
If you snap two modular wall pieces together, you always have an unmerged loop of geometry in between them. We want to push the visuals as far as we can, so we need to squeeze every last drop of performance out of our workflow.Īssembling levels from Prefabs can be less efficient than creating a watertight mesh in a modeling program. We mainly target mobile, standalone VR headsets for our games.
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We were looking forward to all that feedback, but not looking forward at all to the manual effort involved in applying it to our maps.Īnother potential downside to a Prefab-based design workflow is performance.
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Obviously, this workflow was not going to give us the ability to quickly iterate on our map designs as we playtested, both internally and as part of our open alpha, where we planned to make one map available for free to get feedback from the community. In this article, we’ll share with you how we ended up with this workflow and how it supports the kind of rapid design iteration we need for our games. For our current projects though, we’ve landed on a workflow where we model and organize our levels in Blender, and rely on Unity’s AssetPostprocessor to integrate them into our Unity project. That includes using in-engine modeling tools like ProBuilder (which we still use and love for rapid prototyping) and assembling scenes from Prefabs created in other modeling packages. Unity has been our go-to engine and development environment for over a decade, and we have gone through many workflows over the years for environment modeling and design. In this blog, Jel Sadones, lead level design/tech art, and lead developer Pieter Vantorre walk us through their Blender-to-Unity pipeline and how they brought their VR tactical FPS title Breachers to life. Triangle Factory leverages tools like Cinemachine, Unity Profiler, Game Server Hosting, Matchmaker, Voice Chat (Vivox), and Friends in creating an immersive experience for players. With Rokoko's inertial mocap tools however, up to 5 performer's motions can be captured at once.Triangle Factory is a fast-growing Belgian gaming company that uses Unity to create high-quality multiplayer VR titles like Hyper Dash and their latest game, Breachers. motion capture tools that can capture more than 1 performer in the same recording. Multiple performer recordings: today, there are no convincing A.I.Inertial tracking can offer more flexibility in this regard as well (the tracking area is as big as the WiFi range of your router and lighting or other environmental factors are irrelevant). Tracking space: background and lighting are important to capture a clear video (and thus a good animation), as is distance to the camera.


This is not an issue with Rokoko's inertial mocap tools: real-time integrations are supported for all major 3D software. motion capture, post processing is heavy but needed to generate the animation file, meaning it's very hard (unless you cut some big corners) to generate the animation in real-time.

relies on a complete view of the performer to estimate the skeleton's position.
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