Tag: Unity3D

Unity – How to make a simple first person walkthrough

How to make a simple first person walkthrough Here’s how you can make a simple first person walk-through with your own artwork: Import your level. See here on how to import geometry from your art package into Unity. Select the imported model file and enable Generate Colliders in the Import Settings in the Inspector. Locate the Standard Assets->Prefabs->First Person Controller… Read more →

Unity – Using live links to proprietary 3D file formats

Proprietary 3D application files Unity can also import, through conversion: Max, Maya, Blender, Cinema4D, Modo, Lightwave & Cheetah3D files, e.g. .MAX, .MB, .MA etc. Advantages: Quick iteration process (save the source file and Unity reimports) Simple initially Disadvantages: A licensed copy of that software must be installed on all machines using the Unity project Files can become bloated with unnecessary… Read more →

Unity – Asset Workflow

Create Rough Asset Use any supported 3D modeling package to create a rough version of your asset. Our example will use Maya. Work with the asset until you are ready to save. For a list of applications that are supported by Unity, please see this page. http://docs.unity3d.com/Documentation/Manual/HOWTO-importObject.html Import When you save your asset initially, you should save it normally to… Read more →

Unity – Modeling Characters for Optimal Performance

Modeling Characters for Optimal Performance Below are some tips for designing character models to give optimal rendering speed. Use a Single Skinned Mesh Renderer You should use only a single skinned mesh renderer for each character. Unity optimizes animation using visibility culling and bounding volume updates and these optimizations are only activated if you use one animation component and one… Read more →

Kinect + oF + Unity

there are several suggestions at the link below. GabeM: I’m looking for some general guidance on what I would need to connect these three technologies: Kinect, openFrameworks, Unity. The idea is that the Kinect will capture visual data, an openFrameworks app will process that information and send usable data to a Unity game. The user could jump in real life… Read more →

Using Version Control with Unity3D

Version control of Unity3D projects using Mercurial on Mac OS machines and Unity 3.5+ This article is meant to be a definitive guide on how to properly version control your Unity projects! Version control is one of the most important tools in any developer’s arsenal. It allows you to easily roll back changes if you accidentally break something, compare older… Read more →