NOTE: This integration requires an ftrack subscription. You can start it from ftrack Connect.
ftrack Studio’s integration with Unity Technologies’ cross-platform game engine, Unity, makes real-time productions easier to track, manage, and deliver than ever before.
This integration enables users to import assets published from other applications and builds, and to run collaborative review sessions on scenes from a native-looking ftrack interface, all within the Unity application itself.
The ftrack Studio integration with Unity is suitable for:
- VFX studios using game engines for pre-vis, with a connection to a traditional offline rendering pipeline.
- AAA animation studios with end-to-end or partial real-time pipelines for episodic or feature content.
- Game studios or hybrid game/linear studios making cinematic content for game production.
- Live Productions, e.g., TV content, eSports, direct to YouTube.
- Virtual Productions, final pixels in-game – mixing live plates with CG elements in-game in real-time.
- Python >= 2.7.15 for 64bit for Windows
- Git for Windows
- Unity hub
- Unity version >= 2019.3
- Centralized location setup
What you’ll learn
- How to launch the integration
- How to install the ftrack package in the project
- Widgets overview
- Importing assets
- Versioning assets
- Publishing assets
Installing the integration
The ftrack Connect Unity Engine is a standard ftrack Connect integration plugin. You can find it as source code in our repository, or directly via the ftrack website. You can install the integration from these locations.
For more in-depth information and troubleshooting on installation, check the repository documentation.
Launching the integration
When the integration is installed and a task context is selected, the new entry in ftrack Connect will show. You can select the task context directly from the web interface, or from the ftrack Connect context browser.
Click on the Unity icon to launch the Unity hub. From here, you can create or select the project you wish to work on.
Installing the Unity plugin in the project
If you are starting a brand new project, you must ensure the ftrack Unity plugin is correctly installed.
If the prerequisites are satisfied (see above), locate the + sign and select “Add package from git URL”. Enter the following address:
You should now see the ftrack menu appear on the top menu bar in Unity. From this menu you can access the following widgets:
Modify and update the current task information.
Import Asset widget
Navigate published assets and version details/thumbnails, and select one to import.
Depending on the asset type selected, various options will be available in the Import widget:
- Import materials: import materials along with geometry
- Animation Type: define how the rig names are handled
- Import materials: Import the materials along with rig
- Loop Time: Set the animation clip to loop
This asset won’t provide options. You can only import the scene package.
Publish your result assets back to the ftrack server. This includes the rendered image sequences, the reviewable, and the Unity package.
Using the Publish dialog, artists are able to publish back to ftrack and generate frame sequences and QuickTime clips for use in review.
Asset Manager widget
The Asset Manager provides artists with an overview of imported assets and their versions. With the Asset Manager, artists can easily see if assets/versions have been updated and swap versions if necessary.
When starting up from a new scene, the Asset Manager will appear empty. To populate it, import one or more assets.
The ftrack Connect Unity Engine integration provides a set of default asset types to import and publish.
On the import side, we provide:
- Image Sequence
Import-supported file formats:
The interface provides a simple way to browse the context from which the assets are imported:
You can also select the component you wish to import and provide accessory information about the asset itself, such as comments and the attached thumbnail:
When import is triggered, a loading bar will appear to notify you of import progress:
Imported assets are automatically organized in a folder structure matching that of the ftrack server from which the asset is imported. You can find the imported asset in the Unity Project window:
You can drag and drop the asset from the Unity Project window into the current scene.
Once an asset is imported, it will appear in the Asset Manager widget.
Using the Asset Manager widget, you can change the imported version to make sure that you’re using the correct version in your current scene:
If an asset version changes, a progress bar and a confirmation dialog will notify you of import progress:
Before publishing, it is important to confirm that the Recorder provides the Movie and Image Sequence recorder. (The Recorder will open when the ftrack plugin initializes.)
The start and end frame are pulled from ftrack shots, ensuring that the output matches the correct length as set by the production.
You can now publish an image_sequence asset via the Publish widget.
Via this asset, you can publish an image sequence for offline renders, a reviewable output, and a package, which will retain the current state of your scene.
Please note: It is important to save the scene you are working on before publishing. If you don’t, you’ll risk publishing an outdated scene.
Only the resulting image sequence will publish as default. You can also publish the reviewable and the current scene using the option checkboxes.
When ready, click Publish. A progress bar in the widget will appear to notify the user of publish progress.
Once published, you can check the result components via the server:
If you included the reviewable in the publish, the Play button will become active and allow you to review your published asset.
If you have included the package in the publish, you can re-import it in Unity via the Import widget. This will restore the scene to its status at publish time.