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Unify Community Wiki

Unify Community Wiki
Related:  Unity

Alex Jordan's Blog - Recreating Unity Pro Features in Unity Free The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. Unity Pro is a wonderful piece of software, but that initial pricetag of $1,500 US is somewhat high. And if you’re working on a mobile title, that number gets multiplied by the number of platforms you’re targeting. That means that Unity Pro might not be a prudent investment for you. Unity Pro’s top-shelf features come in three varieties: Making Your Life Easier Available in Free but optimized in Pro Completely unavailable in Free Category (1) includes stuff that Pro gives you but can be custom-built in Free, like pathfinding. That leaves Categories 1 and 2 as fair game. Level of Detail Meshes LODs are a simple matter of an object storing information on multiple meshes. Component Architecture Limitations Unity Pro can automatically bake lighting on all meshes assigned to an LOD. LightProbes Theory

Unity Noobs Unity 3D – France Unity3D MonoBehaviour Lifecycle — The Digital Ephemera of Richard Fine August 2014 edit: UTech now have their own, more complete version of this diagram in the Unity Manual. When you’re working with Unity3D, there are many different hooks you can hang your code on, and it’s often helpful to know which hooks are going to be called at what times. I did some experimentation to figure out exactly when a bunch of the most important things happen, and put the information together into this handy infographic, which people appear to find useful: My experiments were done under Unity 3.4, but as far as I know nothing has changed for 3.5 or 4.x. The only bit of info I’d add that I’ve discovered since is that Awake doesn’t get called until the GameObject that the MonoBehaviour is attached to becomes active. If there’s other lifecycle questions that this infographic doesn’t answer clearly enough, post them in the comments and I’ll see about getting them added in sometime. Category: Technology | Tags: unity 16 comments »

MOOC Réalisez votre premier jeu vidéo avec Unity Semaine 1 : Apprivoiser Unity Commençons par le commencement : vous allez installer Unity sur votre ordinateur ! Ne vous en faites pas, la version gratuite suffira pour suivre ce cours. Nous allons aussi nous intéresser à ce qu’est un jeu vidéo, et au type de jeu vidéo que vous allez pouvoir bientôt créer. Nous aborderons aussi ce qu’est un moteur de jeu, nous examinerons les spécificités d’Unity et nous manipulerons un premier jeu : Angry bots. 16 juin 2014 - À venir Semaine 2 : Créer un monde 3D virtuel L’interface d’Unity fait un peu peur au départ… Mais c’est en fait assez simple ! 23 juin 2014 - À venir Semaine 3 : Comprendre Unity et son moteur physique Dans cette partie, il va d’abord falloir comprendre ce qu’est un moteur physique et à quoi cela sert dans la création de jeux vidéo. 30 juin 2014 - À venir Semaine 4 : Utiliser des effets visuels dans Unity 7 juillet 2014 - À venir Semaine 5 : Déployer le jeu 14 juillet 2014 - À venir Vous avez suivi et réussi le MOOC. En partenariat avec :

EditorSerializationGuide Go Beyond Retro Pixel Art With Flat Shaded 3D in Unity In this tutorial, I'll show you how to create flat-shaded 3D graphics for your Unity game, and explain why you'd want to do it in the first place. Today, there is an abundance of 3D tools and engines that allow anyone to make 3D games. However, the challenges of 3D art are daunting and often require a huge amount of time, effort, and expertise which the solo gamedev or hobbyist doesn't have. Low-polygon models, in combination with flat shading, brings back the style of the early '90s, using techniques that anyone can learn. And it's not just a nostalgic throwback; flat-shading can easily be combined with modern techniques like ambient occlusion maps to give your game a striking, avant-garde look. Get the example Unity project here This tutorial assumes you already know how to do 3D modelling, or are able to find free 3D models on the internet. So you've decided to get your hands dirty with Unity and start making a fully 3D game. Or this: Set the Smoothing Angle to 0 and click Apply.

So you want to be a Unity3D game developer? | Dark Genesis | Dark Genesis Unity3D has been making great strides of late, it’s has been one of the big go-to middleware engines for budding iOS and Android game developers and even expanded its reach to Web, Windows desktop and other platforms. Be sure to also check out the sister post to this article “Monster Set of Resources” for even more content, I try to keep these up to date with new additions as I find them. It’s recent Microsoft partnerships have also been making big waves and have spurred on its adoption, introducing both the Windows Phone 8 and Windows 8 platforms and more recently with the announcement of Xbox One support, best of all it’s completely free for all Microsoft platforms. Unity3D comes in three flavours: Unity3D Trial When you first download Unity3D and setup a new account you get access to all of Unities tools and accessories that are included in the Pro version for 30 days, after that it will revert to the Free version or you can pay for Pro. Beginner tutorials Intermediate tutorials Books

Interesting things in Unity 4.5 you probably didn't know about Well, as you all know Unity team has recently released Unity version 4.5 which brought us (according to Unity's web site): Over 450 bug fixes,OpenGL ES 3.0,Shader workflow boost,Smooth and natural 2D physics andSparse Textures. While 450 bugs fixed sounds amazing, shaders compilation was indeed terribly slow, I don't really care about OpenGL ES 3.0 (since I got an old iPhone 4s) and Sparse Textures is a good feature to explore on modern desktop GPUs, what I want to tell you about are those features and bug fixes buried in the massive Release Notes which you have probably missed but they are indeed very important. In no particular order. Hierarchy Window sorting New Hierarchy Window sorting - sorting of elements is now based on transform order instead of name. This change alone breaks the naming convention of millions of developers. SelectionBase attribute Editor: Created SelectionBase attribute. If you remember Prefabs behave differently. [SelectionBase]public class TheBase : MonoBehaviour {}