<?xml version="1.0" encoding="UTF-8"?>
<!--Generated by Squarespace Site Server v5.11.5 (http://www.squarespace.com/) on Fri, 30 Jul 2010 22:56:57 GMT--><feed xmlns="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><title>Unity Journal</title><subtitle>Unity Journal</subtitle><id>http://www.mikeriegger.com/unity-journal/</id><link rel="alternate" type="application/xhtml+xml" href="http://www.mikeriegger.com/unity-journal/"/><link rel="self" type="application/atom+xml" href="http://www.mikeriegger.com/unity-journal/atom.xml"/><updated>2009-12-13T13:05:24Z</updated><generator uri="http://www.squarespace.com/" version="Squarespace Site Server v5.11.5 (http://www.squarespace.com/)">Squarespace</generator><entry><title>Importing FBX</title><id>http://www.mikeriegger.com/unity-journal/2009/12/13/importing-fbx.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/12/13/importing-fbx.html"/><author><name>Mike Riegger</name></author><published>2009-12-13T13:02:37Z</published><updated>2009-12-13T13:02:37Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>5 am and I've finally sort-of figured it out.</p>
<p>First, the iPhone version of Unity is a fork of an old skew. Export all from Maya using FBX200611.</p>
<p>My settings:</p>
<p>Geometry: Smoothing Groups checked, along with Instances to Objects, and Referenced Containers Content</p>
<p>Animation: Bake animation checked.</p>
<p>Deformed Models: Skins checked, Blend shapes NOT checked</p>
<p>Curve Filters: unchecked</p>
<p>Constraints: unchecked</p>]]></content></entry><entry><title>FPS in Maya</title><id>http://www.mikeriegger.com/unity-journal/2009/12/13/fps-in-maya.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/12/13/fps-in-maya.html"/><author><name>Mike Riegger</name></author><published>2009-12-13T10:15:09Z</published><updated>2009-12-13T10:15:09Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>So I bought a model from 3DRT but was confused as to why I would have fewer frames in Maya than I did in Max.</p>
<p>The issue is that Maya defaults to 24 fps (film). Unity and presumably Max use 30fps.</p>
<p>To fix this, in Maya</p>
<p>Windows -&gt; Settings / Preferences -&gt; Settings -&gt; Time NTSC [30 fps]</p>
<p>&nbsp;</p>
<p>&nbsp;</p>]]></content></entry><entry><title>SIGBUS Errors</title><id>http://www.mikeriegger.com/unity-journal/2009/12/6/sigbus-errors.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/12/6/sigbus-errors.html"/><author><name>Mike Riegger</name></author><published>2009-12-06T18:52:47Z</published><updated>2009-12-06T18:52:47Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>I was getting these when running a new version of the game with no valid callstack. Problem was this line of script:</p>
<p>transform.postion = spawnPoint.position.</p>
<p>I had not set the spawnPoint for that object, so it was null. This works fine in preview but dies on the iphone.</p>
<p>Run the iPhone version often.</p>]]></content></entry><entry><title>Micropausing when destroying enemies</title><id>http://www.mikeriegger.com/unity-journal/2009/11/23/micropausing-when-destroying-enemies.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/11/23/micropausing-when-destroying-enemies.html"/><author><name>Mike Riegger</name></author><published>2009-11-23T19:59:47Z</published><updated>2009-11-23T19:59:47Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>There is a micropause when destroying skeleton warriors. I am betting this is due to all the Instantiates and GetComponents that are floating around at that point. There are also Resource.Load calls in there as well.</p>
<p>Solution is to preinstantiate everything. Store a set number of debris pieces in a manager along with references to all textures.</p>
<p>Well, first I need to figure out how to make a game with <em><strong>multiple</strong></em> enemies first eh?</p>]]></content></entry><entry><title>Unity iPhone Axis</title><id>http://www.mikeriegger.com/unity-journal/2009/11/22/unity-iphone-axis.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/11/22/unity-iphone-axis.html"/><author><name>Mike Riegger</name></author><published>2009-11-22T16:19:57Z</published><updated>2009-11-22T16:19:57Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Y and Z appear to be the same between Maya and Unity iPhone, but the X axis is flipped. This appears to be a Unity / iPhone / camera issue.</p>]]></content></entry><entry><title>Pivots</title><id>http://www.mikeriegger.com/unity-journal/2009/11/22/pivots.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/11/22/pivots.html"/><author><name>Mike Riegger</name></author><published>2009-11-22T16:18:24Z</published><updated>2009-11-22T16:18:24Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Was running into a baffling bug where if I translated a mesh somewhere, the translation was being ignored by Unity. What I had to do was move the pivot to the origin. This is done by zeroing out the 'World Space' fields in the transform attribute in Maya.</p>
<p>What a pain.</p>]]></content></entry><entry><title>Errors with skeleton warrior head</title><id>http://www.mikeriegger.com/unity-journal/2009/11/21/errors-with-skeleton-warrior-head.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/11/21/errors-with-skeleton-warrior-head.html"/><author><name>Mike Riegger</name></author><published>2009-11-22T02:13:11Z</published><updated>2009-11-22T02:13:11Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Head #2 (index 1) had a different set of euler angles in the transform. This caused some issues with the head I was spawning as a smackable as always being oriented 90 degrees to one side. Possibly the order of euler angles is different between Maya / Unity import?</p>]]></content></entry><entry><title>Plan of Attack</title><id>http://www.mikeriegger.com/unity-journal/2009/10/19/plan-of-attack.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/10/19/plan-of-attack.html"/><author><name>Mike Riegger</name></author><published>2009-10-19T16:59:31Z</published><updated>2009-10-19T16:59:31Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Get the model Travis is working on into the free game asap. Don't worry about FPS. Once gameplay is locked down (or at least working), we will get someone to half the polygon count, merge meshes (if necessary) and at armor.&nbsp;</p>
<p>Skeletons need to be done right the first time though.</p>
<p>&nbsp;</p>]]></content></entry><entry><title>Exporting notes</title><id>http://www.mikeriegger.com/unity-journal/2009/10/19/exporting-notes.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/10/19/exporting-notes.html"/><author><name>Mike Riegger</name></author><published>2009-10-19T06:51:05Z</published><updated>2009-10-19T06:51:05Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Should export to FBX from Maya rather than getting Unity to import. This is because we can get export information from Maya. Also, hints on what to do when nothing appears in Unity.</p>
<p>For instance, I smoothed a mesh in Maya and the game load failed. This is because I needed to go Delete- &gt; Delete by Type -&gt; Non Deformer History.</p>]]></content></entry><entry><title>The Cammy Test</title><id>http://www.mikeriegger.com/unity-journal/2009/10/19/the-cammy-test.html</id><link rel="alternate" type="text/html" href="http://www.mikeriegger.com/unity-journal/2009/10/19/the-cammy-test.html"/><author><name>Mike Riegger</name></author><published>2009-10-19T05:30:16Z</published><updated>2009-10-19T05:30:16Z</updated><content type="html" xml:lang="en-US"><![CDATA[<p>Lerpz uprated to 15K, this is the same triangle count as Cammy but only 1 draw call. Vert count is lower (7,844 versus 10,293). Rigid skinned.</p>
<p>3 Lerpz enemies emulating skeletons. Nonskinned for performance.</p>
<p>----------------------------------------<br />iPhone Unity internal profiler stats:<br />cpu-player&gt;&nbsp;&nbsp;&nbsp; min: 13.4&nbsp;&nbsp; max: 16.9&nbsp;&nbsp; avg: 15.3<br />cpu-ogles-drv&gt; min: 10.3&nbsp;&nbsp; max: 12.9&nbsp;&nbsp; avg: 11.7<br />cpu-present&gt;&nbsp;&nbsp; min:&nbsp; 1.4&nbsp;&nbsp; max:&nbsp; 3.3&nbsp;&nbsp; avg:&nbsp; 2.3<br />frametime&gt;&nbsp;&nbsp;&nbsp;&nbsp; min: 32.1&nbsp;&nbsp; max: 35.4&nbsp;&nbsp; avg: 33.7<br />draw-call #&gt;&nbsp;&nbsp; min:&nbsp; 34&nbsp;&nbsp;&nbsp; max:&nbsp; 34&nbsp;&nbsp;&nbsp; avg:&nbsp; 34&nbsp;&nbsp;&nbsp;&nbsp; | batched:&nbsp;&nbsp;&nbsp;&nbsp; 9<br />tris #&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; min: 59353&nbsp; max: 59353&nbsp; avg: 59353&nbsp;&nbsp; | batched:&nbsp;&nbsp; 838<br />verts #&gt;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; min: 22772&nbsp; max: 22772&nbsp; avg: 22772&nbsp;&nbsp; | batched:&nbsp;&nbsp; 419<br />player-detail&gt; physx:&nbsp; 0.4 animation:&nbsp; 2.9 culling&nbsp; 0.6 skinning:&nbsp; 8.3 batching:&nbsp; 0.3 render:&nbsp; 2.1 fixed-update-count: 1 .. 2<br />mono-scripts&gt;&nbsp; update:&nbsp; 0.1&nbsp;&nbsp; fixedUpdate:&nbsp; 0.0 coroutines:&nbsp; 0.0 <br />mono-memory&gt;&nbsp;&nbsp; used heap: 151552 allocated heap: 196608&nbsp; max number of collections: 0 collection total duration:&nbsp; 0.0<br />----------------------------------------</p>
<p>Fantastic. I had serious performance issues with multiple rigid skinned Lerpz. Changing to unskinned skeletons worked great. It starts to drop to 24 FPS with 6 Lerpz + CammyLerpz. So 3-4 should be good.</p>
<p>&nbsp;</p>]]></content></entry></feed>