Unity3D to Urho3D Exporter

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Jenge

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Dec 20, 2013, 11:29:57 PM12/20/13
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Hey all, just wanted to share a screenshot of some progress on our Unity3D to Urho3D exporter:


The Unity exporter handles core Unity scenegraph, models, materials, physics, navmesh, lights, and terrain.  This is actually quite easy as Unity GameObject/Components map very well to Urho3D Node/Components :)

I have to say, amazing work on Urho3D, I absolutely love working with it.  It is very clean, well thought out, and best of all it can be compiled from source!  

~Josh

Chris Friesen

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Dec 20, 2013, 11:58:30 PM12/20/13
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Witchcraft!  Was there a loss in features/fidelity? 

Lasse Öörni

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Dec 21, 2013, 7:56:42 PM12/21/13
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Looks very ninja. Certainly there are features that don't map 1:1.

Jenge

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Dec 23, 2013, 12:01:02 AM12/23/13
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Thanks, the exporter is a work in progress but it is coming along nicely!

I shot a video walkthru of the current state of things (for people who aren't familiar with Urho3D) here:


I am probably pronouncing Urho3D very, very wrong :)

~Josh 

Chris Friesen

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Dec 23, 2013, 1:33:25 AM12/23/13
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a static typed language that run inside of luajit!?!?!? \m/

Lasse Öörni

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Dec 23, 2013, 2:01:32 PM12/23/13
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So it's also running scripts/behaviors inside Urho, that is doubly ninja, great work and was nice to see it on video.

Scott Duensing

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Dec 24, 2013, 1:42:40 AM12/24/13
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Wow. Wow. WOW. Any chance this will be available for others? I'm a big fan of Unity3D and a rapidly growing fan of Urho3D. It'd be great to be able to use them together. In any case, please keep showing it off! :-)

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Jenge

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Dec 27, 2013, 12:01:10 AM12/27/13
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We're a game company, so the focus is on getting things where we need them to make games.  What I am basically saying here is your mileage may vary and it is *really* hard to keep to Urho3D's excellent code quality in all cases.  We do plan on the engine/tools being FOSS.

I got Beast global illumination maps running in engine today.  The only tricky bit really was in having to convert the EXR format (ended up building OpenEXR from source in ThirdParty).  Also, Unity has a tiling offset/scale which can be applied to individual MeshRenderers so that the same lightmap can be used across model instances.  I am not 100% I did this the best possible way, but it works :)



~Josh

Jenge

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Dec 29, 2013, 7:14:54 PM12/29/13
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The global illumination test scene running with proper alpha decals and on Android!
 

 ~Josh

Chris Friesen

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Dec 29, 2013, 9:50:23 PM12/29/13
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That looks really nice. 

How did Urho's lightmap shader work?  I don't know if I have seen anyone use it yet.  Lasse said it may have quirks last I heard.  Its on my too long of list to give Blender's texture atlus plugin a whirl.  I hope baking will be on cylces roadmap in the near future.

Jenge

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Dec 30, 2013, 12:40:42 PM12/30/13
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I tweaked the lightmap shader slightly to handle Unity's tiling offset/scale for its Beast lightmaps.  So far, it all seems to work great, including combining with realtime lights (even of the casts shadows variety).  One note, we're currently only using the GL rendering path.

~Josh

Meir Yanovich

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Jan 5, 2014, 3:53:52 PM1/5/14
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Amazing , 
2 Question :
Why you need cocos2d-x on top of your 3d view ?
how did you combine cocos2d-x with the 3d engine ?

Raj Sodhi

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Oct 21, 2014, 3:02:25 PM10/21/14
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Hey Jenge,

Would love to play with this. Is it available somewhere for us to try? You mentioned you planned on making it FOSS?

Awesome work!

Raj
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