![]() In 2007, Over the Edge changed its name to Unity Technologies. Its dominance on the iPhone was largely uncontested for a couple of years. ![]() Because the games industry was focused on console games when the iPhone and App Store were released, Unity was positioned to support developers looking to create mobile games. The company grew with the 2007 release of the iPhone, as Unity Technologies produced one of the first engines supporting the platform in full. Unity was named the runner-up for Best Use of Mac OS X Graphics at the 2006 Apple Design Awards. The company sought to "democratize" game development and make development of 2D and 3D interactive content more accessible. The game failed commercially, but the three founders saw value in the game development tools that they had created to simplify game development, and so they shifted the company's focus to create an engine for other developers. Over the Edge released its first game, GooBall, in 2005. Unity Technologies was founded as Over the Edge Entertainment (OTEE) in Copenhagen in 2004 by David Helgason ( CEO), Nicholas Francis ( CCO), and Joachim Ante ( CTO). History Founding and early success (2004–2008) Unity Technologies is best known for the development of Unity, a licensed game engine used to create video games and other applications. It was founded in Denmark in 2004 as Over the Edge Entertainment (OTEE) and changed its name in 2007. ( doing business as Unity Technologies) is a video game software development company based in San Francisco. This will be integrated later in the dynamic crossing system in v3.x.Unity Software Inc. Main road - secondary road low poly crossing generator based on available road types.UV Editor for sidewalks, shape type of objects and custom crossing connections based on your own meshes.Link EasyRoads3D road types to OSM road types. Set up side objects based on your own assets: walls, fences, guard rails, tree lines, rock formations, This essentially is a powerful tool by itself. Fine tune side object start / end offsets.Optionally only show the handles for the selected road for optimal user friendliness.Highlight roads clearly in undulated areas.The terrain shape will not adjust to the road shape. Terrain Mesh supported, the roads will snap to the terrain.Optimized terrain updating for the selected road only to speed up the process during development and testing. ![]() Remove detail prototypes at a definable distance from the roads.Remove tree prototypes at a definable distance from the roads.Add the shape of the road to the unity terrain splatmap.Adjust the Unity terrain object shape to the road network.Support for multiple Unity terrain objects.Side objects can be generated on their own path, no roads involved.Activate / deactivate side objects per marker.Manually distort the shape to get a damaged look on objects such as fences and walls.Addjustable shape randomness for variation and a natural look.Optionally align the objects with the terrain or with the road.Fences, walls, hedges, bridges, powerlines Procedurally generate objects based on imported meshes.Useful for objects like rivers, terrain detail mesh overlays. Define shapes in the shape editor and procedurally generate them along the path with options to modify the shape per markers. ![]() Instantiate prefabs along the path: lampposts, markers, terrain trees, rocks.Create your own side objects in the Side Object Manager.Import ready-to-use example side objects from the free demo project.Import your own unique crossing / connection meshes, you are not limited to what the tool provides.Just like ordinary Unity prefabs, props such as traffic lights and road markings can be added.Optional sidewalks including adjustable width/height and shape.Connections automatically updating to the selected road type.Auto generate LOD groups for roads with optimized meshes.Edit multiple markers simultaneously, edit multiple road shape nodes simultaneously.Multiple road shape control types: Spline, straight segments, circular segments also useful for race tracks.Support for unlimited number of side objects like guard rails, barriers per road object.Add / Insert / Remove markers at any stage of the development process.Automatially follow the terrain contours with adjustable contour threshold to realistically simulate both highways passing through undulated areas and mountain roads following the original terrain shape.Angle Threshold for optimized low poly roads with minimal loss of detail in curves.Random road smoothness adjustable per marker for a natural realistic look.Customizable road width, road materials.To create your own road types or import / adjust road type presets
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