YOUFIGHT – meet integrated reality!

YOUFIGHT is a 2D fighting game featuring local and online matches and using integrated reality! Be ready to be inside a game!

This project has been in development since one year, and I worked exclusively on it since I joined Da Viking Code. What a pleasure to see the progress made so far!

Wanna learn more about the tech!?
Continue reading YOUFIGHT – meet integrated reality!

Playing with AR & Vuforia

Augmented reality is one of the next big thing. It’s been present since a while (do you remember all those old cool Flash experiments in the browser?) but nowadays the tech is almost ready to blow our mind!

The Google Glass raised many criticism concerning private life but companies were very confident about the technology. Then the Microsoft HoloLens came on the market, but its pricing made it unaffordable for individuals.

During the same time, many companies tried to make AR working on devices: Google with special devices (Google Tango) and Vuforia established itself as a leader thanks to its SDKs. Apps & SDKs contiuned to improve during those last years (thanks to device performances and better cameras), but finally, this year, Apple with ARKit and then Google with ARCore show this technology was ready (on high end devices).

Maison Tangible
Guillaume Bertrand from Atelier Supersenor and 3615 Senor an artlab / hackerspace at Besançon, asked us to help him on an AR application. We’re glad to release the app for iOS and Android. Watch it in action:

Please help them to make their next collection live!

Lynx Optique
With James Bang, we made an AR app for a brand of optical shops with winning moments. After a digital form, visitors seek for a marker in the shop and once they found it scan it via an iPad. A cool Kinematic Inversion animation is displayed on the marker with the result. Here is the proof of concept:

And you what are you making with AR this days?

Filters 2D : the rebirth

Filters 2D was a good experiment into shaders land. I joined Da Viking Code in April and one of my main mission was to update this plugin and going deeper in shaders experiments. We’re glad to provide a plugin update with many improvements. Let’s go for some explanations on problems we encounter during the upgrades and fixes. Continue reading Filters 2D : the rebirth

Building a 3D furniture visualiser with Three.js

Blanc Cambouis is a company selling high end furniture to their customer. In order to let the customer visualize the product they are buying we were asked to create a custom real-time 3D object viewer, able to manage different kinds of models and to customize them on the fly.

While Integral Service worked on the web side of the product, us at Da Viking Code worked on the object viewer.

In order to meet their requirement we built a Three.js (WebGL Based) app using the Haxe language and yar3333’s Haxe extern for Three.js, we needed a modular solution to import the furniture into the engine, but also to enable the furniture’s multiple customization option without implementing new logic for each model.
Continue reading Building a 3D furniture visualiser with Three.js

Run pngquant via a NativeProcess: C#, Unity & AS3/AIR

After our Unity runtime SpriteSheets generator, it is a good idea to optimize the generated pngs files.

pngquant is a command-line utility and a library for lossy compression of PNG images. The conversion reduces file sizes significantly (often as much as 70%) and preserves full alpha transparency. In other words this is a must have tool if you’re working with many pngs!

I used many times pngquant directly from the command line, but depending your project, you might need to run it directly inside your application! I didn’t find example for doing this, and it was way harder than I thought due to my lack of knowledge with batch and shell scripts! So here we go:

We use custom batch file (for Windows) and shell script (for Mac OS X) for launching pngquant. It will take the path to pngs to compress and overwrite them.

OS X:

#!/bin/sh
#!/usr/bin/env bash
#$ -N $2

DIR="$( cd "$( dirname "$0" )" && pwd )"

(cd "$DIR" && ./pngquant -f --ext .png "$1"/*.png)

Windows:

cd %~dp0
pngquant -f --ext .png "%~1"/*.png

Now a C# example for calling thoses scripts, note it works fine with Unity too:

System.Diagnostics.Process process = new  System.Diagnostics.Process();

string exec = "";
if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer)
	exec = "pngquant-windows.cmd";
else if (Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer)
	exec = "pngquant-osx";
else
	throw new Exception("Platform not supported");

process.StartInfo.FileName = Application.dataPath + "/../../" + exec;
process.StartInfo.Arguments = Application.dataPath + "/../../png-to-compress";

// if your path have blank spaces use:
//process.StartInfo.Arguments = "\"" + Application.dataPath + "/../../png compress\"";

process.StartInfo.CreateNoWindow = true;
process.StartInfo.UseShellExecute = false;

process.Start();

And finally an example with AS3 for AIR:

var process:NativeProcess = new NativeProcess();

var startupInfo:NativeProcessStartupInfo = new NativeProcessStartupInfo();
var file:File = File.applicationDirectory;

var exec:String = "";
if (Capabilities.os.indexOf("Windows") >= 0)
	exec = "pngquant-windows.cmd";
else if (Capabilities.os.indexOf("Mac") >= 0)
	exec = "pngquant-osx";
else
	throw new Error("doesn't work on " + Capabilities.os + " operating system");

file.nativePath = file.nativePath + "/../" + exec;
startupInfo.executable = file;

var processArgs:Vector.<String> = new Vector.<String>();
processArgs[0] = File.applicationDirectory.nativePath + "/../png-to-compress";
startupInfo.arguments = processArgs;

process.start(startupInfo);

Be sure to have a look to PngQuantNativeProcess’s git repository to be up to date!

Unity – generate SpriteSheets at runtime!

Unity and plugins provide many great ways to build Sprite Sheets. However they’re used directly into Unity Editor or with an external software which is perfect in many case, but none provide the ability to generate SpriteSheets at runtime. So we made our own library.

The goal of a sprite sheet is to pack as many sub-textures as possible in one big texture. So the first thing to do was a packing algorithm. Fortunately we remembered the one made and open-sourced by Ville Koskela in AS3, so we started with a Unity C# port.
Click here to view the Unity rectangle packing example running in your browser in WebGL!

Once the packing algorithm done, we worked on a cache system so the generated sprite sheets are written and saved on disk for a future loading. The generator process won’t be needed anymore unless you increase your cache version!

Give a try to UnityRuntimeSpriteSheetsGenerator!

Unity – sprite packing

Best practices with Unity have always been an hidden gem. Most precisely concerning the Resources folder. Hopefully things are changing with Unity’s best practices guide! And things are simple concerning the Resources folder: just don’t use it!

Managing 2D Sprites in Unity is simple if you have a static scene: just put every sprite needed on your screen and you’re almost done. Obviously you should package them in Spritesheets. The easy way to do it is via Unity’ Sprite Packer tool. But what to do if you need to load Sprites at runtime? How to access a Sprite if it’s not linked directly on a GameObject or a Prefab and without using the Resources folder?

Create a ScriptableObject! They are the best way to store informations within Unity. Here is an Editor Script for generating ScriptableObjects with a list of Sprites for each Packing Tag mentioned:

using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;

[Serializable]
public class SpritesData:ScriptableObject {

	[SerializeField]
	public Sprite[] sprites;

	static public string assetDirPath = "RuntimeSprites/SpritesData/";
	static public string assetPath = "Assets/RuntimeSprites/SpritesData/{0}.asset";

	#if UNITY_EDITOR
	[MenuItem("Data/Create Sprites Data")]
	static void CreateSpritesData() {
		string dirPath = Application.dataPath + "/" +  assetDirPath;

		if (!System.IO.Directory.Exists(dirPath))
			System.IO.Directory.CreateDirectory(@dirPath);

		SpritesData data = ScriptableObject.CreateInstance<SpritesData>();

		List<Sprite> spritesList = new List<Sprite>();

		string[] anims = AssetDatabase.FindAssets("t:Sprite", new string[] {"Assets/Sprites"});

		string currentTag = "";

		foreach (string anim in anims) {

			string path = AssetDatabase.GUIDToAssetPath(anim);

			TextureImporter ti = TextureImporter.GetAtPath(path) as TextureImporter;

			if (ti.spritePackingTag != currentTag) {

				if (data && currentTag != "") {

					data.sprites = spritesList.ToArray();
					AssetDatabase.CreateAsset(data, string.Format(assetPath, currentTag));
				}

				data = ScriptableObject.CreateInstance<SpritesData>();
				spritesList = new List<Sprite>();

				currentTag = ti.spritePackingTag;
			}

			Sprite sprite = AssetDatabase.LoadAssetAtPath<Sprite>(path);

			spritesList.Add(sprite);
		}

		data.sprites = spritesList.ToArray();
		AssetDatabase.CreateAsset(data, string.Format(assetPath, currentTag));
	}
	#endif
}

Now that you have all your SpritesData you just have to create a MonoBehaviour with a public SpritesData[] spritesDatas; property, then you will have access to all your sprites! The good things is while a sprite isn’t displayed on Screen it’s not in memory.

Cheers!

Unity – manage mailbox

For a project, unfortunately canceled, we needed to be able to manage a mailbox with Unity. Including IMAP protocol.

Unity uses C#, so we were pretty confident it wouldn’t be an issue since there are so many .NET libraries around there. But none of them worked fine with Unity: some of them worked in Unity Editor, some were also able to work on Android, but none could pass Unity’s IL2CPP compilation for Xcode & iOS. We searched for solution on Unity’s forums but we find nothing, there was no other choice than testing all the libraries around the web!

EAGetMail was the only one to fail on Xcode due to IL2CPP compilation, all the other libraries failed way before (due to Unity Mono version). So we raised an issue to Unity’s IL2CPP team.

During that time, we needed to be sure the project would be feasible. So we looked for alternative: a PHP solution for IMAP called Fetch combined with an AMF library for Unity. Not really a good replacement, but it worked.

Luckily Unity fixed the issue some weeks later! If you have to manage mailboxes with Unity, be sure to give a try to EAGetMail before banging your head against the wall! 😉

Making a Unity game for the HTC Vive and the Oculus Gear

We currently faced the challenge of making a VR game (under NDA, so we can’t mention the game or even provide screenshots or code) for the HTC Vive (Steam VR) and the Gear VR (OculusSamsung Galaxy). In this post, we will present both headsets, the challenge they represent from a game design point of view, and also some developer feedbacks!
Continue reading Making a Unity game for the HTC Vive and the Oculus Gear

Go Mark’s Run

Hi folks, we’re proud to share with you our latest game that we worked on as developers: Go Mark’s Run, for iOS and Android. Change Agency was in charge of producing a game for the French hypermarket chain E.Leclerc to promote their own brand Marque Repère. James Bang was the studio behind the game & art design.

The game mixes platformer and runner game genres. Through short levels, you have to collect as many coins as possible and stay alive. After A Blind Legend, a big Unity game made without graphics, it was cool to have fancy things on screen!

Continue reading Go Mark’s Run