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created Unity 3.5 Released
on 02-14-2012 10:21 AM
Hey there folks,
Unity Tech. just announced the availability of 3.5 (Final version) on their website. Go and check out the details and download!
http://www.unity3d.com
Thomas P.
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, spline,
127 Posts,
Join Date Sep 2008,
Location USA
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Let's check this beauty
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, dedicated polycounter,
1,463 Posts,
Join Date Feb 2006,
Location Redmond WA
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Awesome! I hope they fixed all the little glitches from the beta! 
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, null,
4 Posts,
Join Date Jan 2011,
Location Geneva, Switzerland
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Some great improvements. Hopefully max files from 2012 will be supported, anyone know? I've not seen anything in the list about it.
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, triangle,
409 Posts,
Join Date Jul 2011,
Location United Kingdom
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Quote:
Originally Posted by MrNinjutsu
Some great improvements. Hopefully max files from 2012 will be supported, anyone know? I've not seen anything in the list about it.
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I would (and always do) advise against using native files (Maya, Max, whatever) for the simple reason that if you work in an environment with people that use different software it's always going to be tricky for them to open such files. Best is to always export as FBX no matter what you use. That has been proven to be the most "save" way to work and I've been using Unity since 5 years by now, so I am just sharing my experience.
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, spline,
127 Posts,
Join Date Sep 2008,
Location USA
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Quote:
Originally Posted by Thomas P.
I would (and always do) advise against using native files (Maya, Max, whatever) for the simple reason that if you work in an environment with people that use different software it's always going to be tricky for them to open such files. Best is to always export as FBX no matter what you use. That has been proven to be the most "save" way to work and I've been using Unity since 5 years by now, so I am just sharing my experience.
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Appreciate it. Well with the game we're making, were using the same software. Max 2012. Sometimes its a bit tedious having to export every asset that enters the game. It's not so much a problem really, it would just make life a little easier in some areas, but I totally understand on the FBX point.
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, triangle,
409 Posts,
Join Date Jul 2011,
Location United Kingdom
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Been waiting for this update, the new Shuriken particle system editor looks great!
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, line,
82 Posts,
Join Date Sep 2009,
Location Los Angeles
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Awesome, was looking forward to this.
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, dedicated polycounter,
1,411 Posts,
Join Date Feb 2010,
Location Champaign, IL USA
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It's a great update!
Quote:
Originally Posted by MrNinjutsu
Appreciate it. Well with the game we're making, were using the same software. Max 2012. Sometimes its a bit tedious having to export every asset that enters the game. It's not so much a problem really, it would just make life a little easier in some areas, but I totally understand on the FBX point.
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Apparently, in many cases if you want to use native Max/Maya files, you actually have to have the program installed on the machine. (Unity supposedly runs the program's native FBX exporter on the file when it tries to import it.)
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, triangle,
287 Posts,
Join Date Apr 2009,
Location South Africa
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coool! anyone tried lightprobes and shuriken yet? any pros and cons with the new systems? I would imagine lightprobes could be costly? hopefully shuriken isnt any more intensive than the old particle system
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, veteran polycounter,
3,902 Posts,
Join Date Feb 2007,
Location UK cheltenham
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Quote:
Originally Posted by Ged
coool! anyone tried lightprobes and shuriken yet? any pros and cons with the new systems? I would imagine lightprobes could be costly? hopefully shuriken isnt any more intensive than the old particle system
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Shuriken can be faster or slower then the old system depending on how you use it.
Believe me, the temptation is there, with the massive increase in power and control, to just go all out and blow 15 of the 16 available milliseconds on particle effect because you can.
However, with said great power comes great responsibility, and thankfully it's easy to trim the effects into something that looks fantastic, but with significant speed gains over the (now called) legacy system.
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, triangle,
350 Posts,
Join Date Dec 2010,
Location Brisbane
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With Shuriken, you can set a maximum number of particles on screen so that it doesn't go overboard. It's really awesome.
Lightprobes take up a little bit more memory (almost the same as a couple of vertices as far as I know, so it's pretty cheap; for each probe it's a position, and three or so (?) directions and colours), and an extra few instructions in your shader to do the SH sample. It's, like, 1 more texcoord, and 6 or so instructions I think; I'm not sure, but there's a SH function in your UnityCG.cginc file that should have it, plus 1 instruction for applying the result.
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, triangle,
287 Posts,
Join Date Apr 2009,
Location South Africa
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Quote:
Originally Posted by Elyaradine
With Shuriken, you can set a maximum number of particles on screen so that it doesn't go overboard. It's really awesome.
Lightprobes take up a little bit more memory (almost the same as a couple of vertices as far as I know, so it's pretty cheap; for each probe it's a position, and three or so (?) directions and colours), and an extra few instructions in your shader to do the SH sample. It's, like, 1 more texcoord, and 6 or so instructions I think; I'm not sure, but there's a SH function in your UnityCG.cginc file that should have it, plus 1 instruction for applying the result.
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shuriken sounds good, I had a small play, couldnt figure out what each setting means just by looking at it but will read up on it.
So probes require some proper per pixel shaders? maybe not a good idea for older mobiles eg 3GS or mediocre androids?
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, veteran polycounter,
3,902 Posts,
Join Date Feb 2007,
Location UK cheltenham
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No, you can do the lookup function in your vertex shader (~6 instructions), and apply the result in your pixel shader (1 instruction). Kind of like vertex specular, and other such stuff.
I think. I don't really have experience working on the 3GS, and I'm no graphics programmer, but if your game becomes unplayable, I don't think it'd come down to your adding light probes. :P
[edit] Unless you have a really big level -> lots of probes might become a memory problem I guess.
Last edited by Elyaradine; 02-15-2012 at 08:02 AM..
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, triangle,
287 Posts,
Join Date Apr 2009,
Location South Africa
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Quote:
Originally Posted by Elyaradine
Apparently, in many cases if you want to use native Max/Maya files, you actually have to have the program installed on the machine. (Unity supposedly runs the program's native FBX exporter on the file when it tries to import it.)
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yeah, that's how i remember it used to work, at least.
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, polycounter,
1,286 Posts,
Join Date Aug 2011,
Location Berlin
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