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
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 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
I don’t attend many conferences, but when I first heard about Oculus Connect I knew it was going to be awesome. An invitation only developer conference for something as world changing as VR is just too hard to resist. Now that it is over, I have to say that it has inspired me, and put a human face on Oculus and the larger VR community. I hope they do it the same way… Continue reading
So, what does it take to utterly blow your mind? VR! It has happened twice now for me. The last time was experiencing VR for the first time with the Rift a year ago. This time it was experiencing the famous Valve demos that everyone has been talking about since the beginning of the year. I am convinced more than ever that this new wave of VR technology is going to change the world. There… 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
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
I am currently in the process of prototyping the character setup for my game. I am developing a game that has a first person perspective and allows you to look down and see the body of the main character you play. This main character is also wearing human/alien hybrid tech that is composed of a tablet/visor system. The tablet is used as a main control device for the related visor which acts as an augmented… Continue reading
Well, it has been about two weeks since the Oculus Rift arrived. I have spent many hours with the device glued to my face, exploring what it feels like to be inside a computer generated world instead of looking at it through a flat window. The experience can best be described as stunning, with a sense that this is the beginning of a new paradigm for anything involving three dimensional graphics, especially games. There is… 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
This is the second part of my series on better looking environments in Unity. It has been a while since the first post and Unity has made a lot of improvements since then. In this part I wanted to cover the post processing effects needed to achieve a more dramatic look, like the one in the current set of screenshots that I posted over the summer, which can be found in the Media tab. With… Continue reading
Well, it seems VR has made a comeback with the Oculus Rift HMD Kickstarter. Inspired by a dedicated hobbyist named Palmer Luckey and supported by John Carmack from Id, it seems we are going to have something very special in the coming year. The Oculus Rift is unique with a wide field of view and low latency tracking. It will be a consumer version of a true immersive stereoscopic HMD. The hype level surrounding the… Continue reading
I have successfully updated my project to 3.5 and switched to using external version control, moving it into a Mercurial repository. I am still a little dismayed that Unity doesn’t work a little more smoothly with things under version control. Having a second set of meta files for everything means that you need to manage moving and renaming everything yourself and then doing the proper commands to your VCS when you do that. Workflow like… Continue reading
I found a thread on the Unity forums on lighting tips a while ago that had many good suggestions and came up with one I posted there that people may find useful: I have been playing a bit with the lighting using the deferred lighting rendering path and dual lightmaps. I played around with a technique to make it go from day to night with the same lightmaps by changing the directional light color and… Continue reading