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UNITY TOOLKIT HELP


MrVR
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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 

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He @Nesh108 what up bro,

about the toolkit, my friend @MackeyK24 just finish the toolkit version 3 and is gonna be off-the hook, follow this post we are waiting for him to release it and do the docs is something we have to work on so if you want to get on board 

just follow this post  and watch the videos below, the current  src code is here  from babylon repo in github, if you need help with the install let me know

 

http://mackey.cloud/files/videos/u3dbabylon.mp4

http://mackey.cloud/files/videos/u3dbabylonApi.mp4

http://mackey.cloud/files/videos/u3dmetadata.mp4

http://mackey.cloud/files/videos/u3dskyboxes.mp4

splat map

http://mackey.cloud/files/videos/u3dsplatmaps.mp4

game made in unity 

http://mackey.cloud/games/space/

 

maya

http://mackey.cloud/files/videos/u3dmayatools.mp4

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12 minutes ago, Nesh108 said:

Good stuff @MrVR. I am currently working on my own videogame and I am planning to release the first demo in a bit, I might try to use this tool and see how it compares to the WebGL exporter provided by Unity. :D 

Nice @Nesh108 can you send me some link to learn that way too, I was wondering how that performs compare to babylonjs , so if you have links or guide please post the links for me to check it out 

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8 hours ago, MrVR said:

Nice @Nesh108 can you send me some link to learn that way too, I was wondering how that performs compare to babylonjs , so if you have links or guide please post the links for me to check it out 

Just make a regular unity game... set the project type webgl/ html5... then build... use so you know... unity really makes a c++ (via emscripten) port of your game. BabylonJS games are native HTML5 based webgl games... you will see big differences in loading... you have to use their C# unity API to get JavaScript access if you need any native web access to your game... it very klunky... and the worst thing... god forbid you actually get some kind of runtime error in the browser... you will some long C++ emscriptem error... sometimes with no message at all... i and I really don't like the long C++ emscripten runtime compile (not the shader compile) but actually compiling the game code in browser (which fails on my mac most of the time) ... and it uses this big typed array that you define at runtime... say like 1gig ... that your game binary really runs in...

In short... you get a much cleaner, faster and richer runtime experience going native JavaScript HTML5 and webgl API ... which BabylonJS wraps up real nicely... but by all means try it out yourself and see ?

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3 hours ago, MackeyK24 said:

Just make a regular unity game... set the project type webgl/ html5... then build... use so you know... unity really makes a c++ (via emscripten) port of your game. BabylonJS games are native HTML5 based webgl games... you will see big differences in loading... you have to use their C# unity API to get JavaScript access if you need any native web access to your game... it very klunky... and the worst thing... god forbid you actually get some kind of runtime error in the browser... you will some long C++ emscriptem error... sometimes with no message at all... i and I really don't like the long C++ emscripten runtime compile (not the shader compile) but actually compiling the game code in browser (which fails on my mac most of the time) ... and it uses this big typed array that you define at runtime... say like 1gig ... that your game binary really runs in...

In short... you get a much cleaner, faster and richer runtime experience going native JavaScript HTML5 and webgl API ... which BabylonJS wraps up real nicely... but by all means try it out yourself and see ?

Nice thanks for saving us time bro.. 

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