Announcement

Collapse
No announcement yet.

Real-time, multi-user level building

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

    Real-time, multi-user level building

    Hi all,

    I'm with a company that has created a tool called Scene Fusion (www.kinematicsoup.com/scene-fusion).

    It allows you and your team to edit a single map instance in real-time, no matter where your team is in the world. No configuration and no server management is required.

    Here is a video if it in action. It is 8 people working on a single level for 1 hour in Unity.



    Thanks for your help! If you have any questions, feel free to ask!

    Update (April 2019)

    Scene Fusion for Unreal is in early access! It nearly syncs every feature of the engine, and is highly extensible.

    Check out our youtube channel (https://youtube.com/kinematicsoup) to see it in action, or our facebook page (https://facebook.com/kinematicsoup), we post updates there.

    The sign up form is here: https://www.kinematicsoup.com/scene-...-engine-signup. Roadmap is linked from that page. Please give us time to get to your application, demand has been high!
    Last edited by grimunk; 04-02-2019, 01:23 PM.

    #2
    A thousand times yes!

    We use Unreal to make VR simulations for healthcare architecture. Having the ability for multiple users to manipulate and create the environment collaboratively would be an invaluable resource. I would love to use this for personal projects as well for content creation!
    Steve Biegun
    Virtual Design Manager

    Comment


      #3
      How would you envision your workflow being structured when Scene Fusion is a part of it?
      Last edited by grimunk; 07-26-2016, 04:39 PM.

      Comment


        #4
        Sounds great. As for workflow, I would prefer it to be as transparent as possible. Ideally, after starting a session you just use the level editor as normal, with other users contributions happening in real time. I assume individual actors would have to be locked while another user manipulates them, and that makes it important to make it clear who is using an actor, both in the 3D view and the scene hierarchy.

        Comment


          #5
          This could potentially be a game changer.
          Depending on how well it is implemented it'd be worth picking up just to experience.
          I imagine you'd have to make it so that any actor that is being manipulated at any given time would be locked.
          www.valkrysa.com
          A proud and noble software developer

          Comment


            #6
            Scene Fusion has been available in beta for Unity users for quite some time, and yes, you have described exactly how it works: Selected actors/objects are locked. Tags, layers, loaded scenes, and everything is supported.

            Here is an explainer video:



            Some specific behavior is implemented in the case of parenting. Terrain editing is somewhat of an exception: Multiple users are allowed to edit terrain simultaneously.

            Do any of you have specific preferences as to what you would like to see it do?

            What do you think would be the bare minimum of features you would want to see before you would actively use it?

            Comment


              #7
              Originally posted by grimunk View Post
              What do you think would be the bare minimum of features you would want to see before you would actively use it?
              Dying to know, how crash-proof / stable was this tool on Unity...??? (8 simult users etc)

              Comment


                #8
                Originally posted by franktech View Post
                Dying to know, how crash-proof / stable was this tool on Unity...??? (8 simult users etc)
                It is very solid. That said, it's in late-stage beta. We are still finishing some issues around slow sync times going in and out of play mode - a very Unity-specific problem. At this point the issues are well-known and not serious.

                We don't have a particular limit to the number of users in a single level/scene. We've tested with up to 50. We haven't encountered us causing stability issues in Unity for our feature set there, which is very extensive.

                Comment


                  #9
                  Originally posted by grimunk View Post
                  Scene Fusion has been available in beta for Unity users for quite some time, and yes, you have described exactly how it works: Selected actors/objects are locked. Tags, layers, loaded scenes, and everything is supported.

                  Here is an explainer video:



                  Some specific behavior is implemented in the case of parenting. Terrain editing is somewhat of an exception: Multiple users are allowed to edit terrain simultaneously.

                  Do any of you have specific preferences as to what you would like to see it do?

                  What do you think would be the bare minimum of features you would want to see before you would actively use it?
                  Love it, video demonstrates the concept well.
                  www.valkrysa.com
                  A proud and noble software developer

                  Comment


                    #10
                    I think it would be useful with just a very basic feature feature set, as long as it is performant and stable.

                    Is there a list of the features of the current Unity version?

                    Comment


                      #11
                      Originally posted by HavocX View Post
                      Is there a list of the features of the current Unity version?
                      The current features for Unity are:
                      • Replication of:
                      • - Hierarchy replication including parenting, naming (not order)
                      • - Adding, removing, changing transforms on gameObjects
                      • - Changing gameObject properties
                      • - Adding, removing, changing the properties on gameObject components
                      • - Changing scene properties
                      • - Terrain edits, sculpting, painting, details
                      • - Lock-on-select, where the object locked is highlighted and only editable by one person at a time
                      • - Loading, unloading scenes
                      • - Tags and layers
                      • - Lighting
                      • - Properties comprised of large arrays of data


                      Basically, we replicate everything except for things we don't have access to (Unity's internal ID system, Unity's prefab defaults flags), neither of which are critical.

                      Support for assets that are not yet present in the scene (we show a ?, until you receive the asset, then we put it in)
                      • Cloud backend, so no configuration, no maintenance required, and anyone can work together from anywhere out of the box
                      • "Post-it" notes that allow you to put message on objects
                      • Camera indicators showing where your teammates are



                      Upcoming features include:
                      • In-editor real-time chat with camera sharing (complete internally)
                      • Ability to follow a team members camera (complete internally)
                      • Optional team editing while users are in play mode (ie. I'm playing, I can still see edits that others are doing, and they persist. Should help to make level optimization faster) (almost complete internally)
                      • Activity tracking (in progress)



                      There are more features planned on the Unity side. We want to bring as many as possible to Unreal.

                      Comment


                        #12
                        Great set of features. Solid replication of Actors (GameObject equivalent) and level settings is the killer feature, other collaboration features just the icing on the cake.

                        Comment


                          #14
                          Originally posted by HavocX View Post
                          Great set of features. Solid replication of Actors (GameObject equivalent) and level settings is the killer feature, other collaboration features just the icing on the cake.
                          When you say level settings, do you mean level blueprints as well?

                          Originally posted by MrGoatsy View Post
                          Yes, I had a couple of messages with Yannick some time ago. He discovered we were doing it for Unity as he start his Unreal project. I'm not sure where he's at with it these days...

                          Comment


                            #15
                            Originally posted by grimunk View Post
                            When you say level settings, do you mean level blueprints as well?
                            I personally don't use the level blueprint much, but it needs to be handled in some way. But as long as that way is predictable and stable I do not think it would matter much if the level blueprint or some other particular part of level building is a bit clunky to use collaboratively. If you for example would not support more than one user editing a landscape at a time, it would still be very useful for many games.

                            As for the level blueprint, a message "XXX is currently editing the level blueprint" when trying to open it would be nice.
                            Last edited by HavocX; 07-28-2016, 04:03 PM.

                            Comment

                            Working...
                            X