Proof of Concept: Realtime Fluid Simulation in VR

I am happy to share a little insight into a project I was working on last year. In collaboration with Dirk Hartmann and Theodoros Papadopoulos from Siemens Corporate Technology I implemented two VR applications. Both apps utilize realtime fluid simulation to interactively simulate the behavior of smoke.

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In-Editor Screenshot Script for Unity

This little script can take a Screenshot in custom resolution and with the option to render a transparent background. This might come in handy when you want to create renderings of in-game assets from within the Unity Editor, like characters or vehicles.

How the Screenshot Component looks in the Editor
Screenshot in the Editor
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Enable Color Temperature Mode in Unity

Color Temperature Mode allows us to set the colors of the lights in the scene with Kelvin values instead of RGB values. For example White is 6500 Kelvin according to the D65 standard. Candle light is 1800 Kelvin.

Gradient between different color temperatures
By Bhutajata [CC BY-SA 4.0 ], from Wikimedia Commons

Using color temperatures is a more convenient way to set realistic light colors so here is how to do it!

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Boolean3 Utility Class for Unity

I created a small utility class that I have been missing a couple of times in Unity, especially when working on AR and VR projects lately. The Boolean3 class simply holds 3 boolean values and displays all of them in only one row in the Editor to save space.

How a Boolean3 looks in the Editor
Boolean3 in the Editor
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Install GitLab 11 on Ubuntu 16.04 LTS with Plesk 17 Onyx and HTTPS / SSL

After fiddling around for two days with installing packages, adjusting configs and restarting services, I finally got GitLab to work on my Virtual Server with Plesk Onyx and SSL encryption. For anyone having the same idea, here is how I did it step by step.

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Hello world!

using UnityEngine;

public class NewChapterOfMyLife : MonoBehaviour {

    // Use this for initialization
    void Start() {
        Debug.Log("Hello world!");
    }
    
    // Update is called once per frame
    void Update() {
        // TODO: Optimize. Of course we love Unity,
        // but we shouldn't say that every frame.
        // Let the splash screen take care of that!
        Debug.Log("Unity is awesome!");
    }
}