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Unity New demo "Skelebuddies Halloween Run", upcoming preview and roadmap update

Discussion in 'Project Tiny' started by JC-Cimetiere, Oct 26, 2020.

  1. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    124
    We have a few new exciting updates to share today!

    "Skelebuddies Halloween Run" demo
    First we’ve completed a new demo called Skelebuddies Halloween Run, which is available as an instant game on Facebook: https://fb.gg/play/388790642515896
    You can also try the simple web version here

    This mini game was built with Project Tiny preview 0.29. It allowed us to validate some of the existing features, identify gaps, find & fix bugs, which are going to land in the next preview (see next section).

    SkelebuddiesTrailerWide.png

    We are in the process of upgrading the project to the next public preview, and once completed we will publish the project along with the other samples on https://github.com/Unity-Technologies/ProjectTinySamples

    Upcoming preview 0.31
    Project Tiny preview 0.31 is coming very soon (we skipped publishing 0.30) and this next preview is loaded with lots of new features and bug fixes including improved scene management (no need for subscenes anymore), multi camera, JSON and more.

    Roadmap update
    Although we are moving at a steady pace to grow the feature set, we still have some ground to cover to get to a production ready version 1.0. While we believe the current runtime is already fairly robust, we also know that we still have a lot of work remaining to deliver a great authoring experience. As explained in the Getting Started guide, the authoring workflow, which involves a GameObjects to Entities conversion, is very much work in progress with a lot of limitations on the accuracy of “preview” in the Editor, forcing the user to “Build & Run” to iterate with precision.
    We are working hard on this, but it’s too early to share the details and the timeline for when it’s ready.

    Meanwhile we want to thank you all for joining us on the Project Tiny journey, and for influencing the product by sharing your feedback.


    Stay tuned for the next preview!
     
    m4d, GilbertoBitt, Thaina and 15 others like this.
  2. dannyalgorithmic

    dannyalgorithmic

    Joined:
    Jul 22, 2018
    Posts:
    83
    it runs, but at single digit framerates.
     
  3. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    319
    Interesting! can you share more info about your device/OS?
    And what version of the game did you try (FB or Regular Web)?
     
    dannyalgorithmic likes this.
  4. dannyalgorithmic

    dannyalgorithmic

    Joined:
    Jul 22, 2018
    Posts:
    83
    Facebook on Web
    Device: PC
    OS: Windows 10
    Update Status: Latest Stable
    CPU: Ryzen 1600
    GPU: RX 580 4GB
    Ram: 16GB
    OS Drive: Samsung 970 NMVE M.2 250 SSD
    Secondary Drive: 2TB Hard Drive
    Motherboard: Asrock Unkown otherwise, will update

    [EDIT] Microsoft Edge browser
     
    Last edited: Oct 29, 2020
  5. Ofx360

    Ofx360

    Joined:
    Apr 30, 2013
    Posts:
    136
    Yeah, its getting kinda frame-y on my end too

    Running on the Chrome app

    Seems to start kicking in for me after a handful of restarts on lvl1, but on lvl3 it seems to always be perceptively frame-y
     

    Attached Files:

  6. brunocoimbra

    brunocoimbra

    Joined:
    Sep 2, 2015
    Posts:
    588
    Found a funny bug, while playing on desktop if you die but don't release the forward button, if you restart the golem mesh will be on the destroyed state. It is only a visual glitch, everything still works fine. upload_2020-10-28_9-47-18.png
     
    Octarina and GliderGuy like this.
  7. artemio_morales

    artemio_morales

    Joined:
    Nov 29, 2015
    Posts:
    19
    Neither the Facebook nor regular Web version of the Skelebuddies project works on Safari iOS — the visuals don't load.

    I'm running iOS version 14.0.1 on an iPhone Xs.

    Everything works as expected on Chrome, though.
     
  8. Atstec

    Atstec

    Joined:
    Feb 25, 2017
    Posts:
    5
    On firefox in facebook work with graphic artefacts
     
  9. Fotal

    Fotal

    Joined:
    Apr 9, 2019
    Posts:
    33

    The web version has a heavy load on the integrated GPU and also facebook version. When I start the game from Menu the load raises from 40% to 99%

    Facebook on Web
    Device: PC
    OS: Windows 10
    Update Status: Latest Stable
    CPU: i7 6700HQ
    GPU: GTX 960m
    Ram: 16GB
    upload_2020-10-29_11-51-8.png
     
  10. ScriptsEngineer

    ScriptsEngineer

    Joined:
    Jun 8, 2018
    Posts:
    35
    On Google chrome here framerate ok, but in new Microsoft Edge V8 is very low FPS
     
    dannyalgorithmic likes this.
  11. brendanduncan_u3d

    brendanduncan_u3d

    Unity Technologies

    Joined:
    Jul 30, 2019
    Posts:
    19
    You probably have "WebGL 2.0" enabled for Safari (Settings / Safari / Advanced / Experimental Features / WebGL 2.0). Safari currently has a couple broken WebGL2 functions that cause the render to fail. They have been fixed in the trunk of WebKit but will take some time to make it to Mobile Safari. If you turn off WebGL 2.0 in the Safari settings, it should run.
     
  12. Kiori

    Kiori

    Joined:
    Jun 25, 2014
    Posts:
    161
    Hi guys, i know it's early, but with regards to the future and the plan... Currently the builds are single builds and relatively big(6-800k), in the future will it be possible to split the builds so code(and of course assets) can be downloaded as needed, you know using the usual asset bundling system?
     
  13. Fotal

    Fotal

    Joined:
    Apr 9, 2019
    Posts:
    33
    Hi guys, I have a question about downloading the game. Why is loading a game on Facebook so different (everything loads very quickly and there are no white artifacts) and loading on your own domain?

    How can we do it like on Facebook (quickly and without white artifacts) and set it up on our own server?

    Thanks.
     
  14. xpxilom

    xpxilom

    Joined:
    Aug 28, 2014
    Posts:
    26
    https://bruno-simon.com/

    You can add camera blur

    And also the antenna moving? Soft body or something like that from the antenna.
     
    BenniKo, m4d, atmikes1234 and 2 others like this.
  15. galent

    galent

    Joined:
    Jan 7, 2008
    Posts:
    1,071
    @xpxilom - excellent resume site!! I assume that's created using project tiny?
     
  16. newguy123

    newguy123

    Joined:
    Aug 22, 2018
    Posts:
    608
    no, thats made with three.js
     
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