4 comments on “Learning and evaluating Unity3D – part 1

  1. Regarding "how to change camera for a Scene View": take a look "Align With View" and "Align View to Selected" under GameObject menu. The first one moves selected object where the scene view camera is at (useful to position in-game cameras and lights), the second one moves scene view camera where the selected object is (useful to position scene view to view from in-game cameras and lights). Keep the reviews coming 🙂 

  2. Dom,   I found your blog while searching for the Unity equivalent of Virtool's "Set Active Camera". I am also new to Unity coming from Virtools. I have been working heavily with Virtools for about a year and a half because it is used in the Game Design Program at George Brown College.   I enjoyed working with Virtools and was able to publish some attention-getting games.   There are a couple of reasons I am migrating to Unity. As an independent developer, Unity's $1500 Pro entry point is ten times cheaper than Virtools $15000 Commercial+Physics license. Gamers love shaders, particles and effects. Virtools has extensive shader support, but after a year and a half I am not convinced its shader support is as strong as Unity's. The "have to buy a Mac" factor is a bit of an obstacle, until you start customizing your Mac computing environment in was Windows makes thoroughly impossible. Plus, I have always been a fan of Unix. What makes it wall click though is Mono: .NET development on Unix/Linux has lead to even further cross platform development. “Windows .Exe deployment, custom plug-in using C++” In evaluating Unity for my company, we had to get it to work with a custom DLL that our product uses. Unity passed the test of making function calls from a C# script to our custom C++ DLL. I am now able to make function calls from a JavaScript script that calls the functions from the C# “script” that have been mapped to the functions in the C++ DLL. All of this is to get data from an optical sensor system that tracks the movement of a real golf ball or a real football around the game area. (For details, see http://www.visualsportssys.com) Even though the DLL was compiled for an x86 machine and was not recognized by the MacOS, we were able to develop the test app on the Unity Mac, then deploy it on a PC, and have it successfully call the DLL. Dom, I am interested to see your further observations regarding Unity; especially how you adapt to the straight-ahead scripting (if you compile a script, isn't that a program???) environment compared with the Schematic approach (behaviour graphs and building blocks) employed by Virtools. I appreciate your list of real-time dev platforms; I will have to round-out my education by getting some baseline familiarity with each of those. Personally, I have a background in Web development, so JavaScript and Boo (Python) are not a hurtle for me; but they are to many of my designer friends. – Shannon

  3. I'm using Virtools more then 3 years and i think that now is a deadman for indie developers because: It price is too high. Have small GUI system, i was have real pain to create List or Scroll boxes in Virtools. There not terrain editor and tree generator to create buty landscapes. There many many bugs in physic module and it is old. There not good real time shadows (only stencils). There many bugs, really many. I wrote about its to Virtools with screenshots, but they didnt fix its after 1,5 years. And i think when will realised new version of Virtools for gamedev, there not be license for indie, because Dassault Systems never like indie and targeted on big companys with big budjets.  This is why i'm searching for alternative engine too. I was try: DXStudio – nice engine, but it have bug with script compilation and it FPS is slow. Blade3d – good engine, but in beta now. Visual3d – in development too (i wait for indev scripts). NeoAxis – same problem, there not indev scripts. So if i will need to develop games in Visual Studio – i will use Nebula/Ogre/IttLicht/TV3D and etc. Deep Creator – impossible and not good interface of program, and shity script system. Quest3d – after Virtools, Quest building blocks is real pain. Anark – i think it not for gamedev and just for PLM. TV3D – i don't like it syntexis (for example in C# to create object i must wrote creation code 2 times). Torque – there too many codes, and need many times to clean it, if you need too create simple 3d game (not shooter with network). and many others engines So i'm watching for Unity more then 1 year too :). But i can't buy Mac. Now i buy and try to use Stontrip Shiva engine, because it have real good features and good interface. But anyway i hate LUA (and like C#/Java syntaxis) :). I hope, that in 1Q of 2008 we will get Unity for Windows. And i know that many developers wait for this event. But anyway, when i was write to Unity3d developers and ask – "when we can wait for Unity for Windows?", i was get answer "we don't know, but this is our main task now". So, Dom's thank you for testing and writing about Unity3d, this is really interesting. Ans please, publish some screenshots from dev in next time ;). Misterion was try and say, that Unity3d have many bugs in render engine and slow FPS, and i hope it isn't and it will good alternative fore Virtools indie users. P.S: sry4my_eng.

  4. Shannon:  There is no "active" camera in Unity.  All cameras render, all of the time (if their GameObject is active and the Camera component is enabled, that is).  The "Set Active Camera" BB in Virtools translates to Unity as disabling all but one camera.  It threw me off at first, too.  If anyone has Unity questions feel free to email me:  flashbangstudios.com (mwegner@ that domain).  I was very active on The Swap Meet and used Virtools for five years or so.  I'd be glad to help out.

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