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Aquiris has been hard at work finishing up the new demo for Unity 3. Recently they posted a video of one of the playable levels of the demo and I thought people here would enjoy getting a longer look at it then the 20-30 second clips we’ve shown before.

[vimeo clip_id=”12915284″ width=”640″ height=”360″]

67 replies on “Unity 3 Preview – “Unity Bootcamp” Demo”

Hey,. God job but what is the basis for a soldier walking,.????? on the new Terran they lend through,..

very cool game , but what the message at the end of the demo means :D there is no full game on the website :D

Very nice!

But I’m slightly annoyed by the Counter-strike reload sounds 8) Many FPS players have listened to those for ten years ;)

this looks great but sounds bad – not the actual effects but the way the engine is handling the audio. e.g. you can hear birds in the middle of a gun battle, and also inside. The distance attenuation sounds wrong as well, with supposedly loud sounds loosing a lot of high end over distance which makes them sound weak. Footsteps appear out of sync at the beginning. Also the gun sounds are triggered at frame rate which makes them sounds jittery. I am sure there are ways around this with Unity, but a bit of care with audio would be go along way to improving the overall experience.

argh to add what I meant to say is looks like there’s only running animation and loco’s generating the walk cycles based on run – not optimal but understandable, so I don’t see the issue here. :)

Looks great!
Only thing funky is the chars legs/feet, but I’m guessing it uses the locomotion,
and hasn’t just been tweaked as much as it could have caused of time constraints – no big deal. :)

Comments on locomotion are like a broken record. So maybe it’s not 100% right at times, but good enough so that it doesn’t detract from the game. Remember, this is built from a versatile, user-friendly game development tool; not a custom scratch-coded AAA title. I think it compares against the latter very favourably.

Someone ealier mentioned kinda sloppy locomotion, I second that!

Somehow it appears as if the character is dragging his legs forward and taking unusual strides.

Nice demo, only need some problems to fix:)

I agreed ,post new demos from engine, to see how it works, and other tink, they forgot, the most import staff, waypoint and pathfinder system, the most import for an game logic, and new visual script logic. I have try cryengine 3 and is cool, visual scripting logic i never see before, realy easy to follow, and fast action you see, A.I system.( What you see is what you play):)

As the same for UDK, visual script logic.

At mean time the Unity 3D is cool, to bad no have some most import staff.
Realy nice for start, and good visual editor to place intidies, sounds, etc.. realy cool.

My Statistics:
0 TO 100% notes.



scripting – 85% MEDIUM
visual 3D editor – 95% EASY
Terrain Editor – 90% EASY
Sound system – 90% EASY
Components – 90% MEDIUM
Render – 85% (More support for older cards)//
Import system – 85% MEDIUM
Export system – 85% MEDIUM
Object Manipolation – 95% EASY
Waypoits system – none (By scripting – 50% null)//
PathFinder system – none ( By scripting – 50$ null)//
Visual scripting logic graph – none EASY
Script editor – 85% (More staff and debugger help needed) MEDIUM

Others – 90% MEDIUM

A.I system – none (By scrpting – 75% Hard) (Via visual scripting graph logic – 98) EASY

why are people commenting on the game rather than the engine?

It’s looking pretty nice guys – doesn’t look like it’s running in a frame though.

This demo looks great. It shows off great new technologies (new in Unity) like destructive environments and realistic lighting. But it doesn’t show off even a second of a terrain environment, nor do any of your blogs mention anything about whether you’ll be improving on terrain or water systems. Unity water has up to this point been a flat plane, and it takes programming skill to create waves – but waves are native to almost all other competitive game engines, even Torque. Now that you’ve shown off impressive indoor FPS environments, will you be doing any demos on terrain, water, global sunlight night/day systems, mega textures, etc.? I just have several games planned and need to know whether I should wait for Unity 3 or just go with Vision Engine. Thanks!

totally agree with you!!!
Unity becomes a powerful and creative tool. It definitely deserves a more creative demo… military stuff is all around… unnessecary and boring!

Btw, Umbra really helps boost rendering speed. We went from 16ms/frame to 2.x-3.x ms/frame!
Back to post, work a bit more on the locomotion system, make it a bit more realistic, foot plants looks pretty heavy/magnetic. Fix that, and everything should be fine. Great demo, keep the hard work guys, :D

Nice work!
Looking forward to Unity 3.
And I got spoiled with constant updates on unity blog, every day I check to see if something new come up :)

We currently working on putting together a video demonstrating Occlusion Culling in Unity 3.

How would Unity 3D compare with Gamebryo LightSpeed ?

Do you guys have experience with Gamebryo LightSpeed ?

What are the stronger points of LightSpeed over Unity,and what are the stronger points of Unity over LightSpeed ?

They should work on the soldiers walk animations a bit. Just saying. Looking like he is trying to ride a saddle. In terms of the demo’s coming for Unity 3 though I hope it comes out soon.

every thing is wonderful but the locomotion system is very unnatural and bad !!!
please fix it before unity 3 release !!!

That looks just stunning! I appreciate the amount of talent and hard work that must’ve gone into the 3D, animation and programming — it’s looking really nice, though. Can’t wait to check it out and play it.

All-in-all, a very impressive demo. The smoke effects are E-mazing! How do you get Detonator to work from a script? There seems to be no way to get Detonator to explode when I want it to, where I want it to. Anyway, I am super-impressed with those crisp shadows and Beast lighting. However, JoeW was quite right in saying that the sound effects need work. ;-)

Wow, great demo! Amazing work guys!
The only weird thing is the locomotion system… ugly walk Y_Y

The locomotion system is weird, unnatural. It needs provably more bones weighting and less IK foot placement. Foots stay on the ground quite too much, is like some kind of magnetic thing. I never had the time to take a look at the locomotion system. Can it be tweaked through the inspector?

Exactly Koblavi, this is the default demo for Unity 3 and will remain for a while I’m sure. Therefore it need not have advanced programming and audio etc., because you have to remember a large part of this demo is meant for new adopters to Unity, not to mention those entirely new to game development.

It seems to tackle a lot of the core functions of Unity, and shouldn’t be overwhelming to new people. To those that are more well versed and skilled need not worry anyway because they know how most of the game already works under the hood, and as a challenge can make it better!

Playing through the web takes some extra processing power,because you have to run your Internet browser at the same time.
That’s why you will always experience(some) “framerate drop” when you are playing in a web browser.

@Scott – there is no fundamental difference between a PC/Mac standalone made with Unity and a web player made with Unity… it’s the same engine.

Great looking demo. Aquarius is such a great company. I am all about the web and mobile devices, so how is this demo optimized. Is this eye candy something that will look and play good on a web browser, or mostly just for PC/Mac or any of the current gen consoles? A lot of Unity3d stuff I see online has great graphics, but the framerate is terrible. Destroys the entire experience.

Ok, first to the critics… The game’s sound and locomotion really don’t have much to do with the engine itself not being up to the task. Unity as a platform is good. Talent is does the rest not Unity.

And unity, Great work. Aquarius wonderful work… it does almost matches up to AAA but I understand if ther are a few clitches… afterall it’s a demo! I’ve seen worse from full AAA titles

I think Unity 3 is a very mature engine and a team of 20 can do AAA stuff with it!

Really good job Aquiris and Unity!
Need some tweaks in animation and audio, but it’s ok because we don’t need a finished game. A demo showing us how to get the things working and how to use the new tech is a big add already.

That looks really impressive! Looking forward for the release. Although the character does run funny with legs wide open, will leave that for the animators to worry about. Unity 3 has seriously risen the bar! Looks as good as COD’s Infinity Ward! Excellent job.

@Andrea – that’s in game.

@fran – shadows don’t work like the way you describe in the real world. The way the shadows are cast in this demo are accurate. Plus the player never gets “covered by a map shadow” as the shadows are realtime in the foreground and fade to lightmaps in the distance.

Good work there! i can see the effort that is put into the graphics and the new features of unity! hope you can share some tips and trick that you have learned while making this.. :)

When the player got covered by a map shadow, he didn’t cast any shadow over that map shadow. This makes the game look horrible.

A section of this demo, that has not been shown yet, will ship with Unity 3 as the replacement for the Island Demo.

it this demo the example file that will ship with Unity 3 rather than the Island demo?
or is this a release to promote Unity (free game to play)

One other comment regarding weapons sounds – for those who’ve never heard them in “real life”: Different weapons, like different aircraft, all have unique sound signatures – just like people have a unique voice. AK-47’s don’t sound like M-4’s any more than I might sound like my friend – and in combat, it’s often by the sound you can tell what’s being fired, and therefore WHO is firing. Even different weapons that use the same ammunition sound different (eg. Mini-14 vs AR-15 vs Steyr Aug). Rates of fire are also different – and that’s important to get right as well.

Great looking overall. Really, really needs some love in regards to the audio – ambiance and weapons SFX are super-weak. Sound is every bit as important as visual when you are looking for an immersive environment. Right now, it “feels” like you’re being attacked by an old school typewriter and tossing plastic jugs filled with water instead of grenades. The voice-over audio needs work as well – it’s pretty muffled. Some good SFX from one of the many available weapons libraries would go a long way toward making this demo really shine.

Still – a very impressive looking demo!

I’m pretty impressed. I mean, it’s a shame the demo has to be a FPS (I’m not a huge fan of those), but the demo does seem to show off a lot of Unity’s new abilities quite well. Looking forward to it!

He may be hurt on the knees by the end of the day, straffing like that ;)
Still quite a stunning demo !

Looking good, love the way bots can be shot at different body parts. Lighting and atmosphere looks great too. I Hope that there will be tutorials on how to re-produce some of this!

Great job. Some impressive tech, can’t wait to see what you guys & gals do in the next big release of Unity (in regards to animation).

The scene looks really great but why does the soldier try to cover -on seconds 6 to 8- giving his back to a window?!!!

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