This document provides an introduction to developing video games across multiple platforms using Unity3D and C#. It outlines downloading and installing Unity3D, exploring the Unity interface, developing games on PC and Mac, using scenes, game objects, components and scripts in Unity, and deploying games to PC, Mac, mobile, and web platforms. It also discusses additional tools that can be used and provides an overview of building a sample voxel engine game in Unity3D to demonstrate core concepts.
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.
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.
New 2D World-Building, Animation & Graphics Features in UnityUnity Technologies
This video explores organic world-building with Sprite Shape as well as improvements to Tilemap for grid-based layouts. This includes a demo of Phase 2 of our 2D Sprite Rigging tools for 2D animation and enhancements to 2D graphics, including the Pixel Perfect Camera. There's also a sneak peek into the future of 2D at Unity.
Speakers:
Alessia Nigretti (Unity Technologies)
Rus Scammell (Unity Technologies)
Just when you thought FME couldn’t be more fun, we’re offering an entire webinar on FME and gaming!
There are two different ways to interpret “Gaming with FME,” so we’re covering both of them. The first type of gaming; using FME to transform real-world data to formats understood by gaming engines like Unreal Engine or Roblox. Practically, this is a great way for businesses to explore their data in a virtual world.
The second type of gaming; building your very own games with FME and using FME to run them. Over the last few years, Dmitri has built some mind-blowing games that have never been featured in a whole webinar before.
Whether you’re a N00b to FME, or having been using it for years, you’re bound to level up your skills in this webinar.
A Simple presentation about the Unreal Engine.The session contained life demos, but of course I couldn't add them to the presentation.They should be seen live!
Short tutorial given by Mark Billinghurst on April 14th 2016 on how to build low cost VR experiences using the Google Cardboard VR viewer. The slides show how to use Unity and the Cardboard SDK to build VR applications.
Short lecture on Unity and how to use Unity and SteamVR to create a simple VR scene. Taught by Mark Billinghurst at the University of South Australia on July 30th 2019
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
Lecture 6 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to Unity 3D. Look for the other 9 lectures in the course.
New 2D World-Building, Animation & Graphics Features in UnityUnity Technologies
This video explores organic world-building with Sprite Shape as well as improvements to Tilemap for grid-based layouts. This includes a demo of Phase 2 of our 2D Sprite Rigging tools for 2D animation and enhancements to 2D graphics, including the Pixel Perfect Camera. There's also a sneak peek into the future of 2D at Unity.
Speakers:
Alessia Nigretti (Unity Technologies)
Rus Scammell (Unity Technologies)
Just when you thought FME couldn’t be more fun, we’re offering an entire webinar on FME and gaming!
There are two different ways to interpret “Gaming with FME,” so we’re covering both of them. The first type of gaming; using FME to transform real-world data to formats understood by gaming engines like Unreal Engine or Roblox. Practically, this is a great way for businesses to explore their data in a virtual world.
The second type of gaming; building your very own games with FME and using FME to run them. Over the last few years, Dmitri has built some mind-blowing games that have never been featured in a whole webinar before.
Whether you’re a N00b to FME, or having been using it for years, you’re bound to level up your skills in this webinar.
A Simple presentation about the Unreal Engine.The session contained life demos, but of course I couldn't add them to the presentation.They should be seen live!
Short tutorial given by Mark Billinghurst on April 14th 2016 on how to build low cost VR experiences using the Google Cardboard VR viewer. The slides show how to use Unity and the Cardboard SDK to build VR applications.
Short lecture on Unity and how to use Unity and SteamVR to create a simple VR scene. Taught by Mark Billinghurst at the University of South Australia on July 30th 2019
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
Lecture 6 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture provides an introduction to Unity 3D. Look for the other 9 lectures in the course.
Easy coding a multi device game with FireMonkeypprem
Learn how to use Delphi and FireMonkey to create a simple game in less than 2 hours.
The replay of this webinar is available at https://serialstreameur.fr/emb-coderage-2018
Encryption in Microsoft 365 - ExpertsLive Netherlands 2024Albert Hoitingh
In this session I delve into the encryption technology used in Microsoft 365 and Microsoft Purview. Including the concepts of Customer Key and Double Key Encryption.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
UiPath Test Automation using UiPath Test Suite series, part 3DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 3. In this session, we will cover desktop automation along with UI automation.
Topics covered:
UI automation Introduction,
UI automation Sample
Desktop automation flow
Pradeep Chinnala, Senior Consultant Automation Developer @WonderBotz and UiPath MVP
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Smart TV Buyer Insights Survey 2024 by 91mobiles.pdf91mobiles
91mobiles recently conducted a Smart TV Buyer Insights Survey in which we asked over 3,000 respondents about the TV they own, aspects they look at on a new TV, and their TV buying preferences.
Software Delivery At the Speed of AI: Inflectra Invests In AI-Powered QualityInflectra
In this insightful webinar, Inflectra explores how artificial intelligence (AI) is transforming software development and testing. Discover how AI-powered tools are revolutionizing every stage of the software development lifecycle (SDLC), from design and prototyping to testing, deployment, and monitoring.
Learn about:
• The Future of Testing: How AI is shifting testing towards verification, analysis, and higher-level skills, while reducing repetitive tasks.
• Test Automation: How AI-powered test case generation, optimization, and self-healing tests are making testing more efficient and effective.
• Visual Testing: Explore the emerging capabilities of AI in visual testing and how it's set to revolutionize UI verification.
• Inflectra's AI Solutions: See demonstrations of Inflectra's cutting-edge AI tools like the ChatGPT plugin and Azure Open AI platform, designed to streamline your testing process.
Whether you're a developer, tester, or QA professional, this webinar will give you valuable insights into how AI is shaping the future of software delivery.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
JMeter webinar - integration with InfluxDB and GrafanaRTTS
Watch this recorded webinar about real-time monitoring of application performance. See how to integrate Apache JMeter, the open-source leader in performance testing, with InfluxDB, the open-source time-series database, and Grafana, the open-source analytics and visualization application.
In this webinar, we will review the benefits of leveraging InfluxDB and Grafana when executing load tests and demonstrate how these tools are used to visualize performance metrics.
Length: 30 minutes
Session Overview
-------------------------------------------
During this webinar, we will cover the following topics while demonstrating the integrations of JMeter, InfluxDB and Grafana:
- What out-of-the-box solutions are available for real-time monitoring JMeter tests?
- What are the benefits of integrating InfluxDB and Grafana into the load testing stack?
- Which features are provided by Grafana?
- Demonstration of InfluxDB and Grafana using a practice web application
To view the webinar recording, go to:
https://www.rttsweb.com/jmeter-integration-webinar
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
3. What
Introduction to developing production quality video games with Unity3D and C#
◦ Explore the Unity3D Interface
◦ Developing on a PC or Mac
◦ Unity and C#
◦ Scenes
◦ GameObjects
◦ Components
◦ Scripts
◦ Deployment
◦ PC/Mac
◦ Mobile
5. The Setup
Download and Install Unity3D
◦ http://unity3d.com/unity/download (Hopefully I have brought along thumb drives)
PC/MAC
◦ A Web Browser
iOS
◦ Xcode
Android
◦ Android SDK and JDK
WP8
◦ WP8 SDK
Most Importantly Have an Idea
9. Adding to the Scene
Let us begin doing something!
◦ Examine the Camera
◦ Add a GameObject (Cube) to the Hierarchy
◦ View the Cube within the Scene
◦ View the Cube within the Game
◦ View the Cube within the Inspector
◦ View the Cube’s Gizmos
◦ Manipulate the Cube with the Transform Tools (Pan, Transform, Rotate, Scale)
15. GameObjects
Every object in your game is a GameObject
Without Components GameObjects are more of an organizational tool using Parenting
GameObjects contain Components
All GameObjects contain a Transform Components
◦ Transform Components tell Unity where to put the GameObject in the Scene, more later
◦ Transform are essential for Parenting
16. Components
Components are the functional pieces of every GameObject.
Component Properties can be changed by the Editor or Scripts.
Components can be; Added, Copied, Removed, Reordered, Reset, and Required
Unity tries to choose the best Editor for the Properties. Hints or Custom Editors can be used with
Properties to make the Inspector incredibly useful.
!Important: Changes made to the Unity while Running the Game are reverted once the Game is
stopped. More on this when start looking at Scripts.
17. Component Cont.
Goal
◦ Add a GameObject whose Mesh we can tile and
manipulate later
Setup
◦ Add a New GameObject (Ctrl+Shift+N)
◦ Name it Chunk
◦ Add a Components to Chunk
◦ Mesh Filter
◦ Mesh Render
◦ Mesh Colider
◦ Transform Chunk to 0,0,10
19. C# Scripts - MonoBehaviors
Scripts
◦ All Component Scripts must inherit from
MonoBehaviour
◦ Standard CLR classes/structs can be created and
used by MonoBehaviours
◦ Public Properties are exposed to the Inspectors
◦ Known Event Methods are called by Unity,
without needing to Override
◦ Awake: Called when the script instance is being loaded
◦ Start: Called before the object’s first frame update
◦ Update: Called before a frame update
◦ Many More…
20. C# Scripts – PolygonGenerator – Class
Goal
◦ Use a Script to hold our mesh geometry
Setup
◦ Create a Folder named “Scripts”
◦ Create a Folder in “Scripts” Named “Generators”
◦ Create a Script named “PolygonGenerator”
◦ Drag “PolygonGenerator” onto “Chunk”
◦ Create Structures to hold the new Mesh
Geometry
◦ Create a cache to hold the GameObjects Mesh
21. C# Scripts – PolygonGenerator – Events
Goal
◦ Using our structure using Unity’s Events to draw
our mesh
Setup
◦ Get the Mesh from the Parent
◦ Determine the position of the Parent
◦ Add Vertices around the current Position
◦ Add Triangles in order
◦ Add our new structures to the GameObjects
Mesh
23. Assets
Goal
◦ Add Art we can use to draw on our Mesh
Add a Piece of Art for Materials named “tiles”
◦ This will be our Tile Sheet, it is 128x128 with sixteen 32x32
tiles; simple numbers make for easy math later.
◦ Advanced - Select this when you want to have specific
parameters on your texture and you want to have total
control over your texture.
◦ Filter Mode - Selects how the Texture is filtered when it
gets stretched by 3D transformations:
◦ Point - The Texture becomes blocky up close
◦ Generate Mip Maps - Select this to enable mip-map
generation. Mip maps are smaller versions of the texture
that get used when the texture is very small on screen. See
the Details section at the end of the page.
◦ Drag tiles on to “Chunk”
25. Visual Properties Cont.
Goal
◦ Change the Chosen Texture
Setup
◦ Run the Game
◦ Use the Inspector to change values of Chosen
Texture
◦ From 0,0
◦ To 0,3
26. C# Scripts – PolygonGenerator – Terrain
Goal
◦ Extend our simple polygon to a whole terrain of
polygon
Setup
◦ Create a 2 Dimensional array to hold the block
textures
◦ Change our generation to Generate Squares
◦ Count the squares
◦ Randomize the Terrain
◦ Build the Mesh
27. C# Scripts – PolygonGenerator – Noise
Goal
◦ Use a Unity Function to add some noise to our
boring Voxel
Setup
◦ We are going to call the Math.PerlinNoise
method to generate some pseudo-random
patterns.
28. Importing Packages – AKA Having a Ball
Goal
◦ Add something interactive in the game using the
Packages
Setup
◦ Asset -> Import -> Standard Assets (Mobile)
◦ Import everything
◦ Project -> Standard Assets (Mobile) -> Prefabs ->
Roll A Ball
◦ Reset
◦ Drop Camera in the Roll A Ball
◦ Transform Chunk to -15,-120,0
◦ Roll A Ball -> Rigidbody -> Constrain Position Z
◦ Prepare to be Dizzy
29. A Game with Bounce
Goal
◦ Add some interaction and glance at using Inputs
in Unity
Setup
◦ Disable the Roll A Ball Script
◦ That will keep the Start and Update Events from occuring
◦ Create Script Named “TapToBounce”
◦ Start with Grabbing the Owners RigidBody
◦ During the Update check in MouseButton 0 was
lifted
◦ This will translate to the First Touch up in Mobile
◦ When Touch is lifted AddForce to the RigidBody
31. Exporting the Web
Lets Take our app and ship it out to the Web
◦ Ctrl+Shift+B
◦ Add Current (to add the current scene)
◦ Platform Web Player
◦ Switch Platform (if your current platform isn’t
web)
◦ Create Folder “Web”
◦ Build And Run
32. Exporting to Mobile
Well the web was nice, now lets kick it out to
Android
◦ Create a Bundle Identifier
◦ Ctrl+Shift+B
◦ Platform Android
◦ Switch Platform (if your current platform isn’t
Android)
◦ Create Folder “Android”
◦ Build And Run
The Mesh is the detailed geometry of your GameObject
The Mesh Filter takes a mesh from your assets and passes it to the Mesh Renderer for rendering on the screen.
The Mesh Renderer takes the geometry from the Mesh Filter and renders it at the position defined by the object's Transform component.
The Mesh Collider takes a Mesh Asset and builds its Collider based on that mesh. It is far more accurate for collision detection than using primitives for complicated meshes.
using System.Collections.Generic;
using UnityEngine;
using System.Collections;
public class PolygonGenerator : MonoBehaviour {
protected List<Vector3> newVertices = new List<Vector3>();
protected List<int> newTriangles = new List<int>();
protected List<Vector2> newUV = new List<Vector2>();
private Mesh mesh;
private void Start()
{
mesh = GetComponent<MeshFilter>().mesh;
float x = transform.position.x;
float y = transform.position.y;
float z = transform.position.z;
newVertices.Add(new Vector3(x, y, z));
newVertices.Add(new Vector3(x + 1, y, z));
newVertices.Add(new Vector3(x + 1, y - 1, z));
newVertices.Add(new Vector3(x, y - 1, z));
newTriangles.Add(0);
newTriangles.Add(1);
newTriangles.Add(3);
newTriangles.Add(1);
newTriangles.Add(2);
newTriangles.Add(3);
mesh.Clear();
mesh.vertices = newVertices.ToArray();
mesh.triangles = newTriangles.ToArray();
mesh.Optimize();
mesh.RecalculateNormals();
}
void Update () {
}
}