March 13, 2017 – VR game development on the Unity platform just received a massive productivity boost. Today, KinematicSoup Technologies announced that Scene Fusion now officially supports EditorVR. The announcement was in response to Unity Technologies’ latest update to the platform, released on March 11th, 2017.
We frequently see questions on the Unity forums and Reddit asking how Unity users are meant to collaborate on projects as a team. While there is no ‘one size fits all’ answer to a subject as complicated as this, we hope to provide a place to start.
Our previous blog covered the prototyping and pre-production stage of game development. There usually isn’t a clear-cut line when you transition from prototyping to game building (also commonly referred to as production) and you will likely still prototype new levels and features as game development progresses.
November 1, 2016 – KinematicSoup Technologies Inc. has announced that they will be officially releasing their service, Scene Fusion. The open beta for Scene Fusion launched at the beginning of March this year and since then, game developers have flocked to the tool to experience real-time, multi-user scene collaboration in Unity.
Never bite off more you than you can chew, or at least so my various elders have told me while growing up. In my younger days, building games was in some ways harder and in other ways easier than it is today.
Data compression - it’s a daunting subject. It is completely fundamental to our lives though very few of us actually understand it. We all use compression software such as 7-zip or gzip to compress our data, often compressing text files to 30% of their original size or less. Learn more about data compression and bit packing.
One of the most intensely debated topics in the Unity community is how to go about removing jerky movement from games, and rightfully so. The issue is universal to all engines, and is directly derived from what timesteps your engine uses. There is no single solution that works for every situation, but there are certainly sub-optimal practices. Many developers have encountered the issue of motion stutter at one point or another, but getting help can prove difficult. There is a surprising amount of misinformation out there regarding timesteps in Unity. Many answers on the Unity forums, while correct, aren’t comprehensive and leave gaps in understanding needed to fully resolve the issue. This article aims to tackle the issue in more depth by explaining timesteps in Unity, where and why they can lead to stutter, and presenting a solution that helps resolve the issue. An asset package is provided, along with a demonstration of the solution.
We have learned a lot from its beta and want to share one of our frequent customer use cases that we thought you might find interesting: an alternative to scene merging.
Linear space lighting is a term that game developers are becoming ever more used to hearing as games reach for the next level of realism with physically based rendering models (PBR). Though linear space and its counterpart, gamma space, are fairly simple and important concepts to understand, many developers don't learn what these terms really mean. This document will define gamma and linear space, how they differ, and how it applies to the Unity engine.
Having a programmatic way of integrating testing tools with Unity can benefit teams greatly by offloading repetitive tasks like build releases or running unit tests on an automated system. Luckily Unity has an often overlooked feature: its command line toolset. This is available on all supported Unity editor platforms, including the Unity Linux beta. By using the command line toolset, teams can automate events like builds and unit testing.