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.
I have submitted a significant Mesh Baker update to the Unity Asset Store. Changes include:
- Added UV3 and UV4 channels for Unity 5
- Added a new script Bone Weight Copier for creating skinned mesh parts that can be mixed and matched
- Improved the TextureBakerFast option
- Improved baking meshes without baking textures first.
Mesh Baker will be on sale 30% off in the Unity Asset Store Monday November 30th!
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.