text: [{"Owner":"MackeyK24","Date":"2016-11-06T14:19:36Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tI was just checking to see if there is anyone else in the babylonjs community that would like to be able to use ALL the design time features (that you can pull useful information for serialization into the native .babylon scene file).\n_lt_/p_gt_\n\n_lt_p_gt_\n\tIncluding_dd_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t--- Built-in babylon javascript and typescript development right in the UnityEditor (Using whatever text editor you have unity configured to use)\n_lt_/p_gt_\n\n_lt_p_gt_\n\t--- Integrated babylon html game preview window features_co_ including debugging (Thanks to David for creating the original WebServer.cs)\n_lt_/p_gt_\n\n_lt_p_gt_\n\t--- Node level (camera_co_ light_co_ mesh or simply a game object) metadata including abstract base class BabylonScriptComponent (subclass of _lt_a href_eq__qt_https_dd_//www.google.com/search?client_eq_safari&amp_sm_rls_eq_en&amp_sm_q_eq_monobehaviour&amp_sm_ie_eq_UTF-8&amp_sm_oe_eq_UTF-8_qt_ rel_eq__qt_external nofollow_qt__gt_monobehaviour_lt_/a_gt_) that can be attached as regular unity script components... Just like normal unity scripting_co_ JUST FOR BABYLONJS\n_lt_/p_gt_\n\n_lt_p_gt_\n\t--- Babylon.Unity.ts ... A babylonjs loader to automatically parse all scene metadata and provide a fully managed _t_tickable_t_ scene components\n_lt_/p_gt_\n\n_lt_p_gt_\n\t--- Plus pretty much ANY UnityEditor design-time features\n_lt_/p_gt_\n\n_lt_p_gt_\n\t      --- General Asset management\n_lt_/p_gt_\n\n_lt_p_gt_\n\t      --- Detailed Scene Level Design\n_lt_/p_gt_\n\n_lt_p_gt_\n\t      --- Fully scriptable prefabs\n_lt_/p_gt_\n\n_lt_p_gt_\n\tThe list goes on.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tNow i don_t_t know if its just me going nuts over here_co_ playing with all the stuff i can do with Unity as my dedicated babylon js game IDE or if there are others that would like to use that kind of unity game editor features.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tOr even if the babylon community wants to be associated with that much BabylonJS/Unity integration\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI have all this code running on my machine (Working great_co_ i might add) but i TOTALLY SUCK at gothic pull request (Note_dd_ I still delete and re-fork overtime i want a clean updated babylonjs source download)\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI am making a short video showing some of the features...\n_lt_/p_gt_\n\n_lt_p_gt_\n\tIts just that_co_ if I_t_m the only one who wants to do this kinda stuff_co_ i won_t_t bother wasting my time packing up and making available to the rest of babylonjs community (Once i figure out how to package up my extension kinda like babylon.canvas2d... I would like to make a babylon.unity3d extension that provide all the client side typescript that uses the UnityExport metadata)\n_lt_/p_gt_\n\n_lt_p_gt_\n\tAlso... I add SOOO many features and re-strcutered the /Assets/Plugins/Babylon folder that i don_t_t know if i can just do a pull request to submit back to babylon or if a should just submit as a new _t_Exporter/Editor_t_ feature to the github.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tAnyways... a video coming soon to see what you all think about think of dedicated babylonjs editor using unity (With ALL runtime features disabled... Just editor stuff)... Let me know _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"MackeyK24","Date":"2016-11-06T14:27:17Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\t_lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Wingnut","Date":"2016-11-06T14:47:37Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tI think this is great.  We can use all the Unity integration and knowledge we can get.  ANY kind of _qt_smoothing the bridges_qt_ between modeling packages... and BJS... is good good good.\n_lt_/p_gt_\n\n_lt_blockquote class_eq__qt_ipsQuote_qt_ data-ipsquote_eq__qt__qt__gt_\n\t_lt_div class_eq__qt_ipsQuote_citation_qt__gt_\n\t\tQuote\n\t_lt_/div_gt_\n\n\t_lt_div class_eq__qt_ipsQuote_contents_qt__gt_\n\t\t_lt_blockquote class_eq__qt_ipsQuote_qt_ data-ipsquote_eq__qt__qt_ data-ipsquote-contentapp_eq__qt_forums_qt_ data-ipsquote-contentclass_eq__qt_forums_Topic_qt_ data-ipsquote-contentcommentid_eq__qt_150148_qt_ data-ipsquote-contentid_eq__qt_26231_qt_ data-ipsquote-contenttype_eq__qt_forums_qt_ data-ipsquote-timestamp_eq__qt_1478441976_qt_ data-ipsquote-userid_eq__qt_24012_qt_ data-ipsquote-username_eq__qt_MackeyK24_qt__gt_\n\t\t\t_lt_div class_eq__qt_ipsQuote_citation_qt__gt_\n\t\t\t\t39 minutes ago_co_ MackeyK24 said_dd_\n\t\t\t_lt_/div_gt_\n\n\t\t\t_lt_div class_eq__qt_ipsQuote_contents_qt__gt_\n\t\t\t\t_lt_p_gt_\n\t\t\t\t\tbut i TOTALLY SUCK at gothic pull request (Note_dd_ I still delete and re-fork everytime i want a clean updated babylonjs source download)\n\t\t\t\t_lt_/p_gt_\n\t\t\t_lt_/div_gt_\n\t\t_lt_/blockquote_gt_\n\t_lt_/div_gt_\n_lt_/blockquote_gt_\n\n_lt_p_gt_\n\tMe too.  _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt_  But a forum friend named Raanan... helped me with this.  Allow me to talk you through an update to my BJS documentation fork.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI first arrive at _lt_a href_eq__qt_https_dd_//github.com/Wingnutt/Documentation_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//github.com/Wingnutt/Documentation_lt_/a_gt_ ... it says I am 39 commits behind.  On that same line... far right... there is a _lt_strong_gt_compare_lt_/strong_gt_ button.  Whack it.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tIt reports _qt_There isn’t anything to compare_qt_ but then offers a _qt_switching the base_qt_ choice.  Whack that.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tScroll back up to the top of the new page that appears.  Now you should have a big green button... _qt_Create pull request_qt_. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tLet_t_s pretend this is YOUR repo_co_ Mackey.  This button... is a pull request to YOU_co_ from YOU.  Click that.  Clicking it in MY repo... go for it.  I_t_ll probably see a merge request from you... and I_t_ll probably _qt_commit_qt_ it.  You can freshen my docs repo if you wish. No problems.  Anyway... after the click...\n_lt_/p_gt_\n\n_lt_p_gt_\n\t...a message panel opens_co_ and just type _qt_updating my own repo_qt_ or something like that... and push the _qt_Create pull request_qt_ button below that. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tYou have just sent a pull request from USER you... to REPO-OWNER you. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tNow_co_ re-browse _lt_u_gt_your_lt_/u_gt_ forked _lt_strong_gt_repo_lt_/strong_gt_sitory_co_ and _qt_accept_qt_ the pull request from USER you.  Merge it in.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tIf all goes well_co_ your repo will report that you are now 1 commit ahead of master.  This is normal.  The 1 commit... is your pull request that you just did... from USER you to ADMIN you.  _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt_  All is fine.  You got _qt_fresh_qt_. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tBut_co_ yes_co_ this procedure is almost more work... than a branch delete and re-fork_co_ eh?  I hear ya.  _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n_lt_p_gt_\n\tAnyway_co_ sorry for that topic tangent.  Let_t_s keep the spotlight on this EXCELLENT and KIND offer of code and expertise... about Unity.  These kinds of offers and sharing attitude... is what we REALLY LOVE around the forum and involved with BJS.  You just became a hero_co_ MackeyK_co_ even if your code sucks or is never ever used.  The offer... and your kindness... means the (webGL) world to us.  THANK YOU!\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"meteoritool","Date":"2016-11-06T14:57:08Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t_lt_p_gt_\n\tNever tried Unity nor Unreal_co_ but their free-entry offers are nice !_lt_br /_gt_\n\tRight now I use my code editor + blender + chrome. So any kind of all-in-one editor would be great !\n_lt_/p_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"gryff","Date":"2016-11-07T06:31:33Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\t_lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/24012-mackeyk24/?do_eq_hovercard_qt_ data-mentionid_eq__qt_24012_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/24012-mackeyk24/_qt_ rel_eq__qt__qt__gt_@MackeyK24_lt_/a_gt_ _dd_ Hi Mackey_co_ I_t_m curious about where you want to go _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n_lt_blockquote class_eq__qt_ipsQuote_qt_ data-ipsquote_eq__qt__qt_ data-ipsquote-contentapp_eq__qt_forums_qt_ data-ipsquote-contentclass_eq__qt_forums_Topic_qt_ data-ipsquote-contentcommentid_eq__qt_150148_qt_ data-ipsquote-contentid_eq__qt_26231_qt_ data-ipsquote-contenttype_eq__qt_forums_qt_ data-ipsquote-timestamp_eq__qt_1478441976_qt_ data-ipsquote-userid_eq__qt_24012_qt_ data-ipsquote-username_eq__qt_MackeyK24_qt__gt_\n\t_lt_div class_eq__qt_ipsQuote_citation_qt__gt_\n\t\t16 hours ago_co_ MackeyK24 said_dd_\n\t_lt_/div_gt_\n\n\t_lt_div class_eq__qt_ipsQuote_contents_qt__gt_\n\t\t_lt_p_gt_\n\t\t\tdedicated babylonjs editor using unity\n\t\t_lt_/p_gt_\n\t_lt_/div_gt_\n_lt_/blockquote_gt_\n\n_lt_p_gt_\n\tI stopped using Unity back in early 2014 (3.5 0r 4.0 ? ) but the Unity editor could do many things_dd_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t1_dd_ Shaders - do you see converting those shaders with this editor?\n_lt_/p_gt_\n\n_lt_p_gt_\n\t2. Blendshapes - Unity could import them and I could animate them in Unity - would the editor export those animations?\n_lt_/p_gt_\n\n_lt_p_gt_\n\t3. Scripts - since Unity allows C# scripts - conversion to javascript?\n_lt_/p_gt_\n\n_lt_p_gt_\n\tSo the editor you propose would do these things - and export them to a .babylon files?\n_lt_/p_gt_\n\n_lt_p_gt_\n\tcheers_co_ gryff _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"MackeyK24","Date":"2016-11-08T03:04:04Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tI don_t_t really CONVERT anything ... more of a SCRAPE of any useful information obtained using the Unity Script API (Design-Time) and then serializing a NATIVE babylon.js scene file using various pieces of information you retrieved from the Unity Editor Controls or using the Unity API directly.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI do have support for universal GLSL shaders and a unity style script component api i created for babylonjs that allows you to attach _qt_EDITOR_qt_ components to unity game object just like a normal MonoBehaviour script. The babylon.js version of the editor control (inserted from a C# class BabylonScriptComponent) has a property called _t_customType_t_ that you use to specify the actual _t_BACKING_t_ babylon.js class for the component.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tKinda like how blueprint for unreal engine are _qt_Editor_qt_ features that have a backing C++ class... In our case the backing class would be you babylon class created by whatever you want... Javascript_co_ Typescript_co_ C# DuoCode... Basically anything that created a javascript class in the long run.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tBlend shapes... Don_t_t know what or how to use that yet...\n_lt_/p_gt_\n\n_lt_p_gt_\n\tBut the theory is the same... Use the Unity API to query information about something_co_ then serialize that info into the scene... Either natively or as metadata.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tHere is some example Unity API C# code that i use in the toolkit to support Navigation Meshes generated in Unity_dd_\n_lt_/p_gt_\n\n_lt_pre_gt_\n_lt_code_gt_if (SceneController.sceneOptions.navigationMesh _eq__eq_ BabylonNavigationMesh.IncludeNavMesh) {\n    ExporterWindow.ReportProgress(0_co_ _qt_Parsing scene navigation mesh..._qt_)_sm_\n    NavMeshTriangulation triangulatedNavMesh _eq_ NavMesh.CalculateTriangulation()_sm_\n    if (triangulatedNavMesh.vertices !_eq_ null &amp_sm_&amp_sm_ triangulatedNavMesh.vertices.Length &gt_sm_ 0 &amp_sm_&amp_sm_ triangulatedNavMesh.indices !_eq_ null &amp_sm_&amp_sm_ triangulatedNavMesh.indices.Length &gt_sm_ 0) {\n        ExporterWindow.ReportProgress(0_co_ _qt_Exporting scene navigation mesh..._qt_)_sm_\n\n        var navData _eq_ new UnityMetaData()_sm_\n        navData.objectId _eq_ _qt_0_qt__sm_\n        navData.objectName _eq_ _qt_Navigation Mesh_qt__sm_\n        navData.tagName _eq_ _qt_Default_qt__sm_\n        navData.layerName _eq_ _qt_Navigation_qt__sm_\n        navData.layerIndex _eq_ 0_sm_\n\n        var areaTable _eq_ new List&lt_sm_object&gt_sm_()_sm_\n        string[] areaNavigation _eq_ GameObjectUtility.GetNavMeshAreaNames()_sm_\n        foreach (string areaName in areaNavigation) {\n            var bag _eq_ new Dictionary&lt_sm_string_co_ object&gt_sm_()_sm_\n            int areaIndex _eq_ NavMesh.GetAreaFromName(areaName)_sm_\n            float areaCost _eq_ NavMesh.GetAreaCost(areaIndex)_sm_\n            bag.Add(_qt_index_qt__co_ areaIndex)_sm_\n            bag.Add(_qt_area_qt__co_ areaName)_sm_\n            bag.Add(_qt_cost_qt__co_ areaCost)_sm_\n            areaTable.Add(bag)_sm_\n        }\n        navData.properties.Add(_qt_table_qt__co_ areaTable)_sm_\n        navData.properties.Add(_qt_areas_qt__co_ triangulatedNavMesh.areas)_sm_\n\n        var navMesh _eq_ new UnityBabylonMesh()_sm_\n        navMesh.name _eq_ _qt_sceneNavigationMesh_qt__sm_\n        navMesh.id _eq_ Guid.NewGuid().ToString()_sm_\n        navMesh.metadata _eq_ navData_sm_\n        navMesh.indices _eq_ triangulatedNavMesh.indices_sm_\n        var vertices _eq_ new List&lt_sm_float&gt_sm_()_sm_\n        int vcount _eq_ triangulatedNavMesh.vertices.Length_sm_\n        for (int ii _eq_ 0_sm_ ii &lt_sm_ vcount_sm_ ii++) {\n            Vector3 vec _eq_ triangulatedNavMesh.vertices[ii]_sm_\n            vertices.Add(vec.x)_sm_\n            vertices.Add(vec.y)_sm_\n            vertices.Add(vec.z)_sm_\n        }\n        navMesh.positions _eq_ vertices.ToArray()_sm_\n        babylonScene.MeshesList.Add(navMesh)_sm_\n    }\n}\n_lt_/code_gt__lt_/pre_gt_\n\n_lt_p_gt_\n\tNote how i use _dd_ NavMeshTriangulation triangulatedNavMesh _eq_ NavMesh.CalculateTriangulation()_sm_\n_lt_/p_gt_\n\n_lt_p_gt_\n\tto get the info about the nav mesh from unity_co_ then i use the BabylonExporter API create a native Babylon MESH and use the new node.metadata feature to serialize all the native unity information about area and cost... Now in your game you can use that information to implement nav mesh support using the actual nav mesh you created in your scene... Easy Peezy _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n_lt_p_gt_\n\tThats just one of many features I_t_m working on. Here is a GLSL Universal Shader... Where you have a native Unity .shader program that uses unity built-in GLSLPROGRAM blocks to define a vertex and fragment (plus an additional #ifdef BABYLON block i added to support attributes and uniforms).\n_lt_/p_gt_\n\n_lt_p_gt_\n\t The there is that you the #ifdef UNITY_EDITOR clock within each vertex and fragment block to handle your platform specific stuff... At minimum... you can just use a simple _t_PLACE-HOLDER_t_ type texture in UNITY_EDITOR block that just renders a texture or colors the mesh just for viewing in the editor... BUT you use the NON UNITY_EDITOR to write your native GLSL shader code... If you know enough about unity GLSL shader attributes like gl_Vertex_co_ gl_Normal and so on... You could really write your shader to use #ifdef UNITY_EDITOR bock to JUST get platform specific uniforms and attribute and use the values equally down in your shader code... Example_dd_\n_lt_/p_gt_\n\n_lt_pre_gt_\n_lt_code_gt_Shader _qt_BabylonJS/Templates/Amiga Shader_qt_ {\nProperties {\n\t[NoScaleOffset] amigaTexture (_qt_Amiga Texture_qt__co_ 2D) _eq_ _qt_white_qt_ {}\n\tshaderColor (_qt_Shader Color_qt__co_ Color) _eq_ (255_co_ 255_co_ 255_co_ 255)\n\tscaleFactor (_qt_Scale Factor_qt__co_ Range (1.0_co_5.0)) _eq_ 1.0\n}\nSubShader {\nPass {\nGLSLPROGRAM\n\n#ifndef UNITY_EDITOR\n#define UNITY_EDITOR\n#endif\n\n#ifdef BABYLON\n\tattributes_dd_ [_qt_position_qt__co_ _qt_normal_qt__co_ _qt_uv_qt_]\n\tuniforms_dd_ [_qt_worldViewProjection_qt_]\n\tsamplers_dd_ []\n\tdefines_dd_ []\n#endif //BABYLON-END\n\n\n#ifdef VERTEX\n#ifdef UNITY_EDITOR\n\tvec2 GET_UNITY_TEXCOORD() { return vec2(gl_MultiTexCoord0.xy)_sm_ }\n\tvec4 GET_UNITY_POSITION() { return gl_ModelViewProjectionMatrix * gl_Vertex_sm_ }\n#else\n\tattribute vec3 position_sm_\n\tattribute vec3 normal_sm_\n\tattribute vec2 uv_sm_\n\tuniform mat4 worldViewProjection_sm_\n#endif\nprecision highp float_sm_\n\nvarying vec2 vUV_sm_\n\nvoid main(void)\n{\n\t#ifdef UNITY_EDITOR\n    \tgl_Position _eq_ GET_UNITY_POSITION()_sm_\n\t    vUV _eq_ GET_UNITY_TEXCOORD()_sm_\n\t#else\n\n\t\t// START YOUR BABYLON GLSL VERTEX SHADER HERE\n    \tgl_Position _eq_ worldViewProjection * vec4(position_co_ 1.0)_sm_\n\t    vUV _eq_ uv_sm_\n\n\t#endif\n}\n#endif //VERTEX-END\n\n\n#ifdef FRAGMENT\nprecision highp float_sm_\n\nvarying vec2 vUV_sm_\nuniform vec4 shaderColor_sm_\nuniform float scaleFactor_sm_\nuniform sampler2D amigaTexture_sm_\n\nvoid main(void)\n{\n\t#ifdef UNITY_EDITOR\n\t    gl_FragColor _eq_ texture2D(amigaTexture_co_ vUV * scaleFactor) * shaderColor_sm_\n\t#else\n\n\t\t// START YOUR BABYLON GLSL FRAGMENT SHADER HERE\n\t    gl_FragColor _eq_ texture2D(amigaTexture_co_ vUV * scaleFactor)_sm_\n\n\t#endif\n}\n#endif //FRAGMENT-END \n\nENDGLSL\n}}}\n_lt_/code_gt__lt_/pre_gt_\n\n_lt_p_gt_\n\tI think its pretty sweet... I have a few more things to clean up then ill make a short video _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"ozRocker","Date":"2016-11-08T06:09:30Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t_lt_p_gt_\n\tThe Mecanim system for animation is awesome!  The state machine_co_ the animation blending_co_ etc...a must have for modern gaming\n_lt_/p_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"MackeyK24","Date":"2016-11-12T11:26:50Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tI luv BabylonJS... I just used my new BabyonJS Toolkit for Unity... To fully design scenes with scripts and components and run (PREVIEW) my babylonjs game right in the Unity Editor... See live changes... Also... Can do LIVE game previews on Xbox One directly out of the unity editor... No extra software or setup required... Supports both the retail version (EDGE) and the dev mode (UWP).\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI can literally make a change in my scene in Unity... Hit _qt_Export_qt_ button and refresh the Xbox One to see immediate changes in seen... And play game on Xbox One with gamepad support and everything.... WAY SMOOTHER than using native C# Unity or Unreal C++ that is _qt_CONVERTED_qt_ to web via IL2CPP or emscripten and asm.js... Just a simple json scene file that is really no different than any other web application asset... I luv that _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Wingnut","Date":"2016-11-12T17:10:02Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tHi M!  That is an AMAZINGLY fast and fluid work-flow.  Nicely done.  You are just blowing us away with these things you are doing.  Don_t_t go anywhere... we need you to stay nearby_co_ and your _qt_Babylon Soft-Serve Ice Cream_qt_ development environment will take some time for people to _qt_absorb_qt_ and recognize.  You are a friggin_t_ trailblazer_co_ and it will take some time for your fan club to catch-up with you.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tCan you write-up some great documentation about your dev-flow system... maybe with some diagrams and screen grabs... and publish it somewhere?  Then_co_ we will definitely link to it... from our off-site tutorials list (resides in the General section of our docs site).\n_lt_/p_gt_\n\n_lt_p_gt_\n\tWhat you_t_ve done... is hot hot hot!  Liquid workflow... no logs_co_ no rocks_co_ no dams... in your river.  How good is that?  WAY GOOD_co_ that_t_s how good. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tThanks for sharing it with us.  It will feel like you are in an isolation bubble for quite some time_co_ because many people can_t_t swallow what you have accomplished.  (I_t_m one of them.)  Be patient with our young coders/users_co_ write a nice _qt_how-to_qt_ for the kids_co_ be a great helper ABOUT your system_co_ and you are hero-bound.\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_qt_Stuck-in-an-innovation-bubble_qt_ is somewhat common around here.  Many trailblazing BJS coders... are SO GOOD at what they do_co_ and SO ADVANCED in the things they want to talk-about... that nobody CAN talk _lt_em_gt_with _lt_/em_gt_them about their systems/interests.  You might be one of those people (super-innovator).  You might feel lonely and/or under-appreciated_co_ under-acknowledged_co_ and not well understood.  That_t_s the isolation bubble I speak-of. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tPatience and great documentation... opens that bubble and builds those bridges across God-Noob River.  heh\n_lt_/p_gt_\n\n_lt_p_gt_\n\tAll in all... what a kick-a** workflow you_t_ve designed/discovered!  Congrats!  Tell every little detail_co_ eh? _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt_ Thx!\n_lt_/p_gt_\n\n_lt_p_gt_\n\tPS_dd_  Don_t_t ever leave_co_ okay?  Promise?  Cool!  _lt_img alt_eq__qt__sm_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_wink.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/wink@2x.png 2x_qt_ title_eq__qt__sm_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"MackeyK24","Date":"2016-11-12T20:11:07Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tThanks Bro _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n_lt_p_gt_\n\t \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Pryme8","Date":"2016-11-12T23:37:12Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tYou just gotta make the tools_co_ unity and bjs I do not think would be comparable in the manner you are thinking and all the tools you are talking about have yet to been developed by someone... I mean they are there but your talking UI scripting basically and a few of us are working on tools\n_lt_/p_gt_\n\n_lt_p_gt_\n\tjust saw your other post I am most impressed! \n_lt_/p_gt_\n\n_lt_p_gt_\n\tLooks like you did it and quick too.\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"dbawel","Date":"2016-11-13T09:22:38Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\t_lt_a contenteditable_eq__qt_false_qt_ data-ipshover_eq__qt__qt_ data-ipshover-target_eq__qt_http_dd_//www.html5gamedevs.com/profile/5733-wingnut/?do_eq_hovercard_qt_ data-mentionid_eq__qt_5733_qt_ href_eq__qt_http_dd_//www.html5gamedevs.com/profile/5733-wingnut/_qt_ rel_eq__qt__qt__gt_@Wingnut_lt_/a_gt_ -\n_lt_/p_gt_\n\n_lt_p_gt_\n\t73 Men sailed up....\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Wingnut","Date":"2016-11-13T10:09:41Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tYep.  No one heard them calling. \n_lt_/p_gt_\n\n_lt_p_gt_\n\tPerhaps_co_ in this world of advertising... ie. _qt_look at me_qt__co_ _qt_look at this_qt__co_ _qt_8 things YOU need to know today_qt__co_ etc...  some of us learned to ignore show_t_n_t_tells (valid/worthy or not)... out of pure sanity-maintaining necessity.  What a shame.  The good noise gets mixed-in with the bad noise_co_ and gets lost in the roar.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tNot true with Mackey_t_s thing_co_ here_co_ though.  We_t_re going to stick that onto our refrigerator... with a decorative magnet.  _lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]