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	<title>AlmostLogical.com &#187; Unity3D</title>
	<atom:link href="http://blog.almostlogical.com/tag/unity3d/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.almostlogical.com</link>
	<description>Flash, Unity3D, Papervision3D, New Media and pretty much anything else that is related to the Internet. Blog by Devin Reimer.</description>
	<lastBuildDate>Thu, 08 Jul 2010 16:51:46 +0000</lastBuildDate>
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		<title>Real-time Terrain Deformation in Unity3D</title>
		<link>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/</link>
		<comments>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/#comments</comments>
		<pubDate>Thu, 10 Jun 2010 21:39:38 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=907</guid>
		<description><![CDATA[

A few weeks back I got thinking. Would it be possible to have a terrain within Unity deform in real-time? For example if an explosion went off, could it blow a hole in the terrain? I decided this would be a good project to learn the more 'advanced' features of Terrains within Unity.

It ended up being more challenging than I predicted, as it was difficult to get the framerate to remain stable while performing these operation. Using a few tricks I ended up getting it to work exactly as I had hoped.

The demo works like this. A script randomly spawns 'shells' that fall quickly to the ground. Each shell has an onTrigger collider attached to it. If this collides with ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2010/06/10/real-time-terrain-deformation-in-unity3d/feed/</wfw:commentRss>
		<slash:comments>2</slash:comments>
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		<title>Quickly Adding Custom Editor Scripts To New Projects in Unity3D</title>
		<link>http://blog.almostlogical.com/2010/06/02/quickly-adding-custom-editor-scripts-to-new-projects-in-unity3d/</link>
		<comments>http://blog.almostlogical.com/2010/06/02/quickly-adding-custom-editor-scripts-to-new-projects-in-unity3d/#comments</comments>
		<pubDate>Wed, 02 Jun 2010 21:05:34 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=911</guid>
		<description><![CDATA[

A little annoyance I've come across when creating new projects was having to manually add my collection of custom editor scripts each time. Ex: TransformUtilitiesWindow

I found that every time I created a new project I would navigate to my last project and drag all the editor scripts from there into my new project.

I got thinking maybe there is a way to add these scripts to the 'Import the following packages' panel when creating a new project. Turns out you can do this fairly easily.

First create an empty Unity project. I called mine EditorScripts. Create a folder within this project and call it 'Editor' (editor scripts must be placed in this folder to work). Then drag into this folder all your ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2010/06/02/quickly-adding-custom-editor-scripts-to-new-projects-in-unity3d/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Interacting with Animated Blender Models in Unity3D</title>
		<link>http://blog.almostlogical.com/2010/03/24/interacting-with-animated-blender-models-in-unity3d/</link>
		<comments>http://blog.almostlogical.com/2010/03/24/interacting-with-animated-blender-models-in-unity3d/#comments</comments>
		<pubDate>Thu, 25 Mar 2010 04:12:54 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Blender]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=882</guid>
		<description><![CDATA[

My last Unity3D example showed how to interact with a standard Blender model. The TV model in that example had no animations just a separate dial object that I manually rotated in Unity. In this example I wanted to trigger a Blender animation when an object was clicked.

My brother Calin was nice enough to create the required Blender models for me and animated them using an Armature.  For these models he set each animation to 25 frames in length (length of the animation is important to know as it will need to be entered into Unity).

After importing each model into Unity each animation's  name, frame start and frame end will need to be entered.

Ex: open 0-25, close 26-50

Once a model ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2010/03/24/interacting-with-animated-blender-models-in-unity3d/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Interacting with Objects Unity3D</title>
		<link>http://blog.almostlogical.com/2010/01/04/interacting-with-objects-unity3d/</link>
		<comments>http://blog.almostlogical.com/2010/01/04/interacting-with-objects-unity3d/#comments</comments>
		<pubDate>Mon, 04 Jan 2010 14:33:13 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Interactive]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=817</guid>
		<description><![CDATA[

If you missed the first part of this Unity3D series you can read it here.

This example demonstrates how to interact with with objects in Unity. 

The mouse cursor was removed and replaced with a cursor in the middle of the screen similar to an FPS. When this cursor is over an object that support interactivity, the cursor changes and the GUI will display a message based on the possible interaction. This is achieved by creating an abstract class called 'Interactive' with two abstract functions GetInteractionMessage() and Interact(). All interactive objects will inherit this class and support these two functions. 

Within the Update() in the GUI class a Physics.Raycast is done using a ray moving outward from the center of the ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2010/01/04/interacting-with-objects-unity3d/feed/</wfw:commentRss>
		<slash:comments>5</slash:comments>
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		<title>Render to Texture Unity3D</title>
		<link>http://blog.almostlogical.com/2009/12/11/render-to-texture-unity3d/</link>
		<comments>http://blog.almostlogical.com/2009/12/11/render-to-texture-unity3d/#comments</comments>
		<pubDate>Fri, 11 Dec 2009 07:23:10 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Render Texture]]></category>
		<category><![CDATA[Unity]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=767</guid>
		<description><![CDATA[

I've been working with Unity for a while now so this article was long overdue. Initial I was planning on doing some entry level stuff, like what is a Rigidbody, adding materials, etc. As more and more good video tutorials began appearing online I decided that I would do something a little more advanced than that. Don't worry it not much more advanced.

I recently purchasing Unity Pro and have been digging into some Pro only features. One of my favorites so far is Render Textures. Render Textures simply put allows you to render the output of a camera to a texture. More detail on Render Textures can be found here

For this example I modeled a TV in Blender (don't laugh ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/12/11/render-to-texture-unity3d/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<item>
		<title>Flash Developer to Unity3D Developer &#8211; Where should I begin?</title>
		<link>http://blog.almostlogical.com/2009/11/06/flash-developer-to-unity3d-developer-where-should-i-begin/</link>
		<comments>http://blog.almostlogical.com/2009/11/06/flash-developer-to-unity3d-developer-where-should-i-begin/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 09:00:45 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Unity3D]]></category>
		<category><![CDATA[Flash]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=708</guid>
		<description><![CDATA[

I'm a Flash Developer and a few months ago I decided to start doing Unity development. If you don't know what Unity is or why I am developing in it, you can read about my decision to start working with Unity in my previous post.

Before I start posting example projects and code for Unity, I thought I would put together some steps on what I think would be the best way to learn Unity if you are a Flash Developer.

1. First download Unity (it's now free) and play around with the pre-installed demo.

2. Learn the Unity interface basics.
http://unity3d.com/support/documentation/Manual/Learning%20the%20Interface.html

3. Watching the first three video tutorials in the 'Unity for Flash Developers' series by the guys over at Ethical Games.
The other videos ...]]></description>
		<wfw:commentRss>http://blog.almostlogical.com/2009/11/06/flash-developer-to-unity3d-developer-where-should-i-begin/feed/</wfw:commentRss>
		<slash:comments>9</slash:comments>
		</item>
		<item>
		<title>Unity3D &#8211; You&#8217;re Stealing my Free Time and I Love It</title>
		<link>http://blog.almostlogical.com/2009/09/07/unity3d-youre-stealing-my-free-time-and-i-love-it/</link>
		<comments>http://blog.almostlogical.com/2009/09/07/unity3d-youre-stealing-my-free-time-and-i-love-it/#comments</comments>
		<pubDate>Mon, 07 Sep 2009 23:43:58 +0000</pubDate>
		<dc:creator>Devin Reimer</dc:creator>
				<category><![CDATA[Announcements]]></category>
		<category><![CDATA[Unity3D]]></category>

		<guid isPermaLink="false">http://blog.almostlogical.com/?p=604</guid>
		<description><![CDATA[

If someone 3 months ago would have said to me, do you see any reason why you would stop devoting so much time to Flash/Flex in the next year. I would have said not a chance. I love interactive content on the web and more specifically interactive 3D within a browser. I have long history with AS3 and the only other "competitors" (Silverlight and HTML5)  aren't capable of what I would need them to do.

My world got turned upside down the day I was shown the Unity Web Player. I froze, my jaw dropped, this was amazing. I had seen demos of Unity before in presentations about iPhone development, but this was different, this was in a browser. Most importantly ...]]></description>
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		<slash:comments>1</slash:comments>
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