"Become a first-time digital game maker with the new LEGO Microgame by Unity! Create, personalize and share a fully interactive 3D game packed with virtual LEGO bricks, new Minifigure characters and more exciting LEGO elements. Follow simple guided tutorials in the Unity Editor to move from opening your first project to publishing and sharing your first 3D game in about 45 minutes. No coding experience required! Get started in Unity with the LEGO Microgame by visiting Start Your Creative Projects and Download the Unity Hub | Unity
Pretty cool to see such a dynamic partnership between Unity and the Lego brand.
I’m not a Unity employee or a Unity Forum Moderator, so I don’t believe I’m able to tag the thread as Official. So I would say no this not an official forum thread on the new LEGO Microgame by Unity. This is simply from a Unity developer (myself) and a big fan of Lego (myself as well). The information shared here is about an official collaboration between Unity and the Lego brand.
PS - Not sure what the “targeting cookies” means? Is there something up on the official Lego YouTube or official Unity page for the challenge?
Nope.
See this thread, to get better idea about the subject and related issues.
Ignore some potential small sparkly flame going there https://discussions.unity.com/t/806308/46
Ouch well that stinks, but it does make sense considering the Lego IP. I think barring maybe interested children and Lego enthusiasts this would be of little benefit to game developers.
@JamesArndt1 I think this is very fair move from Unity perspective.
Developers for long time were crying out, that Unity is not making games by them self.
Now we have not only game, which promotes lego, but also is open to us devs., even that is behind a such licence. I think it is really cool movement in right direction. Who don’t like Lego?
And then we have another open project from Unity, which invites everyone to participate, in shaping its little adve nature.
I suppose I can see this perspective. I don’t think the Lego project is Unity creating a game for release as much as it is just giving everyone a development sandbox using the Lego IP. So at the essence of it I don’t think this is what folks were clamoring for when they wanted Unity to develop titles. They were asking for development of titles similar to what Epic has been doing for some time now. I do agree the collaborative projects that Unity is opening up for folks is a great initiative. I know I love Lego and so do my children, so it’s definitely a positive. I know Lego is also a likely contributor to the explosion in popularity of Roblox.
I took a look at it recently, and it appears to be a fun and well designed tutorial for absolute beginners. It shows you things like changing values in inspector fields, etc, without requiring coding experience. I could see this being used in middle school computer class rooms and similar, but it looks fun for anyone who just downloaded Unity for the first time to get their feet wet.
Lego when used as a noun is already plural. (Like deer, police, luggage, etc). Alternately you can use 'Lego bricks" or Lego elements" for plurals.
</pedantic AFOL>
I played with a for a bit… I wonder how useful it is for beginners? As far as I got with it, other than the play button, and dragging elements to the scene, almost everything else seems very un-Unity like. Like dragging behaviour bricks to the models on the stage to make them function? I mean, it is neat, but it is even different than the visual scripting language that Unity is focusing on now. It is cool to have a recognizable brand to draw in more users.
Can you give me a hint on where the brick position behavior is getting controlled inside the editor? Which script is responsible for snapping the bricks together?
hi all, for some reason I am stuck at the beginning of the tutorial on this. It’s weird and I really don’t know what I did wrong.
The tutorial asked me to drag a Platform from the Prefab into the scene and I did just that. However, the Platform that I did drag out is just invisible for some reason? I can see the outline of a platform, but it doesn’t show the actual lego platform. And I can’t see it either when press Play and test out the game. It’s so weird but if I do click on the space, I can select the invisible platform, and move it around, rotate etc, but it just doesn’t show in game?
I realise I’m not the target beginner market for this project, but I was interested in how it handled performance with the many colliders you’d end up with after combining hundreds or thousands of LEGO bricks each with their own collision. Was it combining them into a convex hull, using an outer box as a base and then raycasting internally, doing nothing?
Unfortunately it all seems to be hidden somehow. You can’t see the children of the “LEGO Model Group Asset” GameObjects and their colliders and other content doesn’t show up in scene view.
Is there any way to expose those hidden GameObjects ? I assume not as the hiding must be intentional but I just thought I’d check here. It’s possible to see that they exist - scripts like BrickColliderCombiner.cs reference them.