* You are viewing the archive for the ‘Unity3D’ Category

Unity Essentials Books Giveaway

Together with Packt Publishing, we’re giving away a couple of books on Unity3D!

Six of our readers will get either Unity 3.x Game Development Essentials or Unity iOS Essentials.

Unity 3.x Game Development Essentials seems to be aimed at users new to Unity3D and gives quite a complete tour of the game engine – covering beginner’s topics like 3D game development basics and user interfaces, but also more advanced topics as ray-casting and optimization.

One of the main differences when developing for iOS, compared to PC or Mac, is that you have to be more careful when it comes to performance. The author of the other book, Unity iOS Essentials, is clearly aware of this, as the readers already get their hands dirty in the the second chapter called iOS Performance Guide.

All you have to do to make a chance to win one of the books is to add a comment to this post, letting us know which one of the two books you’d like to win, and what topics you’d like to read more about in it.

An overview of the topics covered in the books can be found here and here (under the ‘Table of Contents’ tab).

Winners will be selected at random. Winners from the U.S. and Europe can either choose to receive a physical copy of the book or the eBook. Winners from other locales are limited to the eBook only. The contest will close on the 14th of February, and the winners will be contacted by email the day after – so be sure to use your real email address when you comment!

Dartboard AR Prototype Video

A few months ago, Jonas De Breucker was having his internship at PreviewLabs. One of the tasks for his research project was to create an example prototype using Qualcomm AR, a plug-in for Unity3D to allow development of augmented reality games on smartphones.

We’ve recorded a video demonstrating the example prototype developed by Jonas:

In order to help our customers develop this kind of games, it’s important to have a good insight in how the technology works, and to be aware of the resulting technological limitations.

An overview of some of our findings developing this prototype will be given in a future blog post.

2D Game Development in Unity3D: Overview

Continuing our series about 2D development and prototyping in Unity3D, we’re back with an overview of the different methods and their pros and cons.

Unity3D’s GUI class (previous post)


  • Very fast to use: only line of code is enough to display an image – no other actions or setup involved.
  • Images can be displayed in a ‘pixel-perfect’ way.

  • Bad performance on iOS: not suitable for if more than 30-50 have to be simultaneously visible on screen (each image consumes one draw call).
  • Using the physics engine is not possible without a workaround.
  • Additional code is required to support different screen resolutions.

Sprite manager systems like GUISpriteUI (previous post)


  • Fast on iOS: textures can be easily combined into texture Atlases, potentially resulting in only one draw call.
  • Images can be displayed in a ‘pixel-perfect’ way.
  • Most systems allow positioning sprites in the editor.

  • Slower to use: more code writing and setup involved.
  • Using the physics engine is not possible without a workaround.
  • Depending on the system used, additional code may be required to support different screen resolutions.

3D objects and orthographic projection (previous post)


  • Allows using the Unity3D editor to build your levels.
  • Relatively fast UI on iOS and Android.
  • Easy access to the physics engine.
  • Easy to combine with other Unity3D features (e.g. particle effects, 3D animated characters and animation blending, …).
  • Your game automatically works under different screen resolutions.

  • Performance can be optimized on iOS by using texture atlases, but requires additional setup.
  • Using pixel coordinates to define the scale and position of objects is possible, but makes it a lot harder (or impossible) to get decent results from the physics engine.

As you can see, each of them has its own specific advantages and disadvantages. This means there is no ‘best’ method; all depends on the needs of your project.

2D Game Prototyping in Unity3D: Orthographic Projection

After having discussed Unity3D’s GUI class and the GUISpriteUI system as two different methods of creating 2D games in Unity3D, we’re now ready to discuss a third method: combining 3D graphics with orthographic projection.

For this to work, you’ll have to create a scene in 3D, and then set up the camera to use orthographic projection instead of perspective projection.

If all you want is to use 2D textures, you can simply create cubes and assign them materials with these textures.

The fact you’re using a 3D engine to create your 2D graphics actually allows you to do more than that; the possibilities include using the physics engine, or use 3D animation blending for your characters.

To set up your camera correctly, you have to set Projection to Orthographic, and you have to set the Orthographic Size.

Especially in prototypes where the physics engine needs to be used, this can come in very handy. The following video gives you a peek behind the scenes of the Gremlin and Bayou Bird prototypes:

The fifth and last post in this series about achieving 2D in Unity3D will summarize the advantages and disadvantages of the different methods, so you’ll know which method to choose depending on your needs.

2D Game Prototyping in Unity3D: Sprite Manager Systems

As I explained in my previous post, usage of Unity3D‘s built-in GUI class can be a real performance killer on the iOS and Android platforms due to the high amount of draw calls.

Using a Sprite Manager system, such as GUISpriteUI, this performance issue can be entirely resolved.

To reduce the high number of draw calls, you could generate a 3D mesh on the fly, containing all separate rectangles for your 2D graphics. This mesh can then be sent to the GPU in a single draw call, along with one big texture atlas containing all your 2D images.

This is exactly what a system like GUISpriteUI is doing. It dramatically reduces the number of draw calls (perfect for iOS and Android), but requires some set-up effort.

Unfortunately, every advantage has its disadvantage, and this isn’t different for the GUISpriteUI system.

In order to make it work, you’ll need some additional time to set up this system. Also, you’ll have to create a sprite object for each image you want to show, making it slower to use. I’m sure this may be no big deal when implementing a full game, but when prototyping, this is slowing you down.

We can conclude that this system is perfect for 2D UI in both 2D and 3D games, but that it’s less interesting to use for rapid prototyping.

2D Game Prototyping in Unity3D Using the GUI Class

Using the GUI class is probably the simplest way to create 2D game prototypes in Unity3D.

To draw an image to the screen, you only need a single line of code; no objects need to be instantiated whatsoever:


For this to work, this line needs to be in the OnGUI method, and a file named bunny has to exist in the Assets/Resources folder (the actual file would be named bunny.png, bunny.psd, or whatever your favorite file format is).

For many uses, this is fast enough.

When you’re drawing many images every frame, there’s some room for optimization:

  • The OnGUI method is called multiple times per frame (once for each input event, and once for the rendering). As we’re only drawing a texture here, it’s enough to draw the texture only when rendering.
  • Also, Resources.Load is called each time. This doesn’t mean our bunny is loaded from disk all the time; instead, it’s only loaded the first time, and loaded from cache every subsequent time. Still, the cached data is retrieved every time by string – a relatively slow operation.

So in case the GUI code is getting slow, you could try the following:

// in your class declaration
Texture2D bunny;
// in Start()
 bunny = (Texture2D)Resources.Load("bunny");
// in OnGUI()
if (Event.current.type == EventType.Repaint)

Using the GUI class has a major drawback on iOS and Android: each image or text string is sent separately to the GPU, resulting in many draw calls. As these are really slow operations on mobile platforms, this is a real performance killer.

An other drawback is that you won’t be able to use the built-in physics engine. Depending on what you want to prototype, this may be an issue.

In the next post, I’ll discuss how sprite manager systems, such as GUISpriteUI, can be used to get faster 2D graphics on mobile platforms.

Prototyping 2D Games in Unity3D

For many of our prototypes, we’re using Unity3D. Even if the gameplay is 2D.

There are several different ways to create 2D games and prototypes in Unity3D.
In the posts I’ll make the following days, I’ll be commenting on three possible solutions:

  • Using Unity3D’s GUI class
  • Using a sprite manager system, such as GUISpriteUI
  • Using 3D objects and orthographic projection

A peek behind the scenes of the Gremlin prototype

Unity Roadmap 2011: Three Features we’re Most Wild About

As you may have noticed, we’re using Unity3D quite a lot for our prototyping services.

Unity3D is a cross-platform game engine, allowing us to prototype for PC, Mac, iOS and Android without having to specialize in a separate game engine for each platform.

A few hours ago, the Unity Roadmap 2011 has been posted to the Unity3D blog. This roadmap lists a number of features that will be added to the Unity engine, so it’s a very interesting read for Unity3D adepts.

These are the three features we’re most excited about:

  1. Flash export: By using the upcoming Molehill API – which will allow proper real-time 3D in Flash – Unity will offer the option to export to Flash. Currently, only people who have the Unity plug-in installed can see Unity content in the browser. This new feature will make sure Unity3D content can easily be delivered to nearly anyone’s web browser, opening the doors for advergames developed in Unity3D.
  2. Crowd simulation: Normally only supported in high-end AAA game engines, this is one of those features that would take a huge amount of time to develop if you had to do it yourself. As it’s opening the doors to prototyping of crowd-based game mechanics, it’s a feature we’ll surely play around with.
  3. Microphone and webcam support: An additional means of input for games is always welcome, as it encourages developers innovate. Microphone and webcam support could facilitate prototyping singing games and augmented reality games.

Ürban Pad

The last few days, I have been examining Ürban PAD, a tool created by Gamr7, which allows you to create a 3D city rapidly. This would be a perfect solution for prototyping open world games situated in a city.

By combining rules in a visual way, the tool allows you to create buildings, blocks, streets, and most interestingly: city layouts. One way to create a city layout, is to start off with a big rectangle, and subsequently split it in parts to make the street network denser and denser.

Steps in the process of creating a street network in Ürban Pad

For now, we’re able to create a static city in Unity3D, with materials and collision detection.
To be sure the 3D models created by Ürban PAD are fine for mobile use, we created a simple first-person checkpoint race game, running on a Samsung Galaxy Tab:

Currently, the only thing that Ürban PAD is exporting is a static, textured mesh. I’m still trying to find out if it’s possible to export additional data, making it more easy to add pedestrian and car behavior, pathfinding, physics, dynamic traffic lights, etc.
This doesn’t seem supported by the software, but a work-around may be possible. We’re having contact with the people of Gamr7 to see if this would be possible.

I can conclude that Ürban PAD is certainly useful to create a city for a prototype rapidly. For more visually rich games, it may not yet be ready, as there isn’t much information exported besides the mesh.
Either way, I would surely recommend to keep a close eye on this, as the software is under active development.

Color Collider Prototype Video

A new video has been uploaded to PreviewLabs’ YouTube channel.

It shows the prototype we did for Color Collider, a game developed by Crazy Monkey Studios and published by Capcom.

The prototype was used to test the core mechanics, to find out if it’s possible to create enough interesting puzzles with these mechanics, and to pitch the game concept to publishers.