I will be at the Unity annual developer conference October 3 – 5 in Austin, Texas. Check out the Digital Opus kiosk on the expo floor of the Austin Convention Center. I look forward to meeting some of you there!
There is a new version of Mesh Baker available in the Unity Asset Store with a trio of exciting new features:
- Support for Blend Shapes
- Combine ‘Optimized’ Skinned Meshes
- Bake textures at runtime as a coroutine
Customize your characters by switching clothing: sweaters, swimsuits, space suits, gloves, wetsuits etc… Slowly turn your character into a zombie one limb at a time. Do all this at runtime and maintain one drawcall per character.
A new Mesh Baker updated has been released to the Unity Asset Store with character customization features. The update includes a script for processing skinned mesh parts so they can be merged seamlessly in Unity. Check out this youtube video for full details.
Mesh Baker has two cool new abilities that improve its atlas building capabilities:
- When a source texture is copied to a target atlas only the part that is used by the source mesh gets copied. This is great if the source mesh already uses an atlas. It is not efficient to be copying atlas into atlases. Note that this only works if “Consider Mesh UVs” is checked.
- Often when combining buildings the same tiled texture will be used with different tiling options on different source meshes. Mesh Baker can now detect this and map these meshes to a single shared tiled block in the atlas.
Aside from these changes there are a few aesthetic changes.
- “Fix out of bounds UVs” has been changed to “Consider Mesh UVs” to reflect the fact that it does not deal only with out of bounds UVs.
- The multiple materials section now has candy striping in the inspector to improve readability.
EVA Infinity is now live in the Windows Store, just in time for submission to the Unity Game Development competition! This is exciting as it is the first time it is publicly available for sale. I still plan on continuing to work on the game. There are still untried level ideas and I would like to develop the story further.
It is an exciting time for me. I have spent December and January getting EVA Infinity ready for release. Nine new levels have been added. Other levels have been adjusted for difficulty. It has been tested endlessly on tablets and PCs. Settings have been added for adjusting difficulty. In a few days it will go live on the Windows Store.
I am very nervous. EVA Infinity uses a novel mechanic of tethering to objects to navigate and manipulate the environment. What will others think of it?
I have created a page on my website explaining how to build and use Bullet Physics in Unity3d. Check it out here.