07/ninjacamp-iii-more-cool-stuff/#comments</comments>
		<pubDate>Thu, 07 Apr 2011 14:55:58 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4440</guid>
		<description><![CDATA[So we still have more to show and we are collecting together more videos and cool demos of some of the projects that were worked on during the NinjaCamp week. This time, we have a screen shot of the in-editor &#8220;Welcome Screen&#8221; or &#8220;Info Hub&#8221; that was cooked up during the week. The idea behind...]]></description>
			<content:encoded><![CDATA[<p>So we still have more to show and we are collecting together more videos and cool demos of some of the projects that were worked on during the NinjaCamp week. This time, we have a screen shot of the in-editor &#8220;Welcome Screen&#8221; or &#8220;Info Hub&#8221; that was cooked up during the week.</p>
<p><a href="http://blogs.unity3d.com/wp-content/uploads/2011/04/650e5131-1024x720.png" target="_blank"><img class="aligncenter size-large wp-image-4443" title="650e513" src="http://blogs.unity3d.com/wp-content/uploads/2011/04/650e5131-1024x720.png" alt="650e513" width="640" height="402" /></a></p>
<p>The idea behind this project is to make use of the Webkit integration that was used for the Asset Store in order to give easy access to learning resources, news and more.</p>
<p>We still have a few more NinjaCamp tricks up our ninja sleeves so keep an eye on the blog.</p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<item>
		<title>NinjaCamp III: Spline Roads</title>
		<link>http://blogs.unity3d.com/2011/03/29/ninjacamp-iii-spine-roads/</link>
		<comments>http://blogs.unity3d.com/2011/03/29/ninjacamp-iii-spine-roads/#comments</comments>
		<pubDate>Tue, 29 Mar 2011 12:39:46 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4433</guid>
		<description><![CDATA[Yet another video showing a cool project that was worked on during last week&#8217;s Ninja Camp, Spline based mesh extrusion! &#160;]]></description>
			<content:encoded><![CDATA[<p>Yet another video showing a cool project that was worked on during last week&#8217;s Ninja Camp, Spline based mesh extrusion!</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/03/29/ninjacamp-iii-spine-roads/feed/</wfw:commentRss>
		<slash:comments>37</slash:comments>
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		<item>
		<title>NinjaCamp III: LOD Groups</title>
		<link>http://blogs.unity3d.com/2011/03/28/ninjacamp-iii-lod-groups/</link>
		<comments>http://blogs.unity3d.com/2011/03/28/ninjacamp-iii-lod-groups/#comments</comments>
		<pubDate>Mon, 28 Mar 2011 12:30:07 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4429</guid>
		<description><![CDATA[Despite NinjaCamp concluding last friday (25/03/11) We still have plenty of projects that were worked on during the week that we&#8217;d like to share with you. Starting with a new component: LOD Group &#160;]]></description>
			<content:encoded><![CDATA[<p>Despite NinjaCamp concluding last friday (25/03/11) We still have plenty of projects that were worked on during the week that we&#8217;d like to share with you. Starting with a new component: LOD Group</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/03/28/ninjacamp-iii-lod-groups/feed/</wfw:commentRss>
		<slash:comments>28</slash:comments>
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		<item>
		<title>NinjaCamp III: Quick Prefabs</title>
		<link>http://blogs.unity3d.com/2011/03/25/ninjacamp-iii-quick-prefabs/</link>
		<comments>http://blogs.unity3d.com/2011/03/25/ninjacamp-iii-quick-prefabs/#comments</comments>
		<pubDate>Fri, 25 Mar 2011 12:35:00 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4389</guid>
		<description><![CDATA[Lucas has added a really nice, simple improvement, check out the video to see how it works: &#160;]]></description>
			<content:encoded><![CDATA[<p>Lucas has added a really nice, simple improvement, check out the video to see how it works:</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/03/25/ninjacamp-iii-quick-prefabs/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
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		<item>
		<title>NinjaCamp III: Foxes and Penguins Unite!</title>
		<link>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-foxes-and-penguins-unite/</link>
		<comments>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-foxes-and-penguins-unite/#comments</comments>
		<pubDate>Thu, 24 Mar 2011 19:33:09 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4356</guid>
		<description><![CDATA[The Ninjas have assembled and we&#8217;ve all been hard at work this week.  We&#8217;re surprisingly tired at this point, but all sorts of cool things are popping up around the office. For our NinjaCamp project, Levi, Vytautas, and I (Na&#8217;Tosha) decided to pursue our passion for GNU/Linux &#8212; we thought we would invest our time...]]></description>
			<content:encoded><![CDATA[<p>The Ninjas have assembled and we&#8217;ve all been hard at work this week.  We&#8217;re surprisingly tired at this point, but all sorts of cool things are popping up around the office.</p>
<p>For our NinjaCamp project, Levi, Vytautas, and I (Na&#8217;Tosha) decided to pursue our passion for GNU/Linux &#8212; we thought we would invest our time into getting a web player up and running on an Ubuntu workstation.  It&#8217;s turned out to be quite the endeavor, but, after a few days of poring through the Mozilla Developer&#8217;s Reference, the OpenGL documentation, the X11 documentation, and countless stacktraces (not to mention pouring ourselves dozens of caffeinated beverages), we do have something to show for our efforts:</p>
<p style="text-align: center;">&nbsp;</p>
<div id="attachment_4376" class="wp-caption aligncenter" style="width: 560px"><img class="size-full wp-image-4376" title="screenshot-ubuntuweb-small" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/screenshot-ubuntuweb-small.png" alt="Our Demo shown at GDC running in Firefox 4.0 on Ubuntu 10.10." width="550" height="467" /><p class="wp-caption-text">Our Demo shown at GDC running in Firefox 4.0 on Ubuntu 10.10.</p></div>
<p style="text-align: center;">&nbsp;</p>
<p>Despite the fact that Firefox 4.0 has not been released yet, we chose to use 4.0 and leverage some goodies from the new API.</p>
<p>It&#8217;s completely unpolished &#8211; we can&#8217;t even reload the unity engine in the same browser instance, and it of course lacks niceties like a splash screen, etc.  Although it is just a demonstration that we put together in a week, and it is not an official Unity project, all in all, we&#8217;re quite proud of ourselves.</p>
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			<wfw:commentRss>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-foxes-and-penguins-unite/feed/</wfw:commentRss>
		<slash:comments>42</slash:comments>
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		<item>
		<title>NinjaCamp III: Asset Store Game</title>
		<link>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-asset-store-game/</link>
		<comments>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-asset-store-game/#comments</comments>
		<pubDate>Thu, 24 Mar 2011 16:04:23 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4337</guid>
		<description><![CDATA[For NinjaCamp, Chris and Rob decided to see if two guys could make an adventure game for under $1000 using only Asset Store assets. According to them, the number of art packages available on the Asset Store made level design fun, fast and easy. With no programming experience, they spent the last few days getting...]]></description>
			<content:encoded><![CDATA[<p>For NinjaCamp, Chris and Rob decided to see if two guys could make an adventure game for under $1000 using only Asset Store assets. According to them, the number of art packages available on the Asset Store made level design fun, fast and easy.  With no programming experience, they spent the last few days getting up to speed with scripting in order to implement gameplay.</p>
<p><strong>About the Game:</strong><br />
The game is a 2.5D adventure game called &#8220;The Adventures of Steve.&#8221;  Steve is just a casual guy who has stumbled upon a temple which has some evil traps set for him. His only wish now is to get out so that his life can return to normal.</p>
<p><img class="alignleft size-full wp-image-4350" title="steve" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/steve.jpg" alt="steve" width="640" height="150" /></p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-asset-store-game/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
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		<item>
		<title>NinjaCamp III: Vertex Awesome</title>
		<link>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-vertex-awesome/</link>
		<comments>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-vertex-awesome/#comments</comments>
		<pubDate>Thu, 24 Mar 2011 14:27:10 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4316</guid>
		<description><![CDATA[Joe Robins spent a few minutes checking out the coolness Shawn and Jens have been busy with over the last few days. Vertex Color Painting! &#160;]]></description>
			<content:encoded><![CDATA[<p>Joe Robins spent a few minutes checking out the coolness Shawn and Jens have been busy with over the last few days. Vertex Color Painting!</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-vertex-awesome/feed/</wfw:commentRss>
		<slash:comments>29</slash:comments>
		</item>
		<item>
		<title>NinjaCamp III: What references your assets?</title>
		<link>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-what-references-your-assets/</link>
		<comments>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-what-references-your-assets/#comments</comments>
		<pubDate>Thu, 24 Mar 2011 13:10:30 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4305</guid>
		<description><![CDATA[NinjaCamp ninjas are busy working on small, large and almost impossible projects. This one is tiny in comparison, but should be pretty useful. We&#8217;re adding a context menu item in the asset window to &#8220;Filter References in Scene&#8221;. Selecting it will apply a filter to your hierarchy window to find all GameObjects or their children...]]></description>
			<content:encoded><![CDATA[<p>NinjaCamp ninjas are busy working on small, large and almost impossible projects. This one is tiny in comparison, but should be pretty useful.</p>
<p>We&#8217;re adding a context menu item in the asset window to &#8220;Filter References in Scene&#8221;. Selecting it will apply a filter to your hierarchy window to find all GameObjects or their children that reference the selected asset.</p>
<p style="text-align: center;"><img class="size-full wp-image-4306  aligncenter" title="Context Menu" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/step1.png" alt="Context Menu" width="640" height="432" /></p>
<p>Alternatively the filter can be specified manually by using the &#8220;ref:ASSET PATH&#8221; syntax.</p>
<p style="text-align: center;"><img class="size-full wp-image-4307  aligncenter" title="Filtered Results" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/step2.png" alt="Filtered Results" width="640" height="432" /></p>
<p style="text-align: left;">With two days of NinjaCamp to go we expect to finish the &#8220;Filter References in Project&#8221; option too. It will help you find other assets (prefabs, scenes) that use the selected asset.</p>
<p style="text-align: right;">Take care, Uniteers!</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/03/24/ninjacamp-iii-what-references-your-assets/feed/</wfw:commentRss>
		<slash:comments>22</slash:comments>
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		<item>
		<title>NinjaCamp III: New Script Dialog</title>
		<link>http://blogs.unity3d.com/2011/03/23/ninjacamp-iii-new-script-dialog/</link>
		<comments>http://blogs.unity3d.com/2011/03/23/ninjacamp-iii-new-script-dialog/#comments</comments>
		<pubDate>Wed, 23 Mar 2011 17:26:39 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4271</guid>
		<description><![CDATA[Update: The Create Script Dialog is now on the Asset Store As our NinjaCamp project Bas and I decided on a cause a bit humbler than many of the other projects going on here: We just want to improve the workflow of creating a new script in Unity. The current way to make a new...]]></description>
			<content:encoded><![CDATA[<p><strong>Update:</strong> <a href="http://u3d.as/content/unity-technologies/create-script-dialog/2B6">The Create Script Dialog is now on the Asset Store</a></p>
<p>As our NinjaCamp project Bas and I decided on a cause a bit humbler than many of the other projects going on here: We just want to improve the workflow of creating a new script in Unity.</p>
<p>The current way to make a new behaviour for a GameObject in Unity is like this:</p>
<ul>
<li>Create the script in the desired folder.</li>
<li>Rename the script.</li>
<li>If it&#8217;s a C# script, rename the class to match the file name.</li>
<li>Drag the script onto the GameObject.</li>
</ul>
<p>With the solution we&#8217;re working on, you can instead just choose &#8220;New Script&#8221; from the Components menu, and you&#8217;ll get this:</p>
<p>&nbsp;</p>
<p><img class="aligncenter size-full wp-image-4272" title="New Script Dialog" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/NewScriptDialog.png" alt="New Script Dialog" width="630" height="404" />&nbsp;</p>
<p><span id="more-4271"></span><br />
This is a work in progress, but much of the base functionality is already there. While the window is open (which will float on top) you can optionally click any GameObject or Prefab to make the script be attached to that, and you can click any folder in the Project view to save the script in that folder. You can also pick which of the built-in callback functions you want included from the beginning (we only have four right now but we&#8217;ll add the others as well).</p>
<p>When you click &#8220;Create and Attach&#8221; the script will be created with the right file name and class name, compiled, and then added to your selected GameObject or Prefab if you chose one.</p>
<p>We&#8217;re also adding this partially related button:</p>
<p>&nbsp;</p>
<p><img class="aligncenter size-full wp-image-4275" title="Add Component Button" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/AddComponentButton1.png" alt="Add Component Button" width="261" height="573" />&nbsp;<br />
The idea here is to just make it more obvious and simpler how to add a component to a GameObject &#8211; no need to reach for that menu anymore. And no, the button is not part of the AudioSource component, it&#8217;s <em>below</em> it and is still missing some style work and a separator line above it. It&#8217;s a work in progress!</p>
<p>We&#8217;re still missing more work on the script template building options, but I can already see that this thing will save <em>me</em> time in the future, if nothing else. <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
]]></content:encoded>
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		<slash:comments>29</slash:comments>
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		<item>
		<title>The Ninja Have Assembled</title>
		<link>http://blogs.unity3d.com/2011/03/22/the-ninja-have-assembled/</link>
		<comments>http://blogs.unity3d.com/2011/03/22/the-ninja-have-assembled/#comments</comments>
		<pubDate>Tue, 22 Mar 2011 13:36:44 +0000</pubDate>
		<dc:creator>Ninja Camp</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4240</guid>
		<description><![CDATA[The Copenhagen office is packed with developers who have gathered for NinjaCamp III. As the name implies, we have done two of these experimental weeks before. Each camp has focused on different aspects of development life at Unity. This time NinjaCamp is an opportunity for developers to work on projects that we would normally either...]]></description>
			<content:encoded><![CDATA[<p><img style="padding-right: 15px; float: left;" title="ninjacamp1" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/ninjacamp1.jpg" alt="ninjacamp1" width="250" height="188" />The Copenhagen office is packed with developers who have gathered for NinjaCamp III. As the name implies, we have done two of these experimental weeks before. Each camp has focused on different aspects of development life at Unity. This time NinjaCamp is an opportunity for developers to work on projects that we would normally either not have time for or believe to be too crazy to attempt. This time, we are also opening up the doors and inviting everyone in to see what we are working on during the week. We will be blogging, tweeting and recording interviews in order to give you an insight into Unity and some of the exciting stuff we are working on.</p>
<p>So, what are we working on? We started the day by compiling a preliminary list of projects and forming teams. Naturally this list could change, new projects could form, and projects could evolve. It is important to remember that this week is experimental &#8212; a weeklong extension of Unity&#8217;s &#8220;Fridays are For Fun&#8221; process &#8212; some projects will end up in the future versions of Unity&#8230; and some will crash and burn.</p>
<ul>
<li>Cheap colliding particles on the GPU</li>
<li>Webkit-based welcome screen</li>
<li>One-click web publishing</li>
<li>Collaborative editing</li>
<li>DirectX 11</li>
<li>Vertex Painting</li>
<li>Install Analytics</li>
<li>Multithreaded Renderer</li>
<li>NVIDIA Performance Profiling Extensions</li>
<li>PhysX 3</li>
<li>AI Sandbox</li>
<li>Web camera support</li>
<li>New Script dialog</li>
<li>New terrain engine</li>
<li>Supporting any .NET compiler</li>
<li>Scene creation tools</li>
<li>Assets Store game project</li>
<li>Timeline editor</li>
<li>Dynamic mixing of sounds based on dB</li>
<li>Blendshape implementation</li>
</ul>
<p>For more information during the week, head to <a href="http://unity3d.com/ninjacamp">unity3d.com/NinjaCamp</a>, follow the #NinjaCamp hashtag on Twitter or check out updates on our<a href="http://www.facebook.com/unity3d" target="_blank"> Facebook</a> page.</p>
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		<title>Light probes</title>
		<link>http://blogs.unity3d.com/2011/03/09/light-probes/</link>
		<comments>http://blogs.unity3d.com/2011/03/09/light-probes/#comments</comments>
		<pubDate>Wed, 09 Mar 2011 14:10:19 +0000</pubDate>
		<dc:creator>Robert Cupisz</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Beast]]></category>
		<category><![CDATA[lighting]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4040</guid>
		<description><![CDATA[Hello everyone. I wanted to show you something I&#8217;ve been working on last couple of FAFFs. The purpose of this post is to interest some of the technical types among you. If you don&#8217;t care about a technical discussion about an unfinished feature, you can just read about the basics or jump right to the...]]></description>
			<content:encoded><![CDATA[<p>Hello everyone. I wanted to show you something I&#8217;ve been working on last couple of <a title="FAFFs" href="http://blogs.unity3d.com/2009/11/18/fridays-are-for-fun/">FAFFs</a>. The purpose of this post is to interest some of the technical types among you. If you don&#8217;t care about a technical discussion about an unfinished feature, you can just read about the basics or jump right to the video showing some WIP pretty pixels.</p>
<h2><strong>The Basics</strong></h2>
<p>The <strong>problem </strong>we are trying to solve is how to <strong>use </strong><strong>baked lighting on dynamic objects</strong> and characters. After lightmapping a scene all static objects have nice, high quality lighting. If we don&#8217;t do anything about the dynamic objects though, they might look dull and detached from the environment with their direct light and ambient only.</p>
<p>One <strong>solution</strong> is to use <strong>light probes</strong> to sample the nice baked lighting at various points in the scene. We can then interpolate the nearby probes to guess what would the lighting be at the current location of our character (or other moving object) and use the result to light the character.</p>
<p>Let&#8217;s see how it looks like in action! (Apologies for the cheesy lighting with over the top light bounce, but it makes it easier to illustrate the effect)</p>
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<p><span id="more-4040"></span></p>
<p>The light probes can be used to store the full incoming lighting or just the indirect lighting (plus full lighting from emissive materials and &#8216;baked only&#8217; lights), i.e. the Dual Lightmaps style. Either way it&#8217;s quite flexible how we can then use the probe in the shader: do full lighting per vertex, per pixel with normal mapping or even per vertex indirect light blended with per pixel direct light with normal mapping.</p>
<p>To use the light probes, you need to add them to your scene, bake and <em>voilà </em>- all dynamic renderers with the feature enabled use light probe lighting, both in edit and play mode.</p>
<p>I haven&#8217;t decided yet how will placing of the probes in the scene work, as it ties in with what interpolation technique I&#8217;ll use. Probably the probes will either be placed automatically (with some global control from the user&#8217;s side) or manually as it has been done in this demo. If I go for the latter, I&#8217;ll make sure to add some utility functions to pre-place the probes over a navigation mesh, expose probe placing to scripting and possibly allow probe locations to be part of prefabs &#8211; everything to keep the manual process painless while still giving a lot of control.</p>
<p>You can be sure this feature will be released as soon as it&#8217;s ready and not later. I don&#8217;t know when that might be, though <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  For now light probes remain my FAFF project while I&#8217;m focusing on a bigger feature, which should make a lot of you happy as well.</p>
<h2>The Details</h2>
<h3>Light Probes and Spherical Harmonics</h3>
<p>To bake a light probe, we need the amount of light incoming from every possible direction &#8211; and that&#8217;s a lot of directions! But &#8211; we also know that most likely the incoming light doesn&#8217;t change that quickly between different directions. In other words it doesn&#8217;t have high frequency changes, so if we compress that data in the frequency domain on a sphere by discarding all the higher frequencies &#8211; no one should notice.</p>
<p>Storing the incoming light using <a title="Spherical Harmonics Wikipedia article" href="http://en.wikipedia.org/wiki/Spherical_harmonics">Spherical Harmonics</a> achieves just that. Spherical harmonics basis functions can be thought of as an equivalent of harmonics in Fourier analysis on a sphere. The more bands (groups of basis functions) we decide to take into account, the more accurately we&#8217;ll be able to reconstruct the original incoming light signal. Beast can bake light probes directly as spherical harmonics coefficients, which tell us &#8220;how much&#8221; of each of the basis functions our signal did contain. The original function describing how much light comes from a given direction can then be reconstructed as just a linear combination of the coefficients and the basis functions.</p>
<p style="text-align: center;"><img class="size-full wp-image-4216 aligncenter" title="LightProbes2" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/LightProbes2.png" alt="LightProbes2" width="234" height="327" /></p>
<p>Let&#8217;s look at an example. We could ask Beast to bake one light probe for us for a given location. That light probe would just be a bunch of SH coefficients &#8211; if we chose that 3 bands are enough, that would require storing a coefficient for each of the 9 basis functions for each of the 3 color channels, so a total of 27 floats. If then a dynamic object would end up in the exact same location as the light probe, we could say &#8211; hey, we know what&#8217;s the incoming light at that position. In the vertex shader (or pixel shader, if we wanted more precision and normal mapping) we could then decode the SH coefficients for a given direction dictated by the object&#8217;s normal and light our dynamic object with the light probe that way.</p>
<h3><strong>The real problem: placement and interpolation</strong></h3>
<p>That brings us to the real problem: how do we decide where to place the probes in the scene? And how do we interpolate the probes&#8217; values once we have a bunch of probe locations and an object sitting somewhere in between?</p>
<p>The useful property of spherical harmonics encoded probes is that a linear interpolation between two probes would just be a linear interpolation of their coefficients. So if we had all the probes placed along a path and our object was moving along that path (racing game, anyone?), we would just linearly interpolate the two probes at the ends of the current path segment to find the lighting.</p>
<p>At the same time we have to think where do we need the light probes to be located. Surely we only want them where our dynamic objects can go &#8211; no point in baking and storing probes which will never be used. Also we want the probes to encode interesting changes in lighting, but we don&#8217;t want extra probes where the lighting changes slowly or the change is something our lighting artist doesn&#8217;t care about in this spot.</p>
<p style="text-align: center;"><img class="size-full wp-image-4218 aligncenter" title="LightProbes1" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/LightProbes1.png" alt="LightProbes1" width="322" height="221" /></p>
<p>At this point I should probably list the properties I would like the interpolation function to have, but they&#8217;re actually quite intuitive. Let me just emphasise the most important one: if there&#8217;s a probe at the location we&#8217;re evaluating the function for, it should return a weight of 1 for that probe and weights of 0 for all the others. This is another way of saying: light probes sample the underlying lighting information, so there&#8217;s no need for guessing there &#8211; we know what&#8217;s the lighting at those exact points.</p>
<p>Here&#8217;s a couple of possible solutions:</p>
<p><strong>Uniform grid.</strong> The entire scene is put into a bounding box which is then subdivided to an artist-defined density and a probe is placed at each cell&#8217;s corner. This approach doesn&#8217;t require much interaction from the user and the interpolation is simple, robust and relatively cheap (it&#8217;s just a trilinear interpolation of the probes at the cell&#8217;s corner and it&#8217;s easy to find the right cell). The downside is that you often have to dial up the density quite a bit to capture that light you care about in just one spot, which makes a lot of the probes filling the major part of the volume completely useless &#8211; and that wastes a lot of memory. Also you will get into situations when there&#8217;s a row of probes close to the wall and a row of probes just in the wall or on the other side of it (so e.g. much darker): your character approaches the wall and suddenly the darkness starts to creep in although it shouldn&#8217;t. The way this has been solved for <em>Milo and Kate</em> and at least one other current title I know about<em> </em>is that each probe encodes additional visibility data which limits it&#8217;s influence up to the nearest obstacle. This however adds to the memory footprint and interpolation time. It also might introduce artefacts on it&#8217;s own if the grid is not fine enough.</p>
<p><strong>Adaptively subdivided grid.</strong> It&#8217;s a concept similar to the one above, except that probe density can vary where needed. The structure could be an octree, in which we keep subdividing cells if we expect changes in lighting that need capturing. A good heuristic for doing so might be testing if current cell contains scene geometry &#8211; if it does, there&#8217;s a better chance of higher-frequency changes in the lighting. After the probes have been baked there&#8217;s also the possibility of clustering similar probes. This approach should solve the &#8220;memory monster&#8221; issue of the uniform grid, but at a cost of slightly more complex and branchy search and interpolation code. It still needs to store visibility information like the previous solution and the subdivision heuristic might be wrong.</p>
<p><strong>K nearest probes.</strong> With this approach we just search for K nearest probes and interpolate between them. This time probes don&#8217;t need to be placed on a grid &#8211; we can put them anywhere. The biggest issue here is that the set of probes used for interpolation can change suddenly at any time &#8211; even when the just-excluded and just-included probes had high interpolation weights, resulting in visible light popping. To minimise this effect, we can employ some damping &#8211; interpolate from the old value to the new over time. The delay will be visible in some cases, but still better than a sudden pop of lighting.</p>
<p><strong>Tetrahedralisation.</strong> Once the probes have been placed, we can find the <a title="Delaunay Triangulation Wikipedia article (tetrahedralization is a 3D equivalent of triangulation)" href="http://en.wikipedia.org/wiki/Delaunay_triangulation">Delaunay tetrahedralisation</a> of such point set. To find the interpolated probe for our current location, we first search for the containing tetrahedron and then calculate barycentric coordinates which can be used as interpolation weights for the four vertices of the tetrahedron. Finding the containing tetrahedron can be done efficiently by always starting to test the last one we were in. If the test fails (it usually won&#8217;t), we find the tetrahedron&#8217;s normal most accurately pointing towards our location (highest dot product) and move to the tetrahedron adjacent in that direction.<br />
The first two solutions can be made fully automatic and that&#8217;s definitely an advantage. On the other hand somehow I can&#8217;t accept the fact that we won&#8217;t have more direct control over which areas are important to sample and which aren&#8217;t, which will lead to over-sampling and wasting memory in some areas and under-sampling and loosing information in other areas at the same time.</p>
<p style="text-align: center;"><img class="size-full wp-image-4222 aligncenter" title="LightProbes3" src="http://blogs.unity3d.com/wp-content/uploads/2011/03/LightProbes3.png" alt="LightProbes3" width="296" height="294" /></p>
<p>The other two solutions have the advantage of giving us control over where the probes are placed. That might become a problem, though, as when the level geometry changes, manual work has to be re-done. A couple of things could be made to improve the work flow there, like automatic pre-placing of probes over the nav mesh &#8211; and these initial positions could then be modified by hand. Also, with probe positioning exposed to scripting, developers could write scripts automatically placing probes in the areas which make sense for a given game and artist workflow, but couldn&#8217;t be generalised enough to be included in Unity. Probes could also be parented to objects to move with them (only at edit time) or made part of prefabs.</p>
<p>The K-nearest probes approach seems quite reasonable and it has been used in a couple of successful games. If K is low, the interpolated probe can be calculated efficiently and it&#8217;s easy to ensure the property of getting the probe&#8217;s value when at it&#8217;s exact position. The issues that still bother me is at times unexpected interpolation (K-nearest probes aren&#8217;t always the ones you would expect) and temporal damping trying to compensate popping, but sometimes introducing visible light changes when the interpolation tries to catch up even if the object doesn&#8217;t move any more.</p>
<p>The video above shows the first interpolation scheme I tried out: 2-nearest probes with temporal damping. I project the character&#8217;s center onto the line passing through the two nearest probes and linearly interpolate if the position falls in between or clamp if it falls outside of the segment. If one or both of the nearest probes change, I take a snapshot of the interpolated probe and lerp it out over time as the new interpolated probe lerps in. I think the results are acceptable, but that&#8217;s for you to judge. There&#8217;s a couple of moments when the character has already stopped and the light is still catching up. The speed of that interpolation can be tweaked per object and can also be  controlled from script as a function of e.g. object&#8217;s current speed.</p>
<p>The probes in the video are baked in a similar fashion to near lightmaps in Dual Lightmaps, so they exclude direct lighting from Auto lights, but they do include their indirect lighting contribution and also full contribution from Baked Only lights and emissive materials (like the green puddle of goo by the barrel). Their contribution is calculated per vertex, while real-time direct light is calculated per pixel with a normal-mapped specular material. All this is handled internally by the surface shader framework, so the shader on the character is just the built-in bump specular.</p>
<p>Next I will probably try out the Delaunay tetrahedralisation approach. I&#8217;m having high hopes for that one, as it seems it should result in interpolation closer to what we intuitively expect while retaining the fine-grained control. Also memory consumption and search and interpolation performance should be on par with K-nearest probes and adaptively subdivided grid, but I should probably test some actual implementations on real-world scenes before getting too attached to those claims. The biggest worry here is that Delaunay tetrahedralisation is at best tricky if the input data forms degenerated patterns (e.g. all points along a line) and it might still create long and thin tetrahedra, especially at the hull surface.</p>
<p>One option worth investigating here is that if we discover all points are roughly co-planar (or at least don&#8217;t form more than one layer), the entire problem can be brought down to Delaunay triangulation in 2D and interpolation in 2D as well.</p>
<p>This is it for now. It would be good to hear your suggestions on the topic, so feel free to comment <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>Unity Android, Available Now.</title>
		<link>http://blogs.unity3d.com/2011/03/01/unity-android-available-now/</link>
		<comments>http://blogs.unity3d.com/2011/03/01/unity-android-available-now/#comments</comments>
		<pubDate>Tue, 01 Mar 2011 17:23:52 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=4052</guid>
		<description><![CDATA[Hi Everyone, We are very happy to announce that Unity Android and Unity Android Pro are now available! Head here to download a trial and read on for extra info on what is included. Naturally, Android fits straight into the editor like all the other platforms, so its incredibly simple to take your existing games...]]></description>
			<content:encoded><![CDATA[<p><img src="http://unity3d.com/images/unity-android-nichblog.jpg" style="float:right;display:block; padding-left:10px;width:400px;height:200px;"/><br />
Hi Everyone,</p>
<p>We are very happy to announce that Unity Android and Unity Android Pro are now available!</p>
<p>Head <a href="http://unity3d.com/download" target="_blank">here</a> to download a trial and read on for extra info on what is included.</p>
<p>Naturally, Android fits straight into the editor like all the other platforms, so its incredibly simple to take your existing games and port them directly over to the new build target. Exactly like the iOS remote, we also have Android remote, which lets you test out your game on the fly.</p>
<p>We have also been working closely with the various android hardware manufacturers to ensure we get lightning fast performance in all areas.</p>
<p>Its also worth noting that since we released the preview version of Android Pro, we&#8217;ve already had developers working on nearly 50 real-world projects and seen great successes for guys like Madfinger games with Samurai II: Vengeance.</p>
<p>We are also keeping the same pricing model that we have with iOS. So Unity Android is $400 and the Unity Android Pro is $1500.</p>
<p>Finally, You can get hold of an Android Pro license for free! We are running a competition to give away 4 Android Pro licenses, In order to get hold of them, either become a fan of the Unity Page on facebook or follow us on twitter. Then make a comment on facebook or re-tweet the launch announcement with a sentence to explain why you thing the license should be yours. Read more about the contest <a href="http://unity3d.com/android">here</a>.</p>
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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>
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		<title>Unity 3.2 is Available!</title>
		<link>http://blogs.unity3d.com/2011/02/10/unity-3-2-is-available/</link>
		<comments>http://blogs.unity3d.com/2011/02/10/unity-3-2-is-available/#comments</comments>
		<pubDate>Thu, 10 Feb 2011 15:44:31 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3809</guid>
		<description><![CDATA[We are so happy to announce that Unity 3.2 is now live and available to download! Here is a rundown of the major new features and improvements: Image Effects: New Depth of Field with fantastic bokeh, improved bloom and several other image effect tweaks and fixes. New Water: All new Water prefab in standard assets...]]></description>
			<content:encoded><![CDATA[<p><img title="Now Shipping: Unity 3.2" src="http://blogs.unity3d.com/wp-content/uploads/2011/02/3.2BlogPost1.jpg" alt="Now Shipping: Unity 3.2" width="656" height="151" /></p>
<p>We are so happy to announce that Unity 3.2 is now live and available to download!</p>
<p>Here is a rundown of the major new features and improvements:</p>
<li><a href="http://blogs.unity3d.com/2011/01/27/standard-assets-update-part-two/">Image Effects</a>: New Depth of Field with fantastic bokeh, improved bloom and several other image effect tweaks and fixes.</li>
<li><a href="http://blogs.unity3d.com/2011/01/11/standard-assets-update-part-one/">New Water</a>: All new Water prefab in standard assets that includes waves, automatically generated foam on shorelines and more. It even has a full fledged editor &#8211; make those oceans come alive.</li>
<li>Graphics: Major performance improvements in OpenGL ES 2.0 (iOS/Android).</li>
<li><a href="http://blogs.unity3d.com/2011/01/18/coming-in-3-2-mobile-graphics-optimizations/">Shaders</a>: Added optimized/simplified versions of some shaders under &#8220;Mobile&#8221; category (VertexLit, Bumped Specular, Skybox). They work on other platforms as well, but mobiles will see biggest gains. Bumped Specular is 5.3x faster on iPhones.</li>
<li>Shaders: Added several Unlit shaders that just display a texture with no lighting. They are the fastest textured shaders.</li>
<li>Debugger: Attaching the script debugger to (and detaching from) Unity and debugging-enabled players is now possible.</li>
<li>Profiler: you can profile standalone player builds from the Editor. This includes iOS and Android builds!</li>
<p>For a full list of all of the updates fixes and improvements, head over to the <a href="http://unity3d.com/unity/whats-new/unity-3.2">release notes</a>.</p>
<p>Or simply go directly to the <a href="http://unity3d.com/unity/download/">download link here</a> and get stuck in with all the cool new stuff.</p>
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