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

<channel>
	<title>Unity Technologies Blog &#187; Demos, Tutorials and Tips</title>
	<atom:link href="http://blogs.unity3d.com/category/tips/feed/" rel="self" type="application/rss+xml" />
	<link>http://blogs.unity3d.com</link>
	<description>A glimpse inside Unity Technologies...</description>
	<lastBuildDate>Wed, 25 Jan 2012 11:59:24 +0000</lastBuildDate>
	<language>en</language>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.3</generator>
		<item>
		<title>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>
			<wfw:commentRss>http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/feed/</wfw:commentRss>
		<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>
			<wfw:commentRss>http://blogs.unity3d.com/2011/10/07/top-tips-for-water-in-unity/feed/</wfw:commentRss>
		<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>Animating skinned mesh along waypoints in Unity</title>
		<link>http://blogs.unity3d.com/2011/09/20/animating-skinned-mesh-along-waypoints-in-unity/</link>
		<comments>http://blogs.unity3d.com/2011/09/20/animating-skinned-mesh-along-waypoints-in-unity/#comments</comments>
		<pubDate>Tue, 20 Sep 2011 10:35:31 +0000</pubDate>
		<dc:creator>Olly Nicholson</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5707</guid>
		<description><![CDATA[This post is a guide to importing a skinned mesh with a looping animation and then animating it&#8217;s position in Unity. At the end of the guide you should been able to import a skinned mesh, parent it to a position node, animate positions &#38; rotations along waypoints and then edit the animations, duplicate and...]]></description>
			<content:encoded><![CDATA[<div>This post is a guide to importing a skinned mesh with a looping animation and then animating it&#8217;s position in Unity.</div>
<div>At the end of the guide you should been able to import a skinned mesh, parent it to a position node, animate positions &amp; rotations along waypoints and then edit the animations, duplicate and move your mesh &amp; animation path.</div>
<h2>Export</h2>
<div>From your 3D package, select your animated Mesh and export to an FBX &#8211; read the<a title="HOWTO-exportFBX" href="http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html"> FBX export guide</a> for more details. If it is the only object and animation in the file you could save a Native 3D file &#8211; e.g. MB or.max, but to keep things simple I like to export just what I need. Make sure you:</div>
<p>&nbsp;</p>
<div>
<ul>
<li>Set the keyframe range for one animation or export all animations and remember to set up splits in Unity or use<strong> @ </strong>name formating (see <a href="http://unity3d.com/support/documentation/Manual/Animations.html">documentation on animation</a>).</li>
<li>Choose whether to bake your keyframes or not;
<ul>
<li>Fluid curves and organic animations need fewer keyframes so you can export without baking.</li>
<li>Linear, Stop &#8211; Start type animations with and  flat curves to keep the accuracy you might want to bake keyframes.</li>
</ul>
</li>
</ul>
<ul>
<li>Check your axis conversion, scale units etc.</li>
<li>Verify &#8211; I cannot say this enough it&#8217;s always good to re-import your export into the same package to ensure you get what you&#8217;re expecting.</li>
</ul>
</div>
<div><a rel="attachment wp-att-5708" href="http://blogs.unity3d.com/2011/09/20/animating-skinned-mesh-along-waypoints-in-unity/sharkwire/"><img class="alignnone size-medium wp-image-5708" title="SharkWire" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/SharkWire-300x201.png" alt="" width="300" height="201" /></a></div>
<div>
<h2>Setup</h2>
</div>
<div>
<ul>
<li>In Unity select your exported/saved animated asset in the Project window.</li>
<li>Set your scale, animation splits and any other relevant stuff in the importer options in the Inspector.</li>
<li>Open or create a scene &#8211; Drag your animated model, lets call it <em>Shark </em>into the scene.</li>
<li>Create an empty object in the scene: from the Menu choose &gt; Game Object &gt; Create Empty &#8211; name it to <em>Shark</em><strong>Pos</strong>, where <em>Shark</em> is the name of your animated object and <strong>Pos</strong>ition.</li>
<li>Move the empty <em>Shark</em><strong>Pos </strong>to the location of <em>Shark, </em>so you can use the gizmo from the same position. To position accurately you could copy and past the translation values.</li>
<li>Parent your <em>Shark </em>to the <em>Shark</em><strong>Pos </strong>object (this allows you to keep separate the animation of the position from the animated object&#8217;s idle/other animations).</li>
</ul>
<p><a rel="attachment wp-att-5777" href="http://blogs.unity3d.com/2011/09/20/animating-skinned-mesh-along-waypoints-in-unity/hierarchy-4/"><img class="alignnone size-full wp-image-5777" title="Hierarchy" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/Hierarchy1.png" alt="" width="189" height="69" /></a></p>
<h2>Animate</h2>
<ul>
<li>Animate position/rotation of xPos:
<ol>
<li><strong>Open animation panel</strong></li>
<li><strong>Create new clip</strong> &gt; name and place somewhere sensible like assets\animation</li>
<li><strong>Move </strong><em>Shark</em><strong>Pos </strong>to <strong>start position</strong> - Use gizmo to move object to desired position for start of your animation (this updates the translate value, so move a bit even if close to desired position)</li>
<li><strong>Set a keyframe </strong>on frame 0 with the  &lt;&gt;+ button</li>
<li>Move to<strong> next  keyframe</strong> &#8211; Drag forward  in the time line, marked by seconds &#8211; you may need to zoom in and out with  scroll wheel</li>
<li><strong>Move </strong>and/or <strong>rotate </strong><em>Shark</em><strong>Pos</strong> (keyframe will be set for you)</li>
<li>Beware of  rotate values resetting -your rotation value can reset to 0 when you rotate past 180 degrees with the gizmo. If it does simply move the key in the graph to the correct value.</li>
<li>Repeat until animation complete</li>
</ol>
</li>
</ul>
<div class="mceTemp">
<dl id="attachment_5719" class="wp-caption alignnone" style="width: 610px;"><a rel="attachment wp-att-5719" href="http://blogs.unity3d.com/2011/09/20/animating-skinned-mesh-along-waypoints-in-unity/animate-3/"><img class="size-full wp-image-5719" title="Animate" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/Animate2.png" alt="" width="600" height="414" /></a>&nbsp;</p>
<dd class="wp-caption-dd">Check the animation panel intro video for a more detailed look at the interface:  <a href="http://video.unity3d.com/video/3005614/animation-view-intro">http://video.unity3d.com/video/3005614/animation-view-intro</a></dd>
</dl>
</div>
</div>
<h2><a title="Edit" href="http://unity3d.com/support/documentation/Components/EditingCurves.html">Edit</a></h2>
<div>
<ul>
<li>To ensure a <strong>looping </strong>path, copy values from the first to the last keyframe &#8211; e.g click in the value of translation x, copy the number, go to the last keyframe click in the value and paste, and so on.</li>
<li>For Rotation values, to ensure consistent rotation <strong>direction, </strong>make sure the first and last are not the same value but 360 degrees apart e.g. first frame is y=-30 the last frame is y= 330.</li>
<li>To change the way your animation<em> eases in</em> and <em>out </em>of each keyframe right click the keyframe and choose the Tangents to edit and manipulate the handles &#8211; see <a title="EditingCurves" href="http://unity3d.com/support/documentation/Components/EditingCurves.html">editing curves</a> for more info.</li>
<li>To edit timing, grouped keyframes can be moved and manipulated from the timeline (the diamond shapes at the top) to save moving and matching up keyframes from each channel.</li>
</ul>
</div>
<h2>Finalise</h2>
<div>
<ul>
<li>Parent to a new empty object &#8211; e.g.<em>Shark</em>01 this node can be used to move the whole animated object and path together.</li>
<li>Duplicate and/or move as necessary.</li>
</ul>
<p>Two Hammerheads in your pool <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
</div>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/09/20/animating-skinned-mesh-along-waypoints-in-unity/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/09/08/special-effects-with-depth-talk-at-siggraph/feed/</wfw:commentRss>
		<slash:comments>16</slash:comments>
		</item>
		<item>
		<title>Art Assets &#8211; best practice guide</title>
		<link>http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/</link>
		<comments>http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/#comments</comments>
		<pubDate>Fri, 02 Sep 2011 12:39:45 +0000</pubDate>
		<dc:creator>Olly Nicholson</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[asset]]></category>
		<category><![CDATA[guide]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5308</guid>
		<description><![CDATA[Unity supports textured 3D models from a variety of programs or sources. This short guide has been put together by games artists with developers at Unity, to help you create assets that work better and more efficiently in your Unity project. This will be incorporated into the documentation in due course Scale &#38; Units Set...]]></description>
			<content:encoded><![CDATA[<div>
<h1 id="internal-source-marker_0.3536078017205" dir="ltr"><span style="font-size: 13px; font-weight: normal;">Unity supports textured 3D models from a variety of programs or sources. This short guide has been put together by games artists with developers at Unity, to help you create assets that work better and more efficiently in your Unity project. This will be incorporated into the documentation in due course</span></h1>
<h2 dir="ltr"><span style="font-size: 13px; font-weight: normal;"><strong>Scale &amp; Units</strong></span></h2>
<ul>
<li>Set your system and project units  for your software to work consistently with Unity e.g. <strong>Metric. </strong>
<ul>
<li>Working to scale can be important for both lighting and physics simulation;</li>
<li>Be aware for example; Max system unit default is inches and Maya is centimetres.</li>
<li>Unity has different scaling for FBX and 3D application files on import, check FBX import scale setting in Inspector.</li>
<li>If in doubt export a metre cube with your scene to match in Unity.</li>
</ul>
</li>
</ul>
<ul>
<li>Animation frame rate defaults can be different in packages, is a good idea to set consistently across your pipeline &#8211; e.g. 30fps for example.</li>
</ul>
<p><strong>Files &amp; Objects</strong></p>
<ul>
<li><strong>Name objects </strong>in your scene sensibly and uniquely &#8211; this can help you locate and troubleshoot specific meshes in your project:</li>
<li>Avoid special characters *()?”£$n  etc.</li>
<li>Use simple but descriptive names for both objects and files (allow for duplication later).</li>
<li>Keep your hierarchies as simple as you can.</li>
<li>With big projects in your 3D application, consider having a working file <em>outside </em>your Unity project directory &#8211; this can often avert time consuming updates and importing unnecessary data.</li>
</ul>
<div id="attachment_5614" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-5614" href="http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/hierarchywrongright/"><img class="size-medium wp-image-5614" title="HierarchyWrongRight" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/HierarchyWrongRight-300x268.png" alt="" width="300" height="268" /></a><p class="wp-caption-text">Sensibly named objects help you find stuff quickly</p></div>
<p><strong>Mesh</strong></p>
<ul>
<li>Build with an efficient topology &#8211; use polygons only where you need them.</li>
<li>Optimise your geometry if it has too many polygons &#8211; many character models will need to be intelligently optimised or even rebuilt by an artist esp if sourced/built from:
<ul>
<li>3D capture data</li>
<li>Poser</li>
<li>Zbrush</li>
<li>Other hi density Nurbs/Patch models designed for render</li>
</ul>
</li>
</ul>
<ul>
<li>Evenly spaced polygons in buildings, landscape and architecture where you can afford them, will help spread lighting and avoid awkward kinks.</li>
<li>Avoid really long thin triangles</li>
</ul>
</div>
<div id="attachment_5613" class="wp-caption alignnone" style="width: 310px"><a rel="attachment wp-att-5613" href="http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/geomwrongright/"><img class="size-medium wp-image-5613  " title="GeomWrongRight" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/GeomWrongRight-300x179.png" alt="" width="300" height="179" /></a><p class="wp-caption-text">Stairway to framerate heaven</p></div>
<p>The method you use to construct objects can have a massive affect on the number of polygons, especially when not optimised. Observe the same shape mesh : <strong>156 </strong>triangles (right) vs <strong>726 </strong>(left). 726 may not sound like a great deal of polygons, but if this is used 40 times in a level, you will really start to see the savings. A good rule of thumb is often to start simple and add detail where needed. It&#8217;s always easier to add polygon than take them away.</p>
<h2>Textures</h2>
<p>Textures are more efficient and don&#8217;t need rescaling at build time if authored to specific texture sizes &#8211; e.g a <strong>power of two</strong> &#8211; up to 4096&#215;4096 pixels, e.g. 512&#215;512 or 256&#215;1024 etc.  (2048&#215;2048 is the highest on many graphics cards/platforms) there is lots of expertise online for creating good textures, but some of these guidelines can help you get the most efficient results from your project:</p>
<ul>
<li>Working with a Hi-res <strong>source file</strong> outside your unity project <em>can</em> be good working practice (such as a <strong>PSD </strong>or <strong>Gimp </strong>file &#8211; you can always downsize from source but not the other way round).</li>
<li>Use the texture resolution <strong>output</strong> you require in your scene (e.g. save a copy &#8211; such as a 256&#215;256 optimised PNG or a TGA file for example) you can make a judgement based on where the texture will be seen and where it is mapped.</li>
<li>Store your output texture files together in your Unity project for example: <strong> \Assets\textures</strong></li>
<li>Make sure your 3D working file is <strong>referring to the same textures</strong> for consistency when you save/export.</li>
<li>Make use of the available <strong>space </strong>in your texture, but be aware of different materials requiring different parts of the same texture can end up using loading that texture multiple times.</li>
<li>For alpha (cutout) and elements that may require different shaders, separate the  textures. E.g. the single texture below (left) has been replaced by 3 smaller textures below (right)</li>
</ul>
<div id="attachment_5623" class="wp-caption alignnone" style="width: 526px"><a rel="attachment wp-att-5623" href="http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/pack_wrongright2-2/"><img class="size-full wp-image-5623" title="Pack_WrongRight2" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/Pack_WrongRight21.png" alt="" width="516" height="256" /></a><p class="wp-caption-text">1 texture (left) vs 3 textures (right)</p></div>
<ul>
<li>Make use of <strong>tiling textures</strong> (which seamlessly repeat) then you can use better resolution repeating over space.</li>
<li>Remove easily noticeable repeating elements from your bitmap, and be careful with contrast &#8211; if you want to add details use decals and objects to break up the repeats.</li>
</ul>
<div id="attachment_5616" class="wp-caption alignnone" style="width: 526px"><a rel="attachment wp-att-5616" href="http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/texwrongright/"><img class="size-full wp-image-5616 " title="TexWrongRight" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/TexWrongRight.png" alt="" width="516" height="256" /></a><p class="wp-caption-text">Tiling textures ftw</p></div>
<p><a rel="attachment wp-att-5368" href="http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/texright/"></a></p>
<ul>
<li>Unity takes care of <strong>compression </strong>for the output platform, so unless your source is already a JPG of the correct resolution it&#8217;s better to use a <a href="http://en.wikipedia.org/wiki/Lossless_data_compression">lossless </a>format for your textures.</li>
<li>When creating a texture page from photographs, reduce the page to individual modular sections that can repeat, e.g. you don&#8217;t need 12 of the same windows using up texture space. That way you can have more pixel detail for that one window.</li>
</ul>
<div id="attachment_5618" class="wp-caption alignnone" style="width: 526px"><a rel="attachment wp-att-5618" href="http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/buildingwrongright-2/"><img class="size-full wp-image-5618 " title="BuildingWrongRight" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/BuildingWrongRight1.png" alt="Window Tax" width="516" height="256" /></a><p class="wp-caption-text">Do you need ALL those windows?</p></div>
<h2>Materials</h2>
<ul>
<li><strong>Organise </strong>and <strong>name </strong>the materials in your scene &#8211; this way you can find and edit your materials in Unity more easily when they’ve imported</li>
<li>You can choose to create materials in Unity from either:
<ul>
<li> &lt;modelname&gt;-&lt; <strong>material </strong>name&gt; <em>or</em>:</li>
<li>&lt;<strong>texture </strong>name&gt; &#8211; make sure you are aware of which you want.</li>
</ul>
</li>
<li>Settings for materials in your native package will not <em>all</em> be imported to unity:
<ul>
<li>Diffuse Colour, Diffuse texture and Names are usually supported</li>
<li>Shader model, specular, normal, other secondary textures and substance material settings will not be recognised/imported (coming in 3.5)</li>
</ul>
</li>
</ul>
<h2>Import/Export</h2>
<p>Unity can use two <em>types</em> of files: <strong> Saved 3D application file</strong>s and <strong>Exported 3D formats &#8211; </strong>which you decide to use can be quite important:</p>
<h3>Saved application files</h3>
<p>Unity can import, through conversion:  Max, Maya, Blender, Cinema4D, Modo, Lightwave &amp; cheetah3D files, e.g. .MAX, .MB, .MA etc.</p>
<p><a href="http://unity3d.com/support/documentation/Manual/HOWTO-importObject.html">http://unity3d.com/support/documentation/Manual/HOWTO-importObject.html</a></p>
<p><strong>Advantages:</strong></p>
<ul>
<li>Quick iteration process (save and Unity updates)</li>
<li>Simple initially</li>
</ul>
<p><strong>Disadvantages:</strong></p>
<ul>
<li>A licensed copy of that software must be installed on<strong> all machines </strong>using the Unity project</li>
<li>Files can become bloated with unnecessary data</li>
<li>Big files can slow Unity updates</li>
<li>Less Validation &#8211; harder to troubleshoot problems</li>
</ul>
<h3>Exported 3D formats</h3>
<p>Unity can also read FBX, OBJ, 3DS, DAE &amp; DXF files &#8211; for a general export guide you can refer here:</p>
<p><a href="http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html">http://unity3d.com/support/documentation/Manual/HOWTO-exportFBX.html</a></p>
<p><strong>Advantages:</strong></p>
<ul>
<li>Only export the data you need</li>
<li>Verify your data (re-import into 3D package) before Unity</li>
<li>Generally smaller files</li>
<li>Encourages modular approach</li>
</ul>
<p><strong>Disadvantages:</strong></p>
<ul>
<li>Can be slower pipeline or prototyping and iterations</li>
<li>Easier to lose track of versions between source(working file) and game data (exported FBX)</li>
</ul>
<h2>Characters &amp; Animation</h2>
<p>Coming soon!</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/09/02/art-assets-best-practice-guide/feed/</wfw:commentRss>
		<slash:comments>28</slash:comments>
		</item>
		<item>
		<title>London Unity User Group 4: All Your Unity Are Belong To Us</title>
		<link>http://blogs.unity3d.com/2011/09/01/london-unity-user-group-4-all-your-unity-are-belong-to-us/</link>
		<comments>http://blogs.unity3d.com/2011/09/01/london-unity-user-group-4-all-your-unity-are-belong-to-us/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 16:17:17 +0000</pubDate>
		<dc:creator>Will Goldstone</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[london unity usergroup luug large worlds]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5468</guid>
		<description><![CDATA[At the latest London Unity User Group, the evening kicked off with a beginner talk by Jasper Stocker, and was followed by &#8216;Open Mic&#8217; talks by myself &#8211; demoing a quick Space Shooter demo I made in Unity &#8211; and LUUG regular Quickfingers, showing off a game he made for recent Ludum Dare 48 game...]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-5500" title="LUUG4" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/LUUG4.jpg" alt="" width="698" height="150" /></p>
<p>At the latest London Unity User Group, the evening kicked off with a beginner talk by Jasper Stocker, and was followed by &#8216;Open Mic&#8217; talks by myself &#8211; demoing a quick Space Shooter demo I made in Unity &#8211; and LUUG regular Quickfingers, showing off a game he made for recent Ludum Dare 48 game jam. The headline act was Richard Fine, who gave an excellent talk on creating large game worlds in Unity.</p>
<p>As usual I do my best to capture the LUUG meets for others to catch up with, this time  however I only had a single camera to work with, and no screen capture &#8211; ability.. but here is the footage anyway! enjoy folks..</p>
<h2>Quickfingers &#8211; Making AWOL for Ludum Dare</h2>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=593920b1b51d4c443f43437d3cc4892d&#038;photo%5fid=3113835" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe></p>
<h2>Richard Fine &#8211; Making Large Game Worlds</h2>
<h3>Part One</h3>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=30b5d78a81912c09fd8d9cbd89a75458&#038;photo%5fid=3110318" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe>;</p>
<h3>Part Two</h3>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=b1f2566913e8da2972fc81a0cd234e47&#038;photo%5fid=3112108" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe></p>
<p>For more info on London Unity Usergroup, including the next meetup, see the meetup site &#8211; <a href="http://www.meetup.com/London-Unity-Usergroup/" target="_blank">http://www.meetup.com/London-Unity-Usergroup/</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/09/01/london-unity-user-group-4-all-your-unity-are-belong-to-us/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
		</item>
		<item>
		<title>Unity Hotkeys &#8211; keyboard shortcuts in Unity</title>
		<link>http://blogs.unity3d.com/2011/08/24/unity-hotkeys-keyboard-shortcuts-in-unity/</link>
		<comments>http://blogs.unity3d.com/2011/08/24/unity-hotkeys-keyboard-shortcuts-in-unity/#comments</comments>
		<pubDate>Wed, 24 Aug 2011 15:05:06 +0000</pubDate>
		<dc:creator>Olly Nicholson</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[hotkey]]></category>
		<category><![CDATA[key]]></category>
		<category><![CDATA[keyboard]]></category>
		<category><![CDATA[shortcut]]></category>
		<category><![CDATA[unity]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5289</guid>
		<description><![CDATA[This page gives an overview of the default Unity Hotkeys]]></description>
			<content:encoded><![CDATA[<p><a href="http://files.unity3d.com/olly/Unity-Hotkeys.zip"><img class="alignnone size-full wp-image-5296" title="hotkeys" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/hotkeys.jpg" alt="" width="700" height="100" /></a></p>
<p>This page gives an overview of the default Unity Hotkeys</p>
<p><a rel="attachment wp-att-5293" href="http://blogs.unity3d.com/2011/08/24/unity-hotkeys-keyboard-shortcuts-in-unity/unity_hotkeys_win-2/"><img class="alignnone size-full wp-image-5293" title="Unity_HotKeys_Win" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/Unity_HotKeys_Win1.png" alt="" width="540" height="718" /></a><a rel="attachment wp-att-5292" href="http://blogs.unity3d.com/2011/08/24/unity-hotkeys-keyboard-shortcuts-in-unity/unity_hotkeys_mac-2/"><img class="alignnone size-full wp-image-5292" title="Unity_HotKeys_Mac" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/Unity_HotKeys_Mac1.png" alt="" width="540" height="718" /></a></p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/08/24/unity-hotkeys-keyboard-shortcuts-in-unity/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/08/18/fast-mobile-shaders-talk-at-siggraph/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Asset Store Action News &#8211; August 2011 Edition!</title>
		<link>http://blogs.unity3d.com/2011/08/17/asset-store-action-news-august-2011-edition/</link>
		<comments>http://blogs.unity3d.com/2011/08/17/asset-store-action-news-august-2011-edition/#comments</comments>
		<pubDate>Wed, 17 Aug 2011 21:20:53 +0000</pubDate>
		<dc:creator>Caitlyn</dc:creator>
				<category><![CDATA[Asset Store]]></category>
		<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5237</guid>
		<description><![CDATA[Greetings Unity developers &#38; Asset Store users! The recent release of 3.4 brought many awesome new features to Unity.. with it came a ton of new assets and optimizations to the Unity Asset Store! Here&#8217;s a quick look at recent and notable additions to the store.  If you haven&#8217;t been to the Unity Asset Store...]]></description>
			<content:encoded><![CDATA[<p><strong>Greetings Unity developers &amp; Asset Store users!</strong></p>
<p>The recent release of 3.4 brought many awesome new features to Unity.. with it came a ton of new assets and optimizations to the <a href="http://unity3d.com/unity/editor/asset-store">Unity Asset Store</a>! Here&#8217;s a quick look at recent and notable additions to the store.  If you haven&#8217;t been to the Unity Asset Store before, you&#8217;ll find it <em>inside</em> Unity&#8211; just launch Unity and select Window &gt; Asset Store.  It&#8217;s an incredibly convenient way to find quality, ready-to-use, royalty-free models, scripts, sound effects, music and editor extensions right in your workspace.  It couldn&#8217;t be easier!</p>
<p><strong>Addicted to Substances</strong></p>
<div id="attachment_5255" class="wp-caption alignnone" style="width: 650px"><strong><a href="http://u3d.as/content/allegorithmic/airstream-substance-demo/26X"><img class="size-full wp-image-5255 " src="http://blogs.unity3d.com/wp-content/uploads/2011/08/airstream.jpg" alt="" width="640" height="398" /></a></strong><p class="wp-caption-text">Airstream Substance demo project</p></div>
<p>A mind-blowingly useful new feature in Unity 3.4 is the integration of the dynamic texture generation system, the Allegorithmic Substance engine, directly inside Unity.  If you&#8217;re not yet familiar with Substances, you should check them out, as they&#8217;re the most efficient way to pack tons of complex textures (with diffuse, specular, normal maps and more) into a very, very small footprint!  You can actually adjust an Allegorithmic Substance&#8217;s parameters in run-time with code or even animation keyframes, to create living, dynamic textures which can change over time in your game.   To get started, you&#8217;ll need to pick up a pre-existing, incredibly-customizable substance from the Asset Store, which contains the basic procedural patterns for your textures.  Use them like any material on your mesh objects and adjust the parameters as you like!</p>
<p>You will find over 500 pre-made Allegorithmic Substance on the Asset Store, ranging from commonly used textures including <a href="http://u3d.as/content/allegorithmic/metallic-plate-floor/23U" target="_blank">metals</a>, <a href="http://u3d.as/content/allegorithmic/elm-wood/28g" target="_blank">woods</a>, <a href="http://u3d.as/content/allegorithmic/sci-fi-complex-wall/256" target="_blank">sci-fi</a> and <a href="http://u3d.as/content/allegorithmic/wool-cloth/2ca" target="_blank">fabric</a>, to <a href="http://u3d.as/content/allegorithmic/foliage-on-ground/26V">vivid</a>, <a href="http://u3d.as/content/allegorithmic/eye-texture/241" target="_blank">organic</a> and <a href="http://u3d.as/content/allegorithmic/liquid-filled-with-energy/23y">alien</a> textures.   Allegorithmic&#8217;s system is so addictive, if you&#8217;re not careful you might become a substance abuser!  Allegorithmic&#8217;s substances can be found in the Materials &amp; Textures section of the Asset Store.  It&#8217;s a great way to <a href="http://u3d.as/content/allegorithmic/flesh/24s">beef</a> up your project.</p>
<p>We have a <a href="http://u3d.as/content/allegorithmic/18-free-substances/26a" target="_blank">free 18-substance pack</a> on the Asset Store as well as a two great <a href="http://u3d.as/content/allegorithmic/custom-character-w-substance/2cE">example</a> <a title="beautiful example project." href="http://u3d.as/content/allegorithmic/airstream-substance-demo/26X" target="_blank">projects</a> to get you going.</p>
<p><strong>Rain{one}</strong></p>
<div id="attachment_5254" class="wp-caption alignnone" style="width: 650px"><a href="http://u3d.as/content/rival-theory-/rain-one-/22D"><img class="size-full wp-image-5254" title="Rain{one} by Rival Theory" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/rainOne.jpg" alt="" width="640" height="450" /></a><p class="wp-caption-text">Rain{one} AI behavior tree by Rival{theory}</p></div>
<p>Popular on the Asset Store this month is the very brainy AI system, <a href="http://u3d.as/content/rival-theory-/rain-one-/22D">Rain{one}</a> from the Los Alamos thinktank, Rival{theory}.  It&#8217;s the easiest way to give in-game characters core AI capabilities such as the ability to sense the world, navigate, and create complex behaviors through goal or task based logic. Features include&#8230;</p>
<ol>
<li>Pathfinding, Pathfollowing      and Path Graph Generation</li>
<li>Behavior Trees and Goal      Oriented Behaviors</li>
<li>Movement &amp; Locomotion</li>
<li>Environment Sensors</li>
<li>One-Click AI Configuration</li>
</ol>
<p>It&#8217;s a great way to give your <a href="http://u3d.as/content/mixamo/zombie-character-pack/1sK">zombies</a> some braaaains.</p>
<p><strong>Nature!</strong></p>
<div id="attachment_5256" class="wp-caption alignnone" style="width: 650px"><a href="http://u3d.as/content/michael-o-/nature-pack/1Zi"><img class="size-full wp-image-5256" title="Nature Pack" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/nature640.jpg" alt="" width="640" height="350" /></a><p class="wp-caption-text">Nature Pack</p></div>
<p>Imagine.. the serenity of soaring trees, blooming wildflowers, the graceful curves of a fern, clouds, the majesty of a stony cliff. A verdant, rolling landscape.  There are many places to find such natural beauty&#8230; like Yosemite, the Swiss Alps, and the Unity Asset Store.  Quite popular this month is the comprehensive and well-crafted <a href="http://u3d.as/content/michael-o-/nature-pack/1Zi">Nature Pack</a>, which has over 30 trees and bushes, stones, natural textures and more, all prepared for use with Unity&#8217;s Terrain System.  You&#8217;ll also find <a href="http://u3d.as/content/four-black-colors/amanita-fly-mushroom-set/2dn">mushrooms</a>, <a href="http://u3d.as/content/four-black-colors/grass-flowers-vol-01/2b4">wildflowers</a> and <a href="http://u3d.as/content/black-horizon-studios/huge-real-trees-forest-pack/1Vv" target="_blank">trees</a> of many species.</p>
<p><strong>Free tunes from the folks at AudioDraft<br />
</strong></p>
<p>The good people at the music crowd-sourcing company, AudioDraft, have recently added three packages of high-production, cost-free and royalty free music for the Asset Store.  Check out their <a href="http://u3d.as/content/audio-draft/music-pack-1-arcade/1Vp" target="_blank">Arcade</a>, <a href="http://u3d.as/content/audio-draft/music-pack-2-orchestral/1Yb" target="_blank">Orchestral</a>, and <a href="http://u3d.as/content/audio-draft/music-pack-3-space/2b5" target="_blank">Space</a> themed music packs!</p>
<p><strong>Improved Performance and UI</strong></p>
<p>You might have noticed that the Asset Store has a new look, with a category tree hierarchy system, making it a cinch to find what you&#8217;re looking for, or just to browse casually.  There&#8217;s also speed optimization and purchase data caching for an easier shopping experience.</p>
<p><strong>Content creators making a bundle!<br />
</strong></p>
<p>Last month marked the most recent payout to content creators on the Asset Store, with a couple of our sellers having each earned tens of thousands of dollars.  Distributing and selling content on the Asset Store is a great way to put your skills to work, get your vision out to the Unity community, and making money! We&#8217;re always looking for great new content to put on the Asset Store.  We&#8217;re on the lookout for great models, complete game projects, editor extensions and tools, script libraries, audio and more.  If you&#8217;ve made something awesome, <a href="http://unity3d.com/unity/editor/asset-store-submit" target="_blank">please send it our way!</a></p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/08/17/asset-store-action-news-august-2011-edition/feed/</wfw:commentRss>
		<slash:comments>4</slash:comments>
		</item>
		<item>
		<title>Procedural materials tutorial &#8211; Substance in Unity</title>
		<link>http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/</link>
		<comments>http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/#comments</comments>
		<pubDate>Tue, 09 Aug 2011 17:43:22 +0000</pubDate>
		<dc:creator>Olly Nicholson</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[allegorithmic]]></category>
		<category><![CDATA[how to]]></category>
		<category><![CDATA[learn]]></category>
		<category><![CDATA[material]]></category>
		<category><![CDATA[procedural]]></category>
		<category><![CDATA[substance]]></category>
		<category><![CDATA[tutorial]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5144</guid>
		<description><![CDATA[This guide is designed to briefly explain what Substance is, how to create new substance materials from a substance material asset, apply them to a mesh and edit parameters. What are Substance Materials? Substance materials are procedurally generated assets, from technology developed by Allegorithmic. A &#8217;substance&#8217;  is basically a set of maps, defining a whole material with all...]]></description>
			<content:encoded><![CDATA[<p>This guide is designed to briefly explain what Substance is, how to create new substance materials from a substance material asset, apply them to a mesh and edit parameters.</p>
<h2>W<strong>hat </strong>are Substance Materials?</h2>
<p>Substance materials are procedurally generated assets, from technology developed by <a href="http://www.allegorithmic.com/" target="_blank">Allegorithmic</a>. A &#8217;substance&#8217;  is basically a set of maps, defining a whole material with all channels: Diffuse, Normal, Specular, Bump, etc. 3DS Max and  Maya have substance support for rendering, but now with Unity implementation we can make use of them in real-time applications.</p>
<h2>W<strong>hy</strong> use Substance materials?</h2>
<p>There are a number of reasons to use of procedural materials:</p>
<ul id="internal-source-marker_0.2987806196324527">
<li>Dynamically updateable in game</li>
<li>Resolution independent</li>
<li>Animation supported</li>
<li>Tiny file size</li>
<li>Really fast to create textures, especially bricks, tiles and other tileable surfaces, that are otherwise time consuming to generate from photographic source</li>
<li>Fast to duplicate and create library of unique material</li>
<li>They are cool</li>
</ul>
<h2>Where do I get Substance Materials?</h2>
<p>The <a title="Asset Store" href="http://unity3d.com/unity/editor/asset-store.html">Asset Store</a> in unity (Window &gt; Asset Store) includes free and paid substance packages available to browse.</p>
<h2>How do I use them?</h2>
<p>To <strong>customise </strong>a substance material and <strong>apply </strong>in Unity follow these steps:</p>
<ul>
<li>Import or create a mesh onto which you want to apply materials;</li>
</ul>
<ul style="padding-left: 45px;">
<li>Make sure it is UV&#8217;d evenly, or as desired &#8211; use a checkerboard or dummy material (Currently unity cannot import subtance materials assigned in external packages)</li>
<li>Create a fairly even topology, polygons spread to rule out kinks etc.</li>
<li>Apply relevant smoothing as required</li>
</ul>
<p style="padding-left: 30px;"><a rel="attachment wp-att-5152" href="http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/s5/"><img class="alignnone size-medium wp-image-5152" title="S5" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/S5-300x138.jpg" alt="" width="300" height="138" /></a></p>
<ul>
<li>Check FBX import settings for the Mesh, Select  Materials Generation &#8216;Per Material&#8217;  esp if using multiple materials per object</li>
<li>Drag object into hierarchy or viewport and save scene</li>
<li>Find Substance material <strong><em>asset</em> </strong>you want to use (the square substance icons)</li>
</ul>
<p style="padding-left: 30px;"><a rel="attachment wp-att-5156" href="http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/s6-2/"></a><a rel="attachment wp-att-5157" href="http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/s7/"><img class="alignnone size-full wp-image-5157" title="S7" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/S7.jpg" alt="" width="255" height="244" /></a></p>
<p style="padding-left: 30px;">&nbsp;</p>
<div>
<ul>
<li>Select + to ‘Add substance from prototype’ or to create a substance material (spherical icon)</li>
<li>Name the new material</li>
</ul>
</div>
<p style="padding-left: 30px;"><a rel="attachment wp-att-5156" href="http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/s6-2/"></a><a rel="attachment wp-att-5155" href="http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/s2-3/"><img class="alignnone size-medium wp-image-5155" title="S2" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/S22-300x104.jpg" alt="" width="300" height="104" /></a></p>
<ul>
<li>Apply to object by dragging directly onto the mesh in the viewport or with multi material meshes to the element (shown below)</li>
</ul>
<p style="padding-left: 30px;"><a rel="attachment wp-att-5148" href="http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/s1/"><img class="alignnone size-large wp-image-5148" title="S1" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/S1-1024x599.jpg" alt="" width="1024" height="599" /></a></p>
<ul>
<li>Edit the parameters for your material instances;</li>
</ul>
<ul style="padding-left: 45px;">
<li>Randomise seed to create variations on the patterns</li>
<li>Adjust sliders for other parameters such as colour, dirt amount, normal strength or whatever your substance has exposed in the inspector</li>
<li>Change shader if required to add reflections and other fx</li>
</ul>
<ul>
<li>View the results in the viewport &#8211; can be useful to create shader spheres in your scene for representative lighting</li>
</ul>
<p style="padding-left: 30px;"><a rel="attachment wp-att-5158" href="http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/s9/"><img class="alignnone size-large wp-image-5158" title="S9" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/S9-1024x645.jpg" alt="" width="1024" height="645" /></a></p>
<p style="padding-left: 30px;">&nbsp;</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/08/09/substances-procedural-materials-in-unity/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/06/15/unity-and-ios-sdk-4-3/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
		</item>
		<item>
		<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>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/06/08/advanced-shading-and-lighting-for-mobile/feed/</wfw:commentRss>
		<slash:comments>60</slash:comments>
		</item>
		<item>
		<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>
			<wfw:commentRss>http://blogs.unity3d.com/2011/04/27/experimenting-with-treepad-in-unity/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<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>
		</item>
		<item>
		<title>Linking to the Asset Store</title>
		<link>http://blogs.unity3d.com/2011/02/11/linking-to-the-asset-store/</link>
		<comments>http://blogs.unity3d.com/2011/02/11/linking-to-the-asset-store/#comments</comments>
		<pubDate>Fri, 11 Feb 2011 21:04:51 +0000</pubDate>
		<dc:creator>Keli Hlodversson</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3850</guid>
		<description><![CDATA[We launched Unity Asset Store during the Unite keynote on November 10th and to celebrate our 3 months anniversary and over 10,000 registered users, we&#8217;ve made a small but important addition to the store. You can now create links to packages in the store and post them on the web. Creating the links is simple....]]></description>
			<content:encoded><![CDATA[<div style="padding-right: 15px; float: left; text-align: left;"><a href="http://u3d.as/content/m2h/ultimate-networking-project/1ut"><img src="http://blogs.unity3d.com/wp-content/uploads/2011/02/links_show-300x222.png" alt="Asset Store sharing buttons" title="Asset Store sharing buttons" width="300" height="222" /></a></div>
<p> We launched Unity Asset Store during the Unite keynote on November 10th and to celebrate our 3 months anniversary and over 10,000 registered users, we&#8217;ve made a small but important addition to the store. You can now create links to packages in the store and post them on the web.</p>
<p>Creating the links is simple. Open the Asset Store window inside Unity and find the package you want to link to, then click on one of the three sharing buttons. The Facebook and Twitter buttons require little explanation. Simply click on one of them to blast a message to your favorite social network. The link button on the left can be used in case you simply want the raw URL for your website or anywhere you can post a link.</p>
<p>We think this is a great way for developers to promote and create interest around their products. It will also be extremely useful for sharing recommendations with others. For instance, here&#8217;s a list of the top 5 most downloaded packages on the Asset Store this week:</p>
<ol>
<li><a href="http://u3d.as/content/david-koontz/i-tween-visual-editor/1tM">iTween Visual Editor</a> By David Koontz</li>
<li><a href="http://u3d.as/content/pixelplacement/i-tween/1s9">iTween</a> By Pixelplacement</li>
<li><a href="http://u3d.as/content/m2h/c-game-examples/1sG">C# game examples</a> By M2H</li>
<li><a href="http://u3d.as/content/six-times-nothing/road-and-path-tool/1sD">Road and Path Tool</a> By Six Times Nothing</li>
<li><a href="http://u3d.as/content/six-times-nothing/river-tool/1sC">River Tool</a> By Six Times Nothing</li>
</ol>
<p>&nbsp;</p>
<p>Note that you need to have Unity 3.2 installed in order to open the Asset Store from these links. <a href="http://unity3d.com/unity/download/">Upgrade or install it now</a> if you haven&#8217;t already done so.</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/02/11/linking-to-the-asset-store/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
		</item>
		<item>
		<title>Call for all the best Unity game videos</title>
		<link>http://blogs.unity3d.com/2011/02/02/call-for-all-the-best-unity-game-videos/</link>
		<comments>http://blogs.unity3d.com/2011/02/02/call-for-all-the-best-unity-game-videos/#comments</comments>
		<pubDate>Wed, 02 Feb 2011 14:17:02 +0000</pubDate>
		<dc:creator>Oleg Pridiuk</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3768</guid>
		<description><![CDATA[Do you want your awesome demo video shine at the Unity GDC booth? Well, that&#8217;s easy if&#8230; You made a good looking game with Unity for any platform; You have a high quality game video that you share with us; You don&#8217;t mind that we only use the video fragments we like best. For reference, here...]]></description>
			<content:encoded><![CDATA[<p>Do you want your awesome demo video shine at the Unity GDC booth? Well, that&#8217;s easy if&#8230;</p>
<ol>
<li>You made a good looking game with Unity for any platform;</li>
<li>You have a high quality game video that you share with us;</li>
<li>You don&#8217;t mind that we only use the video fragments we like best.</li>
</ol>
<p>For reference, here is the video that we assembled last spring:</p>
<p style="text-align: center;"><embed type="application/x-shockwave-flash" width="625" height="352" src="http://video.unity3d.com/v.swf" flashvars="token=c7dfd79809a9129ea6d1b98b9df0229a&amp;photo%5fid=945512" allowfullscreen="true" allowscriptaccess="always"></embed></p>
<p>If you can help us out and are interested in the opportunity to see your game at the Unity booth, post a link to your video in the comments. We&#8217;ll contact you for more details if we are able to use it.</p>
<h3>Oh, and the timing&#8230;</h3>
<p>We&#8217;ve started working on our GDC showreel, so early submitters have a much higher chance to see their videos added to the reel.</p>
<p>Thanks in advance!</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/02/02/call-for-all-the-best-unity-game-videos/feed/</wfw:commentRss>
		<slash:comments>80</slash:comments>
		</item>
		<item>
		<title>Standard Assets Update! part two</title>
		<link>http://blogs.unity3d.com/2011/01/27/standard-assets-update-part-two/</link>
		<comments>http://blogs.unity3d.com/2011/01/27/standard-assets-update-part-two/#comments</comments>
		<pubDate>Thu, 27 Jan 2011 15:46:46 +0000</pubDate>
		<dc:creator>Joe Robins</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3756</guid>
		<description><![CDATA[So we are finally ready to unveil the second set of pro standard assets, this time we have some awesome new image effects. Our shader ninja has been hard at work, forging a great new set of effects with a host of exposed settings to allow full customization of your Unity project. In the scene...]]></description>
			<content:encoded><![CDATA[<p>So we are finally ready to unveil the second set of pro standard assets, this time we have some awesome new image effects.</p>
<p>Our shader ninja has been hard at work, forging a great new set of effects with a host of exposed settings to allow full customization of your Unity project.</p>
<p>In the scene we have a bunch of awesome new and upgraded effects including:</p>
<p>Vignetting<br />
Depth Of Field (<a href="http://en.wikipedia.org/wiki/Bokeh">Bokeh</a>)<br />
Bloom And Flares<br />
Sun Shafts</p>
<p>Anyway, enough talk&#8230; lets see what you will receive in the 3.2 update!</p>
<p>&nbsp;</p>
<p>Love,<br />
The Demo Team</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/01/27/standard-assets-update-part-two/feed/</wfw:commentRss>
		<slash:comments>58</slash:comments>
		</item>
		<item>
		<title>Standard Assets Update! part one</title>
		<link>http://blogs.unity3d.com/2011/01/11/standard-assets-update-part-one/</link>
		<comments>http://blogs.unity3d.com/2011/01/11/standard-assets-update-part-one/#comments</comments>
		<pubDate>Wed, 12 Jan 2011 02:13:54 +0000</pubDate>
		<dc:creator>Joe Robins</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3688</guid>
		<description><![CDATA[I just wanted to give you a quick glance at a little something that is in the pipe for an upcoming Unity release. As you are probably aware, Unity Pro includes water with real-time reflections and refractions. &#160; &#160; It is a big step up from the Simple Water, but we (and many of you) have...]]></description>
			<content:encoded><![CDATA[<p><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;">I  just wanted to give you a quick glance at a little something that is in  the pipe for an upcoming Unity release. As you are probably aware,  Unity Pro includes water with real-time reflections and refractions. </span></p>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28;"><span style="line-height: 17px;">&nbsp;</p>
<p style="text-align: center;"><img class="size-full wp-image-3690 aligncenter" src="http://blogs.unity3d.com/wp-content/uploads/2011/01/oldwater1.jpg" alt="Existing Pro Water" width="540" height="303" /></p>
<p>&nbsp;</p>
<p></span></span></div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28;"><span style="line-height: 17px;"> </span></span></div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;">It is  a big step up from the Simple Water, but we (and many of you) have wanted a more  flexible and realistic prefabbed water that just looks stunning the  moment you drop it in your scene.  That&#8217;s why, for the next release of  Unity, Demo Team took the time to give pro water some major love:</span></div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;"><br />
</span></div>
<p style="text-align: center;"><img class="size-full wp-image-3693 aligncenter" src="http://blogs.unity3d.com/wp-content/uploads/2011/01/newwater.jpg" alt="" width="540" height="303" /></p>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;"><br />
</span></div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;">Ok, so static screenshots don&#8217;t even begin to do this justice. You really need to see it in motion:</span></div>
<div style="text-align: center;">
<p><a href="http://vimeo.com/18687191">Standard Assets Pro Water</a> from <a href="http://vimeo.com/unity3d">Unity3D</a> on <a href="http://vimeo.com">Vimeo</a>.</p>
</div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;"><br />
</span></div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;">We have some more cool stuff to show off real soon&#8230; we just couldn&#8217;t wait to show you what we&#8217;ve been working on.</span></div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;"><br />
</span></div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;">Love,</span></div>
<div><span style="font-family: Helvetica,Arial,sans-serif; color: #352f28; font-size: 12px; line-height: 17px;">The Demo Team</span></div>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/01/11/standard-assets-update-part-one/feed/</wfw:commentRss>
		<slash:comments>41</slash:comments>
		</item>
		<item>
		<title>Unity 3 Feature Video &#8211; Occlusion Culling with Umbra</title>
		<link>http://blogs.unity3d.com/2010/09/22/unity-3-feature-video-occlusion-culling-with-umbra/</link>
		<comments>http://blogs.unity3d.com/2010/09/22/unity-3-feature-video-occlusion-culling-with-umbra/#comments</comments>
		<pubDate>Wed, 22 Sep 2010 14:10:53 +0000</pubDate>
		<dc:creator>Ethan Vosburgh</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3451</guid>
		<description><![CDATA[After much anticipation we finally have the Occlusion Culling video ready! Senior QA Specialist Samantha Kalman and the Demo Team have put together a quick introduction of how easy it is to set up your games to use Occlusion Culling in Unity 3.0. We first introduced our own Occlusion Culling system in Unity iPhone 1.0...]]></description>
			<content:encoded><![CDATA[<p>After much anticipation we finally have the Occlusion Culling video ready!</p>
<p>Senior QA Specialist Samantha Kalman and the Demo Team have put together a quick introduction of how easy it is to set up your games to use Occlusion Culling in Unity 3.0. We first introduced our own Occlusion Culling system in Unity iPhone 1.0 because we felt it to be an important feature for getting the most out of the platform. We have now stepped it up by seamlessly integrating the leading industry standard Umbra Occlusion Culling technology into Unity and making it available across all platforms that Unity supports.</p>
<p>Enjoy!</p>
<object width='640' height='360'><param name='allowfullscreen' value='true' /><param name='allowscriptaccess' value='always' /><param name='movie' value='http://vimeo.com/moogaloop.swf?clip_id=15189993&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' /><embed src='http://vimeo.com/moogaloop.swf?clip_id=15189993&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' type='application/x-shockwave-flash' allowfullscreen='true' allowscriptaccess='always' width='640' height='360'></embed></object>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/09/22/unity-3-feature-video-occlusion-culling-with-umbra/feed/</wfw:commentRss>
		<slash:comments>44</slash:comments>
		</item>
		<item>
		<title>Unity 3 Feature Preview &#8211; Deferred Rendering</title>
		<link>http://blogs.unity3d.com/2010/09/09/unity-3-feature-preview-deferred-rendering/</link>
		<comments>http://blogs.unity3d.com/2010/09/09/unity-3-feature-preview-deferred-rendering/#comments</comments>
		<pubDate>Thu, 09 Sep 2010 16:57:16 +0000</pubDate>
		<dc:creator>Ethan Vosburgh</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3423</guid>
		<description><![CDATA[After a bit of radio silence we&#8217;re back with another Unity 3 feature preview. In this short video Will Goldstone shows some of the benefits of the new deferred rendering path in Unity 3.0 such as being able to have dozens of lights on screen at the same time without a performance hit as well...]]></description>
			<content:encoded><![CDATA[<p>After a bit of radio silence we&#8217;re back with another Unity 3 feature preview.</p>
<p>In this short video <a href="http://www.willgoldstone.com/">Will Goldstone</a> shows some of the benefits of the new deferred rendering path in Unity 3.0 such as being able to have dozens of lights on screen at the same time without a performance hit as well as using advanced image effects that utilize the same depth and normal textures as deferred rendering.</p>
<object width='640' height='360'><param name='allowfullscreen' value='true' /><param name='allowscriptaccess' value='always' /><param name='movie' value='http://vimeo.com/moogaloop.swf?clip_id=14832454&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' /><embed src='http://vimeo.com/moogaloop.swf?clip_id=14832454&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' type='application/x-shockwave-flash' allowfullscreen='true' allowscriptaccess='always' width='640' height='360'></embed></object>
<p>&nbsp;</p>
<p>And stayed tuned for the Occlusion Culling video&#8230; we promise it&#8217;s almost ready <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/2010/09/09/unity-3-feature-preview-deferred-rendering/feed/</wfw:commentRss>
		<slash:comments>20</slash:comments>
		</item>
		<item>
		<title>New Online Learning Resources</title>
		<link>http://blogs.unity3d.com/2010/08/23/new-onlinelearning-resources/</link>
		<comments>http://blogs.unity3d.com/2010/08/23/new-onlinelearning-resources/#comments</comments>
		<pubDate>Mon, 23 Aug 2010 01:36:14 +0000</pubDate>
		<dc:creator>Thomas Grové</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Demos, Tutorials and Tips]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3338</guid>
		<description><![CDATA[As a follow-up to my Getting Started with Unity blog post, I wanted to bring your attention to three recent tutorial sites: First up is design3, a subscription based site created by Noesis Interactive, who create professional courseware for Universities. They have over 200 Unity specific videos and more on the way. Whether an educator,...]]></description>
			<content:encoded><![CDATA[<p>As a follow-up to my <a href="http://blogs.unity3d.com/2009/12/17/getting-started-with-unity/" target="_self">Getting Started with Unity</a> blog post, I wanted to bring your attention to three recent tutorial sites:</p>
<p><a href="https://www.design3.com/" target="_blank"><img class="size-full wp-image-3339 " style="margin-top: 5px; margin-bottom: 10px;" title="Design3" src="http://blogs.unity3d.com/wp-content/uploads/2010/08/Design3.jpg" alt="Design3" width="650" height="409" /></a></p>
<p>First up is <a href="https://www.design3.com/" target="_blank">design3</a>, a subscription based site created by Noesis Interactive, who create professional courseware for Universities. They have over 200 Unity specific videos and more on the way. Whether an educator, a student, or a business, you can check out their free trial and see if it works for you.</p>
<div class="alignleft" style="width: 312px; padding-bottom: 14px;"><a href="http://unity3dstudent.com/" target="_blank"><img class="size-full wp-image-3345 " style="margin-top: 5px; margin-bottom: 10px;" title="Unity3dStudent" src="http://blogs.unity3d.com/wp-content/uploads/2010/08/Unity3dStudent.jpg" alt="UnityPrefabs" width="312" height="286" /></a><br />
Next up we have Will Goldstone’s <a href="http://unity3dstudent.com/" target="_blank">Unity 3D Student</a>. This is a great concept, he doesn’t provide the standard “here is a huge tutorial about how to make X kind of game” but rather has micro tutorials that teach fundamental concepts — and then challenges that require the student to piece together what they’ve learned.</div>
<div class="alignright" style="width: 312px; padding-bottom: 14px;"><a href="http://www.unityprefabs.com/how-to-make-a-fps-game-tutorial.html" target="_blank"><img class="size-full wp-image-3345 " style="margin-top: 5px; margin-bottom: 10px;" title="UnityPrefabs" src="http://blogs.unity3d.com/wp-content/uploads/2010/08/UnityPrefabs.jpg" alt="UnityPrefabs" width="312" height="286" /></a><br />
And finally, the Tornado Twins have begun to serve up their tutorials on their <a href="http://www.unityprefabs.com/how-to-make-a-fps-game-tutorial.html" target="_blank">Unity Prefabs</a> site. The first few chapters of each series are free; if you like them then you can purchase the remaining chapters for that series.</div>
<div class="alignleft" style="width: 650px;">
<p>Happy learning!</p></div>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/08/23/new-onlinelearning-resources/feed/</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Unity 3 Preview – &#8220;Unity Bootcamp&#8221; Demo</title>
		<link>http://blogs.unity3d.com/2010/07/29/unity-3-preview-%e2%80%93-unity-bootcamp-demo/</link>
		<comments>http://blogs.unity3d.com/2010/07/29/unity-3-preview-%e2%80%93-unity-bootcamp-demo/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 00:38:58 +0000</pubDate>
		<dc:creator>Ethan Vosburgh</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3245</guid>
		<description><![CDATA[Aquiris has been hard at work finishing up the new demo for Unity 3. Recently they posted a video of one of the playable levels of the demo and I thought people here would enjoy getting a longer look at it then the 20-30 second clips we&#8217;ve shown before.]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.aquiris.com.br/pt/home/">Aquiris</a> has been hard at work finishing up the new demo for Unity 3. Recently they posted a video of one of the playable levels of the demo and I thought people here would enjoy getting a longer look at it then the 20-30 second clips we&#8217;ve shown before.</p>
<object width='640' height='360'><param name='allowfullscreen' value='true' /><param name='allowscriptaccess' value='always' /><param name='movie' value='http://vimeo.com/moogaloop.swf?clip_id=12915284&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' /><embed src='http://vimeo.com/moogaloop.swf?clip_id=12915284&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' type='application/x-shockwave-flash' allowfullscreen='true' allowscriptaccess='always' width='640' height='360'></embed></object>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/07/29/unity-3-preview-%e2%80%93-unity-bootcamp-demo/feed/</wfw:commentRss>
		<slash:comments>68</slash:comments>
		</item>
		<item>
		<title>Unity 3 Feature Preview &#8211; Beast Lightmapping</title>
		<link>http://blogs.unity3d.com/2010/07/15/unity-3-feature-preview-beast-lightmapping/</link>
		<comments>http://blogs.unity3d.com/2010/07/15/unity-3-feature-preview-beast-lightmapping/#comments</comments>
		<pubDate>Thu, 15 Jul 2010 14:55:23 +0000</pubDate>
		<dc:creator>Ethan Vosburgh</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3227</guid>
		<description><![CDATA[Alright everyone, it&#8217;s the preview video that you&#8217;ve all been waiting for&#8230; Lightmapping in Unity 3! Senior QA Specialist Samantha Kalman and Demo Team Artist Roald Høyer-Hansen have put together a great introduction of how Beast has been seamlessly integrated into Unity. We hope you enjoy the preview video and are looking forward to all...]]></description>
			<content:encoded><![CDATA[<p>Alright everyone, it&#8217;s the preview video that you&#8217;ve all been waiting for&#8230; Lightmapping in Unity 3!</p>
<p>Senior QA Specialist Samantha Kalman and Demo Team Artist Roald Høyer-Hansen have put together a great introduction of how Beast has been seamlessly integrated into Unity. We hope you enjoy the preview video and are looking forward to all the beautiful scenes people will create using Unity 3&#8242;s new lightmapping features!</p>
<object width='640' height='360'><param name='allowfullscreen' value='true' /><param name='allowscriptaccess' value='always' /><param name='movie' value='http://vimeo.com/moogaloop.swf?clip_id=13361651&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' /><embed src='http://vimeo.com/moogaloop.swf?clip_id=13361651&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' type='application/x-shockwave-flash' allowfullscreen='true' allowscriptaccess='always' width='640' height='360'></embed></object>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/07/15/unity-3-feature-preview-beast-lightmapping/feed/</wfw:commentRss>
		<slash:comments>56</slash:comments>
		</item>
		<item>
		<title>Unity 3 Feature Preview – Cloth Physics</title>
		<link>http://blogs.unity3d.com/2010/07/13/unity-3-feature-preview-%e2%80%93-cloth-physics/</link>
		<comments>http://blogs.unity3d.com/2010/07/13/unity-3-feature-preview-%e2%80%93-cloth-physics/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 13:13:35 +0000</pubDate>
		<dc:creator>Ethan Vosburgh</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=3158</guid>
		<description><![CDATA[And the preview videos keep rolling in! We&#8217;re running a little behind on the Beast lightmapping video, but until then take a look at some of the new Cloth Physics features in Unity 3. Will Goldstone is back giving us a brief tour of just a few of the things you can do with Cloth...]]></description>
			<content:encoded><![CDATA[<p>And the preview videos keep rolling in! We&#8217;re running a little behind on the <a href="http://www.illuminatelabs.com/products/beast">Beast</a> lightmapping video, but until then take a look at some of the new Cloth Physics features in Unity 3. <a href="http://www.willgoldstone.com/">Will Goldstone</a> is back giving us a brief tour of just a few of the things you can do with Cloth such as Tearing, Self-Collisions, Pressure, and Soft Bodies.</p>
<object width='640' height='360'><param name='allowfullscreen' value='true' /><param name='allowscriptaccess' value='always' /><param name='movie' value='http://vimeo.com/moogaloop.swf?clip_id=13294411&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' /><embed src='http://vimeo.com/moogaloop.swf?clip_id=13294411&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' type='application/x-shockwave-flash' allowfullscreen='true' allowscriptaccess='always' width='640' height='360'></embed></object>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/07/13/unity-3-feature-preview-%e2%80%93-cloth-physics/feed/</wfw:commentRss>
		<slash:comments>35</slash:comments>
		</item>
		<item>
		<title>Unity 3 Feature Preview &#8211; Audio</title>
		<link>http://blogs.unity3d.com/2010/06/25/unity-3-feature-preview-audio/</link>
		<comments>http://blogs.unity3d.com/2010/06/25/unity-3-feature-preview-audio/#comments</comments>
		<pubDate>Fri, 25 Jun 2010 14:55:57 +0000</pubDate>
		<dc:creator>Ethan Vosburgh</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=2994</guid>
		<description><![CDATA[Time for another preview video! In this one Will Goldstone gives us a tour of some of the new Audio features in Unity 3. These include a Scene View audio preview, Custom Rolloff Curves, Effects such as Echo and Distortion, Reverb Zones, and MOD file playback. Enjoy!]]></description>
			<content:encoded><![CDATA[<p>Time for another preview video! In this one <a href="http://www.willgoldstone.com/">Will Goldstone</a> gives us a tour of some of the new Audio features in Unity 3. These include a Scene View audio preview, Custom Rolloff Curves, Effects such as Echo and Distortion, Reverb Zones, and MOD file playback.</p>
<p>Enjoy!</p>
<object width='640' height='360'><param name='allowfullscreen' value='true' /><param name='allowscriptaccess' value='always' /><param name='movie' value='http://vimeo.com/moogaloop.swf?clip_id=12852690&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' /><embed src='http://vimeo.com/moogaloop.swf?clip_id=12852690&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' type='application/x-shockwave-flash' allowfullscreen='true' allowscriptaccess='always' width='640' height='360'></embed></object>
<p><em></em></p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/06/25/unity-3-feature-preview-audio/feed/</wfw:commentRss>
		<slash:comments>29</slash:comments>
		</item>
		<item>
		<title>Unity 3 Feature Preview &#8211; Asset Management</title>
		<link>http://blogs.unity3d.com/2010/06/15/unity-3-feature-preview-asset-management/</link>
		<comments>http://blogs.unity3d.com/2010/06/15/unity-3-feature-preview-asset-management/#comments</comments>
		<pubDate>Tue, 15 Jun 2010 17:01:12 +0000</pubDate>
		<dc:creator>Ethan Vosburgh</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=2927</guid>
		<description><![CDATA[And we&#8217;re back with another preview of Unity 3! As we near closer to the release of Unity 3 we hope to keep a steady stream of these feature preview videos coming at you to get everyone up to speed on what cool new stuff is just around the corner. In this video Will Goldstone...]]></description>
			<content:encoded><![CDATA[<p>And we&#8217;re back with another preview of Unity 3! As we near closer to the release of Unity 3 we hope to keep a steady stream of these feature preview videos coming at you to get everyone up to speed on what cool new stuff is just around the corner.</p>
<p>In this video <a href="http://www.willgoldstone.com/">Will Goldstone</a> gives us a tour of just some of the new Asset Management features in Unity 3. These include Scene View searching by name and type, the new Object Selector offering vast improvements over the previous method of selecting and assigning Assets, and Asset Labels which greatly speeds up searching and categorizing large projects.</p>
<object width='640' height='360'><param name='allowfullscreen' value='true' /><param name='allowscriptaccess' value='always' /><param name='movie' value='http://vimeo.com/moogaloop.swf?clip_id=12584179&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' /><embed src='http://vimeo.com/moogaloop.swf?clip_id=12584179&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' type='application/x-shockwave-flash' allowfullscreen='true' allowscriptaccess='always' width='640' height='360'></embed></object>
<p><em>PS- Nicholas would like to personally apologize for the inconsistent GUI scheme in the Object Selector at the time of this recording&#8230; it&#8217;s still a work in progress after all <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </em></p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/06/15/unity-3-feature-preview-asset-management/feed/</wfw:commentRss>
		<slash:comments>34</slash:comments>
		</item>
		<item>
		<title>Image Effects Video</title>
		<link>http://blogs.unity3d.com/2010/06/14/image-effects-video/</link>
		<comments>http://blogs.unity3d.com/2010/06/14/image-effects-video/#comments</comments>
		<pubDate>Mon, 14 Jun 2010 12:06:06 +0000</pubDate>
		<dc:creator>Demo Team</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=2908</guid>
		<description><![CDATA[We would like to share a little Video showing some of the new Image Effects in action. Demoteam out.]]></description>
			<content:encoded><![CDATA[<p>We would like to share a little Video showing some of the <a title="New Image Effects in Unity 3.0" href="http://blogs.unity3d.com/2010/06/09/introducing-some-of-the-new-image-effects/" target="_self">new Image Effects</a> in action.</p>
<p>Demoteam out.</p>
<object width='640' height='360'><param name='allowfullscreen' value='true' /><param name='allowscriptaccess' value='always' /><param name='movie' value='http://vimeo.com/moogaloop.swf?clip_id=12500504&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' /><embed src='http://vimeo.com/moogaloop.swf?clip_id=12500504&amp;server=vimeo.com&amp;show_title=1&amp;show_byline=1&amp;show_portrait=0&amp;color=&amp;fullscreen=1' type='application/x-shockwave-flash' allowfullscreen='true' allowscriptaccess='always' width='640' height='360'></embed></object>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/06/14/image-effects-video/feed/</wfw:commentRss>
		<slash:comments>23</slash:comments>
		</item>
		<item>
		<title>Introducing some of the new Image Effects</title>
		<link>http://blogs.unity3d.com/2010/06/09/introducing-some-of-the-new-image-effects/</link>
		<comments>http://blogs.unity3d.com/2010/06/09/introducing-some-of-the-new-image-effects/#comments</comments>
		<pubDate>Wed, 09 Jun 2010 16:38:34 +0000</pubDate>
		<dc:creator>Demo Team</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=2872</guid>
		<description><![CDATA[Good day, This is Ole from the (in)famous Unity Demo Team &#8482;. I would like to show you a preview of some of our new handcrafted and ready-to-use Image Effects we are planning to release with Unity 3.0. Let&#8217;s look at some examples. For this screenshot, i stacked together a total of three different Effects....]]></description>
			<content:encoded><![CDATA[<p>Good day,</p>
<p>This is Ole from the (in)famous Unity Demo Team &#8482;. I would like to show you a preview of some of our new handcrafted and ready-to-use Image Effects we are planning to release with Unity 3.0.</p>
<p>Let&#8217;s look at some examples.</p>
<p><img class="size-full wp-image-2882 alignnone" title="windmills_640" src="http://blogs.unity3d.com/wp-content/uploads/2010/06/windmills_640.png" alt="windmills with new image effects" width="640" height="366" /></p>
<p>For this screenshot, i stacked together a total of three different Effects. The new Bloom effect (which will feature layer masks in addition to the traditional alpha channel based glow intensity), the Sun shafts effect and the new image based Lens flare Effect (here in all its horizontal glory).</p>
<p>Speaking of lens flares, we are finally able to create &#8220;New Star Trek&#8221; style scenes in Unity, as can be seen here:</p>
<p><img class="alignnone size-full wp-image-2880" title="startrek" src="http://blogs.unity3d.com/wp-content/uploads/2010/06/startrek.png" alt="startrek" width="480" height="283" /></p>
<p>Skybox based sun shafts are doing a nice job on many outdoor scenes while being a surprisingly cheap image effect. The new Skyboxes we will provide in the new 3.0 Standard Assets will all come with a predefined alpha channel to work nicely with sun shafts:</p>
<p><img class="alignnone size-full wp-image-2881" title="sunshafts" src="http://blogs.unity3d.com/wp-content/uploads/2010/06/sunshafts.png" alt="sunshafts" width="480" height="276" /></p>
<p>We also included a new Depth of field image effect:</p>
<p><img class="alignnone size-full wp-image-2875" title="dofCar" src="http://blogs.unity3d.com/wp-content/uploads/2010/06/dofCar.png" alt="dofCar" width="480" height="322" /></p>
<p>There will also be some not-so-obvious effects that might find some love: Crease shading, a more complex color correction using Unity&#8217;s animation curves, unsharp mask for contrast enhancement, a new outline image effect and more.<br />
Let&#8217;s put those outlines on our Lightbulb scene. We will get this:</p>
<p><img class="alignnone size-full wp-image-2879" title="outlinesBulbs" src="http://blogs.unity3d.com/wp-content/uploads/2010/06/outlinesBulbs.png" alt="outlinesBulbs" width="480" height="317" /></p>
<p>The Outline effect is a also a nice base for creating more complex NPR (Non-photorealistic rendering) image effects, such as sketch/scribble shading, halftoning, etc.</p>
<p>Let&#8217;s have a look at what we can achieve with our (old and dying) Island demo. We can e.g. turn this&#8230;</p>
<p><img class="alignnone size-full wp-image-2876" title="island_normal" src="http://blogs.unity3d.com/wp-content/uploads/2010/06/island_normal.png" alt="island_normal" width="480" height="294" /></p>
<p>into high art such as this&#8230;</p>
<p><img class="alignnone size-full wp-image-2878" title="island_scribble_2" src="http://blogs.unity3d.com/wp-content/uploads/2010/06/island_scribble_2.png" alt="island_scribble_2" width="480" height="300" /></p>
<p>or even this&#8230;</p>
<p><img class="alignnone size-full wp-image-2877" title="island_scribble_1" src="http://blogs.unity3d.com/wp-content/uploads/2010/06/island_scribble_1.png" alt="island_scribble_1" width="480" height="300" /></p>
<p>just by blurring the edges and using it as a foundation for an image based shading. You can supply different scribble textures (or just a dot texture if you like old printers a lot).</p>
<p>That&#8217;s it from me. Demoteam out.</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/06/09/introducing-some-of-the-new-image-effects/feed/</wfw:commentRss>
		<slash:comments>34</slash:comments>
		</item>
		<item>
		<title>Animation View Video Tutorial</title>
		<link>http://blogs.unity3d.com/2010/05/05/animation-view-video-tutorial/</link>
		<comments>http://blogs.unity3d.com/2010/05/05/animation-view-video-tutorial/#comments</comments>
		<pubDate>Wed, 05 May 2010 09:22:30 +0000</pubDate>
		<dc:creator>Joe Robins</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=2381</guid>
		<description><![CDATA[Hello all, so I&#8217;ve been working for Unity Technologies for the past 10 months and I have finally got round to posting my first blog entry! I recently traveled over to Gotland (an island off the coast of east Sweden) to give a lecture to some of the happy games development students out there. As...]]></description>
			<content:encoded><![CDATA[<p>Hello all, so I&#8217;ve been working for Unity Technologies for the past 10 months and I have finally got round to posting my first blog entry!</p>
<p>I recently traveled over to Gotland (an island off the coast of east Sweden) to give a lecture to some of the happy games development students out there. As part of the lecture I talked briefly about the Animation View. That part of the talk is now being made available to everyone though the magic of video tutorials!</p>
<p>Head over to <a title="Animation View Tutorial" href="http://unity3d.com/support/resources/tutorials/video-animation-view" target="_blank">resources page</a> to check it out. The videos are also available on our <a href="http://www.vimeo.com/unity3d/videos" target="_blank">Vimeo page</a>.</p>
<div id="attachment_2739" class="wp-caption alignnone" style="width: 605px"><img class="size-full wp-image-2739 " title="AnimationBunny" src="http://blogs.unity3d.com/wp-content/uploads/2010/05/AnimationBunny.jpg" alt="No animals were harmed in the making of this tutorial... o_O" width="595" height="406" /><p class="wp-caption-text">No animals were harmed in the making of this tutorial... much</p></div>
<p>I have only really scratched the surface with the short demonstrations in these videos. I really look forward to seeing what the community ends up creating with this fundamentally &#8220;game changing&#8221; feature, seriously&#8230; you can animate your variables AND call functions from within your animation, how awesome is that!?  <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Anyway, before my brain melts due to the near incomprehensible possibilities that the Animation View offers, I&#8217;d like to note that I would really appreciate feedback on the video and on the Animation View itself.</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2010/05/05/animation-view-video-tutorial/feed/</wfw:commentRss>
		<slash:comments>17</slash:comments>
		</item>
	</channel>
</rss>

