Progress report

A fully network capable version of the UnityCanvas was tested today. We hooked up six machines, each with two clients, to a server. Of the two clients per machine one was a processing sketch that makes connection via socket to the "drawing API" of the UnityCanvas. The other client that ran on the machines was an instance of Unity3d that basically just sees what the server sees. In the final version the point of this is to have different camera angles etc. per client, and show these on different screens in the lab.

Video

The drawing input is not very elaborate yet, but it was fun scripting some sine waves and other figures onto the canvas through the socket connection. The performance however was quite promising!

Next Steps

The most important thing is to get concrete with the making of the client-stations for the canvas. Further some more features need to be implemented to the canvas itself, such as color, rotation and size parameters. Some more primitives to spawn. Also twitter integration and a way to send images and include them as textures are on top of our TODO-list.
We also want to include a character to generate a jump-and-run-like game experience.

written by Jan Kolkmeier on 2010-06-09