Oculus and Unity Course: design, develop, and deploy for VR
12 days ago
Take your VR skills to the next level with a deep dive into the principles of VR development. With this comprehensive free course from Oculus and Unity, you’ll learn how to build an immersive VR game step by step.
Learn more: learn.unity.com/course/oculus-vr
How FuturePlay uses GameTune to test and adjust their game in real-time
19 days ago
How do you balance between optimizing existing features and developing new ones when working on game updates? Finnish gaming company Futureplay continually makes updates in their games to keep players engaged and fight against churn.
Learn more about GameTune: on.unity.com/2WxUwiU
Overview of Havok Physics in Unity - Unite Copenhagen
15 days ago
This session gives an overview of the physics systems and workflows powering our Data-Oriented Technology Stack (DOTS). Viewers will gain insight into design considerations underlying Unity Physics, how its use cases differ from those of Havok Physics, and how both offerings express concepts familiar to users of our classic GameObject-based physics. This session covers content authoring workflows for DOTS physics, as well as the basics of the DOTS physics architecture and game code layer in order to help you achieve the best performance in your DOTS-based projects.
Speaker: Steve Ewart - Havok
Learn more about Havok Physics: on.unity.com/2oaNyUg
Inserting AR directly into a native mobile app | IKEA - Unite Copenhagen 2019
IKEA, the world's largest furniture retailer, published a mobile AR app separate from its original mobile app as an experiment. The app performed so well that IKEA is now inserting AR directly into its original mobile app. Attend this session to learn how to use Unity as a Library to insert AR directly into your native mobile app from Twnkls-PTC, the agency that created the IKEAPlace mobile app. You'll walk away with best practices and lessons learned from one of the first agencies to use this new workflow.
Speaker: Jefferson Scomacao - PTC Company (formerly Twnkls)
Slides available here: www.slideshare.net/unity3d/inserting-ar-directly-into-a-native-mobile-app-ikea-unite-copenhagen-2019
Introduction to Unity.Mathematics - Unite Copenhagen
This talk demonstrates how to solve common game-related math problems with Unity.Mathematics, such as building 4x4 matrices, manipulating rotations, and migrating existing code that uses Vector3f to Unity.Mathematics types like float3. The session also covers the basics of how Unity.Mathematics fits into DOTS and explores the differences between this system and the math operations currently implemented in Unity.
Speaker: Dale Kim - Unity
Tips for Level Design in Unity 2019!
24 days ago
In this video, we share some valuable tips and features for Level Design in Unity 2019! These features include Polybrush, ProBuilder, Terrain, Terrain Tools package, and more!
Check out my Polybrush video here: ole.unity.com/PolybrushVideo
Learn more about Universal Render Pipeline: ole.unity.com/UniversalRP
Assets used in this video:
Ground Textures: ole.unity.com/GroundTextures
Low Poly Ultimate Pack: ole.unity.com/LowPolyPack
Time of Day: ole.unity.com/TimeOfDaySky
Art asset creation and implementation tips for max performance on XR and mobile - Unite Copenhagen
Mobile and XR development require optimized art assets to hit frame rate, compile to smaller build sizes, play well with version control, and simplify the iterative process. In this session, Elliott discusses various best practices when creating art assets for import into Unity. You will also learn about key import settings and other performance boosting tips within the Unity Editor.
Elliott Mitchell - Vermont Digital Arts
How SHoP Architects brings real time BIM to AEC with Unity Reflect
19 days ago
Adam Chernick and Christopher Morse from SHoP Architects' interactive visualization team share why Unity Reflect is "a very welcome technology" for their industry.
Learn more about how SHoP uses Unity Reflect: blogs.unity3d.com/2019/09/25/connecting-design-and-construction-with-unity-reflect/
Snaps Asset Pack workflows - Unite Copenhagen 2019
Learn how to optimize any stage of game development using Snaps Asset Packs. From prototyping to production, the modularity of Snaps and versatility of ProBuilder and ProGrids make the creative process more streamlined than ever, and this session shows you how to integrate these tools into your projects.
Speaker: Alitt Khaliq - Unity
Slides available here: www.slideshare.net/unity3d/snaps-asset-pack-workflows-unite-copenhagen-2019
Slides available here: www.slideshare.net/unity3d/snaps-asset-pack-workflows-unite-copenhagen-2019
Optimizing & deploying real-time ray traced global illumination with RTXGI – Unite Copenhagen
NVIDIA RTXGI was leveraged to create real-time global illumination in Unity. The product-facing integration of this tech combines great artist workflow with stunning real-time ray traced results. In this talk, we review ray tracing, show behind-the-scenes VFX breakdowns for a new Unity demo, and share best practices for lighting and modeling when working with RTXGI and accelerated ray tracing in general.
Unity for Beginners - Join Mix and Jam on this Livestream Nov 24!
27 days ago
Hi! This is André from Mix and Jam, your host for Your First Game Jam. If you're new to Unity or have been thinking about giving it a go, this free online event is a must for you!
Me, along with the support of expert game dev content creators, Code Monkey and CouchFerret, can't wait to help you start creating and answer your questions.
Get all the details and set a reminder over on the event page: bit.ly/yfgj-fps-yt-promo
Also, make sure to check out me and the co-hosts on our socials to find out more about us!
André from Mix and Jam: bit.ly/MixAndJam
Code Monkey: bit.ly/Code-Monkey
Live chat contributors:
See what the co-hosts are already working on!
Code Monkey’s Awesome FPS Game:
CouchFerret’s Slick FPS:
Learn how to get AAA Graphics in Unity 2019! (Course)
29 days ago
The Buried Memories Game Visuals course gives you a behind-the-scenes look at how Unity developed the asset pack and gives you the opportunity to practice your skills with the AAA assets in “Buried Memories: Volume 2.”
Enroll in a free trial of Unity Learn Premium to discover how this outstanding project was created at unity.com/learn-premium
For information on the Course, go to Unity Learn: learn.unity.com/course/buried-memories-high-fidelity-game-visuals
Find Buried Memories Volume 2: Serekh on the Asset Store: assetstore.unity.com/packages/templates/packs/snaps-art-hd-buried-memories-volume-2-serekh-145780
Spaceship VFX Graph Breakdown!
The node-base effects in Visual Effects Graph enable you to create amazing VFX in real-time! In this demo project, there are plenty of examples showing the variety of effects you can achieve with this tool!
Visual Effect Graph empowers you to author next-generation visual effects through its node-based behaviors and GPU-based compute power.
How Daimler uses mobile mixed realities for training and sales - Unite Copenhagen
Daimler Protics implemented mixed and augmented reality on mobile devices and used the Microsoft HoloLens for automotive production, training, and marketing. Discover the challenges Daimler Protics faced and the Unity solutions that eased the mixed reality implementation.
Daniel Keßelheim - Daimler Protics
Sebastian Rigling - Daimler Protics
Slides available here: www.slideshare.net/unity3d/how-daimler-uses-mobile-mixed-realities-for-training-and-sales-unite-copenhagen-2019
VICKY: A 1-hour brainstorming technique for game jams - Unite Copenhagen
The Game Equation workshop is an activity to do with clients to come up with game ideas. It produces some robust ideas that are thoroughly thought through. But the process takes about a week. VICKY (Values, Interests, Crazy 8s, Keepers, Yes and) is a series of exercises you can go through in about an hour with a team of 5. It takes the concepts of the Game Equation workshop and turns it into a brief guided brainstorming session designed for progress and to avoid gridlock. This produces game ideas that are a bit higher level than a weeklong workshop, but it can put you on a great path. Learn how to use VICKY. In this video, you'll gain an understanding of each step so that you can mold this workshop to your own needs.
Speaker: Kevin Harper - ustwo
Architecting a growing world | Diner DASH Adventures - Unite Copenhagen
The metagame map of Diner DASH Adventures serves multiple purposes, from a glorified level selection screen to a customizable, retention-driving, playground world. Learn how we built a basic isometric world that could be shipped immediately, and then evolved it into a scalable streaming world for years of future expansion. Tilemaps, a structured GameObject hierarchy, visual scripting through ScriptableObjects, and multiple animation systems all come into play. Additionally, see the tool pipeline and custom editor windows developed to get it all built and bundled.
Speaker: Greg Walker - Glu Mobile
Creating content-heavy, story-driven games | Wooga - Unite Copenhagen
Wooga is known for content-heavy, story-driven games that receive regular content and feature updates over many years (Pearl's Peril, June's Journey, Tropicats etc.). Creating games like these come with a unique set of problems and requirements to your game architecture and project setup. Updating, maintaining and adding features needs to be fast and simple while the project keeps on growing. To solve these problems, Wooga makes games modular and keeps projects lean, which allows the team to easily add, remove or A/B test features and enables fast iteration. You'll see how clever scene management, project setup, lots of coroutines (or async code), some external tools (git, jenkins etc.) and Wooga's internal package manager contribute.
Stephan Krohn - Wooga
Creating VR and MR experiences using Varjo VR-1 and XR-1 - Unite Copenhagen
The developers of Varjo VR-1 learned a lot about human eye resolution and the demands it puts on virtual reality (VR) content. In this video, you'll explore what next-generation VR can mean for your VR experiences. You'll hear about what matters the most when it comes to visual quality, the possible caveats, and the role performance requirements play in this equation.
Speaker: Mikko Strandborg - Varjo
Slides available here: www.slideshare.net/unity3d/creating-nextgen-vr-and-mr-experiences-using-varjo-vr1-and-xr1-unite-copenhagen-2019
More about VR: on.unity.com/33X2jsW
Unity XR platform has a new architecture - Unite Copenhagen
Unity developed a new architecture that improves the support for existing and future augmented reality (AR) and virtual reality (VR) platforms. Learn about the technology under the hood, the consequent benefits, and improvements to the platform, and how it impacts your workflows in creating AR/VR experiences.
Mike Durand - Unity
Matt Fuad - Unity
Slides available here: www.slideshare.net/unity3d/unity-xr-platform-has-a-new-architecture-unite-copenhagen-2019
Learn more about XR: on.unity.com/2PejMZK
How to design with feedback and game feel in mind - Unite Copenhagen
This video will cover the workflow and processes one of the teams at Ubisoft uses to craft enjoyable game experiences, with a heavy focus on game feel. It'll show how to design with feedback and game feel in mind, how to iterate to get to a satisfying result, and the tools you can use in Unity to do so.
Speaker: Renaud Forestie - Ubisoft
Scaling Unity: Witcher Craft - Unite Copenhagen
This in-depth video will showcase how the GWENT team tackled some of the most common problems it faces with big Unity projects. And, you'll find out how the studio managed to ship "GWENT: The Witcher Card Game" and "Thronebreaker: The Witcher Tales" on five platforms.
Speaker: Kacper Kościeński - CD Projekt RED
A publisher's journey on the Unity Asset Store - Unite Copenhagen
Take a visual journey to discover how to create, maintain and manage an asset on the Asset Store. It's the story of how the DoozyUI: Complete UI Management System asset evolved over a four-year period, with insight into the milestones and lessons learned along the way. The video will cover how to get started publishing on the Asset Store, how to make a better product by listening to customer feedback and then implementing new features, how to manage customer support, and how to implement various marketing strategies.
Speaker: Alexandru Mares - Doozy Entertainment
More about the Unity Asset Store: on.unity.com/3628KwC
How HDRP unlocks graphics - Unite Copenhagen
The High-Definition Render Pipeline in Unity 2019.3 gives you high-fidelity graphics for high-end platforms. With HDRP, you have the tools to create anything from games to technical demos at the highest resolution.
Speaker: Kieran Colenutt - Unity
Slides available here: www.slideshare.net/unity3d/how-hdrp-unlocks-graphics-unite-copenhagen-2019
Learn more about HDRP: on.unity.com/2W698pB
How to improve visual rendering quality in VR - Unite Copenhagen
In this in-depth video, technology company ARM will outline how to improve the rendering quality of your VR content, describing the most common pitfalls and bad practices, before providing clear examples and mitigation solutions of how to best overcome them.
Speaker: Ryan O'Shea - ARM
Slides available here: www.slideshare.net/unity3d/how-to-improve-visual-rendering-quality-in-vr-unite-copenhagen-2019
Learn more about Unity VR: on.unity.com/364WcF9
XR reinvents the documentary with portals and photogrammetry - Unite Copenhagen
Low-cost tetherless headsets have revolutionized virtual reality (VR). Discover the potential of Unity to reinvent the documentary format, merging 360º filmmaking with 3D photogrammetry and volumetric capture. The team from Surround Vision will demonstrate how their recent projects use interactive augmented reality (AR) portals in Unity with inside-out tracking to allow audiences to step through a story. Their latest, award-winning app, "Clean A\R," showcases this journalistic approach, visualizing air pollution using real-time air quality data.
Dan Stankowski - Surround Vision
Richard Nockles - Sky VR
Lean more about Unity for 360 Video: on.unity.com/31FU7f9
Baking at the speed of light: Lightmapping for beginners - Unite Copenhagen
This video introduces the basics of lightmapping for beginners. Learn about some of the most common issues new users struggle with and how to solve them. You will also see some of the new features planned for 2019.3.
Jennifer Nordwall - Unity
Slides available here: www.slideshare.net/unity3d/lightmapping-for-beginners-unite-copenhagen-2019
Building effects with VFX Graph - Unite Copenhagen
Learn about the main features and workflow used to create the Pin-Screen effect in the Spaceship demo from Unite LA, which showcases basic functionality and feature improvements. This video will feature a breakdown of the different effects used to illustrate the philosophy behind their development.
Speaker: Vlad Neykov - Unity
Slides available here: www.slideshare.net/unity3d/building-effects-with-vfx-graph-in-the-spaceship-demo
Learn more about the VFX Graph: on.unity.com/2MID48e
XR and real-time 3D in automotive digital marketing strategies | Visionaries 777 - Unite Copenhagen
Augmented reality (AR), virtual reality (VR), and mixed reality (MR) - collectively known as XR - are making inroads in the automotive industry. Join this session led by Visionaries 777, which works with major auto brands like INFINITI, to learn about the range of immersive experiences you can build with Unity to create a better customer experience that results in more engagement and sales.
David Castañeda - Visionaries 777
Frantz Lasorne - Visionaries 777
Slides available here: www.slideshare.net/unity3d/xr-and-realtime-3d-in-automotive-digital-marketing-strategies-visionaries-777-unite-copenhagen-2019
Tools for developing for HoloLens 2 - Unite Copenhagen
Interested in building applications for the HoloLens 2 or other mixed reality applications? See how Microsoft's wide variety of tools can help with your Unity project.
The tools we show in this talk include: Mixed Reality Toolkit, Azure Spatial Anchors, Spectator View, Mixed Reality Lighting Tools, Microsoft Maquette, Mixed Reality Extensions SDK, Language Understanding Intelligent Service (LUIS), and more.
Speaker: Nick Klingensmith - Microsoft
Slides available here: www.slideshare.net/unity3d/developing-for-hololen-2-with-unity-unite-copenhagen-2019
Unity's VR construction worker-safety training program - Unite Copenhagen 2019
At Unite Copenhagen, this session looked at traditional accident-awareness training methods, like filling out multiple-choice webforms or listening to presentations, fail to drive meaningful engagement among construction workers regarding the risks of their job. In this session, learn from Skanska and OutHere how worker-safety training conducted in virtual reality (VR), including putting participants "at-risk" in a simulated environment, drives behavioral change that ultimately creates safer construction sites.
Speaker: Martin Kraft & Filippos Arvanitakis - OutHere
Slides available here: www.slideshare.net/unity3d/the-vr-construction-workersafety-training-program-of-the-future
How Volvo utilized real-time 3D - Unite Copenhagen
Hear from Volvo's lead Unity developer, Timmy Ghiurau, about how he broke new ground by bringing technology forged in gaming into one of the leading brands in the automotive industry. Timmy shares how he used his gaming background to inspire people across his large organization to adopt Unity and embrace real-time 3D as a way of working.
Timmy Ghiurau - Volvo
Learn more about Unity for automotive: on.unity.com/2IQmII1
Slides available here: www.slideshare.net/unity3d/how-volvo-embraced-realtime-3d-and-shook-up-the-auto-industry
How to generate game character behaviors using AI and ML - Unite Copenhagen
Artificial intelligence and machine learning offer new mechanisms for generating animations and behaviors for game characters. In this video, we walk through the Unity Behavior Planner, Unity ML-Agents Toolkit and Unity Inference Engine, three tools that leverage state-of-the-art AI algorithms to help you hit the ground running on your next game. The team showcases these tools with real examples.
No need to be an AI expert - this session is for anyone interested in harnessing new tools to help you do more, faster.
Mantas Puida - Unity
Vincent-Pierre Berges - Unity
Robin Lindh Nilsson - Carry Castle
Slides available here: www.slideshare.net/unity3d/how-to-generate-game-character-behaviors-using-ai-and-ml-unite-copenhagen
Unity Simulation's game testing solution - Unite Copenhagen
Testing is hard and time-consuming. This video explores how Unity Simulation for games can help you test game balance using your actual game code, instead of oversimplified and inaccurate spreadsheet models.
Christina Guo - Unity
Learn more about Unity Simulation: on.unity.com/2p9g6Og
Increase iteration speed from beginning to launch - Unite Copenhagen
This developer-oriented video will take you on a deep dive into Remote-First Architecture, a more efficient way to build apps. Learn how to make static content a thing of the past by creating your games in a way that can take full advantage of real-time dynamic content. With the Remote-First Architecture approach, you can spend less time waiting and more time iterating on games.
Andy Touch - Unity
Josh Aaseby - Unity
The benefits of running simulations in the cloud - Unite Copenhagen 2019
This session from Unite Copenhagen, presented in partnership with Google Cloud, focuses on the advantages of using cloud services for running simulations and other machine-learning training-related jobs that call for huge workloads. Many companies that are involved in simulation push the compute workload onto their on-premise infrastructure but this requires tremendous resources. Heavy-duty cloud resources are a powerful, scalable and on-demand alternative. Cloud provides an a-la-carte solution where compute workloads are profiled and deployed into an optimal specialized hardware solution that is tailored for the workload. It also provides a unique opportunity for the most innovative companies to step up their game.
Speakers: Moe Sy - Google, Steven Kehrli - Unity
Slides available here: www.slideshare.net/unity3d/the-benefits-of-running-simulations-in-the-cloud-vs-onpremise-unite-copenhagen-2019-185010710
Bringing 2D characters to life with sprite rigging - Unite Copenhagen
When animating characters and elements in your game, it is important to know the benefits and drawbacks for each technique. In this video, you will get an updated overview of Unity 2D's rigging so you can choose the right solution for your specific use case.
Arturo Nuñez - Unity
Slides available here: www.slideshare.net/unity3d/bringing-2d-characters-to-life-with-sprite-rigging-unite-copenhagen-2019
ProBuilder tips and tricks - Unite Copenhagen
Looking for an easier way to build and prototype your 3D assets or scenes in Unity? Have you heard of ProBuilder? It enables designers to build, edit, and texture custom 3D geometry directly in Unity, making it a great scene design and prototyping tool. In this video, we quickly show how it works and share our favorite tips and tricks for creating 3D art in no time.
Learn more about ProBuilder: on.unity.com/2pg5ayo
Dan Miller - Unity
Mesh sculpting for realistic terrain features - Unite Copenhagen
What's new with Terrain Tools? In Unity 2019.3 we've added the ability to create holes in your terrain. We'll show how to do this and show how you can combine the Terrain Tools with ProBuilder and Polybrush to help you make interesting terrain geometry.
Learn more: on.unity.com/2IFZPqY
Matt Schell - Unity
Slides available here: www.slideshare.net/unity3d/mesh-sculpting-for-realistic-terrain-features-unite-copenhagen-2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Mathieu Muller - Unity
Slides available here: www.slideshare.net/unity3d/whats-ahead-for-film-and-animation-with-unity-2020-unite-copenhagen-2019
Extending the Editor with UIElements - Unite Copenhagen
Learn how to use UIElements to build custom tools. In this video, we will show you how to get started and cover the basic elements of creating shareable components.
Learn more: on.unity.com/35umeRB
Mike Geig - Unity
Real-time CG animation: Unpacking the Sherman project - Unite Copenhagen
In this video, we'll give you a complete walkthrough of the end-to-end animation workflow of the Sherman project. Learn how to use Unity for creating CG animation and take a deep dive into the real-time fur system in Unity.
Mike Wuetherick - Unity
Slides available here: www.slideshare.net/unity3d/realtime-cg-animation-in-unity-unpacking-the-sherman-project-unite-copenhagen-2019
Improve your workflows with Presets - Unite Copenhagen
Ever feel like the default settings in Unity aren't quite right? This video shows you how to use Presets to override defaults for a given Manager, Importer, or Component. This can have a big impact on the efficiency of your workflows, and you'll see examples in textures, FBX files, MonoBehaviour components, lights, cameras, Transform components, and more.
Marc Tanenbaum - Unity
Learn more about Presets: on.unity.com/2VyQZAp
Unity asset workflows for film and animation pipelines - Unite Copenhagen
The use of Unity in film and animation pipelines is still a growing area, and the best way to get started isn't often clear to new users. We'll cover the necessary methods and steps for getting data from external content sources into and out of Unity, with a focus on industry standard technologies and applications, such as Universal Scene Description (USD) and Alembic.
Chris Redmann - Unity
Slides available here: www.slideshare.net/unity3d/unity-asset-workflows-for-film-and-animation-pipelines-unite-copenhagen-2019
New 2D graphics features - Unite Copenhagen
Unity is introducing a wide range of new 2D graphics features in 2019: 2D Lights, 2D Shader Graph and 2D Shadows. In this session, Andy walks through, in-editor, how to visually improve a 2D level using all of these new tools and show how they all work together.
Speaker: Andy Touch - Unity Technologies
Extending the Animation Rigging package with C# - Unite Copenhagen
The Animation Rigging package can be extended with C# to enable precise results for specific gameplay needs. In this session, Unity Animation Developer Sven Santema demonstrates how to build custom rig constraints in C#. You'll see how you can easily extend the package to add secondary motions on your character rigs at runtime and how you can create authoring constraints to tweak your current animation assets within Unity.
Speaker: Sven Santema - Unity
Slides available here: www.slideshare.net/unity3d/extending-the-animation-rigging-package-with-c-unite-copenhagen-2019
Introducing Animation Rigging for 2019.3 - Unite Copenhagen
Animators, rigging technical artists and developers can all benefit from the Animation Rigging package. The package provides a library of rig constraints that can be used to procedurally control skeletal animation at runtime. Unity 2019.3 lets you keyframe the rig constraints in Timeline to author new animation clips in the Unity Editor. Learn how to set up rigs for animation authoring and see a variety of examples for game content creation as well as runtime interactive gameplay.
Speaker: Dave Hunt - Unity
How to create photorealistic representations using Unity's HDRP - Unite Copenhagen
Explore a real-time rendered walkthrough of Unity's London office, created by Oneiros and M Moser Associates. You'll learn how they used Unity to create photorealistic representations using the High-Definition Render Pipeline (HDRP) and how these experiences can be leveraged for sales and marketing to win more business.
Mirko Vescio - Oneiros
Mariana Anelli - M Moser Associates
Learn more: on.unity.com/2OIjlH4
Introducing the new Input System - Unite Copenhagen
Learn about the long-anticipated way to manage input controls in Unity with one of the developers behind it. This new system focuses on ease of use and consistency across devices. In this session you'll find out what the new Input System does and how you can use it.
Speaker: Rene Damm - Unity
Slides available here: www.slideshare.net/unity3d/introducing-the-new-input-system-unite-copenhagen-2019-180471759
Learn more about the Input System in this blog post: on.unity.com/2ow2o8d
Busting mobile user acquisition myths - Unite Copenhagen
User acquisition is a known tactic for growing mobile games. Yet game developers are often left trying to decipher the best channels and formats to expand their businesses without wasting time and money. In this video we get to the bottom of what you really need to know by tackling common user acquisition misconceptions.
Tracy Joseph - Unity
Best practices for distributing a mobile game - Unite Copenhagen
Learn how to take your game around the world with the new Unity Distribution Portal (UDP). A panel of UDP store hosts share their insights and best practices on global distribution.
Neo Liu - Xiamoi
Aaron Denford - APPUTi
Steve Taylor - Unity
Enable game distribution to multiple app stores through a single hub: on.unity.com/2Vv7zky
Monetizing in a privacy-friendly way - Unite Copenhagen
Monetization is important, but it often comes with the collection of a lot of data. With the introduction of privacy laws like GDPR and CCPA, as well as concerns around kids' safety, many companies are rethinking their strategies and moving toward data minimization. Learn about current issues and best practices around monetization in a hot and evolving privacy landscape.
Kaisa Salakka - Unity
Optimizing your game post-launch | Triangle Studios - Unite Copenhagen
Take a deep dive into live operations with Triangle Studios, a game studio on the frontlines of mobile game development. Learn best practices for using real-time configurations to create, test, and deploy dynamic content.
Erik Suddath - Unity
Remco de Rooij - Triangle Studios
Lauren Kearney - Unity
How FuturePlay increased earnings using GameTune - Unite Copenhagen
Optimization is key to growing your games business. But how do you determine what to prioritize, and how can you roll back changes that have a negative effect? In this session, FuturePlay shows how they implemented Unity machine learning to increase their D7 retention.
Kaisa Salakka - Unity Technologies
Erkki Koskenkorva - Futureplay
Get early access to the beta: on.unity.com/35oeKzv
Slides available here: www.slideshare.net/unity3d/how-futureplay-increased-earnings-using-gametune-from-unity-unite-copenhagen-2019
Take your game to new markets with the Unity Distribution Portal - Unite Copenhagen
Learn how to take your game around the world with the new Unity Distribution Portal (UDP). UDP lets you distribute your games to multiple app stores through a single hub.
Steve Taylor - Unity
Enable game distribution to multiple app stores through a single hub: on.unity.com/315eP83
Slides available here: www.slideshare.net/unity3d/take-your-game-to-new-markets-with-the-unity-distribution-portal-unite-copenhagen-2019
Player engagement: The right KPIs for your game - Unite Copenhagen
In terms of numbers, it's easy to tell the difference between good and bad games. However, the classic KPIs that publishers rely on to evaluate game performance don't really distinguish what's good from what's great. Learn how to combine the right KPIs with best-practice game design to ensure your game reaches its potential.
Mark Robinson - deltaDNA
Isaac Roseboom - deltaDNA
The science behind the UIElements Renderer - Unite Copenhagen
In this technical talk, Wessam describes the science behind the UIElements rendering system, built from the ground up for retained-mode UI. The system uses every CPU/GPU trick in the book to render thousands of different elements onscreen in a fraction of a millisecond, all on one thread. This powerful UI performance and optimization tool also supports complex features like clipping and vector graphics, even on low-end devices.
Speaker: Wessam Bahnassi - Unity
Slides available here: www.slideshare.net/unity3d/built-for-performance-the-uielements-renderer-unite-copenhagen-2019
Overview of physics in DOTS - Unite Copenhagen
This session gives an overview of the physics systems and workflows powering our Data-Oriented Technology Stack (DOTS). Get insight into design considerations underlying Unity Physics, how its use cases differ from those of Havok Physics, and how both offerings express concepts familiar to users of our classic GameObject-based physics.
Adam covers content authoring workflows for DOTS physics, as well as the basics of the DOTS physics architecture and game code layer - in order to help attendees achieve the best performance in their DOTS-based projects.
Speaker: Adam Mechtley - Unity Technologies
Slides available here: www.slideshare.net/unity3d/get-moving-an-overview-of-physics-in-dots-179209315
Bringing Call of Duty to mobile - Unite Copenhagen
To have the same game experience from one platform to another is no easy task, but just imagine the risks and challenges when it's a blockbuster hit like Call of Duty. In this video, you'll get a behind-the-scenes look at the challenges and steps Activision and Tencent took to develop Call of Duty for mobile, with a particular focus on how to optimize the mobile gaming experience. You'll also learn how Samsung's Galaxy GameDev team supported Tencent to bring high fidelity and stable performance to the gaming experience with Vulkan and Adaptive Performance by Unity.
Jungwoo Kim - Samsung
Anton Syniavskyi - Samsung
Slides available here: www.slideshare.net/unity3d/crossing-platforms-bringing-call-of-duty-to-mobile
Optimizing GPU performance of RAID: Shadow Legends - Unite Copenhagen
Learn about profiling and optimizing games with realistic styling for mobile platforms. You'll discover Plarium's approach to optimizations, Xcode profiling, optimizing environment shaders, character shaders, shadow rendering and VFX. Hear about the team's process, what went wrong and what went right.
Speaker: Stanislav Herasymenko - Plarium
Slides available here: www.slideshare.net/unity3d/optimizing-gpu-performance-of-raid-shadow-legends-unite-copenhagen-2019
Using Entity Command Buffers - Unite Copenhagen
Not all gameplay needs to happen immediately. In fact, there are many cases in which deferring commands may offer a better outcome - improved user experience, performance, etc. This session explores thinking about where deferred commands are needed and provides examples on how to take full advantage of the Entity Command Buffer.
Speaker: Elora Krzanich - Unity
Slides available here: www.slideshare.net/unity3d/using-entity-command-buffers-unite-copenhagen-2019
Options for Entity interaction - Unite Copenhagen
Interaction is fundamental in games, both in how players interact with a game and receive responses, and in how parts of the game interact with one another. Unity’s Entities package provides a variety of options for writing systems where entities communicate information to one another. This talk introduces those options, and explains the pros and cons of each approach. Watch it to get tips on choosing your code strategy when working with Unity's Entity Component System (ECS)!
Speaker: Luna Meier, Unity
More about ECS and our Data-Oriented Tech Stack: unity.com/dots
Slides available here: www.slideshare.net/unity3d/options-for-entity-interaction-unite-copenhagen-2019
Improve your performance using Intel's GPAs - Unite Copenhagen
This talk shows you how to maximize your Unity game performance on a wide range of hardware. Learn how to use Intel Graphics Performance Analyzers (Intel GPA) to identify and quantify common performance bottlenecks, how to mitigate them, and how to validate optimizations. Using exciting new Intel GPA features, Valerv reveals how to gain deeper knowledge of the runtime execution of your game, easily identify problematic frames, and improve your game's overall performance.
Speaker: Valery Carpentier - Intel
Slides available here: www.slideshare.net/unity3d/improve-the-performance-of-your-unity-project-using-graphics-performance-analyzers-unite-copenhagen-2019
Getting started with Burst - Unite Copenhagen
If you've heard about Burst but aren't sure how to start using it in your games, then this is the talk for you. The first part of this session is hands-on in Unity and Visual Studio. Lee starts with a simple game, then ports game code to the C# Job System and speeds it up using Burst. Next, he explores what you can and can't do with Burst and discuss common pitfalls, such as unsupported C# constructs.
Speaker: Lee Hammerton - Unity
Slides available here: www.slideshare.net/unity3d/getting-started-with-burst-unite-copenhagen-2019
Companion code available here: github.com/Unity-Technologies/GettingStartedWithBurst-Unite2019
Intrinsics: Low-level engine development with Burst - Unite Copenhagen
This session addresses how we are expanding the scope of the Burst Compiler to enable even the most demanding, hand-coded engine and gameplay problems to be expressed in HPC# via direct CPU intrinsics. Andreas shares the reasoning and use cases; as well as discussing implementation challenges, debugging, and performance along with comparisons to C++ code.
Speaker: Andreas Fredriksson - Unity
Slides available here: www.slideshare.net/unity3d/intrinsics-lowlevel-engine-development-with-burst
Optimize your game with the Profile Analyzer - Unite Copenhagen 2019
Have you ever needed to compare the difference in performance between two versions of your project? This session will show you how to use Unity's Profile Analyzer to see the impact of an asset or code change, optimization work, settings modification, or Unity version upgrade to verify enhancements.
Speaker: Lyndon Homewood (Unity)
Slides available here: www.slideshare.net/unity3d/optimize-your-game-with-the-profile-analyzer-unite-copenhagen-2019
Making Particles in Unity 2018.4! (Beginner Friendly Tutorial)
Using particles is a great way to add effects to your games! We'll look at how to implement basic settings from the Particle System Component using Unity 2019!
To view a written version of this tutorial and access the ready-made particle effects we created in this video go to: learn.unity.com/tutorial/karting-mod-add-particles
The Karting Micro-Game is a game project which you can download and walkthrough in order to learn Unity for the first time. To get started with the Karting Micro-Game and Mods tutorials go to: learn.unity.com/project/karting-template
How to get started on your FPS game- Unite Copenhagen
Learn how to get started on your first-person shooter (FPS) game project through this overview of the FPS Sample, which was designed to demonstrate product-grade implementations of Unity features, including graphics and networking, in a real-time multiplayer context.
Speaker: Peter Andreasen - Unity
Slides available here: www.slideshare.net/unity3d/ready-aim-create-an-fps-in-unity-unite-copenhagen-2019
Creating a third-person zombie shooter with DOTS - Unite Copenhagen
Far North Entertainment is working on a third-person zombie horde shooter using the Data-Oriented Technology Stack (DOTS), which has brought great performance improvements and influenced the development team's mindset to be more data-oriented in general. This beginner to intermediate level talk explains why DOTS is able to process data much faster by examining two specific implementations within the game. It also gives a concrete example of how DOTS can be implemented as part of an otherwise traditional Unity application.
Speaker: Simon Eliasson - Far North Entertainment
Slides available here: www.slideshare.net/unity3d/creating-a-thirdperson-zombie-horde-shooter-using-dots-unite-copenhagen
Introducing DSPGraph, the new audio rendering/mixing engine - Unite Copenhagen 2019
DSPGraph is a new audio rendering/mixing engine built on top of Unity's C# Job System. It's completely extensible in C# and can be used with the Burst Compiler. In Megacity, it powers 100,000 uniquely scattered 3D/spatial sound emitters, including neon signs, air-conditioning fans, and cars, producing a rich, realistic soundscape.
Speaker: Wayne Johnson - Unity
Slides available here: www.slideshare.net/unity3d/introducing-the-dspgraph-the-new-audio-renderingmixing-engine-unite-copenhagen
QA your code: The new Unity Test Framework - Unite Copenhagen
Are you involved in testing or QA on projects in Unity? In this session from Unite Copenhagen, you'll get an overview of the state of Unity for all things testing-related, and have the opportunity to share your stories of success, failure, pain, and glory. You will also get an introduction to the newest features in the Test Framework.
Christian Warnecke - Unity
Richard Fine - Unity
Slides available here: www.slideshare.net/unity3d/qa-your-code-the-new-unity-test-framework-unite-copenhagen-2019-186054545
Design and modify a realistic procedural city in real-time - Unite Copenhagen
In this video, our speakers share the challenges of creating The Architect: Paris. The game realistically represents the entire city of Paris while offering players the possibility of modifying buildings and creating entirely new neighborhoods. Using the Data-Oriented Technology Stack (DOTS) appeared to be the best - if not only - way to address these challenges and get this project made.
Mathieu Van Nevel - Enodo Games
Raphael Reynes - Enodo Games
UIForia: User interface euphoria - Unite Copenhagen
Picture this: Your awesome game is close to shipping, and suddenly you realize that you haven't implemented the player inventory screen! The truth is you've avoided touching the UI in your game as much as possible because the framework you built/borrowed/licensed/stole is too painful to work with. Data binding is a nightmare or just doesn't exist, the layout system is so complicated that you just positioned everything at exact pixel offsets by hand, and for some unknown reason rendering and animating UI takes 60% of your frame time. This is a pretty common story in the game dev world, but UIForia is fixing it. UIForia is a fully-featured UI Engine for Unity that offers lightning-fast data binding, a sophisticated yet approachable layout engine, hot reloadable templates, composable styling, and a very low learning curve. This session from Unite Copenhagen shows how UIForia is helping Klang ship one of the most ambitious MMO games ever.
Speaker: Matt Weichselbaum - Klang Games
Slides available here: www.slideshare.net/unity3d/uiforia-user-interface-euphoria-unite-copenhagen-2019
Design review in VR - Unite Copenhagen
Get a look at Unity's new Immersive Collaboration Toolkit, which provides the foundation to develop design and review experiences for virtual reality within Unity. Learn how Unity fosters instant collaboration with remote colleagues on virtual product designs as well as how to take advantage of the toolkit's extensibility to customize, optimize and enhance your design and review experiences.
Speaker: Kieran Colenutt - Unity
Tips and tricks for JetBrains Rider - Unite Copenhagen
Meet JetBrains Rider, a cross-platform C# script editor with deep understanding of Unity*. This session teaches you the best tips and tricks on how to use Rider, from code completion of Unity event functions to code inspections and automatic code rewriting to fix issues. You'll learn how Rider can help you with unit testing and performance profiling. You'll also see how Rider can teach you Unity best practices, as well as new C# features. And that's not even mentioning unit testing and performance profiling!
Speaker: Matt Ellis - JetBrains
*Note: the slides for this talk are available in Slideshare. If you'd like to experience the presentation, we suggest listening to the audio from RUvideos and following along with these slides.www.slideshare.net/unity3d/tips-and-tricks-for-jetbrains-rider-unite-copenhagen-2019
AssetDatabase.Refresh() refresher - Unite Copenhagen
The AssetDatabase has been rewritten. The more you know about how this API works, the stronger your code will be. This information can guide your decision-making for your own Asset Management strategies. For example, you do not need to reimport assets when you jump between platforms. In this session, you'll gain a deeper understanding of importing modified assets and tracking dependencies to improve your workflow and iteration time significantly.
Speaker: Javier Abud Chavez - Unity
Slides available here: www.slideshare.net/unity3d/refresh-what-you-know-about-assetdatabaserefresh-unite-copenhagen-2019
Driving AEC into a new age - Unite Copenhagen
Unity is embracing the concept of an "engineering engine" and building tools and workflows to help the AEC industry. Aurecon Group has been using Unity in engineering for 3 years now and has developed a philosophy around visualization in engineering. In this video, you'll see some of the firm's work and hear about things that work well and some things that don't work so well for lessons about engineering in real-time.
Speaker: Murray Walker - Aurecon
Slides available here: www.slideshare.net/unity3d/driving-aec-into-a-new-age-unite-copenhagen-2019
Turning large CAD assemblies into real-time 3D visualizations - Unite Copenhagen 2019
Discover the potential for working with CAD models. With PiXYZ, you can quickly import, prep, and optimize large CAD assemblies for real-time high-fidelity visualization. Highlighting Alias models and other CAD software in Unity workflows, this session shows how these technologies are enhanced when they're combined correctly.
Video 1: ruvideos.org/XRMiPv0HaFU-video.html
Video 2 : ruvideos.org/Iz76zhtkAsw-video.html
Axel Jacquet - PiXYZ Software
Cédric Rousteau - PiXYZ Software
Slides available here: www.slideshare.net/unity3d/turning-large-cad-assemblies-into-realtime-3d-visualizations
Modernizing the Unity Editor UI - Unite Copenhagen
In this session, the design puts users first to deliver a great user experience (UX). Get a behind-the-scenes look into the development process behind the efforts to update the user interface (UI) of the Unity Editor and the motivations that drove the initiative.
Speaker: Mary Luther - Unity
Slides available here: www.slideshare.net/unity3d/modernizing-the-look-and-feel-of-the-unity-editor-unite-copenhagen-2019
Visual Studio tips and tricks to boost your productivity - Unite Copenhagen 2019
Visual Studio and Visual Studio for Mac are packed with features that can help boost productivity when you're developing games. Join Microsoft's John Miller as he shares his favorite Visual Studio tips and tricks that will empower you to write better, more robust and consistent code.
Speaker: John Miller - Microsoft
Slides available here: www.slideshare.net/unity3d/visual-studio-tips-and-tricks-to-boost-your-productivity-unite-copenhagen-2019
GUID Based reference workflow for System Shock 3 - Unite Copenhagen
Discover the GUID Based reference workflow, with a focus on Multi-Scene workflows, save game, and how these all came together in System Shock 3. Learn about the reason for wanting a stable instance Id, why Unity doesn't have one out of the box, what this implementation does, and how you can use it in your own projects. System Shock 3 is a great example of this tool's power, but demonstrates how it can be tricky too.
Speaker: William Armstrong - Unity
Digital Twins: The power of a virtual visual copy - Unite Copenhagen
From buildings and infrastructure to industrial machinery and factories, digital twins are becoming integral revisualization tools across the industrial sector. In this session, learn how Unit040, a company specializing in visualization and simulation, creates digital twins that combine real-time 3D technology with BIM, CAD and CAE systems to add value at all stages of the building and product lifecycle, from the early design phase to predictive maintenance using Internet of Things (IoT) data.
Pieter Weterings - Unit040
Guido van Gageldonk - Unit040
Slides available here: www.slideshare.net/unity3d/digital-twins-the-power-of-a-virtual-visual-copy-unite-copenhagen-2019
Building a turn-based game prototype using ECS - Unite Copenhagen
Get a high-level overview of the Entity Component System (ECS) and turn-based game loops, and see a proof of concept built using ECS. The session covers some of the pitfalls and also shows concepts of ECS in a slightly exotic context.
Speaker: Florian Uhde - Three Eyed Games
Slides available here: www.slideshare.net/unity3d/building-a-turnbased-game-prototype-using-ecs-unite-copenhagen-2019
Simulating the invisible with real-time 3D - Unite Copenhagen
Engineering firms are often consulted to identify, test, and verify impacts of situations of all sorts. In this session, learn how Laing O'Rourke, the largest privately owned construction company in the UK, created real-time 3D applications to determine the different impacts to job sites with various crane simulations.
Speaker: Graham Brierley - Laing O'Rourke
Learn more about using Unity for architecture, engineering & construction: on.unity.com/2ABEx9t
Unity ECS for mobile: Metropolis Traffic Simulation - Unite Copenhagen
For most Unity developers, the cutting-edge data-oriented approach introduced with the Entity Component System (ECS) is unfamiliar. While ECS clearly enables high-performance, massive-scale game worlds, creating complicated game mechanics can be difficult.
The Metropolis Traffic Simulation achieves both scale and complexity on mobile. This session focuses on the details of its development and how to tackle common problems like pathfinding, collision detection, and other things with the data-oriented approach using ECS. It also covers best practices and common pitfalls when using the C# Job System.
Speaker: Hai Nam Pham - InnoGames GmbH
Learn more about Unity ECS: on.unity.com/2neqinQ
Addressables for live content management - Unite Copenhagen
In this talk, Bill shares best practices on how to leverage the Addressable Asset System to simplify your content management at both edit and runtime. Learn how Addressables can enable your success through you game's initial and updated releases.
Speaker: Bill Ramsour - Unity
Slides available here: www.slideshare.net/unity3d/addressables-for-live-content-management
Unboxing DOTS: Designing workflows for humans - Unite Copenhagen
We're pulling back the veil on the Data-Oriented Technology Stack (DOTS). Users have described DOTS as a black box in the Editor, referring to the process under the hood as "magic." This talk offers insight into DOTS workflows and the process of designing them. While DOTS is technically complex, we want it to be simple to understand and use. This presentation covers making content with DOTS and how users might work with DOTS in the future.
Nikoline Høgh - Unity
Kjartan Kennedy - Unity
Merging real-time 3D and PLM in manufacturing - Unite Copenhagen
At Unite Copenhagen, this session looked at what's involved in merging real-time 3D and PLM in manufacturing. Within the manufacturing industry, and especially in the automotive segment, product lifecycle management (PLM) is a critical foundation for customer workflows. Real-time 3D needs to use PLM systems as a source of geometry and metadata. In this session, you'll hear from an expert from Atos, a leader in digital transformation, how PLM and real-time 3D are coming together to enable powerful and efficient new workflows.
Speakers: Winfried Schwan- Atos & Laurent Milon- PiXYZ Software
Slides available here: www.slideshare.net/unity3d/merging-realtime-3d-and-plm-in-manufacturing
What's next for automotive, transportation & manufacturing - Unite Copenhagen
Learn about Unity's product vision for the automotive, transportation, and manufacturing industries, including overviews of newly announced products.
Oliver Schnabel - Unity
Edward Martin - Unity
Slides available here: www.slideshare.net/unity3d/whats-next-for-unity-in-automotive-transportation-and-manufacturing
Learn more about automotive, transportation, & manufacturing in Unity: on.unity.com/355ryL2
Tips and tricks for developing console games - Unite Copenhagen
You might think that developing your title for consoles is difficult - we're here to show you that making a console game with Unity can be simple and fun! This introductory session demystifys the process of creating console games. Oli discusses how to get set up with developer accounts using our Partner Platforms and introduces some technology that we have implemented to reduce iteration time, boost productivity, and simplify the process of bringing your game to console platforms.
Speaker: Oli Williams - Unity
Generative art, visual music, and mixed-reality performance - Unite Copenhagen
In this session, you'll meet Carl Emil Carlsen, an independent artist who explores computation as a means of creating sensory experiences. Discover how he uses Unity to create visual representations of algorithms, simulations, and mixed-reality audiovisual installations and performances. Learn about the technology he uses for stereoscopic 3D, body tracking, rendering and lighting to deliver novel concert experiences.
Speaker: Carl Emil Carlsen - Independent
More from Carl:
A split screen-viable UI event system | Battle Planet Judgement Day - Unite Copenhagen
Hear about the implementation of a 2-player split screen user interface (UI) in Battle Planet Judgement Day. In Unity, the Event System allows only one element to be currently selected, which can be a problem when designing split screen UI. In this session, you'll discover how this issue was addressed in Battle Planet Judgement Day, the ups and downs of the implementation, insights on pitfalls to avoid and best practices learned during the time of development. We hope this will help you learn how to implement your own solution.
Speaker: Kevin Hagen - Threaks
Slides available here: www.slideshare.net/unity3d/a-split-screenviable-ui-event-system-unite-copenhagen-2019
From inheritance to maintenance: Restructuring your projects - Unite Copenhagen
Get a detailed overview of a mobile game developer's project that inherited prototype code and transformed it into a maintainable project, without interfering with its releases. You'll hear about the goals, pitfalls, and other learnings. This session will discuss how you can restructure your own projects, whether they are already released or still in development, for more efficient workflow.
Speaker: Christoph Pantea-Becher - iGotcha Studios
Slides available here: www.slideshare.net/unity3d/from-inheritance-to-maintenance-restructuring-your-projects-unite-copenhagen
Understanding the package management ecosystem - Unite Copenhagen
Get a detailed breakdown of the Unity Package Manager authoring and publication workflows available in Unity 2019.3. In this session, we recap the core functional principles of the Unity Package Manager (UPM) package format and Editor integration, then dive into concrete examples of how users can convert existing tools or legacy .unitypackages into the new UPM format.
Daniel and Borris cover recommended package structure and versioning, defining package dependencies, understanding Unity's dependency conflict resolution, how to use samples, testing your package, and sharing your package across projects and to other users.
Daniel Tutino-Galletti - Unity
Boris Mongeau - Unity
Introduction to Mixed and Augmented Reality Studio (MARS) - Unite Copenhagen
Sitting on top of the AR Foundation Framework, MARS allows you to quickly prototype, test, and build rich, deeply interactive apps that truly augment reality. Watch for a deeper dive on the keynote announcement about MARS, including an overview of the product, how it interacts with AR Foundation, and Unity's product roadmap.
Andrew Maneri - Unity
Charles Migos - Unity
Timoni West - Unity
Build AR applications that intelligently react to, and live in, the real world with MARS: on.unity.com/2nZERLW
Slides available here:www.slideshare.net/unity3d/mixed-and-augmented-reality-studio-mars-what-you-need-to-know-unite-copenhagen-2019