Tag Archives: facebook


The Subzone (Technical Realisation)


The above diagram illustrates the proposed workflow I have in mind for this project (that is, assuming everything in the pipeline actually works according to plan). I will continue to take screenshots of my Facebook feed and use these as my “textures” in the virtual space being created in Unity. As of now, I am only considering making the most of just one social media platform like Facebook as it is very popular and easily recognisable by many.

Having already looked through some of the basic tutorials for simple level creation and how to export a game from Unity, the next part of getting the game and it’s assets out of Unity should be a fairly simple process. In order for other users to access the game, it needs to be stored online, and Dropbox would be a very good fit for this purpose. After doing some research, I found that the Unity files will need to be placed in the “Public” folder in order to ensure that the game can be embedded and played without problems.

The last step would be getting the Unity game to run embedded in a blogpost. I decided to make use of Tumblr as the platform where I will publish the Unity project, as Tumblr has a reblog and like function for individual blog posts which would help greatly in making something go viral. It also ensures easy sharing of blogposts and content among Tumblr users which is yet another plus.

Possible Problems

dropbox_downShould a problem arise with Dropbox, I will revert to Google Drive as my failsafe storage solution. If this was to occur, I will need to remember to change the embed code for the files to point them to their new location. Otherwise, users will no longer be able to access the content and they would only be greeted with a dead page.

Allowing multiple users to connect to the server (in this case, Dropbox) is another possible issue which may need to be considered. As of this time of writing, I do not know if Dropbox imposes any form of limit as to the maximum number of people allowed to access a file at any given time. If I am unable to overcome this problem, I will consider the possiblitiy of bringing the game to the user (i.e. asking friends to play it on my laptop, record their reactions, document them)


The Unity webplayer itself is another possible avenue for problems to occur. Not everyone will have the appropriate plugin installed in order to view and access the embedded content, so I will need to probably put a link on the frontpage of my Tumblr site to let them know where to go to download it. At the same time, embedding the webplayer itself is another issue as there needs to be some form of correct formatting and javascript invovled in order to place the Unity webplayer within a blogpost. Some more research needs to be done in this area.

Animating the textures and moving them like GIFs would be another problem. If GIFs fail to work, I would probably have to import individual frames into Unity and see how it goes from there. This also brings me to the point on integrating triggered animations which start off after a user does something in this virtual space. This requires a fair bit of tweaking and also exploring additional input from a 3d program like Maya. Checking out some forums online gave me the impression that bringing something in from Maya to Unity has a lot of things which could go terribly wrong, and this calls for some testing.


What if the Unity game becomes unplayable? (i.e. Murphy’s Law). In any case, should the exported files from Unity become damaged or corrupted, I will fall back on documenting all the steps I have taken till the point of corruption. Should attempting to open the corrupted files provide interesting results, I will attempt to record them as well as making the files public on my Tumblr site.


Project Update 01: The Subzone (Phase 01- Construction 101)

I have been busy exploring Unity 3D over the past week. Coming from a background in being more well-versed in Maya, the user interface and the controls in Unity were quite easy to get used to. The clean user layout allowed me to clearly navigate my way through getting used to working in Unity. I was also pleasantly surprised to know that Unity handles imported animations and models from Maya via the .fbx format. This got me thinking about possibly creating small animation tests and using them in Unity later on to test out animation triggers when users interact in this virtual space.

The Unity startup screen
The Unity startup screen

I had always wanted to tinker around with making games, and learning how to use Unity and it’s tools has been a pretty enjoyable experience so far. The wealth of tutorials and training archives on the Unity website proved to be immensely helpful as I found myself going through each of them to get a better understanding of the program I was working with. If there was one thing I wished I knew how to do, it’d be coding. I hung out around one of the livestreams on Twitch to catch Mike Geig conducting his free live training classes.

Screen shot 2014-03-09 at PM 06.56.21

Another plus I discovered was that I could essentially export a test scene from Unity and use an online file storage site like Dropbox to host the game files. This means that I could just embed the url link in a blogpost or anywhere on the Internet, and users will be taken directly to the game when they click on it. With Unity, one thing that needs to be noted in that users will need to download and install the Unity webplayer plugin in order to use the interactive space.

To test this out, I created a simple setup scene in Unity where the textures of the virtual objects are screenshots of websites. In this example, I used a screenshot of my Facebook news feed as a shared texture, so all of the objects in the scene are covered by the same texture to give a sense of disorientation in this subspace. The user can navigate around the space with the WASD keys, spacebar to jump and move the mouse to look around.

unity01unity02unity03unity04Screen shot 2014-03-10 at AM 03.15.52Screen shot 2014-03-10 at AM 03.16.00Screen shot 2014-03-10 at AM 03.17.27Screen shot 2014-03-10 at AM 03.18.34

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