addressalign-toparrow-leftarrow-rightbackbellblockcalendarcameraccwcheckchevron-downchevron-leftchevron-rightchevron-small-downchevron-small-leftchevron-small-rightchevron-small-upchevron-upcircle-with-checkcircle-with-crosscircle-with-pluscontroller-playcrossdots-three-verticaleditemptyheartexporteye-with-lineeyefacebookfolderfullheartglobegmailgooglegroupshelp-with-circleimageimagesinstagramFill 1light-bulblinklocation-pinm-swarmSearchmailmessagesminusmoremuplabelShape 3 + Rectangle 1ShapeoutlookpersonJoin Group on CardStartprice-ribbonprintShapeShapeShapeShapeImported LayersImported LayersImported Layersshieldstartickettrashtriangle-downtriangle-uptwitteruserwarningyahoo

March Unity Meetup

Hey everyone,

We're going to meet up at Uken's Office again on Thursday March 27th for another Unity Developers meetup.


* Jim McGinley will be talking about procedural generation in his game Endlight

* Andrew Ellem of Winged Pixel will be talking working with Oculus VR

Doors open at 6:30 and there will be time to just talk with other developers, then at 7pm we'll have a few speakers and Q&A.

Drinks, and snacks will be available, invite your friends.

Join or login to comment.

  • Stephan T.

    Toronto Oulus Rift Meetup about the upcoming Kickestarter Technolust(@Anticleric) Please RSVP!

    1 · April 15, 2014

  • Trevor K.

    Pleased to meet you all. I am looking forward to introducing myself to everyone at the next meet up. My current project is related to rendering real estate developments on the Oculus Rift. My partner and I are working on closing deals with some of Toronto's biggest property developers. See you all soon and don't hesitate to contact me if this is something that interests you. [masked]

    April 2, 2014

  • Jim M.

    Here is the code I presented (nicely formatted) along with some thoughts on the benefits and drawbacks of procedural generation in Unity.

    At some point, I'll post a demo project.

    3 · March 29, 2014

    • Jason RT B.

      Thanks, Jim! Really useful stuff.

      March 29, 2014

  • Stephan T.

    For anyone interested there is a Toronto Oculus Rift Meetup on April 2nd at the "The Handle Bar" in Kensington Market where we can share, discuss, explore and debate the new potential of the Oculus Rift. Talks : Echo Chamber Post-Mortem

    A brief look into a VR game based on the idea of echolocation. I'll discuss the inspiration behind the game, what worked, what didn't, as well as look at some of the technology behind the game.

    March 28, 2014

  • Andrew E.

    A few people asked where to get the Echo Chamber VR project I talked about. You can get the full Unity project here:

    March 28, 2014

  • Onome I.

    Can't make it anymore, looks like I'm working late tonight.

    March 27, 2014

  • Chris C.

    Sorry to miss the meetup, household issues came up.

    March 27, 2014

  • Yusef H. D.

    The folks at Uken are fantastic. Looking forward to this meetup, and chat about Oculus.

    March 26, 2014

  • uniRay

    I've been to Uken Game today, but the ticket shows that the date is Thursday, March 27, 2014...........OMG

    March 20, 2014

    • Adam P.

      Sorry for the confusion. I moved it a week later right after scheduling it, because a lot of the group members were going to be out of town this week at GDC.

      March 21, 2014

    • uniRay

      Don't mind it, you give me a chance to walk around downtown. GDC!!! San Francisco! Envy you guys! My ex-company showed their new game-engine on it. But Unity5.0, Unreal 4.0, CryEngine......

      March 21, 2014

  • schmosef

    So excited!

    Didn't know we had a Unity3D User Group in Toronto.

    I can't make it to this meeting but I'll be there for the next meeting.

    March 20, 2014

  • Jim M.

    YO! Jimmy McG here. Because procedural generation is such a broad topic, I thought I'd provide specific details.

    1. Creating meshes in code
    - vertices, triangles, watch out for bounds bug
    - copying from existing primitives/models

    2. Global array of vertex arrays.
    - Avoids excessive communication with the GPU
    - Avoids constant memory allocation/deallocation

    3. Double buffer constantly changing meshes, or lose performance
    (writes can block one another)

    4. No need to clear entire mesh. Just change vertices.

    5. Generate once - then rotate/scale/reposition.
    Endlight's tunnel is 60 slices of dynamic mesh -
    only the front slice is generated every second.
    60 drawcalls, 60fps on iPhone

    6. 8000 Procedural Particles
    (1 constantly regenerated mesh)

    March 12, 2014

  • Douglas G.

    Aw nuts, that's right in the middle of GDC, so I'll have to miss this one.

    March 10, 2014

    • Adam P.

      Oops. I originally planned this back in February and got my dates wrong. I'm going to push it to the next week.

      1 · March 10, 2014

    • Douglas G.

      Much appreciated, thank you! These events have been awesome, so I'd hate to have missed it. :)

      March 10, 2014

Our Sponsors

  • Uken Games

    Uken Games hosts the Toronto Unity Group, and covers drinks and snacks.

  • Unity Technologies

    Unity is now helping us out by covering the organizer's fees!

People in this
Meetup are also in:

Sign up

Meetup members, Log in

By clicking "Sign up" or "Sign up using Facebook", you confirm that you accept our Terms of Service & Privacy Policy