Unity is a game engine that supports creating 2D and 3D games across many platforms. It uses a scene-based workflow where games are composed of multiple scenes. GameObjects are the basic elements in a scene and have components that define their properties and behaviors. Common components include renderers, audio sources, scripts, and physics components. Unity supports C# and JavaScript for scripting and has an asset store for additional content. It outputs code for multiple platforms through compilation.
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...Gerke Max Preussner
Overview of the Unreal Motion Graphics (UMG) framework in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
FMX 2017: Extending Unreal Engine 4 with Plug-ins (Master Class)Gerke Max Preussner
Overview on creating code projects and plug-ins, and introduction on how to add new asset types to UE4 and customize their look & feel via asset actions and custom asset editors. The corresponding source code is available at https://headcrash.industries/vault/presentations/fmx/
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
West Coast DevCon 2014: The Slate UI Framework (Part 2) - Game UI & Unreal Mo...Gerke Max Preussner
Overview of the Unreal Motion Graphics (UMG) framework in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
FMX 2017: Extending Unreal Engine 4 with Plug-ins (Master Class)Gerke Max Preussner
Overview on creating code projects and plug-ins, and introduction on how to add new asset types to UE4 and customize their look & feel via asset actions and custom asset editors. The corresponding source code is available at https://headcrash.industries/vault/presentations/fmx/
GDC Europe 2014: Unreal Engine 4 for Programmers - Lessons Learned & Things t...Gerke Max Preussner
A high-level overview of Unreal Engine 4, its game framework, the Slate user interface library, Unreal Motion Graphics, and Editor and Engine extensibility. Presented at GDC Europe in Cologne, Germany.
Also includes bonus slides on concurrency and parallelism features, general tips for programmers and Epic's build and automation infrastructure.
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureGerke Max Preussner
Overview of build tools, build automation, source code management and automated testing infrastructure at Epic Games. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Introductory slides for our live coding demonstration at GDC Europe on August 4th, 2015. We are creating a hover component in Blueprint and converting it to a C++ plug-in. The corresponding Visual Studio project files are available at https://headcrash.industries/vault/presentations/gdc-europe/
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014Murat Gürel
This talk will cover technical design choices, tips & tricks for creating an endless runner platformer for Android & iOS in Unity, with real examples from our own game Evliya Celebi: Olumsuzluk Suyu, which include: character controls, animations & state machine, level design & generation, performance optimisations, gui elements, cross-platform design, level editor.
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionGerke Max Preussner
Overview of the Slate user interface framework and low-level UI capabilities in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Memory Profiler: The Tool for Troubleshooting Memory-Related IssuesUnity Technologies
Although Unity has good performance tools, it has traditionally been lacking in the area of troubleshooting memory-related issues. Finding leaking memory, biggest allocations, or just poking around to see what was happening has not been easy in the past. Come to this session to learn how the Memory Profiler aims to change that.
Greg Wojciechowski (Unity Technologies)
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
West Coast DevCon 2014: Build Automation - Epic’s Build Tools & InfrastructureGerke Max Preussner
Overview of build tools, build automation, source code management and automated testing infrastructure at Epic Games. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Introductory slides for our live coding demonstration at GDC Europe on August 4th, 2015. We are creating a hover component in Blueprint and converting it to a C++ plug-in. The corresponding Visual Studio project files are available at https://headcrash.industries/vault/presentations/gdc-europe/
2D Endless Runner in Unity for Mobile - GDG DevFest Istanbul 2014Murat Gürel
This talk will cover technical design choices, tips & tricks for creating an endless runner platformer for Android & iOS in Unity, with real examples from our own game Evliya Celebi: Olumsuzluk Suyu, which include: character controls, animations & state machine, level design & generation, performance optimisations, gui elements, cross-platform design, level editor.
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
East Coast DevCon 2014: Programming in UE4 - A Quick Orientation for CodersGerke Max Preussner
Overview of basic concepts and common blockers when programming for Unreal Engine 4. Presented at East Coast Unreal Engine DevCon 2014 in Montreal and Boston.
West Coast DevCon 2014: The Slate UI Framework (Part 1) - IntroductionGerke Max Preussner
Overview of the Slate user interface framework and low-level UI capabilities in Unreal Engine 4. Presented at West Coast Unreal Engine DevCon 2014 in San Francisco and Seattle.
Memory Profiler: The Tool for Troubleshooting Memory-Related IssuesUnity Technologies
Although Unity has good performance tools, it has traditionally been lacking in the area of troubleshooting memory-related issues. Finding leaking memory, biggest allocations, or just poking around to see what was happening has not been easy in the past. Come to this session to learn how the Memory Profiler aims to change that.
Greg Wojciechowski (Unity Technologies)
Developing applications and games in Unity engine - Matej Jariabka, Rudolf Ka...gamifi.cc
gamifi.cc team - Rudolf & Matej presented on local tech/mobile/games conference experience with Unity & game development in general.
We also list some other tools that might help you. First part covers business tips & reasons to use Unity.
This presentation was broken into two parts. The first part covers various approaches to creating games on mobile platforms with some details specific to Windows 8. The second part covers strategies for creating successful mobile games including promotion and monetization strategies. While this talk was primarily to a Windows 8 developer audience, the talk was largely cross-platform focused, and parts of the second half on mobile strategy can apply to both apps as well as games.
Maximize Your Production Effort (English)slantsixgames
Efficient Content Authoring Tools and Pipeline for Inter-Studio Asset Development
With the complexity of today's video games and their associated tight timelines, it is paramount for video game studios to have a highly efficient content authoring process and production workflow. With a trend towards outsourced development of game assets, there are additional considerations that are important for achieving optimal workflow between studios that are co-developing or sharing assets. This lecture gives valuable insight into how to create new content authoring tools and data transformation pipelines that promote efficient work flow for both internal and remote production teams. Specific considerations for outsourcing and worldwide development are made along the way.
Making A Game Engine Is Easier Than You ThinkGorm Lai
This is a talk I gave at the Develop Conference 2015 in Brighton. It is a an attempt at making a balanced talk on when it makes sense to make your own technology, and what it takes to get you there.
Learn the aspects of building multi-screen and multi-form factor games for various devices ranging from mobiles, tablets to desktop. Also covered will be the aspects of design/development for web based games and standalone games for multiple devices. Understand how Adobe Flash Platform makes it extremely easy for you to build striking games, test and publish them for many devices.
A basic presentation on unity 3D. In this presentation we have talked about what unity 3D is and why it is preferable over other game engines for development. How can we develop a game on it.
Qt World Summit 2015 Talk by V-Play: How to Develop with Qt for Multiple Scre...FELGO SDK
A summarized version is available here:
http://v-play.net/?p=10928
*** Quick Summary ***
This session shows how to develop applications for multiple screen sizes, screen resolutions and form factors like phones, tablets and desktop PCs with Qt. We show how you can use the same code base, while having native-looking UIs across platforms like iOS and Android with Qt and V-Play Apps. This involves tips for responsive design with Qt and a comparison when to use Qt Quick and in which cases C++ is the better choice.
We cover dynamic image switching, content scaling and basic Qt Quick features like file selectors, Loader elements, Layouts, QML Singletons and property bindings and compare the use cases for each of them. In addition, we introduce a density-independent approach you can use to create Qt apps on different resolutions and screen densities.
This talk also explains which V-Play components you can use to increase your application downloads and user retention. And how to measure the success of your apps across platforms.
This presentation gives you a technical overview with code snippets and hands-on examples of the possibilities with Qt for multi-screen development. For a non-technical overview of this topic, we recommend the first part of this presentation in the Qt Technology Strategy Track.
*** Presentation Keywords ***
Qt, Qt Quick, QML, JavaScript, V-Play Game Engine, V-Play Apps, V-Play Qt 5 Plugins
Screen density, screen resolution, screen size
Density independence, density-independent pixels; pixel density
Dynamic image switching, dynamic image selection; Android: alternative bitmaps; retina display, retina images
High dpi screens
Multiple screen aspect ratios
Supporting Multiple Screens, Responsive Design (tablet layout, adaptive layout, adaptable layout, scalability)
Multiple resolutions
Content scaling, upscaling, adaptive scaling
User Retention, User-Generated Content, UGC, community building, V-Play Game Network, Gamification, Leaderboards, Achievements, Multiplayer, Chat, Push Notifications, Mobile Analytics
Qt 5 Plugins, V-Play Plugins, Qt Facebook Plugin, Qt Chartboost, Qt AdMob, Qt Flurry Analytics, Qt Push Notifications, Qt In-App Purchases
Mobile networking technologies are the most ubiquitously spread among mankind and with
the technological advances of mobile clients are becoming a prime target for innovative
3D graphics applications.
Our research, presented in this thesis, focuses on new methods of reducing polygonal
models and other commonly used graphical structures in order to bring 3D computer
graphics to devices with limited processor speeds and memory, such as mobile phones.
These environments bring new challenges in algorithm efficiency and data reduction. We
concentrated our effort in three areas: 1. Facial animation on mobile phones, 2. Cooperative
computer graphics in distributed environments and 3. Procedurally generated cities and
buildings.
The aim of the thesis is to be a multidisciplinary publication that combines research
results from fields of computer graphics and mobile networking. We focused on novel
ways to utilize the properties of distributed mobile environments to perform graphical tasks
and overcome various problems in distributed graphical applications caused by occasional
unreliable mobile device network connections.
Software Engineering, Software Consulting, Tech Lead, Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Transaction, Spring MVC, OpenShift Cloud Platform, Kafka, REST, SOAP, LLD & HLD.
Enterprise Resource Planning System includes various modules that reduce any business's workload. Additionally, it organizes the workflows, which drives towards enhancing productivity. Here are a detailed explanation of the ERP modules. Going through the points will help you understand how the software is changing the work dynamics.
To know more details here: https://blogs.nyggs.com/nyggs/enterprise-resource-planning-erp-system-modules/
AI Genie Review: World’s First Open AI WordPress Website CreatorGoogle
AI Genie Review: World’s First Open AI WordPress Website Creator
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-genie-review
AI Genie Review: Key Features
✅Creates Limitless Real-Time Unique Content, auto-publishing Posts, Pages & Images directly from Chat GPT & Open AI on WordPress in any Niche
✅First & Only Google Bard Approved Software That Publishes 100% Original, SEO Friendly Content using Open AI
✅Publish Automated Posts and Pages using AI Genie directly on Your website
✅50 DFY Websites Included Without Adding Any Images, Content Or Doing Anything Yourself
✅Integrated Chat GPT Bot gives Instant Answers on Your Website to Visitors
✅Just Enter the title, and your Content for Pages and Posts will be ready on your website
✅Automatically insert visually appealing images into posts based on keywords and titles.
✅Choose the temperature of the content and control its randomness.
✅Control the length of the content to be generated.
✅Never Worry About Paying Huge Money Monthly To Top Content Creation Platforms
✅100% Easy-to-Use, Newbie-Friendly Technology
✅30-Days Money-Back Guarantee
See My Other Reviews Article:
(1) TubeTrivia AI Review: https://sumonreview.com/tubetrivia-ai-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
#AIGenieApp #AIGenieBonus #AIGenieBonuses #AIGenieDemo #AIGenieDownload #AIGenieLegit #AIGenieLiveDemo #AIGenieOTO #AIGeniePreview #AIGenieReview #AIGenieReviewandBonus #AIGenieScamorLegit #AIGenieSoftware #AIGenieUpgrades #AIGenieUpsells #HowDoesAlGenie #HowtoBuyAIGenie #HowtoMakeMoneywithAIGenie #MakeMoneyOnline #MakeMoneywithAIGenie
Graspan: A Big Data System for Big Code AnalysisAftab Hussain
We built a disk-based parallel graph system, Graspan, that uses a novel edge-pair centric computation model to compute dynamic transitive closures on very large program graphs.
We implement context-sensitive pointer/alias and dataflow analyses on Graspan. An evaluation of these analyses on large codebases such as Linux shows that their Graspan implementations scale to millions of lines of code and are much simpler than their original implementations.
These analyses were used to augment the existing checkers; these augmented checkers found 132 new NULL pointer bugs and 1308 unnecessary NULL tests in Linux 4.4.0-rc5, PostgreSQL 8.3.9, and Apache httpd 2.2.18.
- Accepted in ASPLOS ‘17, Xi’an, China.
- Featured in the tutorial, Systemized Program Analyses: A Big Data Perspective on Static Analysis Scalability, ASPLOS ‘17.
- Invited for presentation at SoCal PLS ‘16.
- Invited for poster presentation at PLDI SRC ‘16.
Transform Your Communication with Cloud-Based IVR SolutionsTheSMSPoint
Discover the power of Cloud-Based IVR Solutions to streamline communication processes. Embrace scalability and cost-efficiency while enhancing customer experiences with features like automated call routing and voice recognition. Accessible from anywhere, these solutions integrate seamlessly with existing systems, providing real-time analytics for continuous improvement. Revolutionize your communication strategy today with Cloud-Based IVR Solutions. Learn more at: https://thesmspoint.com/channel/cloud-telephony
Artificia Intellicence and XPath Extension FunctionsOctavian Nadolu
The purpose of this presentation is to provide an overview of how you can use AI from XSLT, XQuery, Schematron, or XML Refactoring operations, the potential benefits of using AI, and some of the challenges we face.
Top Features to Include in Your Winzo Clone App for Business Growth (4).pptxrickgrimesss22
Discover the essential features to incorporate in your Winzo clone app to boost business growth, enhance user engagement, and drive revenue. Learn how to create a compelling gaming experience that stands out in the competitive market.
Introducing Crescat - Event Management Software for Venues, Festivals and Eve...Crescat
Crescat is industry-trusted event management software, built by event professionals for event professionals. Founded in 2017, we have three key products tailored for the live event industry.
Crescat Event for concert promoters and event agencies. Crescat Venue for music venues, conference centers, wedding venues, concert halls and more. And Crescat Festival for festivals, conferences and complex events.
With a wide range of popular features such as event scheduling, shift management, volunteer and crew coordination, artist booking and much more, Crescat is designed for customisation and ease-of-use.
Over 125,000 events have been planned in Crescat and with hundreds of customers of all shapes and sizes, from boutique event agencies through to international concert promoters, Crescat is rigged for success. What's more, we highly value feedback from our users and we are constantly improving our software with updates, new features and improvements.
If you plan events, run a venue or produce festivals and you're looking for ways to make your life easier, then we have a solution for you. Try our software for free or schedule a no-obligation demo with one of our product specialists today at crescat.io
A Study of Variable-Role-based Feature Enrichment in Neural Models of CodeAftab Hussain
Understanding variable roles in code has been found to be helpful by students
in learning programming -- could variable roles help deep neural models in
performing coding tasks? We do an exploratory study.
- These are slides of the talk given at InteNSE'23: The 1st International Workshop on Interpretability and Robustness in Neural Software Engineering, co-located with the 45th International Conference on Software Engineering, ICSE 2023, Melbourne Australia
May Marketo Masterclass, London MUG May 22 2024.pdfAdele Miller
Can't make Adobe Summit in Vegas? No sweat because the EMEA Marketo Engage Champions are coming to London to share their Summit sessions, insights and more!
This is a MUG with a twist you don't want to miss.
Quarkus Hidden and Forbidden ExtensionsMax Andersen
Quarkus has a vast extension ecosystem and is known for its subsonic and subatomic feature set. Some of these features are not as well known, and some extensions are less talked about, but that does not make them less interesting - quite the opposite.
Come join this talk to see some tips and tricks for using Quarkus and some of the lesser known features, extensions and development techniques.
Custom Healthcare Software for Managing Chronic Conditions and Remote Patient...Mind IT Systems
Healthcare providers often struggle with the complexities of chronic conditions and remote patient monitoring, as each patient requires personalized care and ongoing monitoring. Off-the-shelf solutions may not meet these diverse needs, leading to inefficiencies and gaps in care. It’s here, custom healthcare software offers a tailored solution, ensuring improved care and effectiveness.
Utilocate offers a comprehensive solution for locate ticket management by automating and streamlining the entire process. By integrating with Geospatial Information Systems (GIS), it provides accurate mapping and visualization of utility locations, enhancing decision-making and reducing the risk of errors. The system's advanced data analytics tools help identify trends, predict potential issues, and optimize resource allocation, making the locate ticket management process smarter and more efficient. Additionally, automated ticket management ensures consistency and reduces human error, while real-time notifications keep all relevant personnel informed and ready to respond promptly.
The system's ability to streamline workflows and automate ticket routing significantly reduces the time taken to process each ticket, making the process faster and more efficient. Mobile access allows field technicians to update ticket information on the go, ensuring that the latest information is always available and accelerating the locate process. Overall, Utilocate not only enhances the efficiency and accuracy of locate ticket management but also improves safety by minimizing the risk of utility damage through precise and timely locates.
AI Pilot Review: The World’s First Virtual Assistant Marketing SuiteGoogle
AI Pilot Review: The World’s First Virtual Assistant Marketing Suite
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-pilot-review/
AI Pilot Review: Key Features
✅Deploy AI expert bots in Any Niche With Just A Click
✅With one keyword, generate complete funnels, websites, landing pages, and more.
✅More than 85 AI features are included in the AI pilot.
✅No setup or configuration; use your voice (like Siri) to do whatever you want.
✅You Can Use AI Pilot To Create your version of AI Pilot And Charge People For It…
✅ZERO Manual Work With AI Pilot. Never write, Design, Or Code Again.
✅ZERO Limits On Features Or Usages
✅Use Our AI-powered Traffic To Get Hundreds Of Customers
✅No Complicated Setup: Get Up And Running In 2 Minutes
✅99.99% Up-Time Guaranteed
✅30 Days Money-Back Guarantee
✅ZERO Upfront Cost
See My Other Reviews Article:
(1) TubeTrivia AI Review: https://sumonreview.com/tubetrivia-ai-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
Launch Your Streaming Platforms in MinutesRoshan Dwivedi
The claim of launching a streaming platform in minutes might be a bit of an exaggeration, but there are services that can significantly streamline the process. Here's a breakdown:
Pros of Speedy Streaming Platform Launch Services:
No coding required: These services often use drag-and-drop interfaces or pre-built templates, eliminating the need for programming knowledge.
Faster setup: Compared to building from scratch, these platforms can get you up and running much quicker.
All-in-one solutions: Many services offer features like content management systems (CMS), video players, and monetization tools, reducing the need for multiple integrations.
Things to Consider:
Limited customization: These platforms may offer less flexibility in design and functionality compared to custom-built solutions.
Scalability: As your audience grows, you might need to upgrade to a more robust platform or encounter limitations with the "quick launch" option.
Features: Carefully evaluate which features are included and if they meet your specific needs (e.g., live streaming, subscription options).
Examples of Services for Launching Streaming Platforms:
Muvi [muvi com]
Uscreen [usencreen tv]
Alternatives to Consider:
Existing Streaming platforms: Platforms like YouTube or Twitch might be suitable for basic streaming needs, though monetization options might be limited.
Custom Development: While more time-consuming, custom development offers the most control and flexibility for your platform.
Overall, launching a streaming platform in minutes might not be entirely realistic, but these services can significantly speed up the process compared to building from scratch. Carefully consider your needs and budget when choosing the best option for you.
2. What is Unity
• Unity is
– A game engine and ecosystem
– Supports more platforms than any other publically available tool
– Used by hobbyists & students, up to major studios
• Unity is not
– A 2D image or vector graphic creation tool (photoshop, gimp)
– A 3D modelling environment*
• It does have a built in terrain system
• Also supports third party plugins that enable some 3D modelling (ProBuilder)
3. Features/Capabilities
• AAA Game Quality
• Editor for scene (level) assembly & in-editor game play
• Physics
• Programming with C#, JavaScript, Boo
• 2D & 3D Support
• Audio
• Particle Effects
• Animation Systems
5. Its all about the scene
• Think of a scene as a level
• Game is a collection of 1->many scenes
• Scenes are included in build
• Can have many test scenes not in final build
• Remember this icon
6. GameObjects are everything
• Near everything in a scene is a GameObject
• The System.Object of Unity
• Simply name, tag, transform
• Transform is very important
GameObject
Lights
3D Models
SpritesHUDs
Particle
Systems
7. Components make things happen
• GameObjects come to life via Components
• Includes
– MeshRenderers
– SpriteRenderers
– Audio
– Cameras
– Physics behavior
– Particle systems
– Scripts (your code)
8. Prefabs and Unity packages
• Prefabs allow reuse across (and within) scenes
– Objects will turn blue in hierarchy
• Update .prefab = update every instance in project scenes
• Unity packages allow reuse across projects
– Asset store downloads are actually .unitypackage files
– Can be imported just by double clicking
9. Unity’s Architecture
• Major Components
– Editor
– MonoDevelop
– Game Engine
• Editor
– Can play test game (play mode)
– Can extend easily
10. Project Structure
• Assets
– Always top level folder shown in Unity Editor
– Every file you bring into your project, prefabs, art, audio, and more.
• Library
– Local cache for imported assets & metadata for assets.
• ProjectSettings
– Stores settings from Edit->Project Settings
• Temp/Obj
– Used for temporary files during the build process from Mono and Unity
11. Compilation
• In the Editor
– Mono is always used to compile scripts
– Compilation in editor may be different than final build
– What works in game may be different in end build
• Your exported Visual Studio Project
– Assemblies generated by Mono or .NET
• Your game
– Compilation varies per platform. Different APIs supported.
12. Programming Model
• Game Loops are per GameObject
• Most major c# constructs, features, types valid
– Lambdas, events, LINQ, anonymous methods, classes, etc
• Do I have to code?
– No – check out PlayMaker, Behave, RainAI
13. Physics Engine
• 3D physics engine NVIDIA® PhysX® Physics
– Is it any good?
• Licensed by Unity, Unreal Engine 4, Gamebryo, Vision, Instinct, and more
• 2D physics via Box2D
– 2D physics generally much faster
– Is it any good?
• Used by Unity, GameMaker, Construct2, and more
14. The generated projects & compilation passes
Project Path Used
in
Pass
Description
Assembly-CSharp.csproj 3 All other scripts not inside folder
called Editor
Assembly-CSharp-
firstpass.csproj
1 Scripts in folders under /Assets
called Standard Assets, Pro Standard
Assets and Plugins
Assembly-CSharp-Editor-
firstpass.csproj
2 Scripts in folders called Standard
Assets/Editor, Pro Standard
Assets/Editor and Plugins/Editor
*-.vs projects n/a Can be added to Visual Studio for
editing code and debugging*
Assembly-CSharp-
Editor.csproj
4 All other scripts inside a folder call
Editor
16. What’s required?
• Initial character sketch in any art program
– Pen/ink on paper works too of course, scanned in
• Create template layer in program
– Illustrator, Inkscape, Photoshop
• Bring sketch in as base layer for reference
• Create layers for character components
• Draw components on layers piece by piece
• Drawing tablet recommended
17. Creating 3D Assets
• Create sketch/reference
• Model in Maya, Blender, 3dsMax, etc
– Create basic shapes, extrude, tweak, repeat
– Third party plugins do support basic modelling in Unity (ex ProBuilder)
• Export or bring directly into Unity
– Export to .obj or .fbx, drag/drop in Unity
– Native file format drag/drop into Unity
• Requires modelling app installed on same machine
18. 3D
• 3D is simply X,Y,Z
– X Left<->Right
– Y Up<->Down
– Z Forward<->Backwards
• Left handed coordinates
19. Rigid bodies & Colliders
• Two components for physics
• Rigidbody
– Gives your object mass
– Makes it understand gravity (optionally)
– Can exist without collider, but won’t collide
• Collider
– Defines an area to calculate collisions based on
– Can also be triggers (no physical interaction, just code is called)
– Can exist without a rigidbody (ex. a platform)
20. Vectors are just values
• Vector2D contains two values (X,Y)
– var heading = new Vector2D(10f, 8f);
– Does not represent anything but values
• Vector3D contains three values (X,Y,Z)
– var heading = new Vector2D(10f, 20f, 7.5f);
• Vectors can represent direction, values, forces
• Vectors can be relative
– Forward can be where Z is
– Forward can be where character is facing
21. Moving objects manually
• Many ways, try to move only rigidbodies
• Non-rigidbodies Unity assumes aren’t moving
22. Top Row Source: Microsoft, as of 7/31/14
Bottom Row Source: Microsoft, 7/31/13 – 7/31/14
apps
$
active users
registered
developers
MO billing partners
help drive higher
monthly revenue
YoY growth YoY growth YoY growth YoY gross sales growth
24. In-app purchases
• Full support from the publishing dashboard
– Consumables – used up and purchased again
– Durable items – can have an expiration
– Receipts – use receipts to verify purchase
• Use any 3rd-party system you want
• Cannot be offered from a trial version
25. Associate your games in both Stores
• You can associate the Windows
Store and Windows Phone
versions of your games
• This allows a one-time purchase
for the user across all platforms
• Can lead to higher usage and
engagement with your app.
26. Back button
• //Unity does this for you automatically
• <phone:PhoneApplicationPage
BackKeyPress="PhoneApplicationPage_BackKeyPress" >
• private void PhoneApplicationPage_BackKeyPress(object sender, CancelEventArgs e)
• {
• e.Cancel = UnityApp.BackButtonPressed();
• }
• //IN your unity code, handle back button, you should quit, go back or dismiss modal UI
• void Update {
• if (Input.GetKeyDown(KeyCode.Escape)){
• Application.Quit();
• }
}
27. Hardware APIs that work seamlessly
• Touch
• Microphone
• Gyro & Accelerometer
• Webcam
• Location
Editor's Notes
Also a Cloud Build Service
Gallery URL
All your assets – art, code, audio, every single file you bring into your project goes here. Only make changes here in the Unity interface, never through your file system. This is always your top level folder in the Unity Editor.
Note: Not in live session, but included for more info
Compilation phases come into play when you want to call one language from another.
These work at each phase for each language. So if you want to use JavaScript to call C#, place C# inside a folder called /Plugins so its compiled first, and JavaScript inside any generic named folder.
If you have a simple Unity project, you won’t see all of these. They only get created when you have code put into various special folders. The projects shown in Fig. Projects are broken out by only three types:
Assembly-CSharp.csproj
Assembly-CSharp-firstpass.csproj
Assembly-CSharp-Editor.csproj
For each of those projects, there’s literally a duplicate project with the name –vs on the end of it. These projects are used instead if you use Visual Studio as your code editor and they can also be added to your exported project from Unity for platform-specific debugging in your Visual Studio solution. These Visual Studio specific ones would then be
Assembly-CSharp-vs.csproj
Assembly-CSharp-firstpass-vs.csproj
Assembly-CSharp-Editor-vs.csproj
The other projects there serve the same purpose but have CSharp replaced with UnityScript. These are simply the JavaScript (UnityScript) versions of the above projects if you use JavaScript in your Unity game and only if you have your scripts in the folders that would trigger these projects to get created.
Now that we’ve seen what projects get created, let’s explorer the folders then that trigger these projects to get created and what their purposes are. Every folder path below assumes this is underneath /Assets as a root folder in your project view. Assets is always the root folder that everything is contained underneath inside of the unity Editor. For ex Standard Assets is actually /Assets/Standard Assets. The build process for your scripts runs through four phases to generate assemblies. Objects compiled in Phase 1 cannot see those in Phase 2 because they have not yet been compiled. This is important to know when you are mixing UnityScript and C# in the same project. If you want to reference a C# class from UnityScript, you’ll need to make sure it compiles in an earlier phase.
Phase 1: Runtime scripts in folders under /Assets called Standard Assets, Pro Standard Assets and Plugins. This creates the Assembly-CSharp-firstpass.csproj project.
Phase 2: Scripts in folders called Standard Assets/Editor, Pro Standard Assets/Editor and Plugins/Editor. This folder is meant for scripts that interact with the Unity Editor API for design time functionality (think of a Visual Studio plugin and how it enhances the GUI, only this runs in the Unity Editor). This creates the Assembly-CSharp-Editor-firstpass.csproj project.
Phase 3: All other scripts that are not inside a folder called Editor. This creates the Assembly-CSharp.csproj project.
Phase 4: All remaining scripts (ie, the ones that are inside any other folder called Editor, ex /Assets/Editor or /Assets/Foo/Editor). This creates the Assembly-CSharp-Editor.csproj project.
There are a couple other less used folders that aren’t covered here, like Resources. What about the pending question of what is the compiler using? Is it .NET? Is it Mono? Is it .Net for Windows Runtime? Is it .NET for Windows Phone Runtime? The following table lists the defaults of what is used for compilation. This is important to know, especially for WinRT based applications because the API available per platform varies.
Matt to add overview image (completed picture with descriptions on it)
Zombie Pumpkin Slayers
Add collider code
Key delivery point: Our market execution and reach is delivering results: growth in customers, developers, and apps. In partnership with OEMs, mobile operators and developers, we are building a healthy 3rd mobile ecosystem that is delivering real gains for partners.
Note: these numbers are the combined Windows and Windows Phone Stores.
The top row are absolute numbers showing momentum in apps, users, developers and Store sales via mobile operator billing. The second row shows percentage growth over a year ago April. The bottom row is selected, specific proof points for each of the columns, including a list of recent apps launched.
MO billing is called out because of its importance to both our developers and customers, by expanding payment options, particularly in parts of the world where credit card penetration is low. Developers make 3x more revenue on paid apps in MO billing-enabled developed markets, and up to 8x in key emerging markets such as Mexico. We’ve enabled MO billing in 36 markets to date.
Top New Apps featured: Star Wars: Tiny Death Star, Frozen Free Fall, Kincectimals Unleashed, Beats Music, Facebook Messenger, eHarmony, Bad Piggies, CNET, Alaska Airlines, Spider-Man 2
Trial is recommended for paid model. Especially with games
Maximizes download exposure and leads to higher purchase conversion
Set via the developer dashboard – managed by the platform
Time-based or feature-based
3 day trial – user will be prompted to purchase after 3 days
Limit the features in the game until the user purchases
Make it clear in the app description