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Whew! …after quite a tussle with Unity 3 in migrating my project files, I have finally migrated it. I was even able to use the built-in lightmapping tool. Despite the lack of Global Illumination (since it is a Pro only feature), the lightmaps are quite clean. It even looks cleaner than my previous lightmaps using the external lightmapping tool.

Though this demo release is still unoptimized (no occlusion culling, etc.), because of Unity 3’s improvements, the framerate has gone up considerably. Downside is that the build size has more than doubled, from 5mb to a 12mb file, so it may take a while to download on your browsers.

Click here for the demo.

UPDATE: I just did a quick test of the demo and ran it on a laptop with an Intel GMA 950 integrated graphics chip and it runs WAY BETTER than my previous demo which was built on Unity 2.6. Out-of-the-box Unity 3 really improves an existing 2.6 project. The 2.6 based demo is like a slideshow, while the 3.0 version is really playable now. There are still a bit of a framerate drop but this is mainly due to the number of unculled objects which can be easily remedied by Occlusion Culling. I’ll be using the Occlusion Culling package from M2H for this one since I’ll only be using the free version of Unity (Umbra Occlusion Culling is only for the Pro version).

For a comparison, here is the 2.6 version.

Unity 3.0 was just released. I’ll try to migrate the project from 2.6 to 3.0 within the week and see how it goes.

One concern is that the now built-in lightmapping tool in Unity 3.0 does not include Global Illumination Lightmapping if you are only using Unity’s free version. Using the free version only entitles you to the standard lightmapper. I am currently using the free version because I don’t want to spend $1200-$1500 yet on a Pro license for a project that is still in it’s infancy. So depending on the quality of the lightmaps generated, I’ll choose between sticking to the 3rd party External Lightmapping Tool or using the built-in (free version) lightmapper.

At last a demo everybody can sink their teeth into! Click this link to see it.

A couple of details about the demo:
– Use the WASD keys to control movement and the mouse to look around
– It’s render settings are currently set to the Unity default “Good”
– It’s not optimized yet

After countless hours of level prototyping and lightmap tweaking, I finally got the look and feel that I want. Here are my first screenshots of my test level. Just click on them to see the full resolution versions.


FPS_Screen_01

FPS_Screen_02

FPS_Screen_03

To whomever is viewing this blog right now…

I am Anton, a “trying-hard” game developer. =P

This blog will be my development diary.

“State of Subversion” will be a web-based multiplayer first-person shooter using Unity.