Sine Space is a virtual world platform using Unity3D as the creator/build environment and allowing (via an add-in Unity package) upload to become a space within the Sine Space multi-user virtual world. Spaces are created in Unity and then uploaded to the “Curator” (http://curator.sine.space) where they can be tested prior to being sent for review to become “live” on the main service. One free space of up to 128MB download size can be create by any user and paid plans allow for more simultaneous spaces and larger builds. This blog post brings together some links and resources used in building Sine Space regions in Unity3D.
- Teleport between one space and other using this script in a suitable object – TeleportWorld.
- Teleport between locations within one space using this script in a suitable object and to an arrival object – TeleportLocal.
- Clothing can be created and uploaded to the Sine Space Marketplace. E.g. This is a NASA EVA suit available in male and female variants in the Sine Space store. Once “bought (free) it is available in the user inventory and can be equipped onto the avatar and saved as an outfit.
- A vendor for a single item can be added using these instructions from the Sine Space Wiki – InventoryVendor.
- Create an active seat using these instructions from the Sine Space Wiki – SeatImproved. Video instructions here.
OpenSimulator OAR Converted Content in Unity to Sine Space – Reducing the Number of Textures Used
Adam Frisby, a Sine.Space developer, provided an unsupported C# script utility to seek to remove duplicated textures which make an OARConv import to Unity larger than necessary… due to the fac that texture/material properties of an object or face are encoded into multiple repeated texture file names by OARConv.
A copy of the utility is stored at http://www.aiai.ed.ac.uk/~ai/unity/oarconv/FixTextureDuplicates
These are his notes…
This comes 100% unsupported, but I wrote a tool to clean the materials that the OAR Converter tool produces. It de-duplicates textures, which I’m hearing produces good results on cutting the filesizes of those regions. It just MD5Sums the files, if they match, it merges them.
Drop that into a folder named ‘Editor’ in your project (any folder as long as the name is ‘Editor’).
Then you should get a Space/Tools/OAR Material Cleanup menu item.
This is used AFTER the OAR converted contents have been loaded and the materials created. It just standardises the materials that use copies of the same texture so they all use one single texture, thus reducing the file size of a Sine.space build.
When you run it (again, 100% unsupported, take backups! although I hear it works) – will remove all the duplicates in your region.
Unity Layers and Culling Mask for Light Sources
When combining several Unity projects into larger builds it is possible that a limit on the number of Unity “layers” that can be used to exclude objects from lighting culling calculations is exceeded (the limit may be 4). If a message saying you are including too many layers appears, check each light source (such as Directional Light, Sun source and items such as fire light) and ensure that the Culling Mask is set to “Everything” rather than a set of specific layers. [Advice from Adam Frisby of SineWave]
The WebGL browser-based viewer culls objects more than about 100m from the avatar position. This can make large objects that give the basics of a region drop out if their ORIGIN is far away from some areas. To make objects appear in WebGL views they can be changed from the “Default” layer to the “VeryImportantInScene” layer. In WebGL unless specific settings are changed in the Unity Editor, the culling distances are: 75m by default, Important is 300m by default, Very Important is 900m by default.