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	<title>Unity Technologies Blog</title>
	<atom:link href="http://blogs.unity3d.com/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>
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		<title>The Global Game Jam 2012</title>
		<link>http://blogs.unity3d.com/2012/01/25/the-global-game-jam-2012/</link>
		<comments>http://blogs.unity3d.com/2012/01/25/the-global-game-jam-2012/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 05:04:49 +0000</pubDate>
		<dc:creator>Joe Robins</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6714</guid>
		<description><![CDATA[&#160; Its that time of year again! It seems like a lifetime ago that I was attending my very first Global Game Jam back in early 2009. I doubt I could ever have imagined that in the subsequent years I would be working for the company who&#8217;s tools I was using for the 48 hour...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-6716" href="http://blogs.unity3d.com/2012/01/25/the-global-game-jam-2012/ggjbanner/"><img class="aligncenter size-full wp-image-6716" title="ggjbanner" src="http://blogs.unity3d.com/wp-content/uploads/2012/01/ggjbanner.jpg" alt="" width="654" height="103" /></a></p>
<p>&nbsp;</p>
<p>Its that time of year again!</p>
<p>It seems like a lifetime ago that I was attending my very first Global Game Jam back in early 2009.</p>
<p>I doubt I could ever have imagined that in the subsequent years I would be working for the company who&#8217;s tools I was using for the 48 hour caffeine sustained chaos.</p>
<p>So its with great joy that I&#8217;m happy to announce how we are supporting the Jam this year.</p>
<p>First and foremost we are issuing Unity Pro trials to ALL participants attending the jam. Which include iOS, Android and Asset Server. For more information please contact your local venue organizers who in turn, should be receiving information on how to get access to the trial from the global organizers.</p>
<p>In addition to that we are also supporting a small number of venues around the globe directly. These sponsorships will help keep you guys ticking over with food, drink, electricity, rental of space and all of the other costs included in setting up such a tremendous event.</p>
<p>Before I go I&#8217;d just like to wish everyone attending (or those still considering attending) the very best of luck. I&#8217;m a huge fan of Game Jams myself so I can&#8217;t wait to see what you guys come up with! (and I&#8217;m totally jealous that I won&#8217;t be able to participate this year)</p>
<p>&nbsp;</p>
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		<slash:comments>13</slash:comments>
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		<title>Unity 3.5 Developer Preview: Expanding Horizons!</title>
		<link>http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/</link>
		<comments>http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/#comments</comments>
		<pubDate>Wed, 25 Jan 2012 00:00:51 +0000</pubDate>
		<dc:creator>Levi Bard</dc:creator>
				<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6571</guid>
		<description><![CDATA[The recently released Unity Developer Preview is jam-packed with new features. Among the most exciting of these features are previews of two new export options for publishing to the web: Google Native Client and Flash. In addition to leveraging users&#8217; already-installed software to get them into your games even faster, these platforms will allow Unity...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-6577" href="http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/angrybotsswf/"></a><a rel="attachment wp-att-6741" href="http://blogs.unity3d.com/2012/01/25/unity-3-5-developer-preview-expanding-horizons/angrybotsswf-620/"><img class="alignnone size-full wp-image-6741" title="Flashy Bots!" src="http://blogs.unity3d.com/wp-content/uploads/2011/12/angrybotsswf-620.png" alt="Flashy Bots!" width="620" height="573" /></a></p>
<p>The recently released Unity Developer Preview is jam-packed with new features. Among the most exciting of these features are previews of two new export options for publishing to the web: Google Native Client and Flash.</p>
<p>In addition to leveraging users&#8217; already-installed software to get them into your games even faster, these platforms will allow Unity developers to perform for a previously unreachable audience: <strong>Linux users!</strong></p>
<h2>Wait, what?</h2>
<p>Thanks to the cross-platform nature of Google&#8217;s Native Client toolkit, Unity web players built using the <em>Enable NaCl Support</em> option will just work for Chrome users, regardless of whether they&#8217;re using Chrome on Linux, Windows, or Mac OSX. This makes the <a href="https://chrome.google.com/webstore/category/app/3-games" target="_blank">Chrome Web Store</a> one of the first distribution channels to provide high-quality 3D games to all three major desktop platforms.</p>
<p>In addition, players making use of Unity&#8217;s new Flash export feature will also run in any Stage 3D-enabled browser, regardless of operating system. Linux users will take a moderate performance hit here, however, as Adobe has delayed Linux support for GPU-accelerated rasterization in Stage 3D. Nevertheless, an out-of-the-box Flash build of the Angry Bots demo looked great and ran smoothly on my Ubuntu workstation, at the cost of somewhat higher CPU usage.</p>
<p>We&#8217;re excited about these publishing options because they represent Unity&#8217;s first official support for Linux, <a href="http://feedback.unity3d.com/forums/15792-unity/suggestions/164961-platforms-linux-player-web-player-support">an oft-requested feature.</a></p>
<h2>How many people are we talking about?</h2>
<p>Linux usage is notoriously difficult to track, since there&#8217;s no single point where cash gets exchanged for code, and is generally underreported. However, we do have a few relevant data points.</p>
<p><a title="w3schools" href="http://w3schools.com" target="_blank">w3schools</a>, a comprehensive online web development reference, keeps <a href="http://www.w3schools.com/browsers/browsers_os.asp" target="_blank">comprehensive statistics</a> about their visitors&#8217; operating system usage, as reported by browsers. In 2011, reported Linux usage has held steady between 5 and 6% (for comparison, reported MacOS usage is between 7 and 9%). Additionally, w3schools has been gathering these statistics for years, so it&#8217;s possible to see a general growth trend for Linux since it started with around 2% reported usage in 2003. Some have suggested that w3schools&#8217;s content biases its userbase toward more technical users who could be more likely than a random sampling of the general public to have adopted Linux, but there are clearly <a title="non-technical roads" href="http://bit.ly/uzhLlZ" target="_blank">non-technical roads</a> that lead directly to w3schools.</p>
<h2>What does this mean for my game?</h2>
<p>The <a title="Humble Indie Bundle" href="http://humblebundle.com" target="_blank">Humble Indie Bundle</a>, a series of pay-what-you-choose, independent game bundles that supports Linux, OSX, and Windows, reports that 20 to 35% (based on highly scientific pie chart estimation <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /> ) of each bundle&#8217;s total revenue originates from Linux users. In addition, Linux users choose to pay an average of 100%+ more than Windows users, and about 50% more than OSX users. (Current statistics for HIB4 show an average payment of $10.29 for Linux, $7.42 for OSX, and $4.57 for Windows.) Other data points include <a href="http://2dboy.com" target="_blank">2D Boy</a>, who reported that 17% of the sales in their pay-what-you-choose campaign for World of Goo came from Linux users, compared to 18% on OSX, with Linux users again choosing to pay substantially more than users on other platforms. <a href="http://frictionalgames.com/" target="_blank">Frictional Games</a> reported in 2010 that 12% of sales for their Penumbra series were attributable to Linux users.</p>
<p>So, this means that you can realistically gain 12-35% revenue potential just by clicking the <em>Enable NaCl Support</em> checkbox before building your webplayer.</p>
<h2>Show me the goods!</h2>
<p>The <a href="https://chrome.google.com/webstore/detail/ibdomdppnicebcgjhcjfchbonebbjkhb" target="_blank">Angry Bots demo</a> has been on the Chrome Web Store for some time now &#8211; go check it out! Google also featured several Unity games (4 of the 7 games featured were built with Unity) in its recent <a href="https://www.youtube.com/watch?v=ZHZVVJQwJLU" target="_blank">Chrome Web Store trailer</a>: <a href="https://chrome.google.com/webstore/detail/dgjbkahdllcckjbjijejpmcgkkjpnnfk" target="_blank">Cordy</a>, Pirates of New Horizons, <a href="https://chrome.google.com/webstore/detail/edjdoaebnejlnjknbkbacepgemnjlmfc" target="_blank">Sleepy Jack</a>, and Running Fred.</p>
<p>The Chrome Web Store is the first link every Chrome user sees when opening a new tab, so get your awesome games up there where <a href="http://www.w3schools.com/browsers/browsers_chrome.asp" target="_blank">33.4% of all Internet users</a> can&#8217;t miss them!</p>
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		<slash:comments>23</slash:comments>
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		<title>Union bringing games to 2012 LG smart TVs</title>
		<link>http://blogs.unity3d.com/2012/01/13/union-and-2012-lg-smart-tvs/</link>
		<comments>http://blogs.unity3d.com/2012/01/13/union-and-2012-lg-smart-tvs/#comments</comments>
		<pubDate>Fri, 13 Jan 2012 16:14:55 +0000</pubDate>
		<dc:creator>Tracy Erickson</dc:creator>
				<category><![CDATA[Union]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[LG]]></category>
		<category><![CDATA[smart TV]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6641</guid>
		<description><![CDATA[This week at CES 2012 in Las Vegas, Unity games were playing on an exciting new platform: LG smart TVs. Union is working with LG to bring games to their impressive 2012 line of smart TVs. These aren’t run-of-the-mill TVs—LG’s Magic Remote supports motion control for games, a built-in camera enables Kinect-like gesture control for...]]></description>
			<content:encoded><![CDATA[<p>This week at CES 2012 in Las Vegas, Unity games were playing on an exciting new platform: <a href="http://www.lg.com/us/ces/">LG smart TVs</a>.</p>
<p>Union is working with LG to bring games to their impressive 2012 line of smart TVs. These aren’t run-of-the-mill TVs—LG’s Magic Remote supports motion control for games, a built-in camera enables Kinect-like gesture control for select titles, and stereo 3D is supported right out of the box.</p>
<div id="attachment_6642" class="wp-caption alignright" style="width: 310px"><a rel="attachment wp-att-6642" href="http://blogs.unity3d.com/2012/01/13/union-and-2012-lg-smart-tvs/img-20120111-00088/"><img class="size-medium wp-image-6642" title="ces-2012_lg-smart-tv" src="http://blogs.unity3d.com/wp-content/uploads/2012/01/IMG-20120111-00088-300x225.jpg" alt="Frisbee Forever LG smart TV demo at CES 2012" width="300" height="225" /></a><p class="wp-caption-text">Frisbee Forever LG smart TV demo at CES 2012</p></div>
<p>And then there’s the processing power. <a href="http://madfingergames.com/">Madfinger</a>’s jaw-dropping shooter <em><a href="http://itunes.apple.com/us/app/shadowgun/id440141669?mt=8">Shadowgun</a> </em>runs at a smooth 30 frames per second at 720p. <a href="http://itunes.apple.com/us/app/frisbee-forever/id431855391?mt=8"><em>Frisbee Forever</em></a>, the multi-million selling hit iOS game from <a href="http://www.kiloo.com/games/">Kiloo Games</a>, (which is also <a href="http://store.ovi.com/content/215521">available for Nokia&#8217;s N9 handset</a>) soars on LG smart TV with motion control. Both were demoed in LG’s booth and received quite the response from CES attendees. These two great games are just the beginning: more Union games will debut on LG smart TV this spring.</p>
<p>As with the other platforms with which Union works—BlackBerry PlayBook, Roku, and Nokia MeeGo N9—we currently don’t have plans to support LG smart TV deployment from Unity. Instead, Unity-authored games for LG smart TV will be released through Union.</p>
<p>If you’re keen to <a href="http://unity3d.com/union/">learn more about Union</a> and the work we’re doing with games for LG smart TV or want to submit a game to Union, <a href="mailto:union@unity3d.com">contact us</a>.</p>
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		<slash:comments>5</slash:comments>
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		<title>Unity 3.5 Developer Preview</title>
		<link>http://blogs.unity3d.com/2011/12/22/unity-3-5-developer-preview/</link>
		<comments>http://blogs.unity3d.com/2011/12/22/unity-3-5-developer-preview/#comments</comments>
		<pubDate>Thu, 22 Dec 2011 22:09:09 +0000</pubDate>
		<dc:creator>Will Goldstone</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Company News and Info]]></category>
		<category><![CDATA[export flash stage 3D molehill adobe]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6614</guid>
		<description><![CDATA[Yesterday marked a huge milestone for Unity &#8211; releasing a public beta preview of our upcoming version 3.5 (Okay so you&#8217;re excited, you somehow missed the home page &#8211; go download it here http://unity3d.com/unity/preview). With a huge feature set to show off, and new export targets such as the much talked about Flash and Google...]]></description>
			<content:encoded><![CDATA[<p><img src="http://blogs.unity3d.com/wp-content/uploads/2011/12/dearsantaUnity-226x300.jpg" alt="" title="dearsantaUnity" width="226" height="300" class="alignright size-medium wp-image-6616" />Yesterday marked a huge milestone for Unity &#8211; releasing a public beta preview of our upcoming version 3.5 (Okay so you&#8217;re excited, you somehow missed the home page &#8211; go download it here <a href="http://unity3d.com/unity/preview" target="_blank">http://unity3d.com/unity/preview</a>). </p>
<p>With a huge feature set to show off, and new export targets such as the much talked about Flash and Google Native Client support, this developer preview is something of an early christmas gift we hope you&#8217;ll get a kick out of playing with. As if the carrot of previewing the features of 3.5 wasn&#8217;t enough, we are also running a <a target="_blank" href="http://unity3d.com/unity/preview/contest">contest for those of you interested in deploying Unity content to Flash</a>, which could land you the awesome prize of $20,000 dollars. </p>
<p>Keep in mind that the preview of the Flash export support is just that &#8211; a preview, but we felt that we had hit a milestone that meant the feature was stable enough to let you guys get hands on and help us put it through its paces, as we&#8217;re sure you will! There are some limitations of our existing Unity feature set however, and you can jump onto the beta preview page and read the <a href="http://unity3d.com/unity/preview/faq" target="_blank">FAQ</a> for more information, something we&#8217;ll be updating as time progresses so that you keep abreast of the latest information.</p>
<p>We have created a new section of the forum to help you discuss and organize your thoughts on any issues arising from the developer preview, so why not join in the debate now as you give Unity 3.5 a spin for yourself? </p>
<p><a href="http://forum.unity3d.com/forums/33-Developer-Preview" target="_blank">http://forum.unity3d.com/forums/33-Developer-Preview</a></p>
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		<slash:comments>41</slash:comments>
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		<title>Assets to bring detail &amp; fidelity to your game worlds</title>
		<link>http://blogs.unity3d.com/2011/12/06/assets-to-bring-detail-fidelity-to-your-game-worlds/</link>
		<comments>http://blogs.unity3d.com/2011/12/06/assets-to-bring-detail-fidelity-to-your-game-worlds/#comments</comments>
		<pubDate>Tue, 06 Dec 2011 21:07:15 +0000</pubDate>
		<dc:creator>Caitlyn</dc:creator>
				<category><![CDATA[Asset Store]]></category>
		<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6493</guid>
		<description><![CDATA[When creating compelling video game levels, the idiom &#8216;God is in the Details&#8217; couldn&#8217;t be more true. Detail in your world design is a sign of artistry and aptitude that motivates players to invest interest (and money!) in your game. Often we find that the lush and detailed worlds themselves are as much the star...]]></description>
			<content:encoded><![CDATA[<p>When creating compelling video game levels, the idiom &#8216;God is in the Details&#8217; couldn&#8217;t be more true.  Detail in your world design is a sign of artistry and aptitude that motivates players to invest interest (and money!) in your game.  Often we find that the lush and detailed worlds themselves are as much the star of the game as the player!  Outdoor settings, in particular, are really important to get right.  You&#8217;ll find mediocre foliage even in AAA games, foliage that reveals flaws when examined closely, like aliasing and alpha sorting glitches.  Since modelling nature well takes a special kind of eye, while at the same time is considered less mission-critical than core game assets, designers often re-use plants from previous games.  Generally these tend to be simple stem or trunk structures with transparent quads for leaves&#8211; but now there&#8217;s a more elegant solution.</p>
<p><strong><a href="http://u3d.as/content/3d-attack/green-stash-mesh-plants/2up" target="_blank">Green Stash Mesh Plants</a></strong><br />
<img class="alignnone size-full wp-image-6499" title="greenstash" src="http://blogs.unity3d.com/wp-content/uploads/2011/12/greenstash.jpg" alt="" width="640" height="352" /></p>
<p>As graphic cards, game engines and mobile platform capabilities evolve, so must natural detail.   That&#8217;s why we&#8217;re especially thrilled about 3DAttack&#8217;s mesh plant package, <a href="http://u3d.as/content/3d-attack/green-stash-mesh-plants/2up">Green Stash Mesh Plants</a>, now on the <a href="http://unity3d.com/unity/asset-store/">Asset Store</a>.  With 3-4 level of detail meshes, the highest levels of detail are entirely mesh:  not a transparent texture on a quad among them.  While the lower poly LODs have conventional quad leaves, the highest versions are glorious mesh reproductions of existing species of appealing plant life.  With Green Stash, 3DAttack sets a new standard for years to come.</p>
<p><a title="Assets to bring detail &amp; fidelity to your game worlds" href="http://api.cld.me/2D383g0i0G0A1k07083j">See for yourself!</a></p>
<p><strong><a href="http://u3d.as/content/ziboo/geo-painter/2ux">GeoPainter</a></strong><br />
<img class="alignnone size-full wp-image-6500" title="geopainter" src="http://blogs.unity3d.com/wp-content/uploads/2011/12/geopainter.jpg" alt="" width="640" height="401" /><br />
If you&#8217;re working on a terrain with Unity Terrain&#8217;s detail mesh feature, it&#8217;s not at all difficult to quickly populate a terrain environment with Green Stash plants and other detail meshes. But imagine you are working on complex mesh surfaces too.. like huge mesh boulders, mesas, middle-earth style rooftops, roads, whatever&#8211; all which should have plant life, rocks, debris and other details atop them too!  What to do?  Hurry to the Asset Store, get your copy of <a href="http://u3d.as/content/ziboo/geo-painter/2ux">GeoPainter</a>, and place game objects into your scene by simply painting them on!  Need to make a messy pile of bricks or logs on the floor?  Normally this kind of thing is surprisingly time consuming, but GeoPainter makes messes easy!  Instead of manually placing each piece one by one, use GeoPainter to instantiate and position them in your scene with a single brush stroke.  With built-in parameters for randomization, you can easily add chaos and irregularity for a more organic feel.   While you&#8217;re at it,  use GeoPainter to plant bunches and rows of great new Dexsoft <a href="http://u3d.as/content/dexsoft-games/garden-vegetable-plants/2uG">vegetables</a> in your field or garden.  Just be sure to keep the <a href="http://u3d.as/content/bsr/animals-raven/1CR">crows</a> and <a href="http://u3d.as/content/atlas-studio/as-poisonous-skitterer/2uP">bugs</a> away!  One of <a href="http://u3d.as/content/mixamo/the-mutant/2rX">these</a> should do the trick!</p>
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		<slash:comments>8</slash:comments>
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		<title>Unity at the Massive Black Workshops</title>
		<link>http://blogs.unity3d.com/2011/11/14/unity-at-the-massive-black-workshops/</link>
		<comments>http://blogs.unity3d.com/2011/11/14/unity-at-the-massive-black-workshops/#comments</comments>
		<pubDate>Mon, 14 Nov 2011 21:15:17 +0000</pubDate>
		<dc:creator>Tricia Gray</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6380</guid>
		<description><![CDATA[Our good friends at Massive Black, who include some of the most accomplished and talented artists in the industry, have invited Unity to participate in their annual workshop! Unity artist reps Joe Robins and Roald Hoyer-Hansen will be on hand to dispense knowledge to help attending artists get the most out of the Unity tools...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-6390" href="http://blogs.unity3d.com/2011/11/14/unity-at-the-massive-black-workshops/front_massiveblack_logo2/"><br />
</a><a rel="attachment wp-att-6393" href="http://blogs.unity3d.com/2011/11/14/unity-at-the-massive-black-workshops/massiveblack/"><img class="aligncenter size-full wp-image-6393" title="MassiveBlack" src="http://blogs.unity3d.com/wp-content/uploads/2011/11/MassiveBlack.jpg" alt="" width="700" height="165" /></a></p>
<p>Our good friends at Massive Black, who include some of the most accomplished and talented artists in the industry, have invited Unity to participate in their annual workshop! Unity artist reps Joe Robins and Roald Hoyer-Hansen will be on hand to dispense knowledge to help attending artists get the most out of the Unity tools and engine.</p>
<p>Massive Black has been hard at work creating one of the most amazing visual treats that has been developed using Unity. This will be shown for the first time at the Massive Black workshop and we can’t wait to see the final results.</p>
<p>Monday November 21st, Roald is teaching &#8220;Creating Cool Games without a Programmer&#8221; at 2:30-4pm and Joe is teaching &#8220;Creating a multi-platform Real-time portfolio for your artwork using Unity&#8221; at 4:30-5:30pm.</p>
<p>You can check out more information at: <a href="http://www.massiveblackworkshop.com/">massiveblackworkshop.com</a><a href="http://www.massiveblackworkshop.com/#!"></a></p>
<p><a href="http://www.massiveblackworkshop.com/#!"></a></p>
<p><a href="http://www.massiveblackworkshop.com/#!"> </a></p>
<p><a href="http://www.massiveblackworkshop.com/#!"></a></p>
<p><a href="http://www.massiveblackworkshop.com/#!"></a></p>
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		<title>Build Engineering and Infrastructure: How Unity Does It</title>
		<link>http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/</link>
		<comments>http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/#comments</comments>
		<pubDate>Fri, 21 Oct 2011 11:35:43 +0000</pubDate>
		<dc:creator>Na&#39;Tosha Bard</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5929</guid>
		<description><![CDATA[Hello!  I&#8217;m Na&#8217;Tosha and I&#8217;m the Build and Infrastructure Developer here at Unity Technologies.  While speaking with users at the awesome Unite 2011, I had several people ask me to write a blog post about how Unity Technologies manages to develop, build, and test Unity. We do this with a combination of: Continuous Integration Automated...]]></description>
			<content:encoded><![CDATA[<p>Hello!  I&#8217;m Na&#8217;Tosha and I&#8217;m the Build and Infrastructure Developer here at Unity Technologies.  While  speaking with users at the awesome Unite 2011, I had several people ask  me to write a blog post about how Unity Technologies manages to  develop, build, and test Unity.</p>
<p>We do this with a combination of:</p>
<ul>
<li>Continuous Integration</li>
<li>Automated Testing</li>
<li>Code Hosting</li>
<li>Code Reviews</li>
<li>Manual Testing</li>
</ul>
<p>I’ll talk about how we do the first four of those things here.</p>
<h1>Continuous Integration</h1>
<h2>The Continuous Integration Server</h2>
<p>&nbsp;</p>
<div id="attachment_5958" class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5958" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/teamcity/"><img class="size-full wp-image-5958 " title="TeamCity" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/TeamCity.png" alt="TeamCity" width="550" height="316" /></a><p class="wp-caption-text">Our builds and automated tests are all run by TeamCity.</p></div>
<p>We  use <a title="TeamCity" href="http://www.jetbrains.com/teamcity/" target="_blank">TeamCity</a> from <a title="JetBrains" href="http://www.jetbrains.com/company/index.html" target="_blank">JetBrains</a> as our continuous integration  solution.  One of the things we like best about TeamCity is that it has a very clear UI that gives the end user a good  indication of the state of a project.  For testsuites, it’s easy to see  at a glance whether the suite passes or fails and what tests are  failing.  It can farm builds out to agents on Windows, OS X, and Linux,  and keeps an extensive history of builds and tests, which are very  useful when trying to figure out why a test is failing or whether there  is something wrong with an agent.  Generally speaking, we are quite  happy with the feature-set and also with the support we’ve received from  JetBrains.</p>
<p>Our only  real complaint now is regarding the web UI &#8212; it can still  be  slow to load at times (specifically, when loading a large project  page  that hasn’t been loaded for a while, or when opening the custom  build  run dialog when a lot of agents are attached).  It can also be   difficult regarding managing multiple branch projects, as there is   currently no way to synchronize changes between branches that are copies   of each other.  However, the projects are stored in XML, and the  schema  is not complicated, so I have written a tool to do this instead  by  modifying the XML directly.</p>
<h2>The Build Farm</h2>
<div id="attachment_5959" class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5959" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/teamcityagents/"><img class="size-full wp-image-5959 " title="TeamCityAgents" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/TeamCityAgents.png" alt="TeamCity Agents Page" width="550" height="574" /></a><p class="wp-caption-text">TeamCity farms builds out to a distributed build farm of between 40 and 50 machines.</p></div>
<p>Along  with TeamCity, we have a build farm of approximately 45 machines, known  as build agents.  Most of these are virtual machines running Windows,  Mac OS X, and Linux.  We also have a few physical machines used for  graphics tests, because testing graphics functionality requires a level  of GPU manipulation that we could not achieve with virtual machines.   Our virtual build agents are virtualized with <a title="VMware Workstation" href="http://www.vmware.com/products/workstation/overview.html" target="_blank">VMWare Workstation</a> on  Linux hosts, using a combination of Apple and non-Apple hardware.</p>
<p>The  reason for choosing virtual machines, despite the performance hit it  gives us, is that virtualization allows us to easily maintain the system  &#8212; instead of updating 45 machines separately, we update the template  virtual machine image for a given operating system, then copy it to the  live buildservers.  It also allows us to make every agent appear to be  the same hardware-wise, even if they are running on different types of  host hardware.  This is important because as we add more build agents,  they will be running on different generations of hardware, and for the  purposes of testing, we need them to all appear the same.</p>
<h1>Automated Testing</h1>
<div id="attachment_5964" class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5964" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/teamcitytests/"><img class="size-full wp-image-5964 " title="TeamCityTests" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/TeamCityTests.png" alt="TeamCity Tests" width="550" height="30" /></a><p class="wp-caption-text">TeamCity provides a very clear interface for seeing the status of test suites.</p></div>
<p>We  have several automated test suites that we run on a regular basis.   These are used, along with manual testing, as a metric for how stable  our mainline codebase is, as well as when a feature branch is stable  enough to be merged back into trunk.  We currently have four types of  test suites:</p>
<ul>
<li>Unit Tests  &#8212; these test the correctness of individual functions / small bits of  functionality in the code, but they do not test high-level features of  the product.  These are used by developers, but not by our continuous  integration server.</li>
<li>Graphics Tests  &#8212; these work by building a Unity project that renders a set of static  scenes.  The project is then run on the target platform (desktop,  console, or mobile), and screenshots of each scene are saved.  We then  compare the saved screenshots against a set of “known good” screenshots.   If the difference is greater than a certain amount, we assert that the  test has “failed”.</li>
<li>Functional Tests &#8212; these work by launching one instance of the editor or player, and testing various aspects of its functionality.</li>
<li>Integration Tests  &#8212; these are the most high level tests.  They work by launching an  instance of the editor or player, testing a particular action or series  of actions, and shutting down the editor or player and going on to the  next test.</li>
</ul>
<p>Our  integration tests are executed by our continuous integration server as  NUnit tests.  TeamCity can run MSBuild projects directly, and we have a  script that runs them with Mono’s Xbuild on Mac OS X.  We developed our  own framework for running the graphics tests.</p>
<div id="attachment_5971" class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5971" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/regressionrig-2/"><img class="size-full wp-image-5971 " title="Regression rig" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/RegressionRig.png" alt="Regression rig" width="550" height="443" /></a><p class="wp-caption-text">Our regression rig tells us if anything has changed in the playback of previously-recorded content.</p></div>
<p>We  also have a regression rig that we developed ourselves.  The regression  rig, similar to the graphics tests, compares content played in Unity  against previously recorded content, and checks for regressions.  This  is a good way to catch high-level regressions (for example audio having  become bit-shifted).</p>
<p>Our  test suites are always being expanded, and, along with our regression  rig, they have helped us catch a number of regressions and bugs.</p>
<h1>Code Hosting and Reviews</h1>
<p>Like  many software companies, Unity Technologies has run through a  few  different version control systems.  In the beginning, there was no   version control.  Eventually the first Unity Ninjas began using CVS,  and  eventually Subversion. About a year ago, we started to investigate   distributed version control systems and eventually settled on <a title="Mercurial" href="http://mercurial.selenic.com/" target="_blank">Mercurial</a>.    Now all of our source code is versioned in Mercurial, except for our   public Mono, MonoDevelop, and Boo-related repositories on <a title="GitHub" href="https://github.com/Unity-Technologies" target="_blank">GitHub</a>.</p>
<h2>Why Mercurial?</h2>
<p>Well,  we had a few requirements.  The first was that the version  control  system work with our continuous integration server, which is  TeamCity,  so we started off considering Git, Mercurial, and Bazaar, and  Perforce.   We also wanted something distributed because we have  developers working  in several different locations, and we also work on  multiple platforms.   A distributed system allows our developers around  the globe to  interact with the remote server less frequently, and it  also allows all  of us to easily test our changes on multiple local  machines without  having to share changes that potentially break some  other platform with  each other.  We also wanted to be able to do  feature development in  branches and merge them back together  successfully.  So we were left  with Git, Mercurial, and Bazaar.  We  spent some time evaluating these  three systems.  We were interested in:</p>
<ol>
<li>A simple, easy to use and understand command-line interface</li>
<li>Good GUI tools for the system on OS X and Windows</li>
<li>A good code review tool that works well with the system.</li>
</ol>
<p>We  also wanted a system that we felt had a lot of momentum &#8212; an  ecosystem  that is growing and developing around it.  After a few weeks  of  testing, we eventually decided on Mercurial because:</p>
<ol>
<li>It was substantially more simple to learn and use than Git</li>
<li>It had good GUI tools for both Windows (<a title="TortoiseHg" href="http://tortoisehg.bitbucket.org/" target="_blank">TortoiseHg</a>) and Mac (<a title="SourceTree" href="http://www.sourcetreeapp.com/" target="_blank">SourceTree</a>, and now <a title="TortoiseHg" href="http://tortoisehg.bitbucket.org/" target="_blank">TortoiseHg</a>)</li>
<li>It had a couple of different options for large-scale code review tools</li>
<li>It  had a good-sized user-base (which is growing), a regular  development  cycle, and seemed to be well-adopted by both open-source  and and  commercial projects</li>
</ol>
<p>Another  very big win for Mercurial is that it was the only DVCS (at  the time,  at least) that had even attempted to handle the issue of  large binaries  in the repository.  This was done through a few  different publicly-available extensions to  Mercurial.  Distributed  version control systems, by nature, don’t lend  themselves well to  codebases with a lot of large binaries, so we knew we  would need some  system that can cooperate with the version control  system to store the  large binaries outside of the repository, but still  let us version them  in some way.  Not having to develop our own system  completely from  scratch was a really big win.</p>
<h3>How to Host Mercurial and What to Use for Code Reviews?</h3>
<p>After  we decided on Mercurial, we needed to figure out how to host  it and how  we would review code.  With this switch, we also wanted to  implement a  new development policy.  Up until this point, we had always  worked with  just one central copy of the codebase, except for when we  branched for  release.  This led to something almost always being  broken, which had a  serious effect on productivity.  We wanted to be  able to easily do  feature development in branches; perform peer code  reviews, build, and  test verification on the branch; then merge it back  into the mainline  repository once it is complete.  The goal is that  trunk is always in a  releasable, or nearly releasable, state.</p>
<div class="wp-caption aligncenter" style="width: 560px"><a rel="attachment wp-att-5953" href="http://blogs.unity3d.com/2011/10/21/build-engineering-and-infrastructure-how-unity-does-it/codereview/"><img title="CodeReview" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/CodeReview.png" alt="Code Review in Kiln" width="550" height="176" /></a><p class="wp-caption-text">A Code Review in Kiln.</p></div>
<p style="text-align: center;">&nbsp;</p>
<p>We  looked at a few different code review systems, and eventually settled  on <a title="Kiln" href="http://www.fogcreek.com/kiln/" target="_blank">Kiln</a> from <a title="Fog Creek Software" href="http://www.fogcreek.com/" target="_blank">Fog Creek Software</a>.  Many people already know that we have  used <a title="FogBugz" href="http://www.fogcreek.com/fogbugz/" target="_blank">FogBugz</a> as our issue tracking system for a while now.  While  FogBugz has some  room for improvement (specifically, it doesn’t work very  well as a  public-facing bug tracker), it has done a pretty good job of  serving  our needs, and we have a really large amount of data in the  system.  At  this point, we would need a pretty compelling reason to put  in the  effort to move all of that data to a new system.  Kiln is a  Mercurial  code hosting system that interfaces with FogBugz and provides  nice  web-browsing of the repositories, code reviews on a per-changeset  basis  with one or more reviewers, and a server-side implementation of a   Mercurial extension that handles large binaries. We have had some ups   and downs with Kiln, mostly with regards to performance.  Our repository   size, which is about 1.6 GB with a clean working copy, and has several   fairly large binaries, as well as our number of concurrent developers,   about 65 and growing, and our build farm, another 45 or so machines,   seem to have pushed it to its limits performance-wise.  The self-hosted version of Kiln is currently not built with scalability to large teams (with large repositories) in mind, which results in very slow clones &amp; pushes when there is heavy load. Hopefully, this will get resolved in the future. We’re not sure   what our own future is with Kiln, but I will say that its feature set is   quite nice, and it has allowed us to move to our desired development   model of feature development in branches rather than in mainline.    Beware that it is written in .NET and does not run on Mono, so if you   want to consider Kiln, you will need to run a Windows server.  I can   say, however, that the Fog Creek support staff has spent countless hours   trying to help us work through our various issues with Kiln.</p>
<h1>Conclusion</h1>
<p>Building  and testing for so many platforms is a really difficult task &#8212;  especially as our development team is rapidly growing, and we find  ourselves putting strains on infrastructure and processes in areas we  didn’t expect.  These tools and processes are fundamental to how the  development team gets things done here at Unity.</p>
]]></content:encoded>
			<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>
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		<item>
		<title>Asset Store Action News &#8211; October 2011!</title>
		<link>http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/</link>
		<comments>http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/#comments</comments>
		<pubDate>Wed, 19 Oct 2011 20:01:47 +0000</pubDate>
		<dc:creator>Caitlyn</dc:creator>
				<category><![CDATA[Asset Store]]></category>
		<category><![CDATA[Company News and Info]]></category>
		<category><![CDATA[Rants & Raves]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6325</guid>
		<description><![CDATA[Autumn is here.. and for those of us in the northern hemisphere, this means cooler weather, colorful falling leaves, pumpkins and Halloween monsters. And on the Unity Asset Store, you&#8217;ll find things are equally cool, colorful, and there&#8217;s no shortage of monsters! If you&#8217;re not already familiar with the Unity Asset Store, it&#8217;s the place...]]></description>
			<content:encoded><![CDATA[<p>Autumn is here.. and for those of us in the northern hemisphere, this means cooler weather, colorful falling leaves, pumpkins and Halloween monsters.  And on the <a title="Asset Store main page" href="http://unity3d.com/unity/editor/asset-store" target="_blank">Unity Asset Store</a>, you&#8217;ll find things are equally cool, colorful, and there&#8217;s <a title="Goblin Frog Warrior!!" href="http://u3d.as/content/digital-frame-studio/goblin-frog-warrior/22o" target="_blank">no shortage</a> of <a title="ZOMBIES!" href="http://u3d.as/content/kalamona/animated-zombie-pack/2o3" target="_blank">monsters</a>! If you&#8217;re not already familiar with the Unity Asset Store, it&#8217;s <em>the place</em> to find time-saving, high-quality tools, models, animated characters, music, sound effects, particle systems, script libraries and more, for your games&#8211; ready to use without any royalties or licensing headaches.</p>
<p>We&#8217;re pleased to announce that we&#8217;ve reached well over 2,000 packages this month, and our customer base has expanded to over 43K registered users!  Top selling developers are making over $10K+ per month, and frankly things couldn&#8217;t be more exciting.  Some amazing new packages have arrived this month&#8230; Here are some of our favorites!</p>
<p><a rel="attachment wp-att-6329" href="http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/multiplat-2/"><img class="alignnone size-full wp-image-6329" title="MultipLat" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/MultipLat1.jpg" alt="" width="640" height="394" /></a></p>
<p><a href="http://u3d.as/content/owlchemy-labs/multi-platform-tool-kit/2nR"><br />
</a><a title="Multiplatform Toolkit" href="http://u3d.as/content/owlchemy-labs/multi-platform-tool-kit/2nR" target="_blank"><strong>Multiplatform Toolkit</strong></a><br />
Owlchemy Labs, creators of the smash-hit mobile game <a title="Snuggle Truck" href="http://itunes.apple.com/us/app/snuggle-truck/id431637920?mt=8" target="_blank">SnuggleTruck</a>, bring their amazing multiplatform toolkit to the Asset Store!  Owlchemy&#8217;s new tool makes it easy to quickly reconfigure your project for multiple platforms with just a few quick clicks.  You can easily change textures, buttons, text clips, font sizes and other graphical elements to fit the various aspect ratios and performance capabilities of multiple platforms.   Unity already makes cross-platform development easy enough, and if you&#8217;re armed with Owlchemy&#8217;s Multiplatform Toolkit, you&#8217;ve got everything you need to make multiplatform development a no-brainer!</p>
<p><a rel="attachment wp-att-6330" href="http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/ragetools/"><img class="alignnone size-full wp-image-6330" title="ragetools" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/ragetools.jpg" alt="" width="600" height="313" /></a></p>
<p><a title="Rage Tools" href="http://u3d.as/content/freakow/rage-tools/2nj" target="_blank"><strong>RageTools</strong></a><br />
An exciting new addition to the Asset Store is Freakow&#8217;s <a title="Rage tools" href="http://u3d.as/content/freakow/rage-tools/2nj" target="_blank">RageTools</a>, a collection of tools to enhance the <a href="http://u3d.as/content/juhakiili-oy/rage-spline/1DK">RageSpline</a> vector art tool.  The very cool extension, Rage SVG-In allows you to directly import vector artwork made with Inkscape and Adobe Illustrator™ into Unity for immediate use!  RageTools also brings RageSpline group management, pivot point adjustments, canvas alignment tools, and a brilliant LOD system to control anti-aliasing and curve smoothness in runtime.</p>
<p><strong><a title="Substances" href="http://u3d.as/content/allegorithmic/18-free-substances/26a" target="_blank">Substances</a></strong><br />
Substance abuse is rampant in the Unity developer community, as Allegorithmic&#8217;s  dynamic material integration gains more and more popularity among Unity users.  You&#8217;ll find over 600 tweakable, space-saving Allegorithmic substances on the store, as well as the powerful <a title="Bitmap2Material" href="http://u3d.as/content/allegorithmic/bitmap2material/23u" target="_blank">Bitmap2Material</a> tool&#8211; check out the <a title="Bitmap2Material Free Trial" href="http://u3d.as/content/allegorithmic/bitmap2material-free-trial/26F" target="_blank">free trial version</a> first.  The <a title="18 Free Substances" href="http://u3d.as/content/allegorithmic/18-free-substances/26a" target="_blank">18 Free Substances Pack</a> is a great way to familiarize yourself with this time and space saving technology.  We&#8217;ve got a couple of very popular example products up on the store, including the <a title="Airstream Demo" href="http://u3d.as/content/allegorithmic/airstream-substance-demo/26X" target="_blank">Airstream Demo</a> and Pimp Your Hooligan example projects.  Get hooked on Substances today!</p>
<p><strong>uScript, Playmaker and Antares Universe</strong><br />
The latest contender to the visual, node-based scripting tool arena, <a href="http://u3d.as/content/detox-studios-llc/u-script-visual-scripting-tool/2fc" target="_blank">uScript</a> from Detox Studios is the way to create game logic without writing a single line of code.   The uScript editor integrates nicely into the Unity editor environment, for a basically seamless development experience!  Our other two popular visual scripting toolkits, <a title="Playmaker" href="http://u3d.as/content/hutong-games-llc/playmaker/1Az">Playmaker</a> and <a title="Antares Universe" href="http://u3d.as/content/neo-pax/antares-universe-vizio-/1CJ" target="_blank">Antares Universe</a>, are also incredibly popular, five-star solutions.</p>
<p>Other noteworthy additions to the store include <a title="Dynamic Elements Effects Pack" href="http://u3d.as/content/kalamona/dynamic-elements-effect-pack/2kq" target="_blank">Dynamic Elements Effects Pack</a>, from Kalamona, which brings over thirty top-quality RPG-style spell and magic effects to Unity.  You&#8217;ll find even more AAA <a title="Fantasy Walls and Towers" href="http://u3d.as/content/dexsoft-games/fantasy-walls-and-towers/2n6" target="_blank">environments</a> and <a href="http://u3d.as/content/dexsoft-games/barbarian/2oe" target="_blank">characters</a> rolling in from the incredibly prolific Dexsoft, and run, don&#8217;t walk, to get the free <a title="Strumpy Shader Editor" href="http://u3d.as/content/strumpy-games/strumpy-shader-editor/1C4" target="_blank">Strumpy Shader Editor</a>&#8211; the tool so cool we had to hunt down and hire its developer!  We&#8217;ve also added new <a title="APM music example" href="http://u3d.as/content/apm-music/affinia-biker-s-ball/2k6" target="_blank">high quality music</a> from one of Hollywood&#8217;s biggest production music houses, <a title="APM" href="http://www.apmmusic.com/" target="_blank">APM Music</a>!</p>
<p>The Unity Asset Store is always on the lookout for great new content.  We&#8217;ve even expanded our team to actively hunt down and scout out top quality assets. We offer content sellers a 70/30% rev share split (you get the 70%) and monthly payouts by PayPal, with no transaction fee, either!  Some content sellers have earned so much that they quit their day jobs to focus exclusively on the Asset Store, while some smaller sellers make enough on the side to buy videogames, motorcycles, pizza and beer. Top seller or not, nearly all of them have had a great time bringing their creations to the Unity developer community.  Got what it takes?  We&#8217;re picky, but <a title="Submit your content" href="http://unity3d.com/unity/editor/asset-store-submit" target="_blank">send us your stuff</a>!</p>
<p>&nbsp;</p>
]]></content:encoded>
			<wfw:commentRss>http://blogs.unity3d.com/2011/10/19/asset-store-action-news-october-2011/feed/</wfw:commentRss>
		<slash:comments>14</slash:comments>
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		<item>
		<title>London Unity Usergroup 5 &amp; 6</title>
		<link>http://blogs.unity3d.com/2011/10/19/london-unity-usergroup-5-6/</link>
		<comments>http://blogs.unity3d.com/2011/10/19/london-unity-usergroup-5-6/#comments</comments>
		<pubDate>Wed, 19 Oct 2011 04:58:01 +0000</pubDate>
		<dc:creator>Will Goldstone</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[london unity usergroup luug large worlds]]></category>
		<category><![CDATA[luug]]></category>
		<category><![CDATA[meetup]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=6314</guid>
		<description><![CDATA[The London Unity Usergroup had its fifth and sixth events within the last 6 weeks (due to the former being delayed after the london riots), and I was there as always to capture the talks and show you what goes on at the meetups. At MeetUp 5, Russ Morris and his colleague George showed off...]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-6316" title="LUUG56" src="http://blogs.unity3d.com/wp-content/uploads/2011/10/LUUG56.jpg" alt="london unity user group" width="698" height="150" /></p>
<p>The London Unity Usergroup had its fifth and sixth events within the last 6 weeks (due to the former being delayed after the london riots), and I was there as always to capture the talks and show you what goes on at the meetups.</p>
<p>At MeetUp 5, Russ Morris and his colleague George showed off their fantastic game Super Springbreak Speedboat Hero SD. The game, designed in a retro 3D style is a passion project for the duo, who along with one other member go by pseudonym PLA. Piloting a speedboat around a custom course you design, avoiding sharks and dinosaurs, you can pit your time for the course against others online by sending a link that the game generates. Your opponent then races against a ghost of your run.</p>
<h2>PLA &#8211; Making Super Springbreak Speedboat Hero SD</h2>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=c176f918508f6adb11750d474c17ad13&#038;photo%5fid=3592950" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe></p>
<p>The second talk at Meetup 5 was by Beatnik studios &#8211; apologies to both them and you but the audio for this talk was lost due to a technical problem I won&#8217;t bore you with!</p>
<p>At Meetup 6, Mike Bithell gave a talk about how he is learning Unity to better realise his game Thomas Was Alone. This was a great talk as it highlights how quickly someone new to Unity can take the tool and start making very slick looking games &#8211; plus the concept is awesome! See the talk below.</p>
<h2>Mike Bithell &#8211; Making Thomas Was Alone</h2>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=05e7c28fbfefae6a61262eea83882998&#038;photo%5fid=3605775" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe><br />
Meetup 6 also featured an open mic talk by Benedetta Frida Baldi, a neuroscience PhD student who is making a game in Unity to teach how parts of the brain work, I&#8217;ll let the video speak for itself. A quick aside to ignore Russ&#8217;s comment that this was the first ever open mic we&#8217;d had &#8211; the first was actually Tom Jackson, discussing his game AWOL at LUUG 4! Hope to see more Open Mic projects shown at LUUG 7!</p>
<h2>Open Mic &#8211; Benedetta Frida Baldi &#8211; Virtual biology</h2>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=0364d843a2e663640d1923060cb3aba7&#038;photo%5fid=3593226" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe></p>
<p>As usual, keep an eye on the meetup group for the scheduling of the next meetup, look forward to seeing you there! -<br />
<a href="http://www.meetup.com/London-Unity-Usergroup/" target="_blank">http://www.meetup.com/London-Unity-Usergroup/</a></p>
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		<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>
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		<title>Unite 11 &#8211; Its Over</title>
		<link>http://blogs.unity3d.com/2011/10/03/unite-11-its-over/</link>
		<comments>http://blogs.unity3d.com/2011/10/03/unite-11-its-over/#comments</comments>
		<pubDate>Mon, 03 Oct 2011 03:46:53 +0000</pubDate>
		<dc:creator>Joe Robins</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Unite]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5906</guid>
		<description><![CDATA[Unite has just flown by in a complete blur, as it always does. The Unity staff are heading their different ways, all across the world to get back to making more awesome tech. For me personally its been an amazing ride to see the evolution of the conference and the level that we have reached...]]></description>
			<content:encoded><![CDATA[<p>Unite has just flown by in a complete blur, as it always does. The Unity staff are heading their different ways, all across the world to get back to making more awesome tech. </p>
<p>For me personally its been an amazing ride to see the evolution of the conference and the level that we have reached in the last few years. Topping it again next year is certainly going to be a challenge but we do have some extraordinary people who have worked insanely hard to make this years conference the great success it was. </p>
<p>On behalf of everyone at Unity I would like to thank all the people who came to the conference from far and wide. The Unity Community is not only extreemly awesome, it is also the very reason we can all do what we do. </p>
<p>This Unite it was great to finally show some of the super awesome 3.5 and beyond features. When working in one of the development offices at Unity you see these features being developed over time and it can be easy to forget how insanely cool all of this stuff is. So unveiling these new game changing tools to the people who will put them to use is always a joy.    </p>
<p>Friday was once again jam packed with some really cool sessions all of which we are working triple hard to get live as soon as humanly possible. Be sure to check out <a href="http://unity3d.com/unite/sessions">this link</a> in order to see the sessions that are getting converted to videos and being posted to the site. They will be available at <a href="http://video.unity3d.com/">the videos section</a> of our site.</p>
<p>Once again, thanks to everyone who was able to attend. I had a truly awesome time and I am almost scared to see if we will continue to have double the number of attendees again next year <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
]]></content:encoded>
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		<slash:comments>13</slash:comments>
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		<title>Unite 11 &#8211; Day 2</title>
		<link>http://blogs.unity3d.com/2011/09/30/unite-11-day-2/</link>
		<comments>http://blogs.unity3d.com/2011/09/30/unite-11-day-2/#comments</comments>
		<pubDate>Fri, 30 Sep 2011 14:08:00 +0000</pubDate>
		<dc:creator>Joe Robins</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Unite]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5879</guid>
		<description><![CDATA[So day two of Unite 11 has come to a close. At the time of writing I&#8217;ve just got home from the Unite Party, it was really cool and I had a great time talking to a few of the many, many attendees. At the party I met people who were working on projects for...]]></description>
			<content:encoded><![CDATA[<p>So day two of Unite 11 has come to a close. At the time of writing I&#8217;ve just got home from the Unite Party, it was really cool and I had a great time talking to a few of the many, many attendees. At the party I met people who were working on projects for the brewery industry, all the way across to the US military. All simply incredible projects.</p>
<p>Without further ado, here is the link to the <a href="http://unity3d.com/unite/keynote">Keynote</a>.</p>
<p>Earlier in the day we had a plethora of sessions covering topics ranging from business to art. </p>
<p>Highlights included a sneak peak of the new Shuriken particle system, which is shaping up to be a truly awesome new feature. We also held the Unity Road Map and Wish List session, where attendees are welcomed to quiz us about the future direction of Unity and we open up a dialog to ensure our development road map is in sync with what our users want. The Road Map and Wish List sessions for those who have never been to Unite, are unique in as much as the entire session is off the record and its a chance to talk frankly about the direction Unity is taking so this is one session that you have to be at Unite to see. </p>
<p>At the end of the day we held the Unity Awards. It was great fun to present and we gave out some very deserving awards.</p>
<p>The winners were as follows:</p>
<p>Best Student Game<br />
GLiD &#8211; Spiderling</p>
<p>Best Cross-platform Game<br />
Buddy Rush &#8211; Team Sollmo of Company 100</p>
<p>Best Gameplay<br />
Rochard &#8211; Recoil Games</p>
<p>Best Graphics<br />
Rochard &#8211; Recoil Games</p>
<p>Best Non-game<br />
Virtual History Roma	 &#8211; Mondadori</p>
<p>Community Choice<br />
Battlestar Galactica Online &#8211; Bigpoint and Artplant</p>
<p>Grand Prix<br />
Battleheart &#8211; Mika Mobile</p>
<p>Again I would like to congratulate all the people who entered the competition. There was some absolutely tremendous work produced this year. </p>
<p>On a side note, we also plan to have our session videos up in record breaking time this year. So everyone in the community who was unable to make it, can check out all the cool stuff that has happened so far. </p>
<p>One last note I would like to make, is that there are plans this Friday for anyone who is around, to attend a Unity Game Jam at the San Francisco hacker space Noisebridge.<br />
Its being organized via facebook so if you are interested in jamming, check out the <a href="https://www.facebook.com/event.php?eid=198391160229416">facebook event</a></p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<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>
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		<slash:comments>6</slash:comments>
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		<item>
		<title>Unite 11 &#8211; Day 1</title>
		<link>http://blogs.unity3d.com/2011/09/28/unite-11-day-1/</link>
		<comments>http://blogs.unity3d.com/2011/09/28/unite-11-day-1/#comments</comments>
		<pubDate>Wed, 28 Sep 2011 22:23:59 +0000</pubDate>
		<dc:creator>Joe Robins</dc:creator>
				<category><![CDATA[Events]]></category>
		<category><![CDATA[Unite]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5856</guid>
		<description><![CDATA[So the first day of Unite 2011 is coming to an end. It really has been a record breaking start to proceedings with 1,200 registered attendees with 41 sessions and 70 speakers. Certainly a long way from the first ever Unite which had only 70 attendees and again almost doubling in size compared to last...]]></description>
			<content:encoded><![CDATA[<p>So the first day of Unite 2011 is coming to an end. It really has been a record breaking start to proceedings with 1,200 registered attendees with 41 sessions and 70 speakers. Certainly a long way from the first ever Unite which had only 70 attendees and again almost doubling in size compared to last year&#8217;s 650 participants.</p>
<p>The keynote included a host of major announcements and 3.5 feature demos. We will be getting a video online as soon as possible for anyone who wasn&#8217;t able to be here for it &#8211; and for those that want to go back and watch it all again</p>
<p>Some highlights of our keynote included news of our first acquisition, which comes in the form of Montreal-based studio Mécanim &#8212; now known as Unity Canada. We had been talking to them for a while, really loved their tech and thought they were cool guys. The team is hard at work building a character animation tool that will mean big things for Unity users. They worked on Motion Builder, FBX, and HumanIK.</p>
<p>Joachim also gave a sneak peak of some of the awesome new features coming to 3.5 including: Level of detail, Integrated AI and pathfinding, Light probes, Our whole new particle system &#8220;Shuriken&#8221; and much more.   </p>
<p>Also shown was the launch trailer for Madfinger&#8217;s new title Shadowgun, which launched on the app store yesterday as well as a sneak peak at the new title, Bladeslinger being developed by Luma Arcade. </p>
<p>We also demoed AngryBots running in a browser via flash using our in-development build to flash feature. </p>
<p>And as if that wasn&#8217;t enough we then had an awesome guest speaker in David Brevik, president and COO at Gazillion Entertainment who had some great advice on making the most of the technology we have and being part of building a golden age in gaming.</p>
<p>1 day down, 2 days of awesome to go. </p>
]]></content:encoded>
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		<slash:comments>32</slash:comments>
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		<title>Mixamo&#8217;s Auto-Rigger</title>
		<link>http://blogs.unity3d.com/2011/09/21/mixamos-auto-rigger/</link>
		<comments>http://blogs.unity3d.com/2011/09/21/mixamos-auto-rigger/#comments</comments>
		<pubDate>Wed, 21 Sep 2011 16:59:46 +0000</pubDate>
		<dc:creator>Tricia Gray</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5818</guid>
		<description><![CDATA[Our friends at Mixamo have been working on new solutions for game developers.  You can already use their animation tools inside the Unity Asset Store, but their latest and greatest innovation is the Mixamo auto-rigger, which totally is the bees knees for artists delivering assets to Unity!  This cutting-edge  solution will change the way you...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-5827" href="http://blogs.unity3d.com/2011/09/21/mixamos-auto-rigger/mixamoimage-2/"><img class="alignright size-medium wp-image-5827" title="MixamoImage" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/MixamoImage1-300x128.jpg" alt="" width="300" height="128" /></a>Our friends at Mixamo have been working on new solutions for game developers.  You can already use their animation tools inside the <a href="http://unity3d.com/unity/editor/asset-store">Unity Asset Store</a>, but their latest and greatest innovation is the Mixamo auto-rigger, which totally is the bees knees for artists delivering assets to Unity!  This cutting-edge  solution will change the way you rig and animate forever!  Simply upload your character, identify a few points of anatomy on the character, and let the auto-rigger analyze the character and figure out the rest!  Once you&#8217;ve got your character rigged, bring it right back into Unity where you can animate it using the <a href="http://u3d.as/content/mixamo/mixamo-animation-store/1At">Mixamo Animation Store</a>, with which you can customize, preview and purchase custom procedural animation right inside the Unity development environment!   In tandem with Unity and the <a href="http://u3d.as/content/mixamo/mixamo-animation-store/1At">Mixamo Animation Store</a>, this represents a refreshing alternative to the often prohibitively expensive and time-consuming process of manually rigging and animating custom characters.</p>
<p>They&#8217;ve also done an awesome job continuing their support of their services for Unity users by releasing several new tutorials that will help you get started. The latest videos will help the Blender, modo and zBrush crowds. Now go animate something/someone!</p>
<p>Blender:<br />
<a href=" http://www.mixamo.com/c/automatic-rigging-for-blender-unity3d?utm_source=unity_blog">http://www.mixamo.com/c/automatic-rigging-for-blender-unity3d</a></p>
<p>modo:<br />
<a href="http://www.mixamo.com/c/automatic-rigging-for-modo-unity3d?utm_source=unity_blog">http://www.mixamo.com/c/automatic-rigging-for-modo-unity3d</a></p>
<p>zBrush:<br />
<a href="http://www.mixamo.com/c/automatic-rigging-for-zbrush-unity3d?utm_source=unity_blog">http://www.mixamo.com/c/automatic-rigging-for-zbrush-unity3d</a></p>
]]></content:encoded>
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		<slash:comments>15</slash:comments>
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		<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>
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		<slash:comments>10</slash:comments>
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		<title>&#8220;Special Effects with Depth&#8221; talk at SIGGRAPH</title>
		<link>http://blogs.unity3d.com/2011/09/08/special-effects-with-depth-talk-at-siggraph/</link>
		<comments>http://blogs.unity3d.com/2011/09/08/special-effects-with-depth-talk-at-siggraph/#comments</comments>
		<pubDate>Thu, 08 Sep 2011 15:59:48 +0000</pubDate>
		<dc:creator>Kuba Cupisz</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5643</guid>
		<description><![CDATA[Ole and I promised to share the slides from our talk at the SIGGRAPH 2011 Studio. The presentation covers various graphics techniques that use depth, normals and color buffers. The methods range from improving standard techniques to creating entirely new ones, like approximate volumetric effects or advanced image post-processing. The buffers used are in many cases...]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-5650" href="http://blogs.unity3d.com/2011/09/08/special-effects-with-depth-talk-at-siggraph/siggraph2011_breakfast/"></a><a href="http://blogs.unity3d.com/wp-content/uploads/2011/09/siggraph2011_bedroom.jpg"><img class="alignleft size-thumbnail wp-image-5649" title="SIGGRAPH 2011 - Bedroom frenzy" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/siggraph2011_bedroom-160x160.jpg" alt="SIGGRAPH 2011 - Bedroom frenzy" width="160" height="160" /></a><a href="http://blogs.unity3d.com/wp-content/uploads/2011/09/siggraph2011_breakfast.png"><img class="alignright size-thumbnail wp-image-5650" title="SIGGRAPH 2011 - Breakfast with Particles" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/siggraph2011_breakfast-160x160.png" alt="SIGGRAPH 2011 - Breakfast with Particles" width="160" height="160" /></a>Ole and I promised to share the slides from our talk at the SIGGRAPH 2011 Studio. The presentation covers various graphics techniques that use depth, normals and color buffers. The methods range from improving standard techniques to creating entirely new ones, like approximate volumetric effects or advanced image post-processing. The buffers used are in many cases the natural products of the rendering pipeline and offer a way to infer surprisingly much information about the scene, thus allowing for very rich and fast graphics effects.</p>
<p>It may be a worthy read both for artists and programmers, as we discuss the possibilities of some unusual special effects and their technical side.</p>
<p>Get it while it&#8217;s fresh: <a title="Special Effects with Depth" href="http://beta.unity3d.com/talks/Siggraph2011_SpecialEffectsWithDepth_WithNotes.pdf" target="_blank">Special Effects with Depth</a> (14MB pdf)</p>
<p>Yours,</p>
<p><a title="kubacupisz on twitter" href="http://twitter.com/#!/kubacupisz">Kuba</a> and <a title="rsxole on twitter" href="http://twitter.com/#!/rsxole">Ole</a></p>
]]></content:encoded>
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		<slash:comments>16</slash:comments>
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		<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>
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		<slash:comments>28</slash:comments>
		</item>
		<item>
		<title>Unity and Flash : a sneak peek.</title>
		<link>http://blogs.unity3d.com/2011/09/01/unity-and-flash-a-sneak-peek/</link>
		<comments>http://blogs.unity3d.com/2011/09/01/unity-and-flash-a-sneak-peek/#comments</comments>
		<pubDate>Thu, 01 Sep 2011 21:29:48 +0000</pubDate>
		<dc:creator>Lucas Meijer</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>
		<category><![CDATA[flash]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5319</guid>
		<description><![CDATA[Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to the Flash Player. This means that next to the already existing build targets of a Unity project, one will be able to target Flash with Stage3D, announced for Flash...]]></description>
			<content:encoded><![CDATA[<div><img class="alignnone size-full wp-image-5561" title="unitytoflash" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/unitytoflash3.jpg" alt="" width="700" height="226" /></div>
<div>Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to the Flash Player. This means that next to the already existing build targets of a Unity project, one will be able to target Flash with <a href="http://labs.adobe.com/technologies/flashplatformruntimes/features/stage3d.html">Stage3D</a>, announced for <a href="http://labs.adobe.com/technologies/flashplatformruntimes/flashplayer11/">Flash Player 11</a>.</div>
<div>
<p>Since our initial announcement, there has been a great deal of interest and many people have questions on what Unity supporting Flash means. Today we lift the veil for a sneak peek.</p>
<p><strong>Unity for Flash Developers</strong></p>
<p>We are organizing <a href="http://unity3d.com/unite/flash-day.html">a Flash day</a> on September 27th, the day before <a href="http://unity3d.com/unite/">the Unite conference</a>, aimed at getting Flash developers up to speed with Unity development. On this day we’ll be showing and telling about the Flash support functionality and giving entry level overviews of Unity to get you started.</p>
<p>If you are a Flash developer or designer interested in getting started with Unity, this is a great kick-start to enjoy the Unite Conference following the days after.</p>
<p>If you are interested in learning more about our Flash support, meeting the Flash team at Unity, asking us questions about it or just look at the demos we’ll be showing, we are looking forward to see you there !</p>
<p>The Unity Flash day is free (please do <a href="http://unity3d.com/unite/flash-day.html">register</a> though), and right now, there are still tickets available for the Unite conference.</p>
<p>Can’t make it out for Flash day ? Sad panda ? Well, we have some good news ! Let us shed some light on our work with a sneak peek right now&#8230;.it includes a video and it is the first time we are showing our work publicly.</p>
<p><strong>A sneak preview</strong></p>
<p>This video preview shows the <a href="http://www.madfingergames.com/shadowgun-3rd-person-shooter-from-madfinger-games">Shadowgun</a> game demo by <a href="http://www.madfingergames.com/">Madfinger Games</a>, a highly anticipated iOS &amp; Android Unity built game. Except now, it is exported for and running in the Flash Player !</p>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=78279741dc5453b46d03e6d15881463d&#038;photo%5fid=3121528" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe></p>
<p>While we are not quite ready to ship with Flash support yet, we just couldn’t resist sharing this video with you, as this has been a major milestone for us. We’ve taken the project, changed the build platform to Flash, hit build; magic happens&#8230;and the game runs in the Flash Player.</p>
<p>Performance is great and things are looking very promising. Keep in mind, this is a sneak peek; many things are still rough around the edges. Rest assured we are working hard to ship this, there is nobody who likes to see this in your hands as soon as possible more than we do.<br />
<strong> </strong></p>
<p>&nbsp;</p>
<p><strong>Features, features, features.</strong></p>
<p>Many of the features available in Unity today and in the future will be directly available for Flash when we release our Flash export feature. For all of you that are interested in, but less familiar with Unity we’d like to highlight some features that currently already work for the Flash export of our internal Unity build right now.</p>
<ul>
<li><a href="http://unity3d.com/unity/engine/physics.html">Physics</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5562" title="physx_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/physx_broad2.jpg" alt="" width="700" height="260" /></p>
<p>Unity has an integrated physics solution powered by NVIDIA PhysX. Used for things like rigidbody, ragdoll and realistic car physics, this will make your world come alive with fast and accurate physics. We’ve been testing it out on Flash with some complex scenes and it runs smooth and fast ! For the initial release of our Flash support we will probably not be supporting cloth and soft bodies. All in all this feature combined with the ease of Unity’s editor is hugely powerful to build rich and realistic dynamic worlds.</p>
<ul>
<li><a href="../2010/07/15/unity-3-feature-preview-beast-lightmapping/">Lightmapping</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5563" title="lightmapping_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/lightmapping_broad2.jpg" alt="" width="700" height="226" /></p>
<p><em><span style="font-style: normal;">Adding atmosphere to your scene with advanced and beautiful lighting, can be done from within the Unity editor, using the built in Beast lightmapper. Since the lightmapping is done offline in the editor, it has very little impact on the runtime performance of your game, while adding much more visual depth and atmosphere to it.</span></em></p>
<ul>
<li><a href="../2010/09/22/unity-3-feature-video-occlusion-culling-with-umbra/">Occlusion culling</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5564" title="umbra_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/umbra_broad1.jpg" alt="" width="700" height="226" /></p>
<p>With built-in Umbra Occlusion Culling, Unity adds a performance optimization to render only what’s actually visible for the viewer. Visually, the result is the same, but now optimized and faster rendering, with little effort needed to do so.</p>
<ul>
<li><a href="http://unity3d.com/support/documentation/Manual/Shaders.html">Custom shaders</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5565" title="shader_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/shader_broad1.jpg" alt="" width="700" height="226" /></p>
<p>Everything rendered in Unity is done so with shaders. While Unity ships with <a href="http://unity3d.com/support/documentation/Components/Built-in%20Shader%20Guide.html">60+ shaders</a>, you can also build your own. The best thing ? Our Flash port automatically converts this to Stage3D AGAL assembly and does all the hard work for you, no extra work involved.</p>
<p><a href="http://unity3d.com/support/documentation/Manual/Shaders.html"></a> <strong><em><a href="../2011/06/08/advanced-shading-and-lighting-for-mobile/"></a></em></strong></p>
<ul>
<li><a href="../2011/06/08/advanced-shading-and-lighting-for-mobile/">Lightprobes</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5566" title="shadowgun_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/shadowgun_broad1.jpg" alt="" width="700" height="226" /></p>
<p><em><span style="font-style: normal;">This feature, planned for <a href="../2011/06/16/unity-roadmap-2011/">Unity 3.5</a>, adds really nice and fast dynamic lighting. As the ShadowGun demo shows, lightprobes have a great effect on your scene’s lighting. It renders at a relatively little performance cost and adds lighting details to your scene and it’s dynamic objects, adding to both realism of lighting and visual beauty.</span></em></p>
<ul>
<li><a href="http://unity3d.com/support/documentation/Manual/Particle%20Systems.html">Particle systems</a></li>
</ul>
<p><img class="alignnone size-full wp-image-5567" title="particles_broad" src="http://blogs.unity3d.com/wp-content/uploads/2011/09/particles_broad1.jpg" alt="" width="700" height="226" /></p>
<p>Fire, explosion, debris, fireflies; particle systems add many types of animated detail to your scenes; the current particle system as well as the up and coming new ones, <a title="Unity roadmap 3.5" href="http://blogs.unity3d.com/2011/06/16/unity-roadmap-2011/">planned for 3.5</a>, fully work for Flash.</p>
<ul>
<li><a href="http://unity3d.com/unity/engine/programming">Scripting and &#8220;simple&#8221; .NET Features</a></li>
</ul>
<p>Unity can build your games for many different platforms already; and the scripting is portable from platform to platform. With a dash of magic (read : blood, sweat and tears) by our dev team, we support the exact same functionality for Flash. If you script your game with C# or strict JavaScript, everything gets converted to and compiled as ActionScript. This keeps your games portable between platforms and allows existing users using C# to easily target the Flash platform. For the first release we will also support most basic .NET library functionality.</p>
<ul>
<li><a href="../2011/06/16/unity-roadmap-2011/">Navigation meshes</a></li>
</ul>
<p><strong><em><a href="../2011/06/16/unity-roadmap-2011/"></a></em></strong>Unity will automatically generate navigation meshes from your level geometry.<br />
Beautiful, natural-looking crowd simulation using RVO and PLE algorithms wrapped in a simple API. Agents can find paths to target locations with built-in crowd simulation, or can be moved directly on the NavMesh in a similar way to the character controller.</p>
<ul>
<li><a href="http://unity3d.com/unity/features/audio-and-video">Basic audio</a></li>
</ul>
<p><strong><em><a href="http://unity3d.com/unity/features/audio-and-video"></a></em></strong>Adding audio to to 3D positions and having your player experience the audio of that point in space adds another layer of depth to your game. For the first release of the Flash support we will only support the basics, without effects. However, all normal editor features are retained, allowing you to easily add immersive audio to your game.</p>
<ul>
<li><a href="http://unity3d.com/unity/features/asset-importing">Unity asset pipeline</a></li>
</ul>
<p><strong><em><a href="http://unity3d.com/unity/features/asset-importing"></a></em></strong>Unity supports seamless import and modification of your assets using 3D modellers and Photoshop. With the addition of Flash support, this means that getting from a set of assets to making it interactive with the Unity editor to publishing it for Flash will be as smooth as it is already. We think getting this kind of ease of use for your production is currently unseen for the Flash Platform.</p>
<ul>
<li><a href="http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/index.html?filter_flash=cs5&amp;filter_flashplayer=10.2&amp;filter_air=2.6">ActionScript messaging</a></li>
</ul>
<p><strong><em> </em></strong>Specifically for Flash support, you’ll be able to communicate between the project and other ActionScript code. This means that you don’t lose any Flash functionality and it allows for tight integration between Flash and Unity. It allows embedding the Unity exported content within your existing Flash project and communicate between your Unity and Flash content.</p>
<p><strong>Preparing now to build for Flash</strong></p>
<p>The above is just a short list of highlights that work out of the box, amongst many more. We are still hard at work on Flash support, however there are some things that are not likely to work in the first release. We’d like to point them so you can start working on preparing your projects for Flash.</p>
<ul>
<li>Anything requiring mouselock (unfortunately this is a Flash Player API limitation, it has no mouselock)</li>
<li>Scripting your project with non-strict javascript (if you have #pragma strict in your js file, you&#8217;re good)</li>
<li>Raknet networking (networking could still be achieved through ActionScript messaging &amp; Flash networking)</li>
<li>“Complicated” things from the .NET class library  (for example; BinaryFormatter, Crypto, WebRequest, Reflection)</li>
<li>Advanced Audio filters (Reverb zones, Doppler, etc)</li>
<li>Video (however, flash video can be controlled using ActionScript messaging)</li>
<li>Terrain engine</li>
<li>Deferred rendering</li>
</ul>
<p>Over time this list will get shorter, but we do not plan on holding back a first release for the lack of any of those features. As for the question &#8220;when is it done&#8221;; at this point we are not able to give you an exact shipping date yet. We&#8217;ll follow up with another post when we know more.</p>
<p>We hope you enjoyed this little sneak, are looking forward to hear what you think and will hopefully see you at our Flash day or Unite !</p>
</div>
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		<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>
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		<title>Asset Store Road Map</title>
		<link>http://blogs.unity3d.com/2011/08/31/asset-store-road-map/</link>
		<comments>http://blogs.unity3d.com/2011/08/31/asset-store-road-map/#comments</comments>
		<pubDate>Wed, 31 Aug 2011 08:52:32 +0000</pubDate>
		<dc:creator>Nicholas Francis</dc:creator>
				<category><![CDATA[Technology]]></category>
		<category><![CDATA[Unity Products and Services]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5338</guid>
		<description><![CDATA[Hi people. After the roadmap blog post about where we’re taking the core Unity tools, we thought it was time to give you guys a heads-up about what the future holds for the asset store. Like the other road map, this one talks about where we’d like to go &#8211; with a focus on editor...]]></description>
			<content:encoded><![CDATA[<div>Hi people. After the <a href="http://blogs.unity3d.com/2011/06/16/unity-roadmap-2011/">roadmap blog post</a> about where we’re taking the core Unity tools, we thought it was time to give you guys a heads-up about what the future holds for the asset store. Like the other road map, this one talks about where we’d like to go &#8211; with a focus on editor integration &#8211; if we can’t get everything done in time for 3.5 we’ll ship what we have.&nbsp;</p>
<p>The goal for the asset store has always been to be a quick and convenient way to get assets for games. With Unity 3.5, we’re taking a huge stride towards this.</p>
<p>Part of 3.5 is a revamped object picker. The idea is that you will be able to quickly browse and assign all assets in your project &#8211; and available online &#8211; from one integrated window. Something like this:</p>
<p><a rel="attachment wp-att-5350" href="http://blogs.unity3d.com/2011/08/31/asset-store-road-map/assetstore-mockup/"><img class="alignnone size-full wp-image-5350" title="AssetStore mockup" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/AssetStore-mockup.jpg" alt="" width="700" height="569" /></a></p>
<div>
<div>Above, you’ve clicked the material slot for the floor. You’ll see our new object browser that<br />
lets you pick a material from your project, from free Asset Store materials or from the paid ones. Buying one is a simple as clicking it and hitting a buy button. If you feel spammed by this, simply collapse “Paid Assets” headline in the browser. Don’t want free stuff either? Just collapse that &#8211; and you’ve got only what’s in your project.&nbsp;</p>
<p>In the ideal world, selecting a new floor material in the browser gets you a preview in the scene view &#8211; even if it’s a paid one. Assigning a new audio clip to an audio source lets you browse and buy from a huge collection of sounds (searchable by categories, tags, with live previews, etc.) &#8211; we’re trying to get this live as well.</p>
<p>Let’s consider another example: Most of our users try GameObject-&gt;Create Other-&gt;Tree. Most do it exacly once. I wonder why:</p>
</div>
<p><a rel="attachment wp-att-5355" href="http://blogs.unity3d.com/2011/08/31/asset-store-road-map/pastedgraphic-2/"><img class="alignnone size-full wp-image-5355" title="PastedGraphic-2" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/PastedGraphic-2.png" alt="" width="304" height="231" /></a></p>
</div>
<div>Awesome, n’est-ce pas?&nbsp;</p>
<p>What if instead you got something like this:</p>
</div>
<div><img src="https://lh3.googleusercontent.com/-T-UIlNY-U3i4ZpKx-gZLXRXf0MQdY2MzbHKQikl39Dklqo7gyX-bm06MexFS45urnksKXR4fiAksTGrMl2t0GlqSgP1Sc78Apj_Ss3EaTLaOrMXRu4" alt="" width="629px;" height="306px;" /></div>
<div>I think that a game engine is not complete without content. This is our answer to that &#8211; no matter which project you have open, you’ll always have access to all our assets; trees, lens flares, etc. You will also have access to any paid trees on the Asset Store. This is great for users &#8211; they get a ton of assets presented without having to hunt for them. It’s also great for asset sellers; users don’t need to open up a specific browser window. If they want to find any paid lens flares, the choice is never more than one click away.</div>
<div>
<p>&nbsp;</p>
<p>To make this feel awesome, it needs to be smooth. As silk. We want single click payments to make sure the purchasing is as smooth as the selection. This brings me to the next point on our roadmap:</p>
<p><strong>Payments:</strong><br />
Contrary to common belief, Unity doesn’t handle credit card transactions ourselves. It goes through a payment processor &#8211; something like this:<img src="https://lh6.googleusercontent.com/NEtFq-_cIoL5raeN8GaFiLTpiIJyjI1q6hbXaNd8kK2MwvcvnGgyVdRYShtx1xWyfPzeGgTtApIQ0AST0mprMV-sc-JAKr1b58p5xjAIrEfhQGra6tI" alt="" width="452px;" height="168px;" /><br />
Worldpay has a number of issues: It can only operate in an external browser window. US customers sometimes get extra surcharges. It just generally sucks.</p>
<p>We looked around and picked CyberSource as a new payment gateway. They’ll be handling all the credit card dealings, but we can show it <em>inside</em> Unity. They also have an option where they provide the back-end for storing all CC info. They remember your credit card number, not us. This is good &#8211; just ask Sony <img src='http://blogs.unity3d.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>Sadly this switch means that PayPal is going away as a payment method. We are aware that some of you prefer to pay this way. Be assured that you are not forgotten and this is something we will attempt to address in the near future.</p>
<p>To test out how much sales were affected by making a smoother workflow (and losing PayPal), we ran a 2-week test: half our users got the old system, half got the new one. The results showed that 52% of the transactions and revenue came through the new payment solution. This means that despite not supporting PayPal payments, it performs <em>slightly better</em> than the old system. And we can take the new one further. The old system is a dead end.</p>
<p>With the test over, we have reverted temporarily to the old solution while we prepare for full scale deployment of the new one.</p>
<p>Have fun, and make us proud (as if you didn&#8217;t already)!</p>
</div>
</div>
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		<slash:comments>30</slash:comments>
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		<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>
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		<slash:comments>9</slash:comments>
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		<title>&#8220;Fast Mobile Shaders&#8221; talk at SIGGRAPH</title>
		<link>http://blogs.unity3d.com/2011/08/18/fast-mobile-shaders-talk-at-siggraph/</link>
		<comments>http://blogs.unity3d.com/2011/08/18/fast-mobile-shaders-talk-at-siggraph/#comments</comments>
		<pubDate>Thu, 18 Aug 2011 07:08:07 +0000</pubDate>
		<dc:creator>Aras Pranckevičius</dc:creator>
				<category><![CDATA[Demos, Tutorials and Tips]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5245</guid>
		<description><![CDATA[Yes! I did a talk at SIGGRAPH! Ahem. So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, doing talks, meeting people and going to super interesting sessions. Me &#038; ReJ did a long technical session about optimizing graphics for mobile platforms. GPU architectures, shader optimization details, case studies from actual Unity...]]></description>
			<content:encoded><![CDATA[<p><a href="http://blogs.unity3d.com/wp-content/uploads/2011/08/siggraphshot.jpg"><img src="http://blogs.unity3d.com/wp-content/uploads/2011/08/siggraphshot-160x160.jpg" alt="" title="siggraphshot" width="160" height="160" class="alignright size-thumbnail wp-image-5276" /></a><em>Yes! I did a talk at <a href="http://www.siggraph.org/s2011/">SIGGRAPH</a>!</em></p>
<p>Ahem.</p>
<p>So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, <a href="http://blogs.unity3d.com/2011/08/08/unity-at-siggraph/">doing talks</a>, meeting people and going to super interesting sessions. <a href="http://twitter.com/#!/aras_p">Me</a> &#038; <a href="http://twitter.com/#!/__ReJ__">ReJ</a> did a long technical session about optimizing graphics for mobile platforms. GPU architectures, shader optimization details, case studies from actual Unity games and so on.</p>
<p>Here it is: <a href='http://blogs.unity3d.com/wp-content/uploads/2011/08/FastMobileShaders_siggraph2011.pdf'><strong>Fast Mobile Shaders</strong></a> (17MB pdf).</p>
<p>Enjoy!</p>
]]></content:encoded>
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		<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>
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		<title>Unity Track Day at GDC Europe</title>
		<link>http://blogs.unity3d.com/2011/08/11/unity-track-day-at-gdc-europe/</link>
		<comments>http://blogs.unity3d.com/2011/08/11/unity-track-day-at-gdc-europe/#comments</comments>
		<pubDate>Thu, 11 Aug 2011 23:30:26 +0000</pubDate>
		<dc:creator>Tricia Gray</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5165</guid>
		<description><![CDATA[We are hosting another Unity Track Day at next week&#8217;s GDC Europe conference in Cologne, Germany! The Unity Track Day is being held on Tuesday, August 16th from 9:30am-6:30pm. If you are attending the conference this year, the sessions are located in Nordliches Sitzungszimmer, 4th Level. Check out our schedule: &#160; Hand’s demonstration on making cross...]]></description>
			<content:encoded><![CDATA[<p><a title="GDC Europe 2011" href="http://gdceurope.com/"><img class="aligncenter size-full wp-image-5205" title="GDCEurope_2011" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/GDCEurope_2011.jpg" border="0" alt="GDC Europe 2011" width="700" height="150" /></a><br />
We are hosting another <a title="Unity Track Day at GDC Europe" href="http://gdceurope.com/conference/tutorials.html?cid=GDCE11_Update10">Unity Track Day</a> at next week&#8217;s <a title="GDC Europe 2011" href="http://gdceurope.com/">GDC Europe</a> conference in Cologne, Germany! The <a title="Unity Track Day at GDC Europe" href="http://gdceurope.com/conference/tutorials.html?cid=GDCE11_Update10">Unity Track Day</a> is being held on Tuesday, August 16th from 9:30am-6:30pm. If you are attending the conference this year, the sessions are located in Nordliches Sitzungszimmer, 4th Level. Check out our schedule:</p>
<p>&nbsp;</p>
<p><strong>Hand’s demonstration on making cross platform games with Unity, Part 1</strong><br />
<em>Time: 9:30am &#8211; 10:20am<br />
Speaker:  Carl  Callewaert</em></p>
<p>A hands-on demonstration of the development of a multiplatform game starting with prototyping the game to the final version running on Android, iOS, the web, Facebook and as a standalone app. The steps include but are not limited to: programming, art assets import and updating, particles, GUI, AI and building for multiplatform deployment.</p>
<p>&nbsp;</p>
<p><strong>Hand’s demonstration on making cross platform games with Unity: Part 2</strong><br />
<em>Time: 10:50am &#8211; 11:40am<br />
Speaker: Carl Callewaert</em></p>
<p>A hands-on demonstration of the development of a multiplatform game starting with prototyping the game to the final version running on Android, iOS, the web, Facebook and as a standalone app. In this part more advanced topics will be covered.</p>
<p>&nbsp;</p>
<p><strong>Performance optimization tips and tricks for Unity</strong><br />
<em>Time: 12:40pm &#8211; 1:30pm<br />
Speaker: Jonas Echterhoff</em></p>
<p>This session will demonstrate optimization techniques on a sample Unity project, show how to use the Unity profiler to find performance bottlenecks, and will show some common pitfalls to avoid for optimal performance in Unity projects.</p>
<p>&nbsp;</p>
<p><strong> Shader Authoring in Unity</strong><br />
<em>Time: 2:00pm &#8211;   2:50pm<br />
Speaker: Shawn White</em></p>
<p>It&#8217;s difficult to make a game today without writing at least one shader. Whether you&#8217;re indie, mainstream, or somewhere in the middle, having the ability to write your own shaders will give you what you need to make your game POP! Unity provides a suite of built-in shaders to get you started, but in this talk we&#8217;ll get you up to speed on what you need to know about writing your very own shaders in Unity.</p>
<p>&nbsp;</p>
<p><strong> Being Social: How Games Can Leverage Facebook on the Road to Success</strong><br />
<em>Time: 3:20pm &#8211;   4:10pm<br />
Speaker: Tom Higgins</em></p>
<p>The explosive growth of social networking is changing the ways in which people of every type interact with each other in some incredible ways. That&#8217;s easy to say but it takes a bit more effort to properly understand. What are those changes? Are they limited to those creating browser-based content or do they extend to the desktop and mobile apps as well? And most importantly, how can you and your team take advantage of them in your games? This presentation will discuss some of the most prominent questions facing developers targeting social networking sites and describe how developers can put that information to use right away. The discussion will focus on Facebook and the Unity game engine in particular as they offer developers unique opportunities for success. But in the end the strategies that will be shared can easily be applied anywhere, regardless of what social networking site or game engine is being used. Developers of all types can attend this session and learn how to incorporate social networking features into their own efforts, from the early design phases all the way through to release, giving themselves a much greater chance of success.</p>
<p>&nbsp;</p>
<p><strong>Using and publishing content and extensions on the Unity Asset Store</strong><br />
<em>Time: 4:40pm &#8211;   5:30pm<br />
Speaker: Tom Higgins</em></p>
<p>This session will start with an introduction to the Asset Store, showing what is available and demonstrate how to search for and use content in your own projects. After that he will go through how to submit your own content and extensions to the store, how it should be formatted and go through common mistakes to avoid and other hints for speeding up the submission process.</p>
<p>&nbsp;</p>
<p><strong>Distribution with Union</strong><br />
<em>Time: 5:40pm &#8211;   6:30pm<br />
Speaker: Brian Bruning</em></p>
<p>There’s never been a better time to be a game developer.  Huge audiences are now reachable without the aid of publishers or retail outlets.  But what are the odds of getting noticed out there today in the new digital landscape?  What tactics are most effective?  What should you be doing to get noticed and find customers?</p>
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		<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>
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		<title>Unity at Siggraph</title>
		<link>http://blogs.unity3d.com/2011/08/08/unity-at-siggraph/</link>
		<comments>http://blogs.unity3d.com/2011/08/08/unity-at-siggraph/#comments</comments>
		<pubDate>Mon, 08 Aug 2011 02:25:26 +0000</pubDate>
		<dc:creator>Tricia Gray</dc:creator>
				<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5114</guid>
		<description><![CDATA[Hi Friends! Some of us are in Vancouver this week teaching and talking at The Siggraph Studio. If you are attending Siggraph, stop by the Unity area or attend one of our talks. Studio Workshops Monday, August 8th 10:40am- 12:10pm Joe Robins &#8220;Creating a Multi-platform, Real-time Portfolio for Your Artwork&#8221; 3:45pm- 5:15pm Aras Pranckevicius and...]]></description>
			<content:encoded><![CDATA[<p>Hi Friends! Some of us are in Vancouver this week teaching and talking at The Siggraph Studio. If you are attending Siggraph, stop by the Unity area or attend one of our talks.</p>
<p><strong>Studio Workshops</strong></p>
<p><em>Monday, August 8th</em><br />
<em></em>10:40am- 12:10pm Joe Robins &#8220;Creating a Multi-platform, Real-time Portfolio for Your Artwork&#8221;<br />
3:45pm- 5:15pm Aras Pranckevicius and Renaldas Zioma &#8220;How to Write Fast iPhone and Android Shaders in Unity&#8221;</p>
<p><strong>Studio Talks<a rel="attachment wp-att-5115" href="http://blogs.unity3d.com/2011/08/08/unity-at-siggraph/s11_globevec/"><img class="alignright size-thumbnail wp-image-5115" title="Unity at Siggraph" src="http://blogs.unity3d.com/wp-content/uploads/2011/08/siggraphlogo-160x160.jpg" alt="" width="160" height="160" /></a></strong></p>
<p><em>Monday, August 8th</em><br />
12pm-1pm Roald Hoyer-Hansen &#8220;Creating a Cool Game Without a Programmer&#8221;</p>
<p><em>Tuesday, August 9th</em><br />
10:30am- 11:30am Kuba Cupisz and Ole Ciliox &#8220;Special Effects with Depth&#8221;</p>
<p><em>Thursday, August 11th</em><br />
10:30am- 12pm Robert Cupisz and Kaspar Daugaard &#8220;Lighting Worlds in Unity&#8221;</p>
]]></content:encoded>
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		<title>Unity 3.4 web player for 64-bit Windows</title>
		<link>http://blogs.unity3d.com/2011/07/28/unity-3-4-web-player-for-64-bit-windows/</link>
		<comments>http://blogs.unity3d.com/2011/07/28/unity-3-4-web-player-for-64-bit-windows/#comments</comments>
		<pubDate>Thu, 28 Jul 2011 09:51:17 +0000</pubDate>
		<dc:creator>Jonas Echterhoff</dc:creator>
				<category><![CDATA[Technology]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5085</guid>
		<description><![CDATA[While we have been developing Unity 3.4, we have ported the Unity runtime to the x86_64 architecture on Windows. You may have noticed that the Unity 3.4 editor allows &#8220;Windows 64-bit&#8221; as a new build option in the Standalone build. We have also ported the Unity Web Player to Windows 64-bit. This allows you to...]]></description>
			<content:encoded><![CDATA[<p>While we have been developing Unity 3.4, we have ported the Unity runtime to the x86_64 architecture on Windows. You may have noticed that the Unity 3.4 editor allows &#8220;Windows 64-bit&#8221; as a new build option in the Standalone build. We have also ported the Unity Web Player to Windows 64-bit. This allows you to play Unity content in Microsoft Internet Explorer 64-bit or in 64-bit builds of Mozilla Firefox. Any Unity web content built with Unity 3.x should play in the 64-bit plugin. Content built with Unity 2.x will not work, as the 2.x runtime has not been ported to x86_64!</p>
<p>Since 64-bit browsers are not yet very widespread on Windows, the 64-bit web plugin has received limited testing coverage during our 3.4 beta. For that reason, we have decided to make this plugin available on an experimental basis for anyone who wishes to test or run Unity content in a 64-bit Windows browser. It is not yet available on our our main Web Player download page and the default JavaScript we supply for embedding Unity content will not link to it, so you have to manually download the installer. If 64-bit browsers become more common on Windows in the future, we will change this and release it as a fully supported product.</p>
<p><strong>Without further ado, <a title="here it is" href="http://webplayer.unity3d.com/download_webplayer-3.x/UnityWebPlayerFull64.exe">here it is</a>!</strong></p>
<p>Even though this is an unsupported product, please use the bug reporter which comes with Unity to report any issues you might have with the plugin!</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p style="text-align: center;"><img class="size-full wp-image-5093 aligncenter" title="screenshot" src="http://blogs.unity3d.com/wp-content/uploads/2011/07/screenshot1.png" alt="Windows 64-bit plugin screenshot" width="613" height="290" /></p>
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		<title>Unity 3.4 Released</title>
		<link>http://blogs.unity3d.com/2011/07/26/unity-3-4-released/</link>
		<comments>http://blogs.unity3d.com/2011/07/26/unity-3-4-released/#comments</comments>
		<pubDate>Tue, 26 Jul 2011 14:48:50 +0000</pubDate>
		<dc:creator>charles</dc:creator>
				<category><![CDATA[Company News and Info]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5074</guid>
		<description><![CDATA[Unity Technologies is excited to announce the release of Unity 3.4 &#8211; a free update to all existing Unity 3.x users. Through the integration of Allegorithmic’s Substance technology, Unity 3.4 features highly customizable procedural textures that can be adjusted both within the Unity editor and at runtime. Using substances in Unity, developers can stream high...]]></description>
			<content:encoded><![CDATA[<p>Unity Technologies is excited to announce the release of Unity 3.4 &#8211; a free update to all existing Unity 3.x users.</p>
<p>Through the integration of Allegorithmic’s Substance technology, Unity 3.4 features highly customizable procedural textures that can be adjusted both within the Unity editor and at runtime. Using substances in Unity, developers can stream high quality textures in just a few kilobytes, significantly reducing download times. Those textures can also be modified in real time on PC and Mac or baked into traditional textures for mobile platforms. Substances also include smart filters allowing  artists to make awesome bitmaps and optimize their texturing pipeline.</p>
<p>Other notable new features and enhancements include:</p>
<ul>
<li>Editor enhancements, such as user-assignable Scene View icons and modifiable primitive colliders, allow for more efficient game development.</li>
<li>Optimizations and performance improvements on everything from shadow renderers to animation components result in increased visual quality and faster rendering.</li>
<li>Downloadable content with caching for complete scenes and asset bundles leads to smaller downloads and improved player experience across all platforms.</li>
</ul>
<p>Unity 3.4 also contains hundreds of minor improvements and fixes. Complete release notes can be found at: <a href="http://unity3d.com/unity/whats-new">http://unity3d.com/unity/whats-new</a> or you can <a href="http://unity3d.com/download">download</a> it and check it out.</p>
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		<slash:comments>35</slash:comments>
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		<item>
		<title>London Unity Usergroup (LUUG) 3: String &amp; Preloaded</title>
		<link>http://blogs.unity3d.com/2011/06/27/london-unity-usergroup-luug-3-string-preloaded/</link>
		<comments>http://blogs.unity3d.com/2011/06/27/london-unity-usergroup-luug-3-string-preloaded/#comments</comments>
		<pubDate>Mon, 27 Jun 2011 11:43:27 +0000</pubDate>
		<dc:creator>Will Goldstone</dc:creator>
				<category><![CDATA[Community News and Info]]></category>
		<category><![CDATA[Events]]></category>
		<category><![CDATA[ar]]></category>
		<category><![CDATA[augmented reality]]></category>
		<category><![CDATA[boccia]]></category>
		<category><![CDATA[community]]></category>
		<category><![CDATA[london]]></category>
		<category><![CDATA[luug]]></category>
		<category><![CDATA[meetup]]></category>
		<category><![CDATA[preloaded]]></category>
		<category><![CDATA[string]]></category>
		<category><![CDATA[usergroup]]></category>

		<guid isPermaLink="false">http://blogs.unity3d.com/?p=5017</guid>
		<description><![CDATA[&#160; London Southbank University, 23rd June 2011 – Unity users, newcomers and developers gather at the third London Unity User Group (LUUG) to see presentations from developer Mike Renwick on his experience with recently launched Augmented Reality solution String (poweredbystring.com) and Jon from agency Preloaded on their experience of developing Boccia, a recent project for...]]></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; } --></p>
<div id="wrap"><img class="alignnone size-full wp-image-5024" title="london-unity-usergroup-meetup-3" src="http://blogs.unity3d.com/wp-content/uploads/2011/06/london-unity-usergroup-meetup-3.jpg" alt="london unity usergroup meetup" width="640" height="180" />&nbsp;</p>
<p class="intro">London Southbank University, 23rd June 2011 – Unity users, newcomers and developers gather at the third London Unity User Group (LUUG) to see presentations from developer Mike Renwick on his experience with recently launched Augmented Reality solution String (<a href="http://poweredbystring.com">poweredbystring.com</a>) and Jon from agency Preloaded on their experience of <a href="http://preloaded.com/blog/2011/06/24/making-boccia-in-unity/" target="_blank">developing Boccia</a>, a recent project for the Paralympics and UK TV channel, Channel4.</p>
<p>Without further ado, I&#8217;ll let the presentations speak for themselves, here they are -</p>
<h2>Mike Renwick &#8211; String Augmented Reality</h2>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=c09f2d2b8ad5ab8fa8fdd1bb99b60eb3&#038;photo%5fid=2198385" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe></p>
<h2>Preloaded &#8211; How we made Boccia</h2>
<p><iframe src="http://video.unity3d.com/v.ihtml?token=e3fefeb4ef4d6ce5b687e4ed95e3a6e6&#038;photo%5fid=2197692" width="685" height="386" frameborder="0" border="0" scrolling="no"></iframe></p>
</div>
<p>As usual, the event was followed by a meetup at the local pub, The Ship. The next meetup is scheduled for next month, with a date TBC, to subscribe to news visit the meetup page at -</p>
<p><a href="http://www.meetup.com/London-Unity-Usergroup/" target="_blank">http://www.meetup.com/London-Unity-Usergroup/</a></p>
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		<slash:comments>5</slash:comments>
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