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Found 59 results

  1. 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.
  2. 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
  3. Mesh.lookAt

    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!
  4. 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
  5. 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.
  6. The BabylonJS Editor Toolkit is now available (Version 3.1 - Alpha) Starter Documentation Available: http://doc.babylonjs.com/resources/intro 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
  7. Unity Toolkit Issue

    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?
  8. 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
  9. Hey guys... Especially you @Deltakosh ... I need your help... I have created a Built-In Character Controller (like the one in unity) that basically controls character movement with full jumping, falling and grounding support. Also allows complete user input control with one toggle 'player.enableInput = true'... I am have trouble with the last line... if the 'Auto-Turning' feature is enabled I want the character to always face the direction of the horizontal and vertical input... Kinda like Unreal Engine Third Person Camera usage... I am using the 'lookAt' function to do that now but it 'Snaps To' that direction... so if you went from left to right it would slap to face the other direction instead of rotating 'a it more slower' to the that direction... I don't see a lookAt speed so I don't know how to handle that... I am still a newbie so I don't know all the 'Translation/Rotation' code I could manually using to achieve the same thing... Anyways... any help on fixing the lookout issue... Again ... would be awesome... Here is my current Character Controller code for your reference, have a look... this is how you will use components in the BabylonJS Toolkit UPDATE New Character Controller Code: /* Babylon Character Movement Controller Component */ /* <reference path="{*path*}/Assets/Babylon/Library/babylon.d.ts" /> */ module BABYLON { export class CharacterController extends BABYLON.MeshComponent { public gravity:number = 0.0; public moveSpeed:number = 6.0; public jumpForce:number = 8.0; public dropForce:number = 20.0; public enableInput:boolean = false; public autoTurning:boolean = false; public rotateSpeed:number = 0.25; public applyGrounding:boolean = true; public keyboardJump:number = BABYLON.UserInputKey.SpaceBar; public buttonJump:number = BABYLON.Xbox360Button.A; public isJumping():boolean { return this._jumping; } public isFalling():boolean { return this._falling; } public isGrounded():boolean { return this._grounded; } public getVelocity():BABYLON.Vector3 { return this.manager.getLinearVelocity(this.mesh); } public getAngular():BABYLON.Vector3 { return this.manager.getAngularVelocity(this.mesh); } public onUpdateInput:(velocity:BABYLON.Vector3, horizontal:number, vertical:number, mousex:number, mousey:number, jumped:boolean)=>void = null; private _jumping:boolean = false; private _falling:boolean = false; private _grounded:boolean = true; private _turnIdentity:boolean = false; private _slerpIndentity:BABYLON.Quaternion = null; private _lookPosition:BABYLON.Vector3 = BABYLON.Vector3.Zero(); private _inputVelocity:BABYLON.Vector3 = BABYLON.Vector3.Zero(); private _movementVelocity:BABYLON.Vector3 = BABYLON.Vector3.Zero(); private _contactThreashold:number = 0.5; public constructor(owner: BABYLON.AbstractMesh, scene: BABYLON.Scene, tick: boolean = true, propertyBag: any = {}) { super(owner, scene, tick, propertyBag); this.gravity = this.scene.gravity.y; this.moveSpeed = this.getProperty("moveSpeed", 6.0); this.jumpForce = this.getProperty("jumpForce", 8.0); this.dropForce = this.getProperty("dropForce", 20.0); this.applyGrounding = this.getProperty("grounding", true); this.enableInput = this.getProperty("enableInput", false); this.autoTurning = this.getProperty("autoTurning", false); this.rotateSpeed = this.getProperty("rotateSpeed", 0.25); this._turnIdentity = false; this._slerpIndentity = BABYLON.Quaternion.Identity(); this._movementVelocity.y = this.gravity; } public move(velocity:BABYLON.Vector3, angular:BABYLON.Vector3 = null, jump:boolean = false):void { this._movementVelocity.x = velocity.x * this.moveSpeed; this._movementVelocity.z = velocity.z * this.moveSpeed; if (jump === true && this._grounded === true && this.jumpForce > 0.0) { this._jumping = true; this._movementVelocity.y = this.jumpForce; this.updateGroundingState(); } // Apply scene gravity with drop force delta if (this._movementVelocity.y > this.gravity) { this._movementVelocity.y -= (this.dropForce * this.manager.deltaTime); if (this._movementVelocity.y < this.gravity) { this._movementVelocity.y = this.gravity; } } // Update current movement velocity with physics this.manager.moveWithPhysics(this.mesh, this._movementVelocity, angular); } protected start():void { this._jumping = false; this._falling = false; this._grounded = true; this.updateGroundingState(); this.onCollisionEvent((collider:BABYLON.AbstractMesh, tag:string) => { if (this.manager.checkCollision(this.mesh, collider, BABYLON.CollisionContact.Bottom, this._contactThreashold) === true) { this._jumping = false; this._movementVelocity.y = this.gravity; this.updateGroundingState(); } }); } protected fixed() :void { var falling:boolean = false; var velocity:BABYLON.Vector3 = this.getVelocity(); if (velocity != null && velocity.y < -0.1) { falling = true; } this._falling = falling; this.updateGroundingState(); // Update user input velocity if (this.enableInput === true) { var horizontal:number = this.manager.getUserInput(BABYLON.UserInputAxis.Horizontal); var vertical:number = this.manager.getUserInput(BABYLON.UserInputAxis.Vertical); var mousex:number = this.manager.getUserInput(BABYLON.UserInputAxis.MouseX); var mousey:number = this.manager.getUserInput(BABYLON.UserInputAxis.MouseY); var jumped:boolean = false; // Apply movement and jumping input if (this._grounded === true) { this._inputVelocity.x = horizontal; this._inputVelocity.z = vertical; jumped = (this.manager.getKeyInput(this.keyboardJump) || this.manager.getButtonInput(this.buttonJump)); } // Update custom movement user input if (this.onUpdateInput != null) { this.onUpdateInput(this._inputVelocity, horizontal, vertical, mousex, mousey, jumped); } // Update avatar position and rotation this.move(this._inputVelocity, null, jumped); if (this.autoTurning === true && (horizontal !== 0.0 || vertical !== 0.0)) { if (this._turnIdentity === false) { this.mesh.rotationQuaternion = BABYLON.Quaternion.Identity(); this._turnIdentity = true; } // Rotate actor to face horizontal and vertical movement direction this._lookPosition.x = -horizontal; this._lookPosition.z = -vertical; var position = this.mesh.position.add(this._lookPosition); this.manager.lookAtPosition(this.mesh, position, this._slerpIndentity, this.rotateSpeed); } } } private updateGroundingState():void { this._grounded = (this.applyGrounding === false || (this._jumping === false && this._falling === false)); } } }
  10. I'm new to BabylonJS. I've been successful at integrating the framework within an Angular 2 project. Now, I'm trying to integrate 3D models from the Unity Asset Store. I used the Unity exporter to generate a .babylon file. It rendered a gray beagle. The console complained about an old PBR Material version. I removed the albedo property and the error went away. So, did my beagle. I've attached my log from the console. I'm not sure where to start troubleshooting. What is the common approach to integrate 3D models into Babylonjs? Is there some linting tool to troubleshoot the .babylon file? Is my problem somewhere else? Thanks,
  11. Convert Unity Shader into Babylonjs

    i have one shader which is working fine with Unity Engine, now i want the same into BabylonJs Engine's Application so can any one suggested me the Tool which will help me to resolve this. i am new to shader and its implementation. i can not write shaders as frequently available in Unity so i highly require a tool which can convert that shader into javascript WebGL code.
  12. Unity scene exporter problem

    I converted an obj file to an animated fbx with mixamo. I imported it into Unity then exported it using the Babylonjs export utility. While the animation seems intact the model did not fair well. See images. Are there any special considerations or settings I may have missed? I successfully imported a box exported from Unity and a more complex model exported from Clara.io with the same code.
  13. Hi Guys, I created this post hoping to find people interested in helping on the development and documentations of the unity toolkit. The unity editor allows to put an scene together very easy and export it all ,(lights cameras, meshes etc) with out a line of code How this works? Well @MackeyK24 started developing in visual studio the exporter tool and he saw a way to transform the camera , light or mesh from unity to babylon metadata, then later he add support for animations, splat maps painting, particles system and PBR materials, all of these trough the C# and the unity exporter. Furthermore, I join him on the project 6 months ago and I'm no as good as he is as developer but he took the time to show me and recorded videos to show people how to use it and improve it. I was not easy to pick it up if you dont have a strong object oriented programming skills winch most java script developer lack of, but this is an excellent way to learn or improve your coding skills So if you want to joins us and have some spare time to learn, please feel free to contact me, I can try to put you guys up to speed so we can continue with this great tool for development
  14. 1$ in 2 weeks Chalange

    Hello! I'm quite new into game dev, just finished my first game for latest Ludum dare, now my goal is to earn 1$ in 2 weeks. 2 weeks for making a game from scratch and then make at least 1 dollar out of it. I see there is a lot of people that make thousands on this forum. My question is, whats the best approach? put it on the sites like itch.io and put price as 1$, make it free with donation proposition, ads? What's the quickest and most solid way of earning the first dollar from browser game? thanks
  15. Hey I have just started on using babylon. I started using it together with your Unity exporter. I made the camera go from perspective to orthographics and I got a runtime error : Uncaught TypeError: Cannot set property 'orthoTop' of undefined In this line this._camera.orthoTop = n, as part of n.prototype.updateOrthographicSize = function() { if (0 !== this._orthoSize) { var e = this.scene.getEngine().getRenderingCanvasClientRect() , t = e.width / e.height , n = this._orthoSize , i = n * t; this._camera.orthoTop = n, this._camera.orthoBottom = -n, this._camera.orthoLeft = -i, this._camera.orthoRight = i } } , manager.js
  16. Hello everybody! I would like to introduce my game 'The White Robot'. Actually it is standalone game for PC, but I decided to do demoversion for HTML5. You can find it here. So, it's a story about a white robot that destroys crowds of evil spirits. The evil spits, screams, rages, barks, strives to bite you and hurt you. All of them must be shot, guts and bloodshot gushes from them). Adventures occur against a background of different locations. This is the night forest in the moonlight, a storm in the desert, frost blizzards, musty marshes, burning forests, stuffy dungeons with flies and spiders, human cities that have fallen into decay and suffer from an excess of factory exhausts, and strange fire rive. If demo does not work in your browser, please, try another one.
  17. Hi, I am new to Phaser(and Javascript) and I am working on my first HTML5 game. In my game I have the following: If player touches floor-->game-over-->wait for x seconds(keep updating)->show menu. I am looking for a way to implement the "wait for x seconds"/ timer. I have worked with Unity before and within Unity you can use coroutines to yield the execution of your function for a certain time: https://docs.unity3d.com/ScriptReference/WaitForSeconds.html By using coroutines, there was no need to use a timer within the update function. Is there a similar approach to this in Phaser using Javascript (implementing timers without using the update function)?
  18. The project is about a 2D Retro Monster Training Game (not similar to Pokemon though!). The name of the Game is Creaturals. Creaturals are monsters which live in an alternate universe and can be summoned through portals by using their summoning shards. You take the role of a young boy named [player selects name] living in the small village of Grefin. After an event that changed his life the young boy leaves his home to get trained by Joel, and learn how to use the Creatural shards, how to obtain Creaturals and how to fight with them, preparing him for the war against the Jay Clan which tries to rule the world by using Creaturals to fight for them. Our target platform is PC but we are also considering running a mobile game side project to earn financial support for the team's needs. I am a self-taught amateur programmer. I started coding 4 years ago and thats when I gathered some Web Development experience. 3 years ago I started Game Development with Unity. I code in PHP, JavaScript, C#, HTML/CSS, jQuery and more. We are looking for both experienced and new Game Developers of all fields (Coders, Musicians (Mostly 8bit needed), Designers (mostly for pixel art)) to join our team. In case you are interested join our Discord: https://discord.gg/MJASrmA Here is some Concept Art of 3 Creaturals: http://imgur.com/BUMi1pK Here are some screenshots of an early prototype: http://prntscr.com/e40bba http://prntscr.com/e40c4g http://prntscr.com/e40ca0 http://prntscr.com/e40cqc
  19. This article was originally published on Habrahabr, a popular Russian website for IT professionals. Its topical theme sparked the interest of thousands of readers who left dozens of comments. We are glad to present the translation of this highly intriguing research on the performance of Unity WebGL and Blend4Web, with reported issues taken into account as well as benchmarks updated for the latest builds of both engines. Article in English: https://www.blend4web.com/en/community/article/280/ Here's some of the test results: So, if you interested in full article just follow the link and read it.
  20. 2D Game Art Bundle

    Available Now! Over 90 items in one huge bundle (Character Sprite, GUI, Game Kit, Platformer) 2D Game Art Bundle – 2017 New Year Bundle Items that noted “Sold by Tokegameart” presented in one huge bundle “2D Game Art Bundle – 2017 New Year Bundle” Over 90 items are included. Character Sprite Alien Boss Sprite Android Boss Big Hands Robot Bob The Caveman Brock From The Metro Squad Castle Guard Sprite Chibi Knight 01 (The White Bull) Chibi Knight 02 (The Roman Knight) Chibi Knight 03 (The Golden Helmet) Chibi Knight 04 (The Gladiator) Chibi Muscular Viking Christopher The Police Dungeon Bosses Dungeon Guard Sprite Evil Bot Character Sprite Genki and Dragon Sword Sprite George From The Space Squad Sprite Ghost 01 Good Boy Jack The Thug Jake Adventurous Boy Jane Adventurous Girl Joana From The Metro Squad Joe From The Metro Squad Karen From The Metro Squad Micro Style Character – Arabian Executioner Micro Style Character – Chinese King Micro Style Character – Roman Knight Mike The Counter Terrorist Priest – Tiny Style Character Pumpkin Ghost Skull Knight Skull Warrior Super Black Cat Super Boy Super Cat Super Monkey The Executioner The Shaman Tiny Armored Samurai Tiny Army – Sam Tiny Australian Soldier Tiny Chinese Soldier Tiny Cowboy Tiny Crystal Monster Tiny Guy – Arnold Tiny Ice Monster Tiny Knight Tiny Lava Monster Tiny Mummy 01 Tiny Mummy 02 Tiny Rock Monster Tiny Style Character – Barbarian Tiny Style Character – King Tiny Style Character – Knight Tiny Style Character – Pirate Tiny Style Character – Skull Tiny Style Character – Witcher Tiny U.S Soldier Tom The Police Viking – Tiny Style Character Zombie 01 – Scar Forehead Zombie Zombie 02 – Anime Zombie Zombie 03 – Meat Clever Zombie Wife Zombie 04 – G.I. Joe Zombie Zombie 05 – Exposed Brain Zombie Warrior – Tiny Style Character Bad Piggy Fairy Tiny Stlye Character Goblin Tiny Style Character Wizard Tiny Style Character Archer Tiny Style Character Ogre Tiny Style Character Ninja Tiny Style Character Super Bunny Super Panda Cartoon Enemy Pack 01 Cyclop Tiny Style Character Gold Miner Tiny Style Character Game Kit Jetpack Buddy GUI Classic GUI Snowy GUI Stone Age Themed GUI Western Game UI Cartoon RPG GUI Tileset Cartoon Town Egyptian Tileset Fantasy Tileset Snowy Platformer Game Tileset Spaceship Game Platformer Top-Down Dungeon Platformer Tileset Top-Down Forest Tileset Top-Down Snowy Game Tileset DOWNLOAD NOW! Visit : http://tokegameart.net/ Facebook : https://www.facebook.com/tokegameart/ Contact : support@tokegameart.net
  21. U3D - BabylonJS Editor Toolkit

    U3D - BabylonJS Editor Toolkit is now available as a unity package. Contains full toolkit including all source and templates. U3D - BabylonJS Editor Toolkit Available For Download Installation (So BabylonJS Editor Toolkit Is Listed For New Project Creation): ========================================== BabylonJS - Toolkit Binary Package ========================================== Place the 'BabylonJS' folder containing the .unitypackage in your Unity Asset Store folder: - Mac: ~/Library/Unity/Asset Store-5x/ - Windows: %AppData%\Roaming\Unity\Asset Store-5.x\ - Example: ---> Asset Store-5.x ---> BabylonJS ---> BabylonJS Editor Toolkit.unitypackage ========================================== BabylonJS - Creating New Projects ========================================== When creating a new unity project, select 'Add Asset Package' and enable 'BabylonJS Editor Toolkit' support. ========================================== BabylonJS - Importing Existing Projects ========================================== When using an existing unity project, select 'Assets->Import Package...' and choose your 'BabylonJS Editor Toolkit' unity package. Enjoy
  22. U3D - BabylonJS: A Proof Of Concept Not too long along I suggested on these forums to create a dedicated babylonjs game editor. It started out as some kool built in features and enhancements like I show in my first two videos to really take advantage of the Unity3D Game Editor. We used a bunch features without any code (the only global code was added at the end to to rotate the cube). But now I think i just finished my first version of the accompanying U3D - BabylonJS Scene Component API to really make a complete development IDE that is light weight for our BabylonJS Typescript WebGL based web applications, and provides us BabylonJS folks a whole lot of professional game editor features to make our game with. (basically whatever you can do programmatically in the Unity Editor at design time when the export runs... That means ANYTHING... It does not have to even come from unity... anything that is useful to you to serialize into metadata for your game.) Check out my latest session. We create our first playable BabylonJS Toolkit Made Game, Unity Style: U3D - BabylonJS: First Playable Game - Part 1 U3D - BabylonJS: First Playable Game - Part 2 U3D - BabylonJS: First Playable Game - Part 3 Play My First Ball Demo Game Made With BabylonJS Toolkit I think we got the making to ease our development process, especially for larger games. If I can do this (And I Am A Newbie, I just started with babylon a month or two ago. I just could not deal with NOT having a good game editor... So i made the toolkit FIRST... This is actually MY FIRST PLAYABLE BABYLON JS MINI-GAME... EVER ) .. But yeah, if i can do this, then you should be able to do ANYTHING babylon.js framework can do... Just with a light-weight babylon.js scene component api and professional grade game editor. Update: I found issue in last video with 'Next Level' button visibility. I forgot to "Re-Export" Level2 and Level3 (The html markup is embedded in the scene file and was still using the markup WITHOUT the hidden class)
  23. Please check out the U3D - BabylonJS Thread and take a look at the videos: Check me out
  24. 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
  25. I was just checking to see if there is anyone else in the babylonjs community that would like to be able to use ALL the design time features (that you can pull useful information for serialization into the native .babylon scene file). Including: --- Built-in babylon javascript and typescript development right in the UnityEditor (Using whatever text editor you have unity configured to use) --- Integrated babylon html game preview window features, including debugging (Thanks to David for creating the original WebServer.cs) --- Node level (camera, light, mesh or simply a game object) metadata including abstract base class BabylonScriptComponent (subclass of monobehaviour) that can be attached as regular unity script components... Just like normal unity scripting, JUST FOR BABYLONJS --- Babylon.Unity.ts ... A babylonjs loader to automatically parse all scene metadata and provide a fully managed 'tickable' scene components --- Plus pretty much ANY UnityEditor design-time features --- General Asset management --- Detailed Scene Level Design --- Fully scriptable prefabs The list goes on. Now i don't know if its just me going nuts over here, playing with all the stuff i can do with Unity as my dedicated babylon js game IDE or if there are others that would like to use that kind of unity game editor features. Or even if the babylon community wants to be associated with that much BabylonJS/Unity integration I have all this code running on my machine (Working great, i might add) but i TOTALLY SUCK at gothic pull request (Note: I still delete and re-fork overtime i want a clean updated babylonjs source download) I am making a short video showing some of the features... Its just that, if I'm the only one who wants to do this kinda stuff, i won't bother wasting my time packing up and making available to the rest of babylonjs community (Once i figure out how to package up my extension kinda like babylon.canvas2d... I would like to make a babylon.unity3d extension that provide all the client side typescript that uses the UnityExport metadata) Also... I add SOOO many features and re-strcutered the /Assets/Plugins/Babylon folder that i don't know if i can just do a pull request to submit back to babylon or if a should just submit as a new 'Exporter/Editor' feature to the github. Anyways... a video coming soon to see what you all think about think of dedicated babylonjs editor using unity (With ALL runtime features disabled... Just editor stuff)... Let me know