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Sine.space – ISS Region

2016, November 18 - 18:00

Sine.space by Sine Wave Entertainment is a multi-user virtual world based on Unity3D. Another blog post gives details of the development process for a custom region using content created in OpenSim and brought across to Unity3D via the OAR Converter.

I used the Unity3D Sine Space Base prepared as noted in the blog post and installed the OpenSim OAR Converter translated International Space Station (ISS) VR Experience content including detailed 3D models of the ISS, Soyuz, etc.

The upload size was 123.49 MB and the produced downloads for the various platforms were reported as:

Successful Platforms: win32 (148mb), webgl (82mb), android (129mb), ios (205mb)

Atmospheric effects, general fog, etc., were turned off in the “Post Zone Settings”, but “Bloom Settings” was left on and set to a high value of 2.0 at the suggestion of another Sine Space developer. The ambient lighting set under Unity3D menu Window -> Lighting was left on “Gradient” but turned well down to 0.4 with the sky colour set to an Earth-like blue. This meant that most light comes from the directional light which is set in the direction of the sun, with dark crisp shadows lit a little by earthlight. The image below is after this change…

Update: 5-Jan-2017… the “Space Station” region is now available on the live server via
http://sine.space/locations/space-station

Sine.space – Gerry Anderson Regions

2016, November 18 - 18:00

Sine.space by Sine Wave Entertainment is a multi-user virtual world based on Unity3D. Another blog post gives details of the development process for a custom region using content created in OpenSim and brought across to Unity3D via the OAR Converter.

I used the Unity3D Sine Space Base prepared as noted in the blog post and installed the OpenSim OAR Converter translated “Black Rock” region including detailed 3D models of Gerry Anderson’s Supercar and Black Rock Laboratory.

The upload size was 38.78MB and the produced downloads for the various platforms were reported as:

Successful Platforms: webgl (33mb), win32 (75mb), android (70mb), ios (76mb)



Space City/Fireball XL5 Region on Sine.space

I used the Unity3D Sine Space Base prepared as above and installed the Gerry Anderson Fireball XL5 Space City content converted from OpenSim via OAR Converter…

The upload size was 51.59MB and the produced downloads for the various platforms were reported as:

Successful Platforms: webgl (38mb), win32 (81mb), android (83mb), ios (86mb)





Unity Opens Global Authorized Training and Certification Partner Program

2016, November 17 - 17:18
Training providers can now apply for authorization to deliver Unity Certification Exams and training on behalf of Unity Technologies

 

Sine.space – OpenVCE Region

2016, November 15 - 18:00

Sine.space by Sine Wave Entertainment is a multi-user virtual world based on Unity3D. A previous blog post showed early experiments while the system was in test mode in 2015.

The platform is now available to all, and users can add one free “region” using an addon Unity3D “unitypackage” merged with custom content.

The OpenVCE region is “live” in Sine Space and can be visited in any WegbGL compatible browser via http://go.sine.space/openvce or http://sine.space/locations/openvce

Other tests of Sine.space for Gerry Anderson’s Black Rock Laboratory (Supercar) and Space City (Fireball XL5) regions, RGU Oil Rig and NASA International Space Station (ISS) are in separate posts. These are not publicly accessible and are mounted on development servers for testing only.

Sine.space Resources

Sine.space Clients

Sine.space regions can be accessed via a WebGL capable browser such as Mozilla Firefox or Google Chrome, or via an installable desktop application (download via link at http://sine.space).

An avatar can be moved using the usual WASD or arrow keys, and F(ly) mode can be toggled with “F” and then the E and C keys move the avatar up and down (Page Up and Page Down as alternatives may be added soon).

It may be worth noting that Alt+U toggles the interface elements on and off in the viewers, if you want a clear image for snapshots.

Sine.space Creator (Live) and Curator (Preview and Test) Servers

Previews and testing is done in http://curator.sine.space and live regions are served via http://creator.sine.space. There is a limit of 128MB on the download size of a region on the live server for the free account. Larger region downloads are available via paid subscriptions on the sine.space platform. The region size is reported when a region is uploaded from Unity3D to the review “curator” server so you can see if it will be within the size allowed for free or paid accounts..

Trial using the OpenVCE Region

A test of adding a region into sine.space was done using the OpenSimulator OpenVCE region converted via OARConv tool to Collada meshes suitable for import to Unity3D (see this blog post for details of that conversion).

Register a sine.space user as a space developer “creator” (http://sine.space/creator/) to get access to the relevant SDK and Unity3D package required.

Create a region API key via that account – via the API keys link at https://curator.sine.space/

You need to create a Unity3D application incorporating the sine.space Editor unitypackage available via a link accessible only to registered and logged in creators at https://sine.space/creator/resources/ (EditorPack-08p1.unitypackage as at 15-Nov-2016). Instructions for the process involved can be found in these two YouTube videos.

Create a new Unity3D base application using the following process, which you can save and reuse for any specific sine.space region creation. The process is as follows:

  1. Load in the sine.space Editor unitypackage (EditorPack-08p1.unitypackage as at 15-Nov-2016) using Assets -> Import Package -> Custom Package. This adds an extra menu item to the Unity3D editor menus – “Space”.
  2. Use Space -> “Install Editor Pack Settings” and then Scene -> “Scene Settings”. This will add a “Scene Export Settings” item to your Unity3D project. Click on that and set fields appropriately. The content type will be “Region”. Give it a name. You can “reserve” a URL for the region for when it goes “live”.
  3. Make sure you have some sort of ground plane which has collisions set so avatars do not fall through the floor. This can be removed when your region content is added if that incorporates its own ground terrain or floor.
  4. Add the sine.space provided “PlayerChar” (a blue male avatar) to allow local testing of the region in the Unity3D editor.
  5. Add a sine.space “Landmark” to act as the spawn point when avatars enter the region in sine.space. In the project hierarchy use Create -> Create Other -> Landmark. Then select that object and tick it as ‘Spawnpoint’ and select its Type as ‘Landing Zone’. Place it so that its baseline is a metre or so above the ground level. So when avatars spawn their feet are definitely above the ground plane and fall gently onto it.
  6. Remove the Main Camera as that will interfere with the “PlayerChar” avatar or live avatars when the region is used in sine.space.
  7. [OPTIONAL] In the Unity3D editor Window -> Lighting settings swap the Ambient Source from Skybox to Gradient, and raise Ambient Intensity from 1.0 to 1.75 to prevent over harsh shadows and lighting. If you want WYSIWYG between Unity3D editor and sine.space creator make sure Linear lighting is on via Edit -> Project Settings -> Player, under “Color Settings” there is an entry for Color Space – make sure it’s set to also Linear, not Gamma.
  8. Save this setup as a Unity3D scene and save the Unity3D project as a base for future region creation.

Now you can add your own region content into the project, testing it with the incorporated temporary “PlayerChar” to walk around it.

Lighting was a bit harsh when the OpenVCE region was first tested as the region content. Adam Frisby at Sine Wave Entertainment suggested to use Unity3D editor Window -> Lighting settings to swap the Ambient Source from Skybox to Gradient, and raise Ambient Intensity from 1.0 to 1.75. He also found a specific issue with a shader on the “Tweet Bubble” object, which was subsequently removed in the Unity3D project.

If you want WYSIWYG between Unity3D editor and sine.space creator make sure to switch to Linear lighting too via Edit -> Project Settings -> Player, under “Color Settings” there is an entry for Color Space – make sure it’s set to Linear, not Gamma.

Upload to sine.space Servers

You might want to make a fresh Unity3D scene into which these changes can be made, prior to upload, so your base project and content remains intact for continued revision and testing in the Unity3D editor afterwards.

  1. Remove the PlayerChar character from the Unity3D project inventory before uploading the region to sine.space servers. Note that just unticking the box which shows the PlayerChar in the project is not enough as hidden objects are still included in the final result. This is because components can activate hidden objects via scripts, etc.
  2. Add into the project hierarchy a new empty game object and name it something like “Space Post Zone”. Open it in the Inspector and add a component called “Post Zone”. This gives many options for settings that will be applied to your region and how it is rendered. In here, for example, you can turn off depth of field blur with a tickbox. These are only applied on sine space servers not locally in Unity3D editor player, and may cause errors there.
  3. Check the “Scene Export Settings” settings to ensure the content type is “Region” to check the region name, URI and other details are correct, etc. Most defaults for the various settings should work for testing purposes. You can add in the custom icons, etc if you wish, or test without these.
  4. Login via the Unity3D editor Space -> Upload Settings” to allow for the upload to take place. This will fill in your API key which you should have previously created via https://curator.sine.space/.
  5. Scroll down to the bottom of the “Scene Export Settings” in the Inspector and you will see the button for “Automatic Submission”. Hit this to begin the region packing and upload process.

The OpenVCE region, unoptimised and with all the OpenSimulator region content intact was reporting a 226.24MB size.

After the processing feedback messages provided by content@sine.space are provided, the final message indicates the size of the download required for the supported delivery platforms. These are the sizes that will be needed for the live delivery sine.space platform. So the LARGEST of the sizes reported is the figure to use when calculating if you can fit in a free region (limit 128MB). For OpenVCE this was…

Successful Platforms: webgl (92mb), win32 (172mb), android (171mb), ios (169mb)

In the “Scene Export Settings” settings, this can be optimised, especially for texture quality. WebGL has a smaller download size as its textures are less detailed. The “Standalone” size is larger by default as it uses higher quality settings. Try adjusting these to change the download file size that will be required. E.g. I changed the max texture size to 512 from 2048 for the standalone. make sure you hit the “Apply Compression Settings” button under Tools in the “Scene Export Settings”.

You can also remove objects from the project. You must really delete them from the Unity3D project hierarchy since just unticking the box which shows the object in the project is not enough as hidden objects are still included in the final result. This is because components can activate hidden objects via scripts, etc.

A suggestion might be to create a new Unity3D scene from the full project and only delete the PlayerChar and unwanted items in that scene.

After this the upload file size was 213.68MB and the download file settings were lowered to:

Successful Platforms: webgl (78mb), win32 (127mb), android (64mb), ios (62mb)

Reducing Texture Size in the Downloaded Region

Advice from Sine.space developers to reduce texture size in region downloads was to set was to use the “Scene Export Settings” “Texture Compression” section. Allow Crunch and set the Crunch Level to 50 (100 is lossless, 0 is maximum compression).

Working on Multiple Development Computers

To be able to upload to the same region name and URL reservation name, you can copy the Unity3D project folder to another and make changes there. This will also work across development machines. This has the effect of copying the scene file with the scene settings component in it then it will resume automagically and allow the same region name reservation. Otherwise in a new Unity3D project folder, you need to use the ‘Resume ID’ in the Scene Export Settings, and fill in the Resume ID from either Space -> Items & Settings, or http://curator.sine.space/

Entering the OpenVCE Region on sine.space

Water

Look in Standard Assets -> Environment -> Water -> Prefabs… and add WaterProDaytime set at 0,0,0 and scaled to 300,1,300 (to extend beyond a 256mx256m OpenSim region). Then also add WaterProNightime set at 0,0,0, rotated to flip it upside down to act as a surface water layer when viewed from underneath 180,0,0 and also scaled 300,1,300.

For each type of water make the Water Mode be “Simple” rather than the default “Refractive” or the other “Reflective” option, as that will look better in the various Sine.space viewers.

Scripts, Seats and Furniture

Van Gogh at Arles on OpenSim

2016, November 3 - 10:29


The OpenSimulator-based Littlefield Grid (LFGrid) has a wonderful “Arles” area created by Mudpuddle Cleanslate. It can be visited by any avatar from any Hypergrid-enabled OpenSim grid (such as OSGrid) via this location…

hop://lfgrid.com:8002/Arles/177/129/22

Mudpuddle Cleanslate wrote:

… Van Gogh’s Virtual Arles, a beautifully landscaped sim showing 17 of the views that he painted during his time here. At each viewpoint I have placed an easel showing Van Gogh’s finished painting. Arles is now open for visitors although there will be additions as and when. There are a few surprises only to be discovered when you visit the Yellow House.

An overhead shot of the Arles region on LFGrid is here…

Arles in Virtual Reality

The LFGrid Arles region works wonderfully in VR on Oculus Rift using the CtrlAltStudio viewer (CtrlAltStudio 1.2.6.43412).

360° Snapshots in Second Life

2016, October 26 - 22:00


A new Second Life “Project Viewer” has been released by Linden Lab that allows for the creation of 360° snapshots in Second Life virtual world scenes.

There is also a package of HTML and JavaScript that can be installed on a web site (supporting Python) which provides a framework for viewing the images that are created (works in Microsoft Edge, Mozilla, Google Chrome and Apple Safari on iOS, but not Internet Explorer).

The 360° snapshot web viewing framework mounted on our own server at http://www.aiai.ed.ac.uk/~ai/360/ looks like this…

The current experimental project viewer saves a set of six 1024×1024 snapshots in a .zip file. Add any new 360° image .zip files you save to the “shots” directory in the web framework, and then access them via a URL of the style…

http://domainname:port/index.html?shot=shots/NAME.zip

E.g., http://www.aiai.ed.ac.uk/~ai/360/?shot=shots/default.zip

Vue Region in Second Life

Click for 360° view… http://www.aiai.ed.ac.uk/~ai/360/?shot=shots/vue.zip
The icon in the top left corner gives you a link to visit the destination.

I-Room on Vue Region in Second Life

Click for 360° view… http://www.aiai.ed.ac.uk/~ai/360/?shot=shots/iroom.zip
The icon in the top left corner gives you a link to visit the destination.

Fish4Knowledge (F4K) Gallery in Second Life

Click for 360° view… http://www.aiai.ed.ac.uk/~ai/360/?shot=shots/f4k.zip
The icon in the top left corner gives you a link to visit the destination.

Menu of 360° Images

A sample file menu.html in the web viewer framework can be edited to show the collection of 360 images available. Click on icon in top left corner for full sized view. See example at http://www.aiai.ed.ac.uk/~ai/360/menu.html

Using other Formats – 2:1 Pixel Apect Ratio for Flickr

Once you are viewing an image using the web viewer framework that operates on the .zip files, you can download it in a 2:1 aspect ratio suitable for upload to Flickr for sharing and viewing in 360°. The download button is indicated in the image to the right. Images download using it are in 2:1 pixel aspect ration (PAR) at 4096×2048, and contains XMP metadata specifying a “ProjectionType” which should be recognized as a 360 image. This means they can be uploaded directly to Flickr for 360° viewing. Inara Pey’s blog post gives helpful details.

Some examples produced using this procedure are available in http://www.aiai.ed.ac.uk/~ai/360/pano/.

After creating an album and uploading some of the 2:1 PAR images downloaded in this way… here is an example of a number of panoramas in Flickr… this also works in Internet Explorer…

https://www.flickr.com/photos/aiaustin/albums/72157674590685540

360° Snapshots in a Virtual Reality Headset

The “360 Photos” app in the Oculus Store can be used to view 360° snapshots saved in an appropriate format. One of the formats allowed is the same 2:1 ratio image format that can be output from the Linden Lab web viewer framework and that works with Flickr. Any JPEG photos with either an equi-rectangular projection (recommended 4096×2048) or a cube map (recommended 1536×1536 per cube side) will render in the application. You simply place these in the directory indicated below and they appear as “My Photos”…

C:\Users\<username>\Pictures\OculusPhotos

Advice to Create Better 360° Snapshots

The Second Life Wiki 360° Snapshot Page has advice on setup of the viewer to create better snapshots, particularly for this early test version of the viewer with its limited facilities to “freeze” the scene to capture the multiple camera angles needed.

Glitches

As expected there are a few glitches with this initial project viewer.

  1. When the box to “Do not capture my avatar” is ticked in the 360 snapshot creator tool, avatar attachments such as hair and shoes continue to show. A sample of this is at
    http://www.aiai.ed.ac.uk/~ai/360/?shot=shots/vue-too-high.zip
  2. If you try to take a snapshot with a viewpoint that is too high up in the sky, not surprisingly, there is an obvious “box” straight edge effect on the horizon at the junctions of the stitching of the images. A sample of this is at
    http://www.aiai.ed.ac.uk/~ai/360/?shot=shots/vue-too-high.zip
  3. In the menu.html web page template, the icon in the top left corner of each thumbnail opens the full sized image, but the same icon in that full sized view gives you a link to the Second Life map location. Maybe two different icons would work better, especially as the “About -> Controls” help page indicates that icon is to visit the region via the map.
  4. A few viewer crashes occurred.

Other 360° Snapshot Creation Approaches

Other approaches to creating 360° snapshots in Second Life using multiple cameras have been created and are documented in this blog post.

Happy Halloween 2016

http://www.aiai.ed.ac.uk/~ai/360/index.html?shot=shots/halloween.zip
and in Flickr…
https://www.flickr.com/photos/aiaustin/30531250701/in/album-72157674590685540/

Setup to Hide Ground in Aerial 360° Snapshots

When taking snapshots at a height above a region, even if the viewing distance is set low enough that all objects on the ground do not show, the surface patch, ground and water of the regions below you can show in a snapshot. To avoid this you can turn off the rendering of these elements… in Advanced (Ctrl+Alt+D to show) -> Render.

Click for 360° view… http://www.aiai.ed.ac.uk/~ai/360/?shot=shots/supercar.zip
and http://www.aiai.ed.ac.uk/~ai/360/?shot=shots/supercar-cockpit.zip
Works in Mozilla Firefox, Microsoft Edge, Google Chrome and Apple Safari
(but not Internet Explorer)

IPAB Web Site

2016, October 14 - 10:26

The University of Edinburgh School of Informatics Institute for Perception Action and Behaviour (IPAB), which is Edinburgh’s Robotics Institute and part of the Edinburgh Centre for Robotics (jointly with Heriot-Watt University) has a new web site… http://web.inf.ed.ac.uk/ipab



Asgardia – The Space Nation

2016, October 12 - 19:43

Asgardia (http://asgardia.space/) is a project to explore a space-based community by creating an “Asgardia Citzenship” of those interested. It will start with privately financed spacecraft and go on from there.


DreamWorld – Outworldz OpenSim Installer

2016, October 10 - 12:35

DreamWorld is an OpenSimulator world to demonstrate an easy to use OpenSim setup program called the “Outworldz Installer” created by Fred Beckhusen, aka Ferd Frederix. It includes MySQL, the Diva Distribution (“D2”) of OpenSim 0.8.2.1, Diva’s WiFi admin interface and the OnLook viewer. It sets up a sample virtual world with HyperGrid capability along with options to load a range of alternative content via OpenSim Archive (OAR) files.



Fix to OpenSim.exe.config

It is possible that some Windows .NET4 environments might have problems loading some modules… reporting an error with…

An attempt was made to load an assembly from a network location which would have caused the assembly to be sandboxed in previous versions of the .NET Framework. This release of the .NET Framework does not enable CAS policy by default, so this load may be dangerous. If this load is not intended to sandbox the assembly, please enable the loadFromRemoteSources switch. See http://go.microsoft.com/fwlink/?LinkId=155569 for more information.

A fix was made to OpenSim in bin/OpenSim.exe.config (and bin/Robust.exe.config though that is not used yet in the Diva D2 distribution) on 23-Nov-2013 (git master a68d1fa) for this, adding the following line to the <runtime> section…

<loadFromRemoteSources enabled="true" />

If you see this error in the Outworldz console or log file (in …Outworldz\OutworldzFiles\Opensim\binOpenSim.log), check this line is present in the bin/OpenSim.exe.config. If not, add it and run again.

360 Degree Snapshots in Second Life and OpenSim

2016, October 9 - 10:48

This is a resource area for experimentation with the production and publishing of 360° snapshots in virtual worlds such as Second Life and OpenSim.

Blog Posts

Resources

Update 26-Oct-2016: Linden Lab released a project viewer able to generate 360° snapshots along with a web to view the generated images. See this blog post for more information.

Edinburgh MOOCs

2016, October 3 - 19:57

On 3rd October 2016 a celebration of the first 5 years of University of Edinburgh Massive Open Online Courses (MOOCs) took place in the Playfair Library in the University’s Old College. 35 MOOCs on three MOOC platforms (Coursera, EdX and FutureLearn) have been provided in that period. A brochure was released to celebrate the occasion and publicise the work of the University in providing open online accessible educational materials in many subjects areas…

This includes the School of Informatics Artificial Intelligence Planning MOOC

We can add that the AI Planning MOOC also had 6 guest lecturers for each week and for additional study opportunities:

Guest Lecturers:
Prof. Nils Nilson (Stanford University, USA),
Dr. David Wilkins (SRI International, USA),
Prof. Jörg Hoffmann (University of Saarland, Germany),
Dr. Brad Clement (NASA JPL, USA),
Dr. Alex Champandard (AiGameDev, Austria),
Dr. Arturo Gonzalez-Ferrer (University of Granada, Spain and University of Haifa, Israel)

The materials all are available under a flexible Creative Commons Licence: CC-BY-NC-SA

Voice Activated Intelligent Personal Assistants

2016, September 28 - 21:00

On 28th September 2016 the Amazon Echo voice-activated cloud-based intelligent personal assistant device named “Alexa” was introduced in the UK, having been available in the US since 6th November 2014 (see Wikipedia article). This blog post collects resources and links related to voice-activated computer assistants such as Amazon Echo, Apple Siri, Google Home and Microsoft Cortana.

Amazon Echo – Alexa

The Amazon Echo incorporates a wifi linked control unit along with a tubular speaker. The control unit on its own is available as the “Amazon Echo Dot” which can be connected to external speakers, though it also has a simple speaker incorporated for voice feedback.

Amazon Echo Dot First Time Setup

For some reason on a University network that should present several WiFi access point options (eduroam and central) only central showed. But except for that, connection to a Wifi network which requires a user name/password and conditions acceptance prompt was straightforward.

The Alexa Home Application on a web browser or mobile device shows the latest interactions, news, music player (with active controls), etc that are relayed via the device.

It appears that the ability to read out Kindle books is not present in UK devices yet.

The Echo and Echo Dot update themselves when idle for a period. See this page for the Amazon Echo and Echo Dot Current Software Version. Although my experience is that the version listed on web page may not be fully up-to-date and your Echo or Echo Dot may actually have a new version after an update.

Switching between WiFi Networks

If you move your Echo or Echo Dot to a location with a different WiFi access point, you will need to change the WiFi setup. The device will indicate it cannot make a WiFi connection. If you then hold the “Action” button for 5 seconds or so, it will show an orange ring and enter setup mode. This will create an “Amazon-XXX” named local WiFi setup to which you should connect your Alexa app device (such as an Apple iPhone/iPad). Then run the Alexa App, select “Settings”, select your device and enter “Update WiFi”.

Connecting a Wemo Smart Home Device

I tried to connect a Belkin Wemo smart home plug. An immediate issue was that I could not connect to a Wifi network that requires a login username and password, normally presented through a web page or pop-up dialogue. It appears that WEMO only supports WPA, WPA2, and WEP security types.

http://community.wemothat.com/t5/WEMO-Application/Connect-To-WiFi-with-Username-and-Password/td-p/12257

A “Restore” button on top of the device allows for the initial built in direct access Wifi settings to be restored to allow a new Wifi connection to be set up. Instructions for the procedure are here.

AudioBooks

The Amazon Echo and Dot can relay audio books from Audible (an Amazon company) and (in the US only at present) can do text-to-speech output for compatible Kindle books. If “WhisperSync” is enabled across your Amazon devices then the last page read is saved whichever modality you use.

  • Alexa Audiobook Commands. E.g.
  • Alexa, play book <title>
  • Alexa, resume my book (on subsequent instructions to go back to last page being read)
  • Alexa, restart (to go back to the beginning of the book)
  • Alexa, go to chapter <number>

Alexa Future Developments and Alexa Prize

Developers and students can access an “Alexa Skills Kit” to add “Alexa Skills” and join in a competition to develop conversational AI extensions suitable for Alexa.

  • The Alexa Prize – The Alexa Prize – $2.5 Million to Advance Conversational Artificial Intelligence – September 2016 – November 2017.
  • University of Edinburgh Team Edina Entry (Federico Fancellu -Team Lead, Ben Krause, Emmanuel Kahembwe @MannyKayy, Daniel Duma @mstdan, Marco Damonte, Jianpeng Cheng, Mihai Dobre and Joachim Fainberg).
Apple Siri

Google Home

Microsoft Cortana

Unity to Support New Nintendo 3DS and New Nintendo 3DS XL

2015, April 13 - 08:02

Unity Technologies announced plans for Unity to support the New Nintendo 3DS and New Nintendo 3DS XL, new portable game systems from Nintendo, during the keynote speech at Unite 2015 Tokyo. The new Unity platform support will be available to Nintendo, Nintendo’s 3rd party developers and over 4 million registered Unity developers.

Unity at GDC 2015

2015, March 12 - 18:28

Staying Ahead with DirectX 12

2015, March 12 - 18:23

UNITY 5 IS HERE

2015, March 3 - 04:32

SAN FRANCISCO, CA - March 3, 2015 - Unity Technologies today announced the immediate availability of Unity 5, the next generation of the award-winning Unity multiplatform engine and development tools. The most powerful version of Unity to date includes massive graphics improvements and an expanded editor feature set that gives developers everywhere the potential to create incredibly beautiful and innovative gaming experiences across 21 platforms.

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