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24. October 2018


At the Unite LA developer conference, Unity just announced the release of a new cutting edge AAA quality multiplayer FPS sample.  The sample is available on Github, be aware you require git LFS support to be installed before you clone the repository.  Also be forewarned, the repository is huge, at least 18GB in size!  So what do you get in the sample?

Details from the Unity blog:

  • 1 fully populated arena level, including high-quality assets for HDRP
  • 2 fully rigged characters with 4 unique weapons
  • Up to 16 players
  • Deathmatch and Assault game modes
  • Support for PC with more platforms scheduled to follow
  • FPS netcode based on an authoritative  server architecture

The source code is released under the Unity Companion License instead of a standard open source license, so be sure to give that a read before continuing.  You need to have Unity 2018.3 installed to use this example, and it uses the HDRP pipeline, so a solid graphics card is also recommended.  Have some patience when first running and building the project, it is large and will take a significant amount of time the first time you build and run the project.  At least for now, due to a bug in the 2018.3 Unity beta, please do be aware of the following additional steps you need to perform to run the sample.

  1. Search for t:prefab in the Project search field. Then click on the first prefab and shift+click on the last to select them all. Right click and select Reimport.
  2. Search for t:model in the Project search field. Repeat the same steps as for prefabs to reimport them all.
  3. IF you are on a version older than beta 6, you may have had a few crashes during import. In that case you need to find GooRocket and GooRifle in project, right click and select Reimport.


You can see the FPS Sample in action and learn more about using it in this video, also embedded below.  The video was recorded on a i7 7700 with 16GB of RAM and a 1080 GPU running in Windowed mode at 1080p on Ultra graphics settings.

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24. October 2018


Materialize, a free texture generating tool we featured last week has just been open sourced under the GPL 3 license.  Materialize enables you to quickly create texture maps such as Normal, Edge, Ambient Occlusion and Height from a single Diffuse map.  It was built using the Unity game engine and the author is hoping to see Mac and Linux ports as a result of the open sourcing.  The source code is available on Github right here.  Simply clone the repository and import into a recent version of Unity game engine to run.

If you are interested in learning more or seeing Materialize in action, be sure to check out this video also embedded below.

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12. October 2018


Teaming up with Resonai, Unity have released a new Visual Search add-on for their popular game engine.  Powered by machine learning, AI and other buzzwords, Visual Search has indexed the massive database of content in the Unity asset store.  This enables you to search the asset store from directly within Unity, and filter on price, materials and polygon counts.  You can also search by shape, using a primitive shape sketched with ProBuilder, enabling you to block in shapes, then replace them with similar models from the asset store later.  Once you have located a model you wish to sample, you can preview it directly in your scene.

Highlighted features for the plugin from the Unity Store:

Major Features
≣≣≣≣≣≣≣≣≣≣≣≣
✔   Visual search for 3D assets
✔   Search by text, objects or 3D sketch
✔   Intuitive and inspiring similarity search
✔   Rapid prototyping
✔   Easy access to a vast dataset of content
✔   Preview assets before buying
✔   Polygon count, material and price search


You can also read more about the new Visual Search over on the Unity blog.  To see the new Visual Search in action, with step by step installation and usage instructions, be sure to watch the video below.

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28. September 2018

In Unity 2018, Unity released a new programmable graphic pipeline.  Alongside this release they implemented two pipelines, the new HD pipeline and the Lightweight Render Pipeline(LWRP).  Today they released a new version of the LWRP, 4.0.0 preview.  If you are using the existing lightweight pipeline in your project be sure to pay close attention as there are code breaking changes in this release.  This release includes a switch to physically based lighting that will see lighting reduced from three render passes to one.  The forward renderer in the LWRP also has the ability to reduce draw calls by half.

Details of the new pipeline from the Unity blog:


This version changes the light attenuation computation to be physically based. This change means that you don’t have to increase the range of your light to control the attenuation. Instead, you should control the attenuation with the light intensity. Baked GI has changed to match the realtime attenuation. When you upgrade to LWRP 4.0.0-preview, it is likely that you have to upgrade your light settings as well.


We are pushing work to have LWRP out of preview as soon as possible. Therefore for this version, we focused most of our time in API design to implement much feedback we received over the past months and evolve both our C# and shader API to be more easy to use, extensible and flexible.


This version introduces API breaking changes. Breaking changes are the reason we bumped the major version number. If you didn’t fork LWRP or authored custom shaders without using ShaderGraph, upgrading your shaders to this version requires some work. We apologize for the nuisance, but this is required so we can evolve. Once out of preview, there won’t be any more breaking changes.


Please check the changelog to help you upgrade shaders to version 4.0.0-preview and reach out in this thread with upgrading issues so we can help you.

Be sure to watch the following video for details on how to install and configure the 4.0.0 preview LWRP.

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12. September 2018


Back in July, Unity announced a partnership with Google on future game based networking solutions.  Open Match, an open source matchmaking solution.  Matchmaking is one of those challenges all networked games face.  Do you run your own custom servers, or use a 3rd party service for matchmaking?  Running your own servers obviously comes with a cost as well as additional support requirements, while farming it out to a third party leaves you exposed if they ever shutdown.  Open Match might be a good compromise solution, enabling game engine agnostic networking that runs in standard docking containers or in the future, hosted on Unity servers.


Primary features of Open Match:

Extensibility. Custom match logic examples are available for simple player matchmaking based on latency, wait time, and an arbitrary skill rating.

Flexibility. Because Open Match runs on Kubernetes, you can deploy it on any public cloud, local data center, or even on a local workstation.

Scalability. Open Match is designed using proven web microservices patterns, and with Kubernetes as the underlying platform, adding additional capacity to your APIs when you have more customers is as simple as a single command. Kubernetes autoscaling can be used to automate it as well.

Open Match is not tied directly to Google nor Unity:

Although Open Match is co-founded by Google Cloud and Unity, it’s game engine agnostic. It can be integrated into any game, regardless of how the game is built or what infrastructure it’s running on. Unity will be basing future matchmaking technology on Open Match, so Unity customers will be able to more easily take advantage of its features, such as through integration with Unity-provided servers. The Open Match GitHub repo is now open for contributions, and you can follow the example provided in the development setup guide to start experimenting today.

Open match is in alpha now and is not ready for production usage.  It is released under the Apache 2 open source license and is written using the Go programming language.

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