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	<title>Comments on: A Tour Through Unity3D for SL/OpenSim Aficionados</title>
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	<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/</link>
	<description>Virtual Worlds and Beyond</description>
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		<title>By: Diva Canto</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-253</link>
		<dc:creator><![CDATA[Diva Canto]]></dc:creator>
		<pubDate>Thu, 15 Sep 2011 22:36:19 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-253</guid>
		<description><![CDATA[True that Unity3D supports multi-user games; they&#039;re just not that *massive* if you use what comes with Unity3D out of the box. You need a more serious server backend. They&#039;re very upfront about that: http://unity3d.com/unity/engine/networking]]></description>
		<content:encoded><![CDATA[<p>True that Unity3D supports multi-user games; they&#8217;re just not that *massive* if you use what comes with Unity3D out of the box. You need a more serious server backend. They&#8217;re very upfront about that: <a href="http://unity3d.com/unity/engine/networking" rel="nofollow">http://unity3d.com/unity/engine/networking</a></p>
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		<title>By: Americo Damasceno</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-252</link>
		<dc:creator><![CDATA[Americo Damasceno]]></dc:creator>
		<pubDate>Wed, 24 Aug 2011 12:26:51 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-252</guid>
		<description><![CDATA[&quot;Unity3D doesn’t  support MMO environments like Second Life and OpenSim — it leaves that to 3rd party servers and client-side libraries, of which there are a few commercial ones&quot;

Sorry, but it&#039;s not true. You can create  a multiplayer environment only using Unity (even the free version).
You can learn how to do it reading my tutorials at:
http://www.dmu.com

Como você fala portugues ten tutoriais em português e inglês.
Um abraço,
Americo]]></description>
		<content:encoded><![CDATA[<p>&#8220;Unity3D doesn’t  support MMO environments like Second Life and OpenSim — it leaves that to 3rd party servers and client-side libraries, of which there are a few commercial ones&#8221;</p>
<p>Sorry, but it&#8217;s not true. You can create  a multiplayer environment only using Unity (even the free version).<br />
You can learn how to do it reading my tutorials at:<br />
<a href="http://www.dmu.com" rel="nofollow">http://www.dmu.com</a></p>
<p>Como você fala portugues ten tutoriais em português e inglês.<br />
Um abraço,<br />
Americo</p>
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		<title>By: Albert Revolution</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-251</link>
		<dc:creator><![CDATA[Albert Revolution]]></dc:creator>
		<pubDate>Thu, 09 Jun 2011 06:48:15 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-251</guid>
		<description><![CDATA[Very intersante your post, because it shows how an experienced developer of OpenSim Unity.
 In my case, I am by testing OpenSim, realXtend, Taiga and Tundra recently, from their first days, and last year I&#039;m studying Unity.
 A great choice Unity is the land or directly import objects created with external programs, which, from the point of view of large projects, it is very interesting. Thus, using for example because Vue, Terragen or digital elevation data for terrain, and Sketchup (converting format. obj to FBX), is a great option.
 If a version of opensim, allowed to handle scenes of Unity, I think it would be a giant step forward.
 Personally, I see Tundra option difficult to understand and manage, for this reason our group has moved to Unity to handle scenes.]]></description>
		<content:encoded><![CDATA[<p>Very intersante your post, because it shows how an experienced developer of OpenSim Unity.<br />
 In my case, I am by testing OpenSim, realXtend, Taiga and Tundra recently, from their first days, and last year I&#8217;m studying Unity.<br />
 A great choice Unity is the land or directly import objects created with external programs, which, from the point of view of large projects, it is very interesting. Thus, using for example because Vue, Terragen or digital elevation data for terrain, and Sketchup (converting format. obj to FBX), is a great option.<br />
 If a version of opensim, allowed to handle scenes of Unity, I think it would be a giant step forward.<br />
 Personally, I see Tundra option difficult to understand and manage, for this reason our group has moved to Unity to handle scenes.</p>
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		<title>By: Toni Alatalo</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-250</link>
		<dc:creator><![CDATA[Toni Alatalo]]></dc:creator>
		<pubDate>Sun, 17 Apr 2011 21:39:20 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-250</guid>
		<description><![CDATA[I perhaps failed to say this clearly -- realXtend Naali / Tundra allows the same, the entire UI is now loaded from the server when logging in .. so different servers / scenes / regions / applications can have a totally different experience. For example, whether there are avatars or not, what does the mouse control, how the cameras behave etc.

That works also againts Opensimulator, with the modrex extension that allows to put extra data to the scene (for example client side javascript script references, which implement the UI for that app).

So AFAIK the paradigm in reX and Unity is the same. Still certainly is good for me too to actually test it.]]></description>
		<content:encoded><![CDATA[<p>I perhaps failed to say this clearly &#8212; realXtend Naali / Tundra allows the same, the entire UI is now loaded from the server when logging in .. so different servers / scenes / regions / applications can have a totally different experience. For example, whether there are avatars or not, what does the mouse control, how the cameras behave etc.</p>
<p>That works also againts Opensimulator, with the modrex extension that allows to put extra data to the scene (for example client side javascript script references, which implement the UI for that app).</p>
<p>So AFAIK the paradigm in reX and Unity is the same. Still certainly is good for me too to actually test it.</p>
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		<title>By: Diva Canto</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-249</link>
		<dc:creator><![CDATA[Diva Canto]]></dc:creator>
		<pubDate>Sun, 17 Apr 2011 15:39:37 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-249</guid>
		<description><![CDATA[@Toni, thanks for the comments. You definitely need to try out Unity3D, it&#039;s worth the time investment. It&#039;s a different paradigm -- and one that I think will be the dominant one in the future, because it addresses the main need without imposing strong constraints. People need to build interactive 3D environments, and that includes the &quot;viewer&quot; experience. Rather than hard-coding one particular way of viewing those environments, Unity3D allows us to program the entire user interaction. They give us enough options to develop everything -- GUIs, cameras, levels, etc. They separate building from experiencing. The builders build the entire user experience. Then, with the click of a button, we can generate viewer components for all sorts of different platforms -- including, I suspect, WebGL when it becomes good enough. I can&#039;t stress enough how relevant Unity3D is for the community interested in interactive 3D, networked or not.]]></description>
		<content:encoded><![CDATA[<p>@Toni, thanks for the comments. You definitely need to try out Unity3D, it&#8217;s worth the time investment. It&#8217;s a different paradigm &#8212; and one that I think will be the dominant one in the future, because it addresses the main need without imposing strong constraints. People need to build interactive 3D environments, and that includes the &#8220;viewer&#8221; experience. Rather than hard-coding one particular way of viewing those environments, Unity3D allows us to program the entire user interaction. They give us enough options to develop everything &#8212; GUIs, cameras, levels, etc. They separate building from experiencing. The builders build the entire user experience. Then, with the click of a button, we can generate viewer components for all sorts of different platforms &#8212; including, I suspect, WebGL when it becomes good enough. I can&#8217;t stress enough how relevant Unity3D is for the community interested in interactive 3D, networked or not.</p>
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		<title>By: Toni Alatalo</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-248</link>
		<dc:creator><![CDATA[Toni Alatalo]]></dc:creator>
		<pubDate>Sun, 17 Apr 2011 06:05:50 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-248</guid>
		<description><![CDATA[Hi Diva - great to see that you took that journey, and thanks for sharing! I think it&#039;s much needed that developers of different platforms know more about others too -- have been learning Sirikata, OpenWonderland and MV3D myself lately, besides using Opensimulator and realXtend for work. Haven&#039;t had a chance to really use Unity yet, so this was quite informative.

Perhaps you will have the chance to take a look at the new reX stuff at some point too. The new Naail &amp; Tundra SDK are in some ways similar to Unity -- reX is sometimes described as an open source alternative to Unity 3d. In the sense that both are now generic engines with an extensible scene model, and where application code determines the user experience, instead of some hardcoded viewer &amp; protocol feats like with slviewer. There&#039;s a quite short &amp; clear article that describes this, also discusses the plan of refactoring Opensimulator to have similar extensible scene model: https://github.com/realXtend/doc/raw/master/arch_article/simple.pdf

One difference perhaps is that reX, like SL &amp; Opensim, is inherently networked: by default, every object (scene entity) that you create is shared and synchronized among all the participants. But there is also the option to create the entity LocalOnly, both on client and server side, which I&#039;ve recently used exactly for a similar case than your traffic simulation: in our upcoming demo there is a fish game (again!), where you swim around as a little anchovy eating plankton. The planktons clouds are composed of several particle systems, and to ease network traffic, the individual particle systems (which finally include the particles) only exist on the client side. But the bigger cloud entities are shared, so all clients see them in the same area in the water, just not in exact same positions. This should work well enough for the multiplayer game. Also physics can be done on either side, or both.

A company that has been developing reX and doing projects with it recently made one project with Unity3d too, but is now making another using reX while developing core features there too -- they also came back with nice ideas for improvements :)

I think Unity and many platforms are fun and useful to have, and believe that there is room for both closed, proprietary packages like Unity3d and for open source such as Opensimulator and realXtend.

For the scene editing side, reX currently differs from Unity so that we mostly bring in ready made scenes .. use e.g. Blender or Max as the level editor. And there is a project to make this integration tight, having custom VW authoring UI in Blender, with a real-time connection to the server (already works agains opensim+modrex!), https://sim.lorea.org/pg/groups/5/b2rex/ . Naali/Tundra does have in-world editing, asset views, property editor etc. too .. but quite rudimentary still.

I think it&#039;s a very interesting question: what creation tools should be an in-world experience, and what are fine as offline? Even SL users use separate apps to draw textures :) I&#039;m currently working on a simple waypoint graph / walk path editor myself -- originally had the idea to author the paths in Blender and export, but after I made the first test walk path (for a NPC deer) with in-world tools (just placing invisible objects as walk targets), and has so much fun tweaking the path nodes live while the deer was walking, decided to instead do something that can integrate to the platform directly. Decided to do it, surprise surprise: browser based! Because we use js for game logic, so can use the same underlying js graph lib, and as the viewer embeds a browser (like slviewer does too), can use it &#039;in-world&#039; too. Put a little proof of concept test up at http://www.realxtend.org/world/lvm/pathedit/editor.html and will continue work on it in https://github.com/antont/pathedit next week. As also Unity3d supports js, perhaps unity projects could use the same waypoint graph editor even :o 

I hope we&#039;ll get cross plat interop going on in such high level things -- the custom cameras that you mention are my prime candidate for that. 

Thanks again for the interesting post, let&#039;s see where we end up with all these developments going on :)]]></description>
		<content:encoded><![CDATA[<p>Hi Diva &#8211; great to see that you took that journey, and thanks for sharing! I think it&#8217;s much needed that developers of different platforms know more about others too &#8212; have been learning Sirikata, OpenWonderland and MV3D myself lately, besides using Opensimulator and realXtend for work. Haven&#8217;t had a chance to really use Unity yet, so this was quite informative.</p>
<p>Perhaps you will have the chance to take a look at the new reX stuff at some point too. The new Naail &amp; Tundra SDK are in some ways similar to Unity &#8212; reX is sometimes described as an open source alternative to Unity 3d. In the sense that both are now generic engines with an extensible scene model, and where application code determines the user experience, instead of some hardcoded viewer &amp; protocol feats like with slviewer. There&#8217;s a quite short &amp; clear article that describes this, also discusses the plan of refactoring Opensimulator to have similar extensible scene model: <a href="https://github.com/realXtend/doc/raw/master/arch_article/simple.pdf" rel="nofollow">https://github.com/realXtend/doc/raw/master/arch_article/simple.pdf</a></p>
<p>One difference perhaps is that reX, like SL &amp; Opensim, is inherently networked: by default, every object (scene entity) that you create is shared and synchronized among all the participants. But there is also the option to create the entity LocalOnly, both on client and server side, which I&#8217;ve recently used exactly for a similar case than your traffic simulation: in our upcoming demo there is a fish game (again!), where you swim around as a little anchovy eating plankton. The planktons clouds are composed of several particle systems, and to ease network traffic, the individual particle systems (which finally include the particles) only exist on the client side. But the bigger cloud entities are shared, so all clients see them in the same area in the water, just not in exact same positions. This should work well enough for the multiplayer game. Also physics can be done on either side, or both.</p>
<p>A company that has been developing reX and doing projects with it recently made one project with Unity3d too, but is now making another using reX while developing core features there too &#8212; they also came back with nice ideas for improvements <img src="http://www.metaverseink.com/blog/wp-includes/images/smilies/simple-smile.png" alt=":)" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
<p>I think Unity and many platforms are fun and useful to have, and believe that there is room for both closed, proprietary packages like Unity3d and for open source such as Opensimulator and realXtend.</p>
<p>For the scene editing side, reX currently differs from Unity so that we mostly bring in ready made scenes .. use e.g. Blender or Max as the level editor. And there is a project to make this integration tight, having custom VW authoring UI in Blender, with a real-time connection to the server (already works agains opensim+modrex!), <a href="https://sim.lorea.org/pg/groups/5/b2rex/" rel="nofollow">https://sim.lorea.org/pg/groups/5/b2rex/</a> . Naali/Tundra does have in-world editing, asset views, property editor etc. too .. but quite rudimentary still.</p>
<p>I think it&#8217;s a very interesting question: what creation tools should be an in-world experience, and what are fine as offline? Even SL users use separate apps to draw textures <img src="http://www.metaverseink.com/blog/wp-includes/images/smilies/simple-smile.png" alt=":)" class="wp-smiley" style="height: 1em; max-height: 1em;" /> I&#8217;m currently working on a simple waypoint graph / walk path editor myself &#8212; originally had the idea to author the paths in Blender and export, but after I made the first test walk path (for a NPC deer) with in-world tools (just placing invisible objects as walk targets), and has so much fun tweaking the path nodes live while the deer was walking, decided to instead do something that can integrate to the platform directly. Decided to do it, surprise surprise: browser based! Because we use js for game logic, so can use the same underlying js graph lib, and as the viewer embeds a browser (like slviewer does too), can use it &#8216;in-world&#8217; too. Put a little proof of concept test up at <a href="http://www.realxtend.org/world/lvm/pathedit/editor.html" rel="nofollow">http://www.realxtend.org/world/lvm/pathedit/editor.html</a> and will continue work on it in <a href="https://github.com/antont/pathedit" rel="nofollow">https://github.com/antont/pathedit</a> next week. As also Unity3d supports js, perhaps unity projects could use the same waypoint graph editor even 😮 </p>
<p>I hope we&#8217;ll get cross plat interop going on in such high level things &#8212; the custom cameras that you mention are my prime candidate for that. </p>
<p>Thanks again for the interesting post, let&#8217;s see where we end up with all these developments going on <img src="http://www.metaverseink.com/blog/wp-includes/images/smilies/simple-smile.png" alt=":)" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
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		<title>By: Per Eriksson</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-247</link>
		<dc:creator><![CDATA[Per Eriksson]]></dc:creator>
		<pubDate>Sat, 16 Apr 2011 05:11:41 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-247</guid>
		<description><![CDATA[Thank you for sharing  your thoughts.

I get a similar feeling when I look at Unity 3D. A step closer to what the “professionals” use, or the look I am used to see in their finished work.   To me Opensim is my sketch book a place where with no fuzz I can sketch an idea in a few minutes. Primitive maybe? It works for me. To get a really polished look in Opensim requires a bit more work and in the end will still look different to a &quot;professionally” modelled  scene. (To me Opensim/SL looks more hand crafted like shaping a piece of wood by hand instead of using a router or a lathe, (a look that most of the time appeals to me.) I like how Opensim and Unity 3D work together in the browser al la Tipodean. Laughing at your Blender comment ( I know that feeling well) I have tried Blender many a time, after having seen some stunning work made in Blender. I guess I have to try harder :-)]]></description>
		<content:encoded><![CDATA[<p>Thank you for sharing  your thoughts.</p>
<p>I get a similar feeling when I look at Unity 3D. A step closer to what the “professionals” use, or the look I am used to see in their finished work.   To me Opensim is my sketch book a place where with no fuzz I can sketch an idea in a few minutes. Primitive maybe? It works for me. To get a really polished look in Opensim requires a bit more work and in the end will still look different to a &#8220;professionally” modelled  scene. (To me Opensim/SL looks more hand crafted like shaping a piece of wood by hand instead of using a router or a lathe, (a look that most of the time appeals to me.) I like how Opensim and Unity 3D work together in the browser al la Tipodean. Laughing at your Blender comment ( I know that feeling well) I have tried Blender many a time, after having seen some stunning work made in Blender. I guess I have to try harder <img src="http://www.metaverseink.com/blog/wp-includes/images/smilies/simple-smile.png" alt=":-)" class="wp-smiley" style="height: 1em; max-height: 1em;" /></p>
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		<title>By: Chris</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-246</link>
		<dc:creator><![CDATA[Chris]]></dc:creator>
		<pubDate>Wed, 13 Apr 2011 16:03:45 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-246</guid>
		<description><![CDATA[Great article Diva, thanks. I too have recently started creating content with Unity. Your observations chime with mine in terms of the pros and cons. For my own project, however, Unity has allowed me to do very easily some things which were previously a HUGE headache in Second Life; specifically anything involving audio longer than 10 seconds...

I&#039;ve looked at the Jibe system the other comments mention and it looks like a good way to ease the multi-user side of things. I&#039;m still building and testing a single user scene in Unity. but I intend to bring it all in to Jibe once it&#039;s ready.]]></description>
		<content:encoded><![CDATA[<p>Great article Diva, thanks. I too have recently started creating content with Unity. Your observations chime with mine in terms of the pros and cons. For my own project, however, Unity has allowed me to do very easily some things which were previously a HUGE headache in Second Life; specifically anything involving audio longer than 10 seconds&#8230;</p>
<p>I&#8217;ve looked at the Jibe system the other comments mention and it looks like a good way to ease the multi-user side of things. I&#8217;m still building and testing a single user scene in Unity. but I intend to bring it all in to Jibe once it&#8217;s ready.</p>
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		<title>By: Pathfinder</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-245</link>
		<dc:creator><![CDATA[Pathfinder]]></dc:creator>
		<pubDate>Tue, 12 Apr 2011 14:32:16 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-245</guid>
		<description><![CDATA[Great summary, Diva.  Thank you for sharing your experiences like this.  

You said:  &quot;...if you want to create a virtual world with Unity3D, you need a lot of extra engineering work.&quot;

Yep.  And that&#039;s precisely what ReactionGrid&#039;s &lt;a href=&quot;http://reactiongrid.myshopify.com/products/jibeworlds&quot; rel=&quot;nofollow&quot;&gt;Jibe&lt;/a&gt; platform does.  Jibe is a framework that lets you build scenes in Unity and then make them part of a multiuser virtual world.  You can visit my own multiuser Jibe world &lt;a href=&quot;http://bit.ly/Jibe_Pathfinder&quot; rel=&quot;nofollow&quot;&gt;here on the web.&lt;/a&gt;

When you were animating your cars, did you use the free iTween tool to move them around?  &lt;a href=&quot;http://becunningandfulloftricks.com/2011/04/07/collaborating-using-web-based-tools-with-jibe-animations-and-itween/&quot; rel=&quot;nofollow&quot;&gt;I&#039;ve been playing around with iTween&lt;/a&gt; and find it very handy. 

And if you&#039;re interested in talking with other people exploring how to create multiuser worlds based on Unity, we&#039;ve got a pretty active &lt;a href=&quot;http://bit.ly/Jibe-Unity3d-Discussions&quot; rel=&quot;nofollow&quot;&gt;Unity3d-Jibe Google Group&lt;/a&gt; with lots of good discussions going on.]]></description>
		<content:encoded><![CDATA[<p>Great summary, Diva.  Thank you for sharing your experiences like this.  </p>
<p>You said:  &#8220;&#8230;if you want to create a virtual world with Unity3D, you need a lot of extra engineering work.&#8221;</p>
<p>Yep.  And that&#8217;s precisely what ReactionGrid&#8217;s <a href="http://reactiongrid.myshopify.com/products/jibeworlds" rel="nofollow">Jibe</a> platform does.  Jibe is a framework that lets you build scenes in Unity and then make them part of a multiuser virtual world.  You can visit my own multiuser Jibe world <a href="http://bit.ly/Jibe_Pathfinder" rel="nofollow">here on the web.</a></p>
<p>When you were animating your cars, did you use the free iTween tool to move them around?  <a href="http://becunningandfulloftricks.com/2011/04/07/collaborating-using-web-based-tools-with-jibe-animations-and-itween/" rel="nofollow">I&#8217;ve been playing around with iTween</a> and find it very handy. </p>
<p>And if you&#8217;re interested in talking with other people exploring how to create multiuser worlds based on Unity, we&#8217;ve got a pretty active <a href="http://bit.ly/Jibe-Unity3d-Discussions" rel="nofollow">Unity3d-Jibe Google Group</a> with lots of good discussions going on.</p>
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		<title>By: Neil Canham</title>
		<link>http://www.metaverseink.com/blog/3d-modeling/a-tour-through-unity3d-for-slopensim-aficionados/#comment-244</link>
		<dc:creator><![CDATA[Neil Canham]]></dc:creator>
		<pubDate>Tue, 12 Apr 2011 08:21:22 +0000</pubDate>
		<guid isPermaLink="false">http://metaverseink.com/blog/?p=73#comment-244</guid>
		<description><![CDATA[Great write up - it&#039;s good to see more OpenSim experts casting their eye over Unity.  I&#039;ve also dabbled a bit in Unity and came to similar conclusions - fantastic freedom and depth, steeper learning curve than SL but not as steep as other ways of assembling complete games/environments from industry standard components.  In terms of the networking / MMO-ness, a lot of people start with the networked island demo that smartfox built on top of the standard Unity Island demo.  However, one way to get up and running with a full networked virtual environment on top of Unity is to pay for Reaction Grid&#039;s &#039;&lt;a href=&quot;http://j.mp/i0e0xo&quot; rel=&quot;nofollow&quot;&gt;Jibe&lt;/a&gt;&#039; VW toolkit]]></description>
		<content:encoded><![CDATA[<p>Great write up &#8211; it&#8217;s good to see more OpenSim experts casting their eye over Unity.  I&#8217;ve also dabbled a bit in Unity and came to similar conclusions &#8211; fantastic freedom and depth, steeper learning curve than SL but not as steep as other ways of assembling complete games/environments from industry standard components.  In terms of the networking / MMO-ness, a lot of people start with the networked island demo that smartfox built on top of the standard Unity Island demo.  However, one way to get up and running with a full networked virtual environment on top of Unity is to pay for Reaction Grid&#8217;s &#8216;<a href="http://j.mp/i0e0xo" rel="nofollow">Jibe</a>&#8216; VW toolkit</p>
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