Real-time, multi-user level building

Great to hear it! Did you meet us at GDC/conference or discover us online?

We support MSE in Unity, so we expect we should be able to support level streaming. At the moment we are naively loading/unloading the levels: If you and I are in a session, and I load scene A and you load scene B, we both see both scenes loaded in the workspace. It is pretty simple and people understand it and seem expect it to behave this way, so it leads to an organic workflow where people don’t go overboard.

I discovered you guys online a few months ago. :slight_smile:

Nice! I really look forward to seeing the Unreal 4 Integration come to life.

Part of it will depend on you guys. I imagine we should be able to get something working in Unreal, Yannick did it, but it is a huge project.

If I can get enough people who want to be part of a alpha/beta program, we’ll get to work. It might be a few months before the first beta.

Spread the word a bit on youtube and tagged your twitter account in the social media posts.
Hopefully catch those people that don’t use the forums which is a fair amount.

[QUOTE=;574653]
Spread the word a bit on youtube and tagged your twitter account in the social media posts.
Hopefully catch those people that don’t use the forums which is a fair amount.- YouTube

Thanks! Will do!

This would help us so much! Not only can you make a level together it would be nice for teaching new people that join your team how to use certain assets right through the engine. I always have to try and share my screen through skype to do things like that and its very slow and a pain. This would seriously make it more fun as well, I would love to have this in Unreal!

Just seen a plug for this on “The Lighting Needs To Be Rebuilt” by podcast, and wow

Loving it, i also heard chat room with video possible emliminating skype and other apps needed to share full realtime working methods…

When and where and WHEN lol

Good to hear about the interest! What would be great is if we had a few teams who were willing to get first access for the alpha/beta. If you are interested, and you have a team that will use Scene Fusion, send me a PM.

We are putting in a text-based chat room. Video is a taller order, but maybe possible in the future. We have quite a few other tricks up our sleeve for tools that enhance productivity…

I know we would be willing to and would also give feedback. We are a small team of 8 working on an indie title called Solar Purge. Let me know if you’re interested or have any other info about an alpha/beta. I can also provide more info about us and our game if you would like or need. Thanks.

Ok check your PM. We should have a chat.

Your project looks great BTW!

I am very interested in this tool. Count me in for beta testing or any sort of feedback.

Just out of curiosity how is the development of this plug in going? It would be amazing to have this so any update would great. Thank you

Keep in mind, that in unreal we have already several pools for the assets that need to be syncronised 100% or the colaboration does not work:

  1. the content browser in the Unreal editor
  2. the local drive
  3. the repository of source control.

If you now add a 4th, i wonder how you get that to stay consistent.

ummm YES PLEASE. enough with the tease

apples to oranges.
How well will this perform on unity scale x100?
Unity this is easy, i mean, lets be honest here… 10k x 10k @ 2k res world MAX size for unity is a walk in the park for Unreal Engine. Building a tiny little 1k x 1k scene, why bother?
I am simply playing the devils advocate here as i know Unity performs so well with these tiny scene type maps and low res assets.

My project is a 128k x 128x @ 4k res map (pulling full replication and no culling). 3 LODS. All textures are 4k or 8k textures. Open world. how well would this perform with something this large and texture ranges so high?
Why use this over perforce? I like the real-time creation and several hands on 1 task, but, the question is, really, why would we use this over our current choices? I see everyone saying “yeah oh man awesome!” and i have a feeling, much like most things on here, we add “check this out” to a sentence and ppl think they must have it. No one says why they want it lol, just, “it looks so neat-o!”

Now, again, i like the idea behind it, but, what does SF feel this would bring to Unreal?
What can this do over perforce (besides the obvious visual real time building)?
What’s the cost to the company/user for this tool look like?
Do we feel adding more of a “perforce” setup would be more beneficial? Ie: adding in a setup that allows me to add assets and them to flow to the other users in real time
As for stability, i havent seen much be “stable” come out of any company for UE, so, thats going to have to be “proof is in the pudding” for me. Look at TrueSky, fail on all aspects after cash cow slowed down.

I am not against it, i just want to know more about it. Whats planned? What will be different? how will it integrate into UE engine? Updates and support channels? How well can the company keep up with the demand of the userbase for Unreal? How well has it kept up with Unity? How many current users are using it? Hows the beta really going in the Unity community? Do you guys have 10 people using it as a 2 man team setup, or, a company with 500 people? 50 people is easy when your 5mb scene is rendered in 640x480… how willing are you guys in SF to really push this thing hard with Unreal? Unity makes some great 2D stuff, this is a 3D high gfx playground …

@AP_Studios The intent is to use this with source control. Perforce will sync the assets, Scene Fusion provides real-time level creation with multiple people. I sent you a PM to chat about some of your questions, and I’m interested in learning more from your perspective.

We’ve seen some massive stuff done in Unity. Scene Fusion does not care about textures or static assets. It does care about terrain heightmaps/UVs, dynamic scene meshes/UVs, objects and their associated components and all the state carried therein.

We have users working on very large Unity scenes already - 8x8km, 64 different terrains at various LODs, the largest at 2k, 26k game objects and over 200k properties being tracked, and it is not particularly taxing. I don’t see a problem scaling to anything that can be created in Unreal. As for user scalability, Scene Fusion handles hundreds of CCUs, though in practice teams seldom exceed 5 on a single level at a time.

The big question though is “why?”.

To us, it certainly felt faster to have a group of people work together directly, but we looked for empirical proof. We did this by offering Scene Fusion for free during the beta. The feedback we received was that studios were able to get their design teams to be more than 2x more productive. Scene Fusion eliminated a need for several activities, such as scene syncing via source control when using multi-scene features (level streaming in Unreal). Everyone gets immediate feedback on what they are doing. What’s more, is that the lead designers are able to jump to anyone’s camera position in real-time to see what they are up to, and to provide immediate feedback. Above all, the design teams actually really enjoy working together in real-time, so I suspect there is some productivity boost from the ‘fun’ factor itself.

Hello everyone,

Rather than start a new thread I thought I would post an update here: We are actively working on this. We have been at it for several months, and we are close to doing a closed apha test. If you have a studio, and you would like to participate, just send me a DM.

If you are interested in getting notified when it becomes generally available, we have set up a sign-up form here.

Check out our teaser video!

Wohoooow! Can’t wait for this :smiley: After two similar plugins dying I am happy to see a sign of life from this one <3

We are quite far along. We started work on this late last year.

any news about when is going to be the closed alpha?