Meshmoon Unity Plugin
We have been working hard on a Meshmoon Unity plugin that can export your Unity scenes to Meshmoon. We are now ready to say 1.0 is ready and would like you to help us improve it. You can read how to install and use the plugin from its dedicated doc page.
On the technical level Unity and Meshmoon are pretty similar. The scene hierarchy and component based architectures are a perfect fit, and make the Unity Editor a great tool for anyone working with Meshmoon. The app/game logic scripting is also similar, you attach scripts to game objects and they are aware of their surroundings and have full access to the scene. We are now able to get the static scene content to Meshmoon: scene object hierarchy and structure, lights and environment, geometry, materials and textures. This is a big deal for artists and other content creators, to export and deploy your existing and future Unity scenes to the Meshmoon platform with a few mouse clicks.
The great thing is that you can now compose your scene with Unity Editor. Import your models and other assets from almost any tool and the Unity Asset Store. This is what Unity excels in! Once imported, you can continue composing and building in our desktop Rocket client. We’ll take care of hosting your 3D space in the cloud, lettings users access it with our desktop and web clients. Getting a fully customisable, multi-user, networked 3D space up and running has never been easier!
As a demo I wanted to do this with a few complete Unity Store example scenes created by Unity themselves. You might be familiar with these if you have been tinkering with Unity, Angry Bots and Robot Lab. It took me less time to get them into Meshmoon than it took to download the assets from the Unity Asset Store. We are literally talking about 2-3 minutes of work per scene.
The rendering is pretty much identical (except for the minor details on the lights, we are working on it) and run well on both client. Now, I have to remind you these shots you are seeing are live multi-user networked 3D spaces (granted, at the time I was using my local build for WebRocket, did you catch that URL bar? :).
You can login with your friends to chat, do video calls right in your browser and build together. The Angry Bot web client shot is brighter looking because our environment can be configured to track real time. So the sun had raised back up a bit when I went and took the screen shot, ain’t that pretty cool?
Web Rocket v1.1
1.0.x transitions to 1.1 with this release. There are no breaking changes, but a lot of new big improvements on the rendering side warrants the bump to 1.1.
So, there are now nicer looking water and sky components that you are already using on the desktop side. The biggest update however is that WebRocket now fully supports our new Meshmoon Shaders. You can expect anything you build and view with the desktop client or in Unity when using Meshmoon shaders to look exactly the same in WebRocket. This is huge step for the web side of things.
Desktop Rocket v220.127.116.11
On the native side a there is also a huge list of improvements. Most importantly the Meshmoon Storage import has been updated to support the Unity Plugin exports better. The Unity import is actually the same old scene description drop that we have been using all this time. There were a couple of bug fixes on certain assets and some nice performance updates were implemented for importing large scenes (eg. Angry Bots was +5000 game object/entities).
Some other picks from the changelog: Significant performance optimizations to the Scene Struct window (Shift+S), ability to drag and drop files from Meshmoon Storage to your hard drive, drag and drop textures to Material editor texture slots, preview textures in Meshmoon Storage when hovered and in asset picker dialogs, drag and drop instantiation of obj/dae/fbx files and as always, generic bug fixes and improvements to the realXtend Tundra core open source codebase.