Here are a few links that I have found helpful to get a great overview of optimizing graphics and code in Unity. There are so many great tips in these that you can’t really take them in all at once and I often go back to them when I am dealing with performance issues.
Best practices from the Unity manual:
Tutorials from the Unity learn site:
When I have time I want to add a Unity Tips page to the blog and start putting these kinds of links in it. There are also some good general links in the sidebar.
A few years ago I purchased some property in the mountains of southern Vermont where I am planning to eventually build a house. It’s a beautiful place and is about 15 acres with approximately a third of that open fields and the rest woods. There is a stream, a farm pond, and a three season cabin on the lower portion that is enjoyed many weekends throughout the year – except the coldest parts of the… Continue reading
If you really want to know “How Does a GPU Shader Core Work?” then check out this slide deck from Aras Pranckevičius’ presentations. This is the first thing that has finally made a whole lot of sense to me when it comes to trying to understand GPUs!
So I decided to spend some time with Steam VR and try the new Steam VR Unity Plugin 2.0. I am mentoring at the Reality Virtually hackathon at MIT next week helping represent Wayfair and the Next team there and wanted to be knowledgeable of all these recent changes. I also wanted to test my current game project in both the Rift and the Vive so now seems like a good time. I currently have… Continue reading
I wanted to discuss Pica Voxel which is a great little voxel framework for Unity that I have been using in my latest project. It is written entirely in C# and works pretty well. I have had success with it and plan to use it as the core in my next project. The best thing I like about it is that it has shaders that produce a really nice flat shaded look. The… Continue reading
If you are not using Unity Hub to manage all those versions of the engine you have installed you should get it now (download is at the end of the linked Unity Blog post). I have been using it for a while and find it almost indispensable for managing the installs, related components, and launching the right one for various projects.
I wanted to share my thoughts on the Magic Leap One. I was able to work with the device as an early access developer at Wayfair and I built an experience for it called Wayfair Spaces that is published on Magic Leap World. These are some of my personal thoughts about the device and the bigger picture of this tech and community of early adopters around it. I honestly believe that Rony and… Continue reading
Time for another status update on the game with some cool screenshots of our beloved little red raft. Everyone who has played the Lost Loot pre-alpha has tried to use it in that version. Unfortunately it was never functional except as a travel system to much disappointment and continuous attempts to figure out how to “use” it. I am happy to declare that the little red raft in the alpha version is now fully functional!… Continue reading
It has been a while since posting an update on the game. I am making good progress and excited to see it really coming alive. Working on it part time seems to make everything take longer than I would like though. I hope to start showing more details soon. With the switch to miniature scale and third person there is now a main character that the game is focused around. This has both positive and negative… Continue reading
I was very fortunate to be able to attend both Unite 15 and Oculus Connect 2. Unite was is Boston, and since I live there, I couldn’t pass up the opportunity to be a part of that. Unfortunately the two conferences were one after the other and even overlapped for a day. This made for a fun but exhausting week of Unity and VR. There were many exciting moments throughout both events, and way… Continue reading
Two years have passed since the original version of LOST LOOT was created for the 2013 VR Jam and I am now happy to report that we are officially entering Alpha territory! I have made steady progress on a number of areas, but lets start with a few screenshots of the current build and the starting island… These show the new island environment and our protagonist Riley Taylor, who you will learn more about… Continue reading
It has been a while since the last update on Lost Loot. I have been hard at work on the game during the little spare time I have available lately and I wanted to show off some of the underwater effects that have been added and discuss some of the progress that has been made. I made a video so you can see the current version in action. I started off with some changes to… Continue reading
One of the major issues with Lost Loot was that when you are on the surface of the ocean your body did not rise and fall with the waves properly and as a result you could often see under the water without the underwater system turning on. This regularly broke the immersion and additionally there was no way to have anything floating on the water either, such as barrels, crates, or even the little red… Continue reading
Yes, you read that correctly! I have been using some of my spare hobby time lately to collaborate on something completely different. I have been working with my good friend Caleb from Part12 Studios to help take their game Sluggo and morph it into a super awesome arcade game for the OUYA, and hopefully other platforms! You can follow the official progress on the Super Sluggo Facebook page. OUYA you say? Yes the little console… Continue reading
It is finally done! The last week of the jam was torture and I spent many late nights and two days with no sleep up until the final submission late Sunday. It has taken some time to recover and that is why this update is a week late. Here is a video of some random gameplay from the final version of LOST LOOT. It is rather long, but as a reward you get to find… Continue reading
So we have reached the end of week two. Things have been a little crazy – I am getting rather exhausted and turning nocturnal. The game is coming along, but still not anywhere near complete. I was able to complete the basic gameplay of diving for and recovering loot. This is my official milestone 2 progress video for LOST LOOT, which is just some gameplay segments diving for loot! Current gameplay involves parachuting… Continue reading
My entry in the Oculus and IndieCade VR Jam is taking shape. I am creating a casual treasure diving game designed specifically for VR. Here is the official description: “LOST LOOT: A casual exploration game designed for VR and the Oculus Rift. It combines relaxing gameplay with an interesting environment and a touch of adventure. Dive for lost treasure! Search submerged ruins and ancient shipwrecks for gold, jewels, and artifacts. Watch your air supply and… Continue reading
After some time away, I have started to dig back into AOS. Things have been progressing a bit more slowly since the end of last year and I have had a number of side projects going on that are taking away from my time working directly on AOS. However, some of them will eventually be beneficial to this project over the long run. I have reached a point in the development of the framework and… Continue reading
I finally got to my first game jam this year. I have wanted to go before but never took the time out of a hectic schedule and committed to one. I have to say that it is a lot of fun and everyone who gets the chance should try and go to one. It is fun, you get to meet new people, and you really can go wild with ideas and do whatever you want. My only… Continue reading