One of the big things that is no secret is that the Wave 4 demo hasn’t been doing so well regarding the overall performance. A big reason with that was that there was simply too much going on with physics calculations and the already relatively large map itself. So what were our options to try and improve the performance? There were a few ideas, of which some are still not fully implemented, but one of the biggest ones was a dedicated system that should handle the loading of our game scene(s).

One Reason Why Performance Was Bad

Let's start off with a little bit of background information on how Unity loads scenes. We are loading the game scene asynchronously so it doesn’t halt the game while being loaded. On first glance there doesn’t seem to be a problem with that. On second look though you will run into a big problem as soon as your scenes are getting larger. While the loading does indeed happen asynchronously and doesn’t freeze the game, the creation and placement of all objects is not asynchronous. You may know this as the long freeze that happened after creating your character in the Wave 4 demo.

Hey everyone, Hamish the programmer here, back with another exciting journey into one of our technical systems - this time, how we handle quadrupedal movement in a first and third person game. I first designed the system just after our Wave 2 demo a year ago, but it should still be relevant and interesting for anyone curious about why Littlepip moves the way she does, and especially to anyone looking to create a similar sort of pony game.

First off, why is this post even a thing at all? What is it about quadrupeds that makes them unusual and difficult to work with? Quite simply it’s their shape. A humanoid character stands upright, which means their shape can be approximated by an upright 'capsule', as shown below. We call this shape a ‘collider’, because it’s what actually interacts physically with the environment and other objects.

So far, some of the previous blog posts described how an idea, manifested as concept art gets turned into a finished model. What you've been left in the blanks for a while is how the game uses these models to form a beautiful recreation of the Fallout Equestria universe - a topic this series is meant to cover. Welcome to the Journey of the Light!

For those who are allergic to technical jargon, there is a video at the end!

Salutations from the programming team! This is a big moment: the first technically oriented blog post we have ever had on the website. We thought we would discuss one of the more recently interesting and impressive systems – automatic lip-sync generation. As soon as we started development in Unity, we realised that with our proposed thousands of hours of dialogue and dozens of voice actors, manually importing and adjusting all audio to work in the game by hand was not feasible. Programming Lead, Hamish Milne, spent quite some time developing an automated solution. Down below you can see what he came up with!