Real-time, multi-user level building

Yes!

We are granting early access to groups that fit the following criteria:

  1. Are an established studio or LLC with staff on payroll
  2. Tell us how you envision Scene Fusion fitting in with your workflow

Here is our current roadmap: https://www.kinematicsoup.com/scene-…-alpha-roadmap

We have completed the first alpha phase and have moved on to the second. We have already made good progress on the 3rd, and are just working through some subtleties in the engine.

Each alpha phase looks to take between 5 and 8 weeks. After 3 or 4 phases of Alpha, we will go into early access.

We have a number of studios using it now, and one that has even incorporated Scene Fusion into a completely different plugin of their own design!

I signed up, but the second question is different on your sign up form than here in the forum.

Either way, we are just (currently) two people in a quite large industrial design firm who have been using Unity for two years for various small VR projects. We are about to begin a potentially much larger project now and have switched to Unreal Studio Enterprise with Datasmith. This means that we’re new at this and also have different requirements than traditional gaming studios, in that we deal with very complex imported CAD models, containing thousands of parts, meaning our scenes are quite large and complex before we begin to optimize them.

The blueprint synching for the January early access looks like something we would really like to test, because we will probably not go beyond having a scene or two and some blueprints to control it in VR.

Sorry for the late reply to this. December has been so busy I didn’t even make it back to check the Unreal forums.

Everyone who signed up is going to get an early notice for early access. We are going to be charging for it in most cases, however we can be flexible for unfunded projects. Please note that we haven’t done as much with Datasmith yet. Watch for an email to all early registrants. It will contain instructions on what to do. All people who sign up via our website will get early access first, and we can work with some of the people who have unique needs.

The Scene Fusion plugin is a source code plugin, so it should be completely extensible. For larger clients, we participate in the extensions.

What happened?

Update for everyone:

We have internall completed support for all major engine features, except for general blueprint syncing and live blueprint syncing. We are syncing some assets that relate to foliage. We are doing our final testing passes now, which is where we stress test the plugin in the engine and fix issues that come up. As with Unity, Unreal is sometimes not a fan of multi-user editing and will crash for odd reasons. We have gotten pretty good at finding out these issues and working around them. Our hope is that, at the end of the day, we have a fully stable multi-user editing environment with per-user undo and other useful features.

It is available for Early Access now, with a priority given to professional studios. If you applied and didn’t hear back yet, don’t worry, there will be one more call out before release. Just be sure to check your email.

Just bumping this. I haven’t posted an update here in awhile - sorry about that everyone! We’ve been busier than expected with this plugin. Thanks for everyone who has applied during the beta and helped with development!

Expect to see Scene Fusion for Unreal in the Marketplace before GDC 2020. It’s available now directly from us.

UPDATE: Scene Fusion now includes support for unreal, even the free tier - yup, it can be used for free with limits. Check out our website Pricing — KinematicSoup Technologies Inc.