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8. February 2019

Today Unity released the Unity Measured Materials library, a collection of over 300 materials themed around automotive and transportation projects.  It contains hundreds of textures used to create Shader Graph materials.  You need to use Unity 2018.3 or later.

The library includes:

  • Fabrics with various weaves including herringbone, twill, brushed and plain weave
  • Leather including different grain patterns and multiple perforation styles
  • Suede
  • Multiple wood species
  • Multiple chrome finishes
  • Multiple metal finishes
  • Glass
  • Opaque plastic with multiple grain patterns
  • Transparent plastic
  • Car paint

The collection is free on the Unity Asset Store available here.  Currently the materials only work with the HDRP with the lightweight pipeline being supported in the future.  As you may notice from the video below… your mileage may vary!

Art GameDev News

29. January 2019

Following on the first ever Unity Alpha release, Unity have just released the first beta of 2019.  This release contains a massive number of fixes and improvements as detailed in the release notes.  The major new features of 2019.1 have been summarized on the Unity forums:

In our 2019.1 alpha coverage we took a look at the new Shortcut Manager and we have already done a video covering the new incremental garbage collection preview.

GameDev News

28. January 2019

Today Unity announced an upcoming AI challenge dubbed “Obstacle Challenge Contest”.  The idea is to program your best AI bot to get as far as possible in a procedurally generated set of levels, as fast as possible.  AI bots are written using the Unity Machine Learning Agents Toolkit available on GitHub.  The project files for the contest are available here.

Details of the contest:

It is important for the development and advancement of AI methods to have a good benchmark, so that performance and achievements can be fairly and easily compared. This is why we built the Obstacle Tower and why we’re launching our first challenge. We are hoping a little friendly competition will help stimulate AI research and further the studies and creations in reinforcement learning.

The Obstacle Tower environment natively supports the Unity ML-Agents Toolkit and available to download today. We also invite you to read the research paper for more information.

The Obstacle Tower Challenge officially begins on February 11, 2019, at 00:00:01 PST. At that time, entrants can review all the rules and regulations, download our Starter Kit and begin training their agents. Participants will have the opportunity to win prizes in the form of cash, travel vouchers, and Google Cloud Platform credits, valued at over $100,000.

If you’ve been looking at getting deeper into AI and machine learning, this could be an excellent opportunity.

GameDev News

25. January 2019

Just in time for the Global Game Jam Unity have released Unity Playground.  Unity playground is a Unity project containing 6 mini games, each built entirely on a set of single task reusable components.  The intention is to make it easier for youths, students and beginners to get started developing games using Unity without having to jump into code.

Details from the Unity Store:

Unity Playground is Unity’s first project dedicated entirely to our younger users, educators and anyone looking for an initial introduction to game development in a more simplistic form.

This 2D, physics-based project contains a collection of single-action Components which you can use as building blocks, and combine them to create any type of gameplay. Simplified Inspectors for both Playground scripts and built-in Components mean that new users will not feel overwhelmed by the amount of options.

In addition to all of this, the project comes with six example games to play and learn from. Use the Playground for teaching, learning from, or just introducing yourself to the world of Unity with loads of colourful 2D art assets and some great environments to experiment with.

Unity have additional details of the Playground up on their blog.  The code is available on GitHub and is released under the MIT open source license.  If you are interested in learning more or seeing the Playground in action, watch the video below.

GameDev News

16. January 2019

The ongoing saga of Unity vs Improbable has finally come to an end, with Unity reinstating Improbable’s Unity licenses, rewriting the controversial Section 2.4 of their EULA and also implementing a change so EULA/Terms of Service agreements are perpetual to the attached Unity version.  This change makes developers mostly immune to retroactive EULA updates, a big point of contention in this entire ordeal.  If this entire event is new to you, you can read about how it started here, then how Unity responded here, how Unreal Engine took advantage here and finally an update from Improbable on how their technology worked with Unity here.   With the clarifications from Unity, I think we can declare this entire conflict resolved.

Unity blog on the update to the terms of service:

Today we have updated our Terms of Service, Section 2.4. The language is at the bottom of this post.

The TOS update highlights that developers can use any third party service that integrate into Unity.

Some of these services will be supported, others will not.

The distinction is that with a supported service, we understand the technology. We make sure the service and Unity work better together for developers. We also ensure that the supported service always runs well on the latest version of our software, so we can help future proof your project in Unity and ensure access to the latest tech.

Additionally we have created, and will continue to create our own services. We will integrate our own services, but we will not block developers from using competitive third-party services.

Details on the change regarding retroactive terms of service changes:

When you obtain a version of Unity, and don’t upgrade your project, we think you should be able to stick to that version of the TOS.

In practice that is only possible if you have access to bug fixes. Thus, we now allow users to continue to use the TOS for the same major (year based) version number, including Long Term Stable (LTS) builds that you are using in your project.

Moving forward, we will host TOS changes on Github to give developers full transparency to what changes are happening, and when. The link is

And finally, an update on the status of Improbable:

Today’s change in our TOS means Improbable is no longer in breach by providing you a service, and that we are able to reinstate their licenses. But we do not consider them a partner, and cannot vouch for how their service works with Unity as we have no insight into their technology or how they run their business.

We know Improbable was in violation even before the December TOS update and misrepresented their affiliation with us. Although SpatialOS is not a supported third-party service, it can continue to be used for development and shipping games.

We are holding an AMA on r/Unity3d at 10 a.m. PST to discuss this TOS update in more detail.

And finally, the new and much improved section 2.4:

Unity developers are free to use any service offered to Unity developers (each, a “Third Party Service”).  Unity does not have any obligation to provide support for any Third Party Service provider or Third Party Service under this Agreement.

Third Party Service providers may not, without Unity’s express written permission: (1) use a stylized version of any Unity name, trademark, logos, images or product icons, or other Unity-owned graphic symbols; (2) use a product name confusingly similar to a Unity product or that could be construed by Unity developers as being a Unity product or service; or (3) create or use any marketing materials that suggest an affiliation with, or endorsement by, Unity.  All use of Unity’s trademarks must comply with Unity’s Trademark Guidelines.

This… is why you never watch the sausage being made… it ain’t pretty until it’s done, but in the end, you’ve got a delicious sausage I suppose.

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