Unity based animation engine Sample Clauses

Unity based animation engine demonstrator To demonstrate the functioning of the implemented protocol and API, the VPET Unity Host has been extended to also serve as an animation solver engine. Before, the Unity Host was used to provide a Unity scene to all VPET clients. Unity, being a fully featured game engine, provides a rich API to add autonomous and scene aware characters to a game. This Unity API has been used to implement an animation engine, streaming solved animations to the VPET clients. Navigation Mesh (blue) generated for the 50 megatons scene in Unity As a preparation step, user adjustable so-called navigation meshes (NavMesh) are generated by the Unity Engine. These meshes represent walkable areas in a 3D scene for a character. In the image above, the NavMesh of the utilised scene is represented in blue. In addition all moveable objects in a scene are labeled as obstacles for a character. Movable objects are objects that a user can select and edit in the VPET clients. This means they can be arbitrarily moved in the scene or even animated as ‘rigid body’. For a character a so-called locomotion tree is setup in Unity. For each direction a character can walk towards (left, right, forward, backward) and for different speeds, an animation cycle can be defined. These animation cycles will then be blended together by Unity to form the final animation. This final animation is computed by the Unity animation engine purely based on the target position a character should go to, which has been defined by a user of the VPET clients. The calculated path automatically avoids obstacles and areas not defined as walkable. This demonstrator makes full use of the introduced API and implementation in VPET. It uses Unity functionality to solve the animation.
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