Brace yourself, Unity 4 is coming…

Here is the news of the day: David Helgason (CEO) and Joachim Ante (CTO) announced the upcoming release of Unity 4 in their latest youtube video.

This major update will introduce 2 huge features:

First, “Mecanim”, their new character animation system featuring AAA quality functionalities like blend trees and state machines editor, dynamic animation retargeting, etc. More details in this video:

Another big step for Unity toward the AAA scene when you add to it improved lightmapping, DirectX 11 and shader model 5 support.

And the other long awaited feature, “La surprise du chef”, is LINUX DEPLOYMENT!!!

Potentially a long term relief for projects having to handle Unity based game servers… (only possible on windows platform until today)

More details about Unity 4 on the official homepage/slideshow, the marketwire post and the official FAQ.

Interstellar Marines’ E3 Indie Madness

Interstellar Marines is an indie game project from Zero Point Software studio, based in Copenhagen. More precisely, a “AAA indie game project”, meaning they have the ambitious objective to reach the level of quality of a AAA game relying only on the gamers community support and donations.

It’s a huge challenge but one thing is for sure: they know how to handle it!

Take a look at their latest trailer:

Now you think “arf, just another soulless FPS in development, lets go back to COD13…” and to you I say “N O P E!” (but that’s not just Chuck Testa), it is more than just another FPS.

You heard them, they want to make it the most realistic FPS in the freaking cosmos! Their work is especially oriented on sound propagation, ambient lighting and control feedback. And believe me, they are doing an amazing work.

Ok, you don’t trust me? Well on the occasion of this year’s E3, they decided to give free access to their multiplayer prototype called “Deadlock”. And if that’s not enough to impress you, they also give a 50% discount on their pre-orders!

During the week of E3 2012 we’ve decided to open the doors to our multiplayer game called Deadlock, which is currently in development and updated regularly.

We’re doing this because we believe being completely open with our development ultimately will make for a better game.

Being Indie means there’s only you and us – no publishers. We’re humbly relying on your courageous support to help us make this happen.

If our project captures your imagination, you can get unlimited access, support the further development and save 50% by pre-ordering during the INDIE MADNESS week.

Thanks for your support!

Take 10 minutes of your time to test it once back home with a good earphone plugged in and you’ll know what I’m talking about…

Anyway, why do I talk about it here? Because it’s an indie project worth supporting and they are doing all this using Unity! Another proof that Unity is amazing not just for prototyping and mini puzzle/brick games ^^’

PS: if you read this post too late (after the E3 free access period), you can still try for free the Bull’s eye demo which is pretty addictive and gives a good idea of the look and feel of the game.

Unity3D beginner tips

Here’s a list of useful tips/tutorials/advice for Unity3D beginners I gathered for several weeks.
I’ll list the main chapters of each topic so you can have a good vision of what it’s about.
Hope it would help/convince you to join our growing community!

Don’t forget to look at the link lists in the right menu to find tones of other references. 😉

Read More…

Secure your Unity3D web applications

One of the uncountable advantages of Unity3D is the ease to deploy and host web applications.

The counter part of it is the ease to find and copy your web application files and host it somewhere else…

Tom Higgins from Unity, is talking about it in this “Unite 07 Dev for Web” video (shift to the 18th minute if you want to skip the general web development discussion).

So here’s a little script implementing his first recommendation. It allows you to define the authorized “contexts” (context = application absolute URL + unity3d file relative path) for your application so that no one but you will be able to host and run it. As soon as the script detects an unauthorized context, it will load the scene you specified.

You’ll find the source code below. Please comment if you spot anything unoptimized/bugged/uggly 🙂

Read More…

Unity3D & HTTP/HTTPS proxy: problem solved! o/

As I already mentioned in a previous post, accessing Unity3D Asset Store or checking for editor updates seemed impossible when working behind a web proxy (like most of people at work I guess)…

Well you can now forget it as Rob Rolleston has given me the solution in his reply on Unity3D “support” forum: you have to set the correct Windows user environment variables for Unity3D to know how to access the web (don’t know how it works for MacOS users…).

Those variables are the following and should match this pattern:

  • HTTP_proxy = <http proxy ip/url>:<http proxy port>
  • HTTPS_proxy = <https proxy ip/url>:<https proxy port>

If you wonder how to add user env variables, well… LMGTFY 😀

Thanks again to Rob and enjoy asset store from work! o/

PS: don’t forget to restart Unity3D editor after setting up the user environment variables!

PS2: some users may also need to restart Windows (or at least close/reopen their session) for the changes to be applied

Working on UnityTextScene for Unity 3.2…

I’m currently working on a Unity 3.2 compliant version of the UnityTextScene plugin.

This plugin allows you to work with text-based scene files, which is very useful when it comes to share scenes via a source control system (like SVN for instance).

Indeed, scenes are by default stored in binary files by Unity editor. Thus, it can’t be “diffed” or merged like a script for example.

With UnityTextScene plugin, this will be possible… well once it will be fixed to run under Unity 3(.2) 🙂

To be continued…

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