Unbound - Unbound
We did a huge stability pass!

Good news. We have spent the last few weeks going through our whole code base and issue lists and fixed many outstanding bugs. The overall experience should now be way more robust. Little hiccups will of course happen during Early Access and next release we'll add features again!

But hey - to not make this release too boring, we added a material picker so you can extract already used (and blended) materials from your creations.



New Features
  1. Material Picker: Grab it from the "Materials Drawer"!

Improvements
  1. Fixed various crashes when loading saved creations and browsing the library
  2. Multiplayer invites can now be directly accepted from the pop-up
  3. Multiplayer invites now show up if the invitee starts the application late
  4. Fixed an issue where the controllers went into an undefined state
  5. Fixed shape model size being incorrect in some cases
  6. Fixed a situation when touching too many buttons at the same time
  7. Fixed saving of user dominant hand preference
  8. Fixed a rendering bug on (unofficially supported) Kepler GPUs (eg: GTX 780Ti)
  9. Fixed a bug where tools freeze if a gamepad is connected also (Thanks @GregPanos!)
  10. Made drawer positions on secondary hand consistent


Your feedback:

We have a support site up now at: https://unbound.helprace.com/
Your feedback, bug reports and anything you might wanna let us know is much appreciated.

Enjoy!
Michael+Florian

Twitter: @unbound @rianflo @abductee_org
Unbound - Unbound
Edit: Hotfix is now live. Please let us know if there are any remaining crashes.

We have found some crashes / performance issues that might have been introduced with the last SteamVR update a couple of days ago. We're looking into it right now and will post a hotfix soon.

Many apologies to those users who are affected.

Florian & Michael
Unbound - Unbound
February Feature Update

Exciting news! In this release we focused on two major components of Unbound: extending the mesh export capabilities and adding the first generation of building things beyond individual sculpts: attaching objects.

Improved Export using FBX and GLTF
When exporting a mesh from Unbound, users can now select from three different formats: GLTX, FBX and OBJ. GLTF and FBX Exports now also include normals and per-vertex parameters for Physically Based Rendering workflows, meaning Albedo, Metallic and Roughness. In FBX we write the Metallic and Roughness parameters into UV0 as FBX does not support PBR, which still can be easily loading into Unreal Engine for instance.


Export with naming


Export with PBR Material in Unreal Engine 4

For Unity, we will provide a custom shader soon, but the work in progress looks like this:

Export with PBR Material in Unity with custom shader

GLTF on the other hand is very promising. We've proposed an extension for vertex attribute based PBR and got great feedback from the community. Check out the proposal here: https://github.com/UnboundTechnologies/glTF/blob/master/extensions/2.0/Vendor/EXT_pbr_attributes/README.md
On amazing thing about GLTF is that you can simply double-click it on Windows 10 and it opens and renders nicely in Windows Mixed Reality viewer, which is part of the OS.


GLTF export of three connected meshes in Windows Mixed Reality Viewer

Object Transform Parenting

For Unbound, we want to enable building things far beyond "sculpting" of single objects. Unbound's engine already supports multiple objects, all of which are always changable. In this release, we're adding the possibility to attach objects to each other. For instance: you can create a little car, make a seperate wheel, clone it three times and attach each wheel to the car. Our new mesh exporter will contain all that information which can be used to import the creation into Unity and Unreal, etc. If you drag it into a Unity scene, the transform hierachy will show up and you can continue building whatever you want.

NOTE: We will demostrate this export path in more detail in an upcoming video. Stay tuned!


New Features
  1. Attaching of objects (doubles as "layers")
  2. Saving and loading of connected objects
  3. Exporting of connected objects (loads as hierachy in Unity, Unreal, etc.)
  4. New export formats: FBX and GLTF
  5. Added PBR Albedo, Metallic and Roughness to exports
  6. New virtual keyboard for naming exports
  7. Added progress indicator for exports
  8. Addes new effect for rendering subtractive shapes
  9. Automatic saving and loading of Avatar

Improvements
  1. Revamped button mapping for Oculus Touch controllers
  2. Added a user settings file to remember handedness
  3. Fixed a startup problem in non-VR spectator mode
  4. Redesigned the main menu to be less obstructed
  5. Fixed a bug where brush model was in the wrong state
  6. Tuned the object menu for better contrast in all environments
  7. Internal engine improvements and bug fixes

Your feedback:

We have a support site up now at: https://unbound.helprace.com/
Your feedback, bug reports and anything you might wanna let us know is much appreciated.

Enjoy!
Michael+Florian

Twitter: @unbound @rianflo @abductee_org

Unbound - Unbound
New Features
  1. Added new option in object menu to have a stationary lathe.

Improvements
  1. Fixed a multiplayer issue where undo/redo went out of control ;-)
  2. Fixed application crashes when a user opens their model library.
  3. Reduced network footprint in multiplayer

Your feedback:

We have a support site up now at: https://unbound.helprace.com/
Your feedback, bug reports and anything you might wanna let us know is much appreciated.

Enjoy!
Michael+Florian

Twitter: @unbound @rianflo @abductee_org
Unbound - Unbound
Exciting news!

Today, Unbound launched in Early Access and is now available to all.

As a small team we've worked hard to get this core foundation and our journey will lead us to even bigger things. This is really just the beginning and we're excited to have the community being part of it. We hope this shapes the future of Unbound and makes it the platform we want to build: for everyone.

Invitation: Live Steam / Multiplayer

This Thursday, we want to invite you all to join us for a multiplayer live stream. We'll be hanging out in Unbound for an open ended session, invite visitors into the space and chat about features and future plans. We'll be also giving out a few keys throughout the stream.



Save The Date: Thursday, January 11 at 6:00pm San Francisco Time, open ended
Where: http://twitch.com/unbound_io
Who: Everyone who wants to join us in a multiplayer session, simply watch, ask questions or learn about Unbound and it's current features and roadmap.

Friend us on Steam: playunbound

Looking forward to seeing you all!

Michael+Florian
Unbound - Unbound
Before we open Early Access to the public, we've pushed a last minute set of bug fixes. There is now also a way for Oculus Touch and Windows Mixed Reality controllers to swap handedness. Additionally, we've added support for second generation Kepler cards (780Ti and Titan, the "Gk110" and "Gk110b" chips, according to NVIDIA's internal names).


Known Issues
  1. In multiplayer, if both creators undo/redo the same active model, there can be some sync issues where both parties will get different outcomes.
  2. In Mutiplayer, we've noticed a few cases the the application crashes when a user opens their model library. Will fix in the next update.

Your feedback:

We have a support site up now at: https://unbound.helprace.com/
Your feedback, bug reports and anything you might wanna let us know is much appreciated.

Enjoy!
Michael+Florian

Twitter: @unbound @rianflo @abductee_org
Unbound - Unbound
Interaction Overhaul

In this release, we focused on revamping the user interface and reduce complexity of the controller button assignment. There are no more "press & holds" for example. We also added more labels to things so it is more clear on what you can access in various contexts. This adds a bit more "UI" elements into the space and we will add an "expert" mode in the future so these can be hidden again (for creators already used to the functionalities).





There is also an experimental spectator mode that allows you to join a friend if you don't have a VR headset plugged in (monitor+keys+gamepad). It's fun to watch and you can use it to chat, record and stream.


New Features
  1. Non-VR Spectator mode (experimental)
  2. Joystick / Gamepad support for spectator

Improvements
  1. Material picker, Tool selection and shape selection is now in little "drawers" on the secondary controller
  2. Brush/Shape scaling was moved to grip button in order to avoid confusion with the object menu
  3. Improved Multiplayer connection and disconnection flow
  4. Added auto flipping for the Vive controllers if you switch hands
  5. Added labels to various interactions
  6. Added visual indicator when selecting objects (single trigger press on helper controller will select the active model when pointing at it. Press and hold will open a context menu for this object)
  7. Holding the primary grip in empty space, then pressing trigger will create a new model.
  8. Fixed various model loading issues.
  9. Saved models are now sorted by date in the library
  10. Avatar now has mirror mode on by default, when editing
  11. Fixed a bug on model cloning.

Known Issues
  1. In multiplayer, if both creators undo/redo the same active model, there can be some sync issues where both parties will get different outcomes.
  2. Older GPUs: There are a few beefy older generation GPUs (below our official min spec). Some of the GPU code does not run on these yet but we'll do our best to support them regardless in the near future.

Your feedback:

We have a support site up now at: https://unbound.helprace.com/
Your feedback, bug reports and anything you might wanna let us know is much appreciated.

Enjoy!
Michael+Florian

Twitter: @unbound @rianflo @abductee_org

Unbound - Unbound
Play and Collaborate in Unbound

This week we dedicated ourselves to bringing our previous multiplayer code up to date with the new engine architecture. What this means is that now you can invite your friends to join your space and play and collaborate together, using all of Unbounds tools and features.

Support is experimental and we're planning many improvements moving forward.

New Features
  1. Real-time collaboration
  2. Invite friend from your Steam list
  3. Drag and drop reference images onto PlayEngine (not yet networked)

Improvements
  1. Fixes for certain controller interactions
  2. Fixed a variety of crashes


Your feedback:

We have a support site up now at: https://unbound.helprace.com/
Your feedback, bug reports and anything you might wanna let us know is much appreciated.

Enjoy!
Michael+Florian
Dec 1, 2017
Unbound - Unbound
Announcing a Mega Update to Unbound

Today we're releasing a brand new version of Unbound Alpha, including an almost complete rewrite of our underlying PlayEngine technology.

Michael and I have spent the last many months preparing our engine to scale up to all the fun things we are planning to do in the future. This goes beyond the amazing core, which allows you to create, craft and conjure up articulate 3D objects with very simple tools.

What’s in this release
  1. Completely revamped engine
  2. New extensible environment system
  3. Adds: Playa Environment (previous default)
  4. Adds: Simple Dark Environment
  5. Adds: The White Room Environment
  6. Adds: Design Studio Environment
  7. New physically based lighting system
  8. New extensible tool system (added the Airbrush Tool)
  9. Extended animation capabilities (spinnable brushes, models, etc.)
  10. New advanced material picker (with record and playback)
  11. Mesh exporter
  12. Caching system for even quicker application startup
  13. Adds library for your creations, which you can access in-world
  14. Improved symmetry mode (performance)

What’s not in here:

Big apologies to left handed people as the airbrush nozzle doesn’t flip yet. We’re on it.

We’re still in pre-release mode which means that there might be the occasional crashes. Especially since this is a major technology upgrade, previously tested stability might need retesting. Also the user experience / user interfaces are subject to heavy changes up until the official Early Access release, and beyond.

However, our main priority is to keep backwards compatibility with all your creations from version 0.1 and forward.

Your feedback:

We have a support site up now at: https://unbound.helprace.com/
Your feedback, bug reports and anything you might wanna let us know is much appreciated.

Enjoy!
Michael+Florian
Apr 4, 2017
Unbound - Unbound
Various stability and performance fixes.
...

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