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	<title>Harry Nesbitt - Illustration and Design &#187; Unity</title>
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		<title>Experimenting with Unity: Part Two</title>
		<link>http://www.harrynesbitt.com/old/blog/experimenting-with-unity-part-2</link>
		<comments>http://www.harrynesbitt.com/old/blog/experimenting-with-unity-part-2#comments</comments>
		<pubDate>Sun, 10 Feb 2013 19:13:35 +0000</pubDate>
		<dc:creator>Harry Nesbitt</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.harrynesbitt.com/?p=1388</guid>
		<description><![CDATA[This is the second in an ongoing series of Unity related posts. Click here to read part one and try the day/night demo. The next thing I set out to develop in Unity was a simple, touch controller &#8216;avatar&#8217; that could move with a natural, fluid motion &#8211; the idea being that this simple interaction would [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-1452" alt="player" src="http://www.harrynesbitt.com/old/wp-content/uploads/2013/02/player1.png" width="610" height="296" /></p>
<p>This is the second in an ongoing series of Unity related posts. <a title="Experimenting with Unity" href="http://www.harrynesbitt.com/old/blog/experimenting-with-unity" target="_blank">Click here to read part one and try the day/night demo</a>.</p>
<p>The next thing I set out to develop in Unity was a simple, touch controller &#8216;avatar&#8217; that could move with a natural, fluid motion &#8211; the idea being that this simple interaction would be rewarding in it&#8217;s own right. I was hugely inspired by <a href="http://thatgamecompany.com/games/journey/" target="_blank">Journey</a> for PS3, and how the players movements made up a large part of the overall experience &#8211; simply travelling through the world became one of the biggest rewards for playing the game.</p>
<p><span id="more-1388"></span></p>
<div class="line"></div>
<p>As before, the demo below uses the <a href="http://unity3d.com/webplayer/" target="_blank">Unity Web Player</a>. To interact, click and drag anywhere inside the play area.</p>
<p><iframe frameborder="0" height="400" src="http://www.harrynesbitt.com/old/demos/player" width="610"></iframe></p>
<p>The behaviour of the trailing &#8216;legs&#8217; proved to be the most difficult and interesting part of the process. I initially assumed Unity&#8217;s built in physics engine could take care this, but unfortunately the high number of joint constraints and the relatively &#8216;vague&#8217; nature of the engine resulted in some pretty erratic behaviour. Instead, I opted for writing a custom script based on <a href="http://processing.org/learning/topics/follow3.html" target="_blank">this brilliant bit of code</a>. In combination with Unity&#8217;s line renderer, it gave me the perfect result with surprisingly little overhead.</p>
<p>A few extra notes:</p>
<ul>
<li><span style="line-height: 12px;">Clicking on the play area actually updates the position of an invisible &#8216;pointer&#8217; object. The player, in turn, is continuously moving towards the pointer, at a speed proportional to the distance between them.</span></li>
<li>The length of the legs can be adjusted during run time, providing a neat visual indicator for various attributes such as the players health or progression.</li>
</ul>
<p>Thanks for reading! In the next post, I&#8217;ll take a look at closer the art style, graphics and iOS optimisation.</p>
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		<title>Experimenting with Unity</title>
		<link>http://www.harrynesbitt.com/old/blog/experimenting-with-unity</link>
		<comments>http://www.harrynesbitt.com/old/blog/experimenting-with-unity#comments</comments>
		<pubDate>Fri, 08 Feb 2013 15:23:39 +0000</pubDate>
		<dc:creator>Harry Nesbitt</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[Illustration]]></category>
		<category><![CDATA[Scripting]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://www.harrynesbitt.com/?p=1322</guid>
		<description><![CDATA[Last year, I began a several-month-long process of learning to use Unity &#8211; a highly accessible, cross platform 3D game engine &#8211; with the ultimate goal of exploring it&#8217;s potential to create an interactive &#8216;toy&#8217; along the same lines as Windosill by Vectorpark. In the process I built a series of experiments, each focusing on [...]]]></description>
				<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-1327" alt="windmill" src="http://www.harrynesbitt.com/old/wp-content/uploads/2013/02/windmill.png" width="610" height="295" /></p>
<p>Last year, I began a several-month-long process of learning to use <a href="http://unity3d.com" target="_blank">Unity</a> &#8211; a highly accessible, cross platform 3D game engine &#8211; with the ultimate goal of exploring it&#8217;s potential to create an interactive &#8216;toy&#8217; along the same lines as <a href="http://windosill.com/online/">Windosill</a> by Vectorpark.</p>
<p>In the process I built a series of experiments, each focusing on different aspects of the engine and all contributing towards a final &#8220;proof of concept&#8221; design. It&#8217;s unlikely that these experiments will become part of a finished project in their own right, so I&#8217;m keen to share them here, with a few things I learned along the way.</p>
<p><span id="more-1322"></span></p>
<div class="line"></div>
<h3>From Dawn till Dusk</h3>
<p>For this first post, I&#8217;ve put together a demonstration of the dynamic day/night cycle I developed for the project. From the outset I knew I wanted to play heavily on the use of light and how it changes throughout the day.</p>
<p>Below is an interactive demo, making use of the <a href="http://unity3d.com/webplayer/" target="_blank">Unity Web Player</a>, which you&#8217;ll be prompted to download if not already installed. It&#8217;s a lightweight plugin, and highly recommend &#8211; once installed, you&#8217;ll be able to play with all the official <a href="http://unity3d.com/gallery/live-demos/" target="_blank">Unity demos</a> and other user generated content too.</p>
<p>The game clock will automatically tick forward at a rate of 2 in-game minutes per second, but you can also click and drag across the sky to move time forwards or backwards manually. A couple of tips: right click to go fullscreen or click on the windmill to make it to rain!</p>
<p><iframe frameborder="0" height="400" src="http://www.harrynesbitt.com/old/demos/time/" width="610"></iframe></p>
<p>I&#8217;ve also included a few of the birds sprites I developed, which are controlled by some (very) basic AI behaviour &#8211; be careful, they&#8217;re easily spooked!</p>
<p>A few other notes about the underlying system:</p>
<ul>
<li><span style="line-height: 13px;">The colour/shading of all objects is determined by a single light source, which moves as part of the rotating sky plane. </span></li>
<li><span style="line-height: 13px;">The precise colours for dawn, day, dusk and night can all be adjusted to suit the environment.</span></li>
<li>Other objects and their attributes (such as the stars, clouds, porch light, etc) can also be adjusted depending on the time of day.</li>
<li>the overall art style is largely informed by the need to optimise performance across multiple platforms &#8211; I&#8217;m keen to talk more about the challenges and opportunities this presented, as overall, I&#8217;m pretty happy with the result.</li>
</ul>
<p>That&#8217;s all for now &#8211; stay tuned!</p>
<p>Edit: I&#8217;ve now posted part two, <a title="Experimenting with Unity: Part 2" href="http://www.harrynesbitt.com/old/blog/experimenting-with-unity-part-2">click here to continue reading</a>!</p>
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