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How can I use python for scripting in Unity2021.3.2?
this version has a default create script option for C# script but it is hard to find the same for python.
If you are confident with Python and would like to develop a VR experiment/environment, one possible solution (outside of Unity3D) would be to use a framework that can be imported in Python and is compatible with SteamVR/OpenVR.
Harfang3D does that, and you can find a simple code snippet here:
https://github.com/harfang3d/tutorials-hg2/blob/master/scene_vr.py
Having a VR experience is, basically, 3 points:
create/load a 3D scene with any kind of object, lights, ...
initialize an OpenVR interface
link the position/rotation matrix sent by the VR headset and your rendering pipeline within the game loop.
In addition to that, you might need to implement some interaction with the 3D world, a teleporter, objects animations, spatialized audio, ... but this really depends on what kind of experience you need :)
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I want to import a 3d model/mesh inside a game. Kinda like import a mesh from file explorer kinda thing.
Is there any good way to do this? Without much coding.
I'm assuming you want to load custom 3D meshes (like .fbx or .obj) that weren't preprocesed by editor first and are not in game folders, and you want to do it at runtime while game is playing.
What I get know from recent reaseach in this topic: UE4 dosen't support any kind of API for loading such meshes, you could legaly use in your game at runtime. There are, of course, existent API for that but it's part of Editor codebase and you are not allowed to use it in game directly, it is restricted by current licence (look at Epic Dev response in this thread).
In this case you could use thrid-party loaders and integrate them in your project or write your own loaders. Loaded meshes can be displayed using Procedural Mesh Component.
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I'm looking for tool which can help to create some tests in Unity.
Yes, I know there are the "unity test tools". But it's for programmers mostly.
I need something for testers like selenium
Since unity is a diverse game engine that can be used to develop games in any genre or style there is no generic way of automatically testing them.
Without being good at programming all you can do for performance testing is to play the game and find areas that fluctuate in framerate and try to narrow down what scripts or game objects are causing the issue. You can use the Profiler Window to really help with that.
You could make scenes that run automatically with set things that happen in each one and then run them between builds and compare how well they do but I don't think thats what you're after.
Most of the time though testers in games just play the game or anything that engineering gives them and try to break it by getting the game to show unexpected behaviour. Once some issues are found it goes back to the guy that made it and the process is repeated... there is a good podcast on testing here on how testing is usually done in video games (from a developer's perspective).
Hope this helped
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I'd like to provide users with the ability to edit the shape, form and properties of their 3D character from templates.
What are the general processes and delineations of responsibility when targeting iOS and using Xcode, Swift, Scene Kit and a 3D modelling application?
I'm no expert in anything 3D related but I believe I can help in this case.
iOS has a 3D engine called SceneKit, you can programmatically create basic 3D objects.
For complex objects you usually create them in an external program such as Cheetah3D and then you can import them and interact with the object in SceneKit.
Some references you may find useful:
https://developer.apple.com/library/ios/documentation/SceneKit/Reference/SceneKit_Framework
http://www.cheetah3d.com/
http://blog.manbolo.com/2014/08/10/import-cheetah3d-model-in-scenekit
http://www.raywenderlich.com/83748/beginning-scene-kit-tutorial
The Ray Wenderlich site has been a great resource for me learning iOS, they have alot of tutorials, video tutorials and even ebooks that you can purchase on a number of topics including game development with iOS and Unity.
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Lately I'm interested in VR and I decided to learn more about it and technologies beyond this.
I also have a background of Mathematic science from my university field.(Applied Math.)
Can anyone suggest me some article or book or anything to learn more?
Free references preferred.
Thank you.
I would suggest you start by actually making things in VR. To read about it and to experience it are completely different things. I personally work with Oculus Rift. It is easy to develop for it because of its integration with various game engines. But as a cheaper option you could get started with Google Cardboard.
If you want to read up about the core technology behind VR, I would suggest start by reading about Computer Graphics. After you have a grip on that you can start to explore other topics for example how tracking works, issues of FOV etc.
For readings about Graphics, I would suggest you have a look at this thread.
https://gamedev.stackexchange.com/questions/12299/what-are-some-good-books-which-detail-the-fundamentals-of-graphics-processing
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I am looking for an example that renders an interactive earth similar to the one in the Smule products.
Someone just pointed me to this question. I have one!
It's called WhirlyGlobe and it's built specifically for this purpose. Runs on ios, uses a combo of Objective-C and C++ and is very Cocoa Touch friendly. Uses delegates for camera motion, multithreaded, all that good stuff.
Oh, and it's freely available under the Apache2 license.
Details can be found here:
http://mousebird.github.io/WhirlyGlobe/
I can't offer any samples, but Dragon Forged Software sells a prepackaged OpenGL ES Globe for the iPhone. http://dragonforged.com/consult.shtml
A company name Clever Coding offers a opengl implementation of a 3D globe for sale at http://www.clevercoding.com/iPhone3Dglobe.php