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?
This is something I have been tinkering with for a long time and finally made it work! I owe a huge thanks to Andres Tracks for his BulletSharp PInvoke project on Github. He is the one who has done the majority of the work building the necessary wrappers. It was still tricky getting it working in Unity though. I will try to post some how to documentation soon explaining how to do it.
Mesh Baker atlas creation just got a speed boost. The latest version includes a “Mesh Baker Texture Baker Fast” option which uses RenderTextures to create atlases quickly on the GPU instead of using the CPU. This is twice as fast and can use compressed textures directly.
I have submitted a new Mesh Baker update to the asset store. The update includes a number of enhancements.
Better support for the Unity 5 Standard Shader
If a texture slot is blank in a material Mesh Baker will now try to find the appropriate color property and use that instead of using a black color in the atlas.
More efficient scene analysis and validation.
Mesh validation checks are now cached. This improves speed if many objects use the same sharedMesh.
New Filter For Objects That Have Already Been Added To A Baker
In a complicated scene it can be difficult to ensure that objects are not accidentally added to two different bakers and baked into the scene twice. A new filter is now available to exclude objects that have already been added to a baker.
The update also includes a few other minor bug fixes