Archive for October, 2009

Unity 3D – Free edition announced

Posted in Unity on 2009/10/28 by duck

Announced at the currently ongoing Unite conference, San Francisco, the “indie” version of unity is now being made available free of charge. Unity CEO David Helgason says, “What’s important is to get this in the hands of as many people as possible”.

Hopefully this will have a knock-on effect and push up the plug-in penetration levels, as the number of indie games out there starts to snowball!

Learning Unity – Where and How to Search

Posted in Uncategorized, Unity on 2009/10/21 by duck

Green Monocle GuyOne of the great things about Unity is the wealth of online resources, in the form of both official documentation, the forums, the Wiki, and other user-created content. However for newcomers it can often be less than obvious where to look for help, and how best to search when you get there.

The Unity forums, the Scripting Reference, and the Wiki each have their own search functions, which work well in some situations – for example, if you know exactly the name of the function that you want to look up. However if your search for knowledge is somewhat less clearly defined, you may find your searches drawing a blank – even if you know that the information you want is in there somewhere! This is where Google can help. None of the in-site searches work as well as using Google’s “Site Search” feature. To use this, you have to add a search operator to your search. For example, to search the Unity documentation for “animation”, you would enter this into the search box: (Click the link to see the results) animation

It so happens that Unity’s forums are also hosted under that domain, so those results will show hits from both the documentation and the forums. This is starting to become more useful, but we can do better.

You could in theory add more and more search operators, so that your results include hits from other sites such as the Wiki too, however there is a better way. It’s called a Google Custom Search. With a custom search, you can set up a whole list of sites, including specific subdomains or directories to search within, and have it grouped under a single saved definition.

I have created just such a custom search. Here’s the link: (bookmark it!)

The All-In-One Unity Reference Search

This custom search includes results from the following sites:

  • : for results from the Manual, Scripting Reference and User Forums.
  • The Unity Wiki : for user contributed code and articles.
  • MSDN : for looking up .net classes and methods – most of which you can use in Unity.
  • NVidia : for results relating to shader coding – again, most of which work with Unity.
  • A handful of Unity community sites, for looking up unity tutorials, games, blogs, etc.

All in all, I find it very useful as my first port of call when looking for help or reference for Unity. I hope it helps some of you out too.

. : .

As an addendum, I will add that there is another incredibly helpful Unity resource, however it is not searchable. I speak of the fabled Unity IRC channel, wherein – it is told – magical creatures dwell, who may or may not help you on your quest.

From Shockwave to Unity 3D

Posted in Unity with tags , , on 2009/10/19 by duck

Hello! This is my first blog, and my first post. My name is Ben Pitt, and I’m a programmer. I’m also known as “robotduck”, “duckets” or “duck” (both online and off) because I used to run a games site called, which featured my own games and tutorials. I currently work at Skive.

Some of my old games from

Some of my old games from

For the last ten years, I have been working in the field of game programming, mainly producing Shockwave 2D and 3D games for the web, using Director (not to be confused with the Flash plug-in, which is sometimes referred to as “Shockwave Flash”).

During that time I’ve developed dozens of games, from two-dimensional retro-style games, to larger and more complex 3D games. I started programming games for the web in Director instead of Flash because – at the time – Director had a full, capable scripting language compared with Flash’s, which was originally very limited and slow, it could handle bitmaps (Flash couldn’t), and it ran orders of magnitude faster. Over time, Flash’s capabilities improved, and Flash’s popularity went from strength to strength – while Shockwave’s plateaued, and now seems to have entered a decline. Macromedia launched Director 8 in 2000, which introduced powerful image manipulation commands, and version 8.5 in 2001, which saw the introduction of hardware-accelerated 3D capabilities for shockwave browser-based games.  Equipped with these, in the earlier days of 3D web-based games,  Shockwave’s capabilities were so far ahead of its time that the main consideration when developing a 3D Shockwave game was whether the average home user would even have the hardware required to run the game.

Since then however, much to the disappointment and frustration of many Shockwave game developers, upgrades to Shockwave’s 3D and game-related capabilities have been almost completely negligible. At the time of writing, Shockwave still has pretty much the same 3D feature set that it had in 2001, and we are now in almost exactly the opposite situation, where most modern computers – even cheap home PCs – have advanced 3D graphic capabilities which the now antiquated Shockwave plug-in simply cannot make full use of.

Some of the games I have developed at Skive

Some of the games I have developed while employed at Skive

Adobe’s claim that their long-term plans include making Director “the preferred environment for games creation” seems at odds with their release of Director 11, which was generally poorly received (except for one seemingly ill-informed review on, and offered no new 3D features. The release of Director 11.5 made amends somewhat with a sorely overdue audio overhaul, but still no significant 3D improvements. Will the next version of Director have any substantial 3D updates?

For me, the time to seriously investigate alternatives arrived around December last year. I had the opportunity to research and evaluate some of the modern alternatives for a new project, and of these, “Unity 3D” emerged as a clear winner. I had been keeping an eye on a few of the 3D alternatives over the recent years, but it wasn’t until I actually got stuck in and started trying out Unity 3D that I realised the extent to which it feels ‘alive’ as a tool. The community is buzzing with new ideas and talent, the company is responsive and easily approachable, and the engine’s capabilities are modern and expansive.

Unity Editor Screenshot

Unity Editor Screenshot

As well as the technological advantages, it has also highlighted some of the things that were sorely missing from the Shockwave / Director scene. For example:

  • Unity has incredibly active forums, and many Unity engineers and product specialists are active and helpful there.
  • Unity has a User Feedback Forum where ideas and feature requests can be added and voted on. Members of the technical team actually comment on these ideas, and some of them do end up getting implemented!
  • Unity has a public roadmap. They tell you what they’re working on, and roughly when it’s due for release.
  • New communities are growing around the technology. People are tweeting and blogging about Unity. There are typically 40-80 users in the IRC channel at any given time (including regular Unity staff). By contrast, the community around Director feels as though it has been dwindling since around 2004, and those remaining are mostly old-timers.

So now, having completed my first (rather large) Unity 3D project, I’ve come away very impressed with Unity – with both the product itself, and with the company and community that comes with it! And on that note, I’m hoping to dedicate a little more time to such things as blogging about my experiences, experiments, pet projects and research over the next few months.

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