November 8, 2011

DX11 Tessellation In Unity

Aras from Unity Technologies posts an AWESOME new pic with Unity and DX11 !!! I'm in ur #unity3d rendering zillions of triangles! (via DX11 tessellation) What's the point? I don't know yet :) pic.twitter.com/WdFVp3vv

October 30, 2011

Unity 3.4.1 & 3.4.2 Upadates


3.4.1 Features and improvements

IME input:
  • Exposed Input.imeCompositionMode, Input.compositionString and Input.compositionCursorPos to allow IME input handling in custom GUI code. This enables easy text entry for East Asian languages such as Chinese, Japanese, Korean, and other languages with complex characters.
  • Windows: disable any IME input when not editing a text field (or Input.imeCompositionMode is set to IMECompositionMode.Off), to make game input work properly without the need to switch input settings.
Following improvements were added to example project (AngryBots):
  • Proxy level and splash screen in order to reduce unresponsive load time on handheld and webplayer.
  • Response to Android menu/back/quit buttons.
  • Upper right corner pause button, opening up a menu with resume (unpause), full screen (on stand-alone and web player), mute, restart, and quit (on standalone and handhelds).
Important future changes
  • With Unity 3.5 we plan to stop web player and standalone support for Windows 2000, Mac OS 10.4 and earlier. Additionally, support for web player and standalone builds running on PowerPC Macs will cease with Unity 3.5.
Fixes

Editor
  • Icons on newly created Prefabs no longer stay after the Prefab is deleted from the scene.
  • Fixed crash on Windows related to AssetStore server side errors.
  • Fixed right click menu for keys on curves in the AudioSource Component not working when a AudioLowPassFilter component was also attached.
  • Fixed crash when changing .meta files and the .meta data file is disagreeing with the changes.
  • Only display progress bar when it changes at least one percentage point, fixes crash due to out of memory and faster asset scan speed.
  • Fixed texture importer rescan memory leak, which caused out of memory crashes.
  • Clear log callback when unloading domains, fixes crash when hitting Play button.
  • Fixed auto release leaks in progress bars on Mac OS X.
  • Fixed potential crash in curve editing for audio sources.
  • Fixed render texture creation error when searching in the project view.
Runtime
  • Fix intermittent crash-on-reload on Windows.
  • Fixed crash on exit when "Exit on Suspend" was checked on iOS.
  • Fixed crash on exit in forced OpenGL mode on Windows.
  • Fixed webplayer graphical glitches existing in Safari on Mac OS X Lion for some AMD graphics cards.
  • Fixed crash in skinning meshes with invalid bone indices or when mesh has just been updated.
  • Fixed crash in SSE2 skinning code when reading out of bounds.
  • Fixed regression against Unity 3.3 when using RenderTexture.GetTemporary with cubemaps.
Standard assets
  • Added missing Pro Water shaders.
Javascript
  • Implicit downcasts (for example, assignment from a variable of type Object to a variable of type String) will now be reported as warnings instead of errors in strict mode.
MonoDevelop
  • Fixed US International input method to allow input of ' and ".
  • Better window resizing on Mac OS X Lion.

3.4.2 Features and improvements

Editor
  • Fixed crash when editing audio source.
Android
  • Fixed corrupted splash image on Icecream-Sandwich.
  • Allow audio playback only when application is focused (prevents audio on the unlock screen).
  • Made sure the on-device-profiler only uses active network interfaces.
  • Fixed an issue where mscorlib.dll could not be found.
iOS
  • Fixed random crashes when building with Xcode 4.2 (iOS SDK 5.0).
  • Fixed crash with auto-rotation on iOS 5.
  • Disabled workaround for ipad2 driver bug with msaa+colormask+blend when running on iOS 5 (was fixed by Apple).
  • Made Cache Path for AssetBundles be compatible with new Apple Guidelines: /Library/Caches instead of /Documents.

Monodevelop
  • Fixed compilation issues of Javascript.

July 27, 2011

Unity Technologies Releases Unity 3.4

New Release Adds Allegorithmic Substance Integration and New Workflows



SAN FRANCISCO, CA--(Marketwire - Jul 26, 2011) - Unity Technologies, provider of the Unity development platform for awesome games and interactive 3D on the web, iOS, Android, consoles and beyond, announced that Unity 3.4 is available for download today at http://unity3d.com/download.

"We're excited to release Unity 3.4, a free update for existing Unity 3 customers and a really broad update and overhaul of the software," said David Helgason, CEO of Unity Technologies. "As we look ahead, we will continue adding support for bigger projects and larger teams. Our roadmap is accelerating in speed and scope, and these new enhancements and optimizations are part of our larger drive to make Unity even better -- with features that will improve the tool and engine for everyone from the baddest AAA studios to the cleverest indie teams."

Unity 3.4, through the integration of Allegorithmic's Substance technology, 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.

Other notable new features and enhancements include:
Editor enhancements, such as user-assignable Scene View icons and modifiable primitive colliders, allow for more efficient game development.
Optimizations and performance improvements on everything from shadow renderers to animation components result in increased visual quality and faster rendering.
Downloadable content with caching for complete scenes and asset bundles leads to smaller downloads and improved player experience across all platforms.

Unity 3.4 also contains hundreds of minor improvements and fixes. Complete release notes can be found at: http://unity3d.com/unity/whats-new.

Unity, Unity Technologies' entry level product, is free for commercial use by startups, small companies, students and individual developers. To get the free, feature-packed Unity for creating games and interactive visualizations, simply visit: http://unity3d.com/unity/download. The company's premier product, Unity Pro, retains its current price of $1500 per developer seat. All Unity Pro 3.x licenses automatically upgrade to version 3.4 free of charge.

About Unity Technologies
Unity Technologies is revolutionizing the game industry with Unity, its award-winning breakthrough development platform. Unity Technologies has more than 500,000 registered users worldwide -- including Bigpoint, Cartoon Network, Coca-Cola, Disney, Electronic Arts, LEGO, Microsoft, NASA, Nickelodeon, Ubisoft, Warner Bros., large and small studios, indies, students and hobbyists -- all using Unity to create games and interactive 3D, like training simulations and medical and architectural visualizations, on the web, mobile, consoles and beyond. Unity Technologies is aggressively innovating to expand usability, power and platform reach along with its Asset Store digital content marketplace and Union game distribution service so that it can deliver on its vision of democratizing interactive 3D technology. Unity Technologies is headquartered in San Francisco and has development offices worldwide. For more information, visit: http://unity3d.com.

Facebook: http://www.facebook.com/unity3d
Twitter: http://twitter.com/unity3d

About Unite 11
Unity Technologies is holding Unite 11, its fifth annual developer conference, September 28 - 30, 2011 at the Masonic Center in San Francisco. Unite 11 is an event for developers, publishers, enthusiasts and others interested in Unity to come together to learn more about the market-leading platform for creating high quality video games, training simulations, medical and architectural visualizations and other 3D interactive content -- and how to get the most out of it. Unite 11 will offer three days of learning including advanced hands-on class tutorials, technical sessions and an opportunity to attend awesome parties. For more information on Unite 11, simply visit: http://unity3d.com/unite/.


Source

March 5, 2011

Asking Android if our game could run on their platform - GDC 2011

Unity3D games Now running on the Android tablets, Yeay!

Asking if our game could run on Android since we created it origionaly for iPad/iPhone and will we have to reconfigure things for the Android tablet... Good News.

Researching GDC Game Android now supports our game from the Unity enhgine


Listening to Unity3D Pro vs Basic comparisons @ GDC 2011


Brass Monkey iPhone Game Control - Unity3D Presentation GDC

Infrared5's CEO, Chris Allen, demonstrates the Brass Monkey game controller at the Unity3D booth at GDC- San Francisco. Brass Monkey is an SDK which connects multiple devices over a WIFI network. A protocol specification and implementation on multiple platforms allows one or many devices to be used to control any software which can connect to a network. Brass monkey's event based protocol allows accelerometer data, touch events and custom data types to be sent to any end point. Imagine the possibilities!


March 2, 2011

Unity For Android Giveaway

Unity For Android Giveaway

In celebration of the launch of Unity Android we are announcing giveaway of 4 Android Pro licenses ($1,500 value each!) It can be yours if you follow 3 easy steps:
Fan Unity Page on Facebook
Become Unity Twitter follower
Either re-tweet Android launch/giveaway announcement (make sure to include #unity3d!) or make a comment on Facebook explaining why you think Android license should be yours (please limit your comment to 140 characters)

Please only tweet the message once or you will be disqualified. Unity will review comments and tweets, verify fan status of our Facebook page, and contact chosen participants by March 15. The first two winners will be announced by March 8. Two additional winners will be announced by March 15.

Good luck everyone! :)

February 28, 2011

Unity, Flash & 3D on the web



These are exciting times. Today, at the Flash Gaming Summit in San Francisco (of which we’re proud Gold Sponsors), Adobe has announced the public availability of a beta version of the Flash Player, codenamed Molehill, that has a very interesting new feature: hardware accelerated 3D support.

Molehill exposes a very low-level shader-based interface to the graphics hardware. Adobe has decided to focus on that low-level part, and do that really well. The molehill pre-release will not be shipping with a 3D engine, scene building tools, model and animation importers / exporters, physics, lighting or lightmap creation tools, etc.

Hmmm….does that list sound familiar? It sounds a lot like what you all love Unity for!

In the past few months, our engineers have been investigating the possibility of adding a Flash Player exporting option to Unity. That investigation has gone very well, and we’re moving into full production.

For Unity users, this no doubt spurs a lot of questions. Questions such as:
Will Unity on Flash support the full Unity feature set?
When will it be ready?
Okay, when will a beta be ready?
What will it cost?
Will it do A, B or C?

These, and many other questions, we cannot answer just yet. We can say that it will be as good as we can make it and we’ll do it as fast as we can do it.

We do however have some concrete answers for you now that shouldn’t wait…

Q. Is this the end of the Unity’s own Web Player?

Absolutely not. The Flash and Unity Web Players both have their strengths. We’re excited by the opportunity to target the Flash Player and all of its features with Unity, but there will be plenty of experiences that the Unity plugin is better suited for. It will be up to developers in the end, to decide whether they want to target only the Flash Player, only the Unity Web Player, or some combination of the two (now things are getting interesting!)

Q. What programming language will I use?

You’ll have two options:
For people with a Flash background:
Target our ActionScript API directly from Flash. Think:
var go:GameObject = new GameObject(“Just normal ActionScript 3 code”);
For people with a Unity background:
Script your content in C# / JavaScript / Boo, like you’re used to, and have Unity automatically translate it to ActionScript when you hit publish.


This is an important development for us, and we hope you’re as excited as we are to see your content reach further than ever.

by Lucas Meijer

February 19, 2011

Union developers receive extra visibility on the Sony Ericsson Xperia™ PLAY

Greetings Unity developers!

I’m thrilled to join the Unity team as the new Developer Relations Director focused on our Union business unit. My enviable job is to work with our great developers to find and deliver games to emerging and existing markets through the technical, business and marketing services of Union.

In case you missed the big news this week, Sony Ericsson has announced an amazing gaming-centric Android phone called Xperia PLAY. Unity played a key role in their announcement, and you’ll hear more technical details around this partnership at the upcoming Game Developer Conference. As a brief overview, Unity worked with Sony Ericsson to expose their unique PlayStation style gaming controls through Unity’s Android support. Unity developers interested in learning more about our support for the Xperia PLAY in Unity can contact us at union@unity3d.com. You can also read more about our partnership at the Sony Ericsson’s Developer Blog.

Three of our hard working developers jumped at the chance to update their games with these controls and were previewed at the launch event. Our hearty thanks to Angry Mob Games, Luma Arcade and Art In Games for their quick and impressive efforts.


Union plays a unique role in this Sony Ericsson announcement. While all Android games built with Unity will work well with the Xperia PLAY, Sony Ericsson wants to see enhanced and differentiated games. Our developers participating in Union are the perfect targets, as they want their content to be best suited for new devices and platforms. Through the business and marketing strength of Union, we’re able to offer Sony Ericsson a steady stream of optimized games. These Union games will be highlighted to Xperia PLAY owners. And as we all know, titles which get visibility are much more likely to reach game players. It’s a true win-win for Union developers and Sony Ericsson.

The Union team will be attending the upcoming Game Developer Conference in San Francisco, Feb 28 – Mar 4, 2011. Please send us a meeting request at union@unity3d.com, or just stop by our tradeshow booth for a chat. And as always, drop us an email if you want to learn more and get involved with Union. We have many more exciting opportunities coming.

I look forward to seeing what you create with Unity!

by Brian Bruning


February 10, 2011

Unity 3.2

Unity 3.2 is Available!



We are so happy to announce that Unity 3.2 is now live and available to download!

Here is a rundown of the major new features and improvements:

  • Image Effects: New Depth of Field with fantastic bokeh, improved bloom and several other image effect tweaks and fixes.
  • New Water: All new Water prefab in standard assets that includes waves, automatically generated foam on shorelines and more. It even has a full fledged editor – make those oceans come alive.
  • Graphics: Major performance improvements in OpenGL ES 2.0 (iOS/Android).
  • Shaders: Added optimized/simplified versions of some shaders under “Mobile” category (VertexLit, Bumped Specular, Skybox). They work on other platforms as well, but mobiles will see biggest gains. Bumped Specular is 5.3x faster on iPhones.
  • Shaders: Added several Unlit shaders that just display a texture with no lighting. They are the fastest textured shaders.
  • Debugger: Attaching the script debugger to (and detaching from) Unity and debugging-enabled players is now possible.
  • Profiler: you can profile standalone player builds from the Editor. This includes iOS builds!

    For a full list of all of the updates fixes and improvements, head over to the release notes.

Or simply go directly to the download link here and get stuck in with all the cool new stuff.

by Nicholas Francis

in Unity3D 3.2


So we are finally ready to unveil the second set of pro standard assets, this time we have some awesome new image effects.

Our shader ninja has been hard at work, forging a great new set of effects with a host of exposed settings to allow full customization of your Unity project.

In the scene we have a bunch of awesome new and upgraded effects including:

Vignetting
Depth Of Field (Bokeh)
Bloom And Flares
Sun Shafts

Anyway, enough talk… lets see what you will receive in the 3.2 update!



in Unity3D 3.2


Last week, we started talking about Unity 3.2 by giving you a look at one of the updated Standard Assets. We’ll have more to show soon, but in the meantime we wanted to tell you about some of the optimizations that have been made to deliver great looking high-performance graphics on iOS and Android.
Precision of Shader Computations
Unity 3.2 makes much better use of different precision shader computations in OpenGL ES 2.0 shaders. This alone results in a 50%-150% speed increase on more complex shaders. Our GLSL Translator & Optimizer has been extended so that float/half/fixed types in Cg map to highp/mediump/lowp precision in GLSL, and we’ve updated all built-in shaders to use appropriate precision.
Normal Mapping
We’ve made several tweaks to make normal mapping faster. On desktops, we use “DXT5nm” compression for normal maps, where two normal components are stored and third is computed in the shader – this works great because it allows using DXT5 on the normalmaps. However, the extra computation is not very good for mobile platforms, so we’ve changed the normal map compression scheme there. We’ve also implement assembly optimized skinning for normal mapped meshes — this is now 4x faster than before.
Built-In Shaders
Unity 3.2 will ship with new shaders that are optimized variants of existing built-in shaders. You’ll be able to find them under the “Mobile” category (but they work on other platforms as well!). These new shaders have a few limitations, but the upside is increased performance — the Mobile/Bumped Specular, for example, is 5.2x faster than the Bumped Specular currently shipping in Unity 3.1 (tested on iOS).
Other Optimizations
There are a number of other improvements that make Unity-created mobile content run faster in 3.2. For example, we’ve optimized the internals of the OpenGL ES 2.0 renderer for lower CPU overhead. We’ve also changed how Unity handles alpha-testing so that those objects are rendered after all fully opaque ones. These and other tweaks and adjustments are all designed to help you get the most out of your mobile game.

in Unity3D 3.2


I just wanted to give you a quick glance at a little something that is in the pipe for an upcoming Unity release. As you are probably aware, Unity Pro includes water with real-time reflections and refractions.
It is a big step up from the Simple Water, but we (and many of you) have wanted a more flexible and realistic prefabbed water that just looks stunning the moment you drop it in your scene. That’s why, for the next release of Unity, Demo Team took the time to give pro water some major love:

Ok, so static screenshots don’t even begin to do this justice. You really need to see it in motion:
by Joe Robins

Если ваша игра на Юнити, то мы ее хотим ...

Oleg Pridiuk

Если ваша игра на Юнити, то мы ее хотим включить в видеоролик для GDC 2011.


В этом году Unity снимает большую площадь на всех GDC, будут проекторы, мониторы, а я сейчас делаю видео, которое будет на них крутиться-вертеться. Собственно, для этого и нужно видео вашей игры.

Я блоге Юнити я уже писал об этом, но, пользуясь положением, хотелось бы и русских разработчиков игр бесплатно пропиарить.

В прошлом году, кажется, только Танат попал в этот ролик.

Если у вас есть хороший видеоролик (игры или приложения, не так важно, лижбы ролик красивый был), то я постараюсь его включить в наш шоу-рил. Единственное требование - 1280х720.

Вопросы и философия в каментах принимаются :)

original: DTF.ru