Articles

UnitySteer 3.0 beta 3

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UnitySteer 3.0 beta 3 is out on Github, and we’re getting close to the final version! This is mostly a clean up release, but it contains a major bugfix on vehicle detection that could have a negative performance impact on scenes dealing with a lot of agents. I’ve also gotten a report of a NullReferenceException on DetectableObject when testing the …

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UnitySteer 3.0 beta 2

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I’ve released UnitySteer 3.0 beta 2 to GitHub. It included some major bugfixes for neighbor-oriented vehicles, as well as significant improvements, so I strongly recommend you upgrade to it.  Since we’re steadily moving towards release, I’ve also made the development branch the default one, to simplify users keeping up to date. In parallel, I’ve also been making some step-by-step UnitySteer examples, …

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UnitySteer 3.0 beta 1

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Things have been progressing so rapidly on the UnitySteer front that I have barely had any time to post about it.  There have been many changes since Alpha 2, but since the API is stabilizing I’ve decided to release a new version onto master and christen it Beta 1.   I’d normally recommend that you’d use a stable 2.x branch …

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Unity profiler overhead

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When profiling a large scene (4000 autonomous agents simultaneously active) I ran into an odd situation: the Unity profiler reported that about 55% of my frame time was being spent on “Overhead”. The profiler documentation had no explanation of what this overhead accounted for. Asking around, I got multiple definitions, ranging from it being the cost of running the profiler …

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UnitySteer spherical obstacle avoidance tips

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I’ve been getting some questions regarding the optimal settings for doing spherical obstacle avoidance with UnitySteer. It’s difficult question to answer, since there is no particular set of values that will solve all cases. It’ll be easier to understand why if you look at all the components involved. To do spherical obstacle avoidance, you’ll need at least: One or more …

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Unreal Engine 4 vs. Unity – a quick overview

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Introduction I spent some time this last week playing with Unreal Engine 4, evaluating how switching to it would change my workflow and experiencing first hand what the pros/cons were. Below are a few collected thoughts for Unity developers thinking about making the move. For background, I started dabbling with Unity on 2.0 and made the jump on Unity 2.1, …

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Upgrading Hairy Tales to UnitySteer 3

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Last week I decided to upgrade Hairy Tales to the UnitySteer 3.0 alpha 1 and document the process, since dogfooding is a practice I like to encourage. Below are the changes I had to make. Hairy Tales was using a 1-year-old version of UnitySteer and movement in the game depends on timing, so you could consider this a sort of …

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UnitySteer 3.0 alpha 1

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UnitySteer 3.0.0-alpha-1 is now the master branch for UnitySteer on Github. I’ve realized that keeping 2.7 as the master might be confusing people who are catching up with the latest changes, since Github does not make it immediately evident that there is a development branch with more recent commits. Since things have stabilized on the UnitySteer front – at least …

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Kinect 2 event at Microsoft Berlin, Kinect remote updated

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Last Friday there was an invite-only Microsoft event in Berlin to discuss their Kinect 2 roadmap. I won’t go into specifics, since people were showing in-progress research and applications, but demos and applications ranged from interactive installations to augmented reality to medical research and stroke patient rehabilitation. It was an amazing display. I’m very happy about this developer-centric approach Microsoft …

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Kinect2 body remote now available on Github

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Last week I published the Kinect2 remote on Github. It’s a .Net4 project which connects to the Kinect2 sensor, handles body messages, packages them and sends over the wire via RabbitMQ to possibly multiple receivers. This has multiple uses, including: Using Kinect data on devices where the Kinect SDK is not supported (such as OSX) Sending Kinect data to an …

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