Why no lightmapping with Unity Indie? Shouldn’t that be a fairly basic feature?
Also, what does the Indie Watermark look like for the web plugin build?
Why no lightmapping with Unity Indie? Shouldn’t that be a fairly basic feature?
Also, what does the Indie Watermark look like for the web plugin build?
i dont think there s a watermark .
But it is there! Just bake your lightmaps in your favourite lightmapper and use the lightmapped shaders. Works in Indie as well as Pro.
Just like the one at the bottom right of Race Demo at the gallery
Yep, I’m doing some lightmapping with Indie at this very moment. It’s not a problem. You can hack the shaders so you can get lightmapping combined with other stuff too, like the alpha decal lightmapped shader I just did by copying pasting.
–Eric
Wow that’s awesome! And that watermark is tiny! I was thinking it would be full screen.
One other question, the site says support for JavaScript, Boo and C (or C+ can’t remember), does that mean that if I know JavaScript already, I won’t have to fool around with any other types of code?
Btw, is that motion blur I saw in the race demo?
i’m doing a largish game with javascript only - though there are some C# scripts that came with unity that i make use of, i don’t know C# from sanscrit (okay you can figure some of it out just by looking at it ; )
you only need to know c if you want to write plugins.
with the pro version you get full screen effects like glow, blur etc.
; )
To some extent. Yes, you can stick with 100% Javascript (which is what I do), but there are a few differences with the Javascript in Unity, and you’ll likely want to learn some .net stuff for formatting strings and so on. Plus learning the Unity-specific commands and syntax is what takes most of the learning time anyway. Fortunately it’s great fun.
–Eric
Yeah, the watermark is a fixed pixel size, so if the resolution you’re playing at is fairly large, it’s even less intrusive. If I recall correctly, with Indie, you only see the watermark when viewing web players from Windows.
I recognize you’re coming from dim3. There will be some scattered differences in JavaScript between the two implementations, but you will be able to make a full game using only it. MegaPixel and Open Fire are two examples of that. There are some scattered reasons why people use C# for a particular script, but really don’t worry about it.
Performance wise, I’m confident that Unity’s performs a lot better than the SpiderMonkey implementation dim3 uses, especially for tight numerical loops as shown off in the JavaScript performance demo:
http://unity3d.com/webplayers/js_performance/index.html
Cheers,
-Jon
Yes. It’s one of the Image Postprocessing Effects that ship with Unity Pro (and of course you can make your own ones).
Wow! Sounds great. I realize I’ll have to learn the Unity specific APIs and things, but that’s not hard for me.
The motion blur ran danged good on my eMac though, I was quite surprised.
@Jonathan Czeck: How’d you know I was a dim3er? And btw, I’m still using Dim3, but Unity is better suited for my shareware level work. I’ll still use Dim3 for other projects, but Unity took me hook line and sinker.
What a cool engine.
And after having first-hand experience with the SpiderMonkey engine (during my prior life working on Director) I can say that Unity’s JS implementation is wickedly fast in comparison (I dare say there is no comparison to be made!).