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Found 74 results

  1. Hello, I'm Kyriakos from OdiusFly Studio. I have 10+ years of experience working as a freelance game developer and graphic designer. If you have time please take a look at my portfolio: If you are interested for game license or freelance work, please don’t hesitate to contact me via email: odiusfly [at] hotmail [dot] com Thank you!
  2. Hi Everyone, I've just pushed the latest version of the IGX SDK to Github. This version supports deployment of web and Facebook Instant Games to Android and iOS via Unity. Features include: Adverts via Unity Ads (Admob is work in progress) In-app purchasing Social login via Game Centre and Google Play Games Leaderboards via Game Centre and Google Play Games Native sharing Analytics via Unity Open external URL's File uploads Localisation support IGX SDK is also cross portal with support for: Facebook Instant Games Kongregate Crazy Games Game Distribution And additional services supported: Xtralife gaming back-end PayPal AdsInPlay Google Analytics IGX SDK is free and open source. The ultimate aim of the IGX SDK is to enable web game developers to write games once and deploy to multiple portals and app stores from a single code base. Thanks Mat
  3. We are a small up-and-coming games studio based in East Anglia, UK, with several games that are ready to be pushed into final production ready for use in the betting and casino industry. We are looking for a freelancer, preferably with experience in the casino or gambling industry, to help us take a demo we have already built in Unity and port it over to HTML5. We will also require the finished game to be plugged into a number of different casino and betting networks. Ideally we'd like someone UK based, but we will consider a remote candidate if they tick all the right boxes. Relevant examples of work would be greatly appreciated.
  4. Hello! My name is Brian and I'm the Developer Community Manager with Legends of Learning. Legends of Learning is a EdGame platform looking for HTML5, Unity or Construct 2 developers to build 500 short (5-25 minute) Math games. Payout ranges from $1000 - $50000 per game depending on performance. To date, $4 Million has been paid and 1000+ games have been built. Sprint open now with slots on first come - first serve basis. Average of $4000 per game. Creative control left entirely to the developer! To learn more about the company and opportunity and to submit your information, navigate here:
  5. Hey guys. Recently I started working with the Babylon Exporter in Unity to create a 3D scene. I read documentation and watch video about Terrain Builder, where says that you can use up to 12 textures to create a Terrain. But for me more than 6 not work. A black background is drawn instead of my texture. Why can it be?
  6. If there are too many similar meshes in my scene, what do I do in unity such that when I export the scene to Babylon, those meshes are instances of one of them and not remain individual meshes in Babylon? Also if there many similar meshes in my scene, which does require separate materials, what do I do in Unity such that when I export the scene to Babylon, those meshes become clones of one of them and not remain individual meshes in Babylon? @MackeyK24
  7. I have some experience with desktop gamedev with Unity and MonoGame, and only now getting onto the HTML5 train. In the past 2-3 years it seemed that Unity's WebGL support wasn't that great. Which brings me to my question, is Unity any good for HTML5 game development? Or is it still sort of experimental feature? I was kinda surprised not to see a Unity section in this forum, which kinda prompted me to ask.
  8. Take a look at where I'm going with this and let me what you think. It is basically a heavily modified Babylon Unity Exporter Demo Video Link U3D - BabylonJS Game Editor Toolkit Quick Intro Demo API Update Warning: I tried to make it shorter, i took a deep breath and spoke as fast I could but it still took about 1 hour and 20 minutes. But the technical folks who are up to it and want to see how to use and how i put together a Manage Scene Component API with a light weight 'Unity-Style' life cycle with native babylon scene hooks for 'start, update and destroy' stages... Then this is for you U3D - BabylonJS Scene Component API Intro Note: I found the problem at the end of the video with the getSceneMarkup function. I had to move the controller.ready() to AFTER the scene.manager has been set. But you should still where i was going with that
  9. anybody knows how can i access to event such as clicking or gazing in babylon toolkit i didnt find any enough source in internet i need to teleport with gazing play animation which is opening the door s when in gaze event and i need change my cursor when i gaze or when im not im gazing event
  10. The article explaining the differences between the Unity WebGL engine port and native JavaScript implementation called Verge3D.
  11. The BabylonJS Editor Toolkit is now available (Version 3.1 - Alpha) Starter Documentation Available: Hey guys, my latest toolkit is available for download. I still got ALOT of work to do on the documentation but the core toolkit as been submitted. The toolkit has been updated to support the latest Unity Editor : 2017.2 or greater. Known Issues/Future Features: 1... Terrain Builder A... Texture Atlas Support In the Shader. Currently glsl fract() leaves terrible edge seems. (Paging @Pryme8 and @NasimiAsl) B... Collision Physics For Segmented Terrain Option C... Detail Prototypes And Grass Billboards Not Supported (YET) 2... Particle Systems A... Need to implement Update Over Time Functionality (Like Unity's Built-In Shuriken Style Particle System Editor) 3... Animation System A... An absolute MUST HAVE... Animation Blending (playing multiple WEIGHTED animation clips/ranges) B... Wish List Item - FootIK would be flaking awesome, but I dont know how to do this AT ALL (Paging @Deltakosh and @Sebavan) 4... Network Play A... Wish List Item - I saw some guy who as a demo on the BabylonJS website that is using Networking. Some sort of multiplayer egg shooter demo. (ANYBODY PLEASE GIVE ME INFO ON HOW TO DO THIS) 5... HDR Reflections A... When using panorama HDR for reflection textures, they render inverted in the sphere (or object) that is showing the reflected environment (Paging @Deltakosh and @Sebavan) B... Wish List Item - Would love to modify HDRCubeTexture to use a NON-Spherical HDR for reflection (I can then tie into the native unity reflection probe for the scene) Example: But over all. we now have a COMPLETE GAME DEVELOPMENT ECO-SYSTEM for our BabylonJS Content or Games... Enjoy
  12. Hi, I've tried importing the latest Unity package from: Editor Toolkit.unitypackage But it doesn't compile. Errors: - Assets/Babylon/Shaders/Unity/Interface/StandardRoughnessShaderBJS.cs(272,34): error CS1501: No overload for method `TexturePropertyWithHDRColor' takes `4' arguments - Assets/Babylon/Shaders/Unity/Interface/StandardShaderBJS.cs(297,88): error CS0117: `UnityEditorInternal.InternalEditorUtility' does not contain a definition for `IsMobilePlatform' - Assets/Babylon/Shaders/Unity/Interface/StandardShaderBJS.cs(323,34): error CS1501: No overload for method `TexturePropertyWithHDRColor' takes `4' arguments Which version of Unity should I use to test the exporter? I haven't seen it in the documentation. Also, the GettingStarted video: is pointing to a 404 Pinging @MackeyK24 David
  13. Hi everyone, According to colleagues experiences I know that Unity sometimes requires additoinal plugins for networking functions (access to databases, etc) and I saw that the websites made with Unity take a bit longer to load and sometimes its necessary for user to download additional stuff to be able to use 3d websites. But all I know is too superficial, can anybody give me more details of why is BJS better than Unity? Thank you all.
  14. About MGN Studios: MGN Studios is the new game development division of Freedom! Family Limited. Our mission is to create great games and technologies that actively engage and involve the YouTube community of players, bloggers, reviewers and creators. We’re setting up shop right here in beautiful Vancouver! If you want to join a start-up where you get to work remotely and build something new, and be a part of an honest & transparent leadership team with a veteran Studio Head, then MGN Studios is for you! THE ROLE: Are you up for the challenge? We are currently seeking a Senior Game Engine Developer to join our team in leading the architecture and development of browser-based video game engine technology. You will be the driving force in the design and development of our studio’s game engine infrastructure. You should be comfortable diving deep into technical architectures and requirements, able to quickly identify solutions to challenges discovered during development, and ready to direct and mentor other developers in creating a robust and scalable code base. Prior experience building browser-based multiplayer game technology is preferred. We are looking for someone to be a key participant in the creation of a collaborative environment that leverages agile development and rapid prototyping; rewards creative solutions and intelligent risk taking; fosters a culture of excellence, respect, and fun; and makes great games. RESPONSIBILITIES: Are you ready to make a contribution to our team? Lead the design, implementation, and growth of a browser-based HTML5 multiplayer game engine. Manage and mentor a team of software developers through the interactive development process. Set company-wide code development standards and best practices. Work with game designers and artists in the development of game features, art pipelines, and tools. Partner with producers, PMs, and other leads on schedules and plans. Identify technical and production issues/risks and propose solutions. QUALIFICATIONS: Do you have what it takes? Degree in Computer Science and/or relevant professional experience. 5+ years experience in professional software development. 3+ years of experience in the development of game engines. Very good knowledge of existing game engines (e.g. Unity, GameMaker, Phaser, Pixi, Turbulenz, etc.) and server side technologies. Deep knowledge of modular programming, API design, and game architectural patterns. Extensive experience with frontend and backend technologies such as HTML5, Javascript, CSS/CSS3, jQuery, PHP, Python, Node.js, MySQL, etc. Source revision control experience (Github preferred). Professional experience in agile software development. Experience working effectively in cross-functional game teams. Excellent oral and written English communication skills. Experience developing MMO city builder games is a PLUS Experience developing casual MMO .io games is a PLUS Experience with Apache Ant, iOS WebKit, Android Webkit / Chrome is a PLUS Knowledge of video platforms including YouTube, Dailymotion and Twitch is PLUS COMPENSATION: Competitive Salary Flexible work hours Flexible work locations (home, office, etc.) Are you intrigued? Here are a few more reasons to make MGN Studios your daytime/anytime home: Work remotely - Did we already mention you get to work remotely? Yes, it’s true! Leadership - Do you like working with veteran Studio Head who will give you clear direction, honesty and guidance, and believes people are the pillars to success. He’s the opposite of an evil villian with a curly moustache. Build something new - Play a role in building a game development studio that can’t stop and won’t stop growing. Career growth - Make an impact by leading projects and driving the direction of the studio. Develop initiatives and solutions that drive your career and boost the studio’s growth. For Freedom! Does this sound like you? Please apply asap as we are interviewing immediately for this permanent, full time position. PM and we can arrange a time to speak over the phone!
  15. Lost Signal agency investigates paranormal events from all around the world. You are one of the agents who participates in the research of various artifacts. Investigate paranormal activities in this 3D game which has great action and elaborate 3D graphics! Interesting quests and creepy monsters await you! New artifacts or paranormal events in every update! Current version: 0.3 WebGL: Android:
  16. Hi guys, I was in a talk where a guy asked to me : 'why using babylon.js to create game with webgl if now unity export a completed webgl application?' I don't know how unity exporters works, but... Do you have any opinion about it? This question blow my mind Thanks
  17. hi i use unity create a simple scene one cube,sphere and plane bake the scene then use the export toolkit get three files .babylon file .manifest file and the bake light png picture file i drag the .babylon file to the sandbox , the web page show not as in the unity i check the tutorial in still have no idea how can i import the babylon file and the png file make them work now i do not know how to use it can some help me? regards
  18. Still working on the Most important feature of all that started the whole toolkit design for me... My Unity Mechanim STYLE Frame By Frame Animation Posing System. IMPORTANT... NOT ACTUALLY RUNNING ANY UNITY MECHANIM ANIMATION SYSTEM AT RUNTIME I simply SCRAPE OFF as much information about the native Unity Animation State Machine As Design Time, Serialize that as metadata. Then my BABYLON.AnimationState class (from SceneManager Extension) uses my own implementation of a frame by frame animation state machine that can blend ANY pose from ANY animation track for ANY clip on ANY layer at ANY given frame time... And its SUPER fast... Especally for DYNAMIC state changes that would normally cause you to have to call scene.beginAnimation over and over and over to handle switching animation state. But the animation state machine handles all this flawlessly so far
  19. Hi, Looking for Unity game developer , please let me know if anybody interested on Thanks
  20. I tried to export unity scene from unity and enable the physics. But I can't find where babylon create the mesh in index.html that export from unity and what babylon do to recognise all model in unity scene? As I want to set the mass for each model , is there some where can find the register for all game objects ? Anyone also can explain how babylon work with the cannonjs to set the collider for each model ?
  21. This might seem like a ridiculous question, but I was just curious to hear your input on the subject. In brief, I have spent a lot of time learning web development (specifically the front-end). Although, I recently gained interest in creating games with JavaScript frameworks such as Phaser. With that said, is there anything wrong with making simple 2D games for mobile using JavaScript code and something like PhoneGap to get it on mobile stores? Do any of you currently do this? Or should I change my focus to Unity and C#?
  22. Hi Is there something about the Mesh.lookAt method that means it won’t work on imported models? I have a .babylon file exported from my Unity scene. I can select individual meshes using: var mesh=scene.getMeshByName(“someMeshName”) This works because the exporter maintains the Unity GameObject names. Yet, if I then try: box.lookAt(mesh.position); //box is a mesh created with Babylon The “box” object’s rotation never changes. If, however, i create a second box object and make it the target of the lookAt() call, the “box” object’s rotation does change. I’ve checked the position property of the mesh I’m selecting with getMeshByName() and it’s not null, so I feel like I’m missing something here. Any thoughts? Cheers!
  23. Hi New to babylon.js and I'm trying to set an visibility value to a mesh in my scene, such that I can animate the visibility to zero. The scene has been exported from Unity in to Babylon. The object in question is actually a typical Unity GameObject, whose child GameObjects all have Mesh Renderers and materials attached. So the main parent GameObject has nothing other than its inherent transform, and therein lies the problem: when in Babylon, this object has visibility:0 and no material object (in other words, it resembles the GO in Unity). What's kinda interesting/strange (to me) is that the parent GO in Babylon has visibility:0 already, yet I can see the child objects no problem. Thus changing the value of visibility of the parent GO in Babylon has no effect on the visibility of its children. I suspect this is more to do with Unity than Babylon, however. In Unity I have a similar problem if I try to animate the opacity of one of the GO's children. I think it comes down to the shader being used for the material - the one I have at the moment (Mobile/Diffuse) does not appear to present a parameter for colour and opacity, thus opacity can not be adjusted not even in Unity. For my own understanding, however, is there a way I can easily change the visibility/alpha/opacity of the parent object in Babylon that will also affect the child objects, or would I have to iterate through every child and animate their visibility values individually? Or is it really the case that I need to change how my Unity scene is constructed before Babylon an help at all? A visual of the object structure in Unity is here. Cheers
  24. hey @MackeyK24 it's been a while! I am having an issue with the exporter. When I export my scene I get a mostly empty directory structure under the Project folder. In the scenes folder I do get the .babylon file, the scene.js file and my 1 texture, but all other folders and the main index file are missing. I am using the latest version of the toolkit and the latest version of Unity (2017.2.0f3). My workflow is, I build the scene, I export the scene. I get a message saying "Scene exportation complete.". The scene itself consists of nothing but 3 models and a camera. No animations, nothing advanced at all. Have you any thoughts on this?
  25. Hello everyone I am trying to use Unity Lightmaps with babylon via the Babylon Unity exporter I use Unity v5.6.3p2 and the BabylonJS Toolkit v 1.0 with Babylon 2.5 For now it's a nightmare, i've tried a lot of combinations with different shader/configuration and nothing works I do my test with a simple fbx and 2 materials/textures, someone have some informations about that? Any help appreciated