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Snapshot release of ColdScene - SceneXML v0.1 for Unity 3

Discussion in 'Made With Unity' started by theschwartz, Nov 22, 2010.

  1. theschwartz

    theschwartz

    Joined:
    Feb 6, 2009
    Posts:
    22
    Hi there,

    We, Apex Virtual Entertainment, have been working on a tool for Unity called ColdScene which we want to share with you guys and hear your feedback on it with any improvements that can be done or any bugs you might find. It is a tool which can save your Unity scenes to XML and load them in-game using asset bundles. Feel free to try it out.

    The main reasons we started developing this tool were:
    1. We wanted a declared scene format
    2. We wanted to be more in control of scene loading and unloading
    3. We wanted to be able to do better memory profiling during scene loading (we haven't been able to create a totally reliable memory profiler yet)

    We have demonstrated ColdScene by using it together with our small prototype terrain engine called ColdTerrain (which is still in progress)
    and another demo with two small simple scenes.

    ColdScene (including the demos) can be downloaded here: http://www.apex.dk/technology/downloads/ColdScene_0.1.zip

    Screenshots from the demos:






    **************************************************
    ColdScene - SceneXML v0.1 for Unity 3
    Copyright 2010 Apex Virtual Entertainment
    www.apex.dk

    Created by:
    Martin Schwartz
    Apex Virtual Entertainment
    martin@apex.dk
    **************************************************

    Last updated 22.11-2010

    What is ColdScene?
    --------------------------------------------------
    A small tool to save any Unity scene to XML format.
    These XML files can then be loaded (and unloaded) as
    scenes in Unity as normal Unity scene files can.


    Why ColdScene?
    --------------------------------------------------
    1. Load events
    ColdScene will get pre and post event on loading
    of all serialized properties and fields in the scene.

    2. Scene unload
    Unloading scenes is possible in ColdScene which is
    not currently available in Unity.

    3. Step-by-step scene load/unload for debugging
    With the scene enumerator you are able to bit by bit
    load (or unload) a scene bit by bit which can be handy
    for debugging.

    4. Asynchronous scene loading problem solved
    Using Unity's own asynchronous scene loading have previous
    caused problems for some and for Apex as well (this might
    have been fixed in Unity 3.0 we haven't tested that), so
    we have tried to fix this with ColdScene. You also have the
    option to choose how much time per frame you want to
    use for the loading or unloading which is not currently
    with Unity's asynchronous scene load.


    How do I install ColdScene?
    --------------------------------------------------
    Import the included unity package into your project.
    The package includes a .dll file which must be in your
    unity project, it includes some editor scripts to save
    your scenes and it also includes some test
    scripts/assets/scenes which are just demonstration of
    how ColdScene works, which most of you probably want to
    re-write yourself.


    How does ColdScene work?
    --------------------------------------------------
    Saving:
    -------
    Select the root of the scene you want to save. Click on
    "ColdScene/Save scene to XML" to create the XML file.
    An asset bundle will also be created that contains
    all its dependencies and the XML file. It will be saved
    in a subfolder of the Assets folder called "scenes".

    Synchronous loading:
    --------------------
    Use: SceneManager.Get().LoadScene(string bucketId, float priority, string name)
    (e.g. SceneManager.Get().LoadScene("Root", 0, "Root"), where "Root" is the
    name of the asset bundle in the "ColdScene_files" folder, bucket is used as
    an id for a tile where the scene is loaded so it is possible to prioritise
    some tiles over other ones based on where the player is located, priority=0
    will place requests in the front of the queue)

    Asynchronous loading:
    ---------------------
    Use: SceneManager.Get().LoadSceneAsync(string bucketId, float priority, string name, double limit)

    where 'limit' is a processing time duration in milliseconds per frame.
    ColdScene loads/unloads tiny scene parts until it has used the 'limit' time duration.

    Manual step loading:
    --------------------
    First use:
    ISceneEnumerator = SceneManager.Get().GetEnumerator(RequestType.Load, "Root")

    Then use for each step:
    sceneEnumerator.MoveNext()

    when sceneEnumerator.MoveNext() returns false the scene is fully loaded.

    At every step a property is being set. If the component of the property
    doesn't exist the component will be created. If the game object of the
    component doesn't exist, it will also be created. The game object
    will initially be deactivated and be activated
    (if set to be so) when all properties have been set for the game object.

    ***Remark***
    When building standalone apps remember to manually copy
    the "ColdScene_files" folder containing the asset bundles of your
    scenes into the data folder of the standalone build
    (the subfolder of the build's .exe file called "<app-name>_data").

    Synchronous unloading:
    ----------------------
    Use SceneManager.Get().UnloadScene(string name)

    Asynchronous unloading:
    -----------------------
    Use SceneManager.Get().UnloadSceneAsync(string name, double limit)

    where 'limit' is a processing time duration in milliseconds per frame.
    ColdScene loads/unloads tiny scene parts until it has used the 'limit' time duration.

    Manual step unloading:
    ----------------------
    First use:
    ISceneEnumerator = SceneManager.Get().GetEnumerator(RequestType.Unload, "Root")

    Then use for each step:
    sceneEnumerator.MoveNext()

    when sceneEnumerator.MoveNext() returns false the scene is fully unloaded.

    A game object will be deactivated as soon as its first property is being set
    to its default value (except for scene root objects which will remain
    active at all time until deleted).


    Can I obtain the source code of what is inside the .dll file?
    --------------------------------------------------
    Yes, you most likely can. Write an email to tech@apex.dk asking for it and
    why you are interested in it, then we will get back to you.


    Tutorial for loading/unloading test scenes:
    --------------------------------------------------
    1. Open the 'Start' scene
    2. Run the player in editor (or in standalone build with 'Start' scene included)
    3. Click on 'Load'
    4. Click on 'Create player'


    What is known to work (tested in 3.1.0f3):
    --------------------------------------------------
    - Game Object/Transform hierarchy
    - Transform component data
    - Textures references: Movie textures, 2d textures
    - Quaternion fields
    - Vector3, Vector2 fields
    - Arrays
    - Generic lists
    - float, int, bool fields
    - Color fields
    - Rect fields
    - Custom monobehaviour components
    - Reference to other object/component
    - Animation component and AnimationClip references
    - Material references
    - Mesh references
    - Light components (except following properties: CookieSize,
    ActuallyLightmapped, DrawHalo, Lightmapping, ShadowSamples
    ShadowRadius, ShadowAngle, IndirectIntensity)
    - Audio source components and AudioClip references
    - Prefab references (only reference to the root object at the moment)
    - Terrain components and reference (except following properties: LightmapSize,
    DrawTreesAndFoliage, CreateTreeColliders)
    - Asset dependencies between two different scenes
    - Cloth components
    - Audio reverb zone components
    - Wind zone components
    - Camera components (except: Flare Layer can't be added)
    - Remembers if game objects were inactive when saved
    - Text Mesh (except following properties: OffsetZ, CharacterSize, LineSpacing,
    Anchor, Alignment, TabSize)
    - Font references
    - GUISkin references


    What is known not to work:
    --------------------------------------------------
    - Layer masks
    - Particle systems
    - Doesnt work in Unity 2.x


    Any kind of feedback is very much appreciated.


    Thanks,
    Martin Schwartz
     
  2. liverolA

    liverolA

    Joined:
    Feb 10, 2009
    Posts:
    347
    this is really useful, the terrain part is nice,wish you guys can finish the great work!
     
    Last edited: Nov 22, 2010
  3. theschwartz

    theschwartz

    Joined:
    Feb 6, 2009
    Posts:
    22
    Thanks, we are now working on trying to optimise scene loads by making some loads parallel
     
  4. theschwartz

    theschwartz

    Joined:
    Feb 6, 2009
    Posts:
    22
    What do you mean by finish the work? What do you feel is missing?
     
  5. liverolA

    liverolA

    Joined:
    Feb 10, 2009
    Posts:
    347
    played this for a while,a little confused due to the lack of docs,
    just saw you wrote "..... ColdTerrain (which is still in progress)" in the first post,
    so hope you keep the work!

    if you ask me what is miss i will say a tutorial to use this :D (especially how to use the terrain part )
     
    Last edited: Nov 22, 2010
  6. theschwartz

    theschwartz

    Joined:
    Feb 6, 2009
    Posts:
    22
    thanks!

    oh yeah we are still working on ColdTerrain and will probably soon release a tutorial for it
     
  7. theschwartz

    theschwartz

    Joined:
    Feb 6, 2009
    Posts:
    22
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