Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Ninja Camp VI

Discussion in 'General Discussion' started by antenna-tree, May 25, 2012.

  1. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    Hey guys,

    We held our sixth Ninja Camp this week here in Copenhagen. This is a week for all of Unity's developers to come together from around the world and group up into small teams to work on projects that we are passionate about and/or wouldn't usually have the time to focus on during our regular development cycles.

    Some of these projects are purely for fun or research and might never see the light of day in an actual release while others might be seeds planted for Unity's future.

    Please check out the page and let us know what you think as we always love feedback from the Unity community :)

    http://unity3d.com/ninjacamp

    We just finished up the week tonight with showing all the week's projects off internally, but not all of them are up on the site yet so make sure check back in the next few days for more updates. At the moment there are only 11 on the site, but we had around 2 dozen in total so there is much more to come!
     
  2. recon

    recon

    Joined:
    Nov 28, 2009
    Posts:
    119
    This was awesome! Holding my breath for a 2D physics engine implemented in the next unity update :)
    (Okay maybe not, but it's something I've been wanting for quite a while so thumbs are held)
     
  3. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
    Juha Kiili, who made Rage Spline, recently joined Unity and worked on this Ninja Camp project so only good 2D things can come in the future ;-)
     
  4. rstehwien

    rstehwien

    Joined:
    Dec 30, 2007
    Posts:
    101
    Full namespace support for MonoBehavior derived classes. With the ever growing asset store, I've found that the likelyhood of naming collisions increasing all the time.

    Editor scripting support for adding imput, tags, etc. Again related to asset store items not being able to add the input dynamically when you import... often leaving you scratching your head why a controller isn't working until you notice the warnings about all the missing tags and input.
     
  5. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,400
    Agreed, but this isn't a wishlist topic.

    I do hope that hardware cursors project ends up being "for real".

    --Eric
     
  6. rstehwien

    rstehwien

    Joined:
    Dec 30, 2007
    Posts:
    101
    Yeah good point. Maybe the input/tag "scripting" could be considered an editor improvement.

    Of the existing ninja projects:
    • MMO Networking - Interesting... improvements to networking always a plus even if you don't need that much concurrency.
    • 2D - A 2d mode would be great, especially if it keeps draw calls way down. Optimized 2d physics also a plus for me. Of them all this is most interesting to me.
    • Fluid Solver - Bit beyond the scope of games I'm working on.
    • Editor Improvements - Improvements here are all good. Interested to see what the asset bundle improvements would be.
    • Future Demo Projects - Love to see what is coming.
    • Voxel Terrain - Second most interesting item because I love voxel games.
    • Draw Call Stepper - Helpful debugging where all those draw calls are coming from.
    • New Bug Reporter - Haven't yet used the old one. More system info and screen capture is good... used in the app I work on as my day job.
    • Sprite Packer - Speeding up mobile always a good thing.
    • Editor on Android - Not too interested.
    • Hardware Cursors - This also would be good.
     
  7. TylerPerry

    TylerPerry

    Joined:
    May 29, 2011
    Posts:
    5,577
    Oh my... a Unity editor for Android! yea!!!!! MAKE THAT HAPPEN, then I can work on my game on the buss.
     
  8. kamisama

    kamisama

    Joined:
    Feb 8, 2012
    Posts:
    146
    Now I have to buy an android...
     
  9. Tim-C

    Tim-C

    Unity Technologies

    Joined:
    Feb 6, 2010
    Posts:
    2,183
    This was a project during last ninjacamp ;) You'll see it in a release at some stage soon.
     
  10. TylerPerry

    TylerPerry

    Joined:
    May 29, 2011
    Posts:
    5,577
    Do you know if the Android editor will still be worked on?
     
  11. holyjewsus

    holyjewsus

    Joined:
    Mar 7, 2011
    Posts:
    624
    maybe I am misunderstanding, this quote is taken from the ninjacamp section of 2d tools project. Can we use tablet pressure in the editor already on mac? If so... how?

    "
    Implemented drawing tablet pressure input support on Windows (it was already working on Macs).
    May 25, 2012 13:15"
     
  12. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    What I would like is the 2D physics engine fully integrated with working raycasts and identical workflow to physx with same commands - except ignoring Z.

    That would be a dream come true. Free speed for 2D. It's tricky because it has to feel the same as the 3D version and it's a 2D library that's different. But I think it has a place even for 3D games.

    The project with the light bouncing stuff is cool too, although not sure how realistic/reliable it will be... it could suffice nicely for a preview of beast.
     
    Last edited: May 26, 2012
  13. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    FWIW, I think I heard from someone (on Twitter maybe?) that that has already been implemented, it's just not made it to a public release yet. No idea what timeframe they have planned for it.

    Anyway. Ninjacamp stuff looks cool.

    So if Ninjacamp's produced all the new features for the next version of Unity, does that mean that all the rest of the time is going to be spent on bugfixing now? ;-)

    Or maybe UT need a week of competitive bugfixing - SamuraiCamp, for the honor!
     
  14. jcarpay

    jcarpay

    Joined:
    Aug 15, 2008
    Posts:
    558
    Cool indeed! Hopefully we'll see this introduced in Unity 4.0.
     
  15. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Inside GUI processing: Event.current.pressure
     
  16. holyjewsus

    holyjewsus

    Joined:
    Mar 7, 2011
    Posts:
    624
    Aras, thanks so much! My native plugin always crashes the editor, this will be so nice finally being able to test without building. Will this work for standalone builds as well so I can abandon the plugin entirely?
     
  17. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    I'm not sure really. I think it should, but don't count on just me saying that. And of course, the pressure only works on Mac right now; on Windows all the values it ever has are 0.0 or 1.0 which is not very useful.
     
  18. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
  19. SirGive

    SirGive

    Joined:
    Sep 27, 2010
    Posts:
    384
    All of those projects look really cool!

    Side note: Who in the world is that guy who posts "It is also important to note that Unity must also start testing these things for the next release of Unity 3D:" on every single blog?
     
  20. dogzerx2

    dogzerx2

    Joined:
    Dec 27, 2009
    Posts:
    3,960
    voxel terrain and script editor ftw!
     
  21. PrimeDerektive

    PrimeDerektive

    Joined:
    Dec 13, 2009
    Posts:
    3,086
    AngryAnt, put on some shoes, ya goddamn hippie.
     
  22. n0mad

    n0mad

    Joined:
    Jan 27, 2009
    Posts:
    3,732
  23. robert

    robert

    Unity Technologies

    Joined:
    Dec 21, 2008
    Posts:
    265
    It's probably Jason Amstrad (a.k.a. Nathali Abbortini), the same person who got banned from the UDK forum over a year ago.
     
  24. antenna-tree

    antenna-tree

    Joined:
    Oct 30, 2005
    Posts:
    5,324
  25. lmbarns

    lmbarns

    Joined:
    Jul 14, 2011
    Posts:
    1,628
  26. stimarco

    stimarco

    Joined:
    Oct 17, 2007
    Posts:
    721
    Hi Ethan and Aras. I have a question: Is there really all that much point to having separate "Terrain" objects these days?

    I know separating terrain engine functionality out from the main 3D engine made sense in the past, but I can't help feeling it's not particularly useful to do so now. It also arbitrarily limits some features of Unity's Editor at present.

    For example, you've just shown "painting stuff onto an arbitrary mesh" can be done. Just add the ability to paint any 3D object onto any other mesh's surface and that's pretty much every Terrain feature covered. Any code that specifically needs to know where the 'ground' is can just look for, say, a "ground" tag. You already have LOD and improved culling features too, so that's less of an issue than it was.

    I ask because I've noticed that things seem to get noticeably simpler the fewer edge cases and special cases you have to deal with. APIs become easier to learn and master the less of them you have to deal with. Like any interface, the less unnecessary bloat you have in that API, the better.

    And it'll be easier to maintain too, I suspect.

    Presumably there's a reason why I'm wrong, so I want to know what it is! :)
     
  27. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,337
    Hey guys, are you using some sort of RGBA masks for the color layers?
    Do the mesh needs to be unwraped?
    Where those pixels are going? UV channel 2?
    That would be awesome if we can paint over the lightmap channel (or why not, choose the channel we want to paint). :D
    Keep it up, looks awesome.
     
    Last edited: Jun 11, 2012
  28. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Mesh painting seems very nice, but is that vertex painting, or actually painting on UVs? Both solutions would have their own advantage for sure.
     
  29. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,337
    Definitely it looks like pixel painting (using layers). And i guess the shader used blends pixels with RGBA masks (similar to what the terrain painting does).
    I really want to see this project fully integrated into future versions of Unity, working with any arbitrary meshes (terrains, meshes, standard primitives) would unleash the power of Artists (and non artists -_-) right inside Unity.
     
  30. kingcharizard

    kingcharizard

    Joined:
    Jun 30, 2011
    Posts:
    1,137
    I'm looking forward to the code editor seems very cool.. and the 2D tools would be interesting...
     
  31. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,785
    Sweet stuff.....o_O.....
    Can we blend material with it??

    Come on guys, put all those stuff from ninja camp into the next release of unity
     
    Last edited: Jun 12, 2012
  32. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,337
    Hum,
    Giving a second look to the "Mesh Painting" video. It seems that is a single layer with diffuse, normal and possibly specular (not sure). No visible RGBA masking. Looks like painting is done directly to the UVs channel (1 or 2). If that's the case it wont work on gigantic meshes (as terrains). Also, It will be problematic on mapping with overlapping faces. As soon as you start painting on the texture, you will see the same painting patterns on surfaces sharing the same UV data.
    Still, I'm not sure, would be nice to know the inner work of the tool.
    Anyone? :D
     
  33. TylerPerry

    TylerPerry

    Joined:
    May 29, 2011
    Posts:
    5,577
    The android one sucks, cant they put up some video of what they have done?!?!?! even if it just crashes the phone or whatever.
     
  34. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    For example you have two types of scene, one is in summer and one is in winter, and with winter one you just go over all models and brush them with snow on top a little:p Just one idea...
     
  35. jdrewsen

    jdrewsen

    Unity Technologies

    Joined:
    Mar 28, 2011
    Posts:
    201
    We did think about supporting rgba masking initially but choose not to include it for this ninjacamp. It would definitely be a nice addition.

    It is not vertex painting but painting directly on the diffuse,normal,spec map. All three maps can be draw at the same time if wanted.
    We are currently using the UV1 channel but a nice option would be to automatically add a UV2 channel and a new image to paint on top of existing UV maps that reuses UVs on the mesh. That would solve the "overlapping faces" problem you mention.

    There are many opportunities with this tool - but do note that not all ninja camp projects actually end up in unity in the end.

    /Jonas
     
  36. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,449
    I hope this will be integrated, if only to paint shadows on my maps.
    I really like to be able to just paint fake occlusion and make an artistic lighting palette.
    And will it support wacom pressure on mac? that would make it super awesome :)
     
  37. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I was wondering if you'd be implementing dynamic fluid surfaces?
     
  38. janm_unity3d

    janm_unity3d

    Unity Technologies

    Joined:
    Jun 12, 2012
    Posts:
    36
    This is certainly possible, depending on how hard it is to obtain such information from the driver. But strictly speaking about the techniques used to render the brushes and effect tools, all these are procedural, so there's no overhead in adapting to live-parameters such as pressure.

    And thanks for the comments and suggestions so far -- it is very interesting for us to hear about the different areas where you think you could apply such tools, so keep them coming. ;-)
     
  39. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,449
    What about this ?
     
  40. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,337
    Definitely, having both available channels (UV1,UV2) for painting would be awesome. Artists will get crazy with such tool, painting all kind of details all over. :D
    I've written a similar but limited tool in the past (without the crazy brushing style/effects) but ended up abandoning the idea. Even if this tool never get parts of Unity itself, would be nice for others to have it.
    Looking good. Keep it up! :)
     
  41. sp00ks222

    sp00ks222

    Joined:
    May 12, 2011
    Posts:
    37
    Slightly dated, but the 2D feature looks so great! Knowing the Unity team they could do a lot of great work with that.
     
  42. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,337
    Keep in mind that those projects are not a commitment. They for instance ended up implemented in a future version of Unity or get lost in limbo. XD
     
  43. keithsoulasa

    keithsoulasa

    Joined:
    Feb 15, 2012
    Posts:
    2,126
    Any word on when this code will become public ,
     
  44. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Waiting for Clive Spectrum to pop up any day now demanding dynamic fluid surfaces at once, with an imperious gesture of sweet trolling.