Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
Gdc 14 bringing unreal engine 4 to open_glchangehee lee
This document discusses bringing Unreal Engine 4 to OpenGL by porting its render hardware interface (RHI) to support OpenGL. It describes mapping the D3D11-based RHI to OpenGL, developing a cross-compiler to compile HLSL shaders to GLSL, addressing differences between D3D and OpenGL like texture coordinate systems, and optimizations to achieve performance parity with D3D11. It also covers bringing UE4 to Android by leveraging an NVIDIA Tegra K1 mobile chip's full OpenGL 4.4 support.
If you want to start a good career in Android Development, this presentation gives you a basic introduction about Android, and how you can develop your very first Android Application.
This document provides an introduction and overview to using Unity for VR development. It covers topics such as creating a Unity project, understanding the interface and navigation tools, customizing windows, importing assets from the Asset Store, adding objects to scenes, scene management with prefabs, setting up VR in Unity by installing the SteamVR plugin and adding a headset to the scene. It also provides next steps and additional resources for learning more about using the Vive headset in Unity as well as scripting, scene setup, and designing VR functionality.
Introduction to Unity3D and Building your First GameSarah Sexton
In Phase One, we will cover the basics of using the Unity editor’s interface, customizing the workspace, building a 3D environment, and adding sound effects.
In Phase Two, we will import a player character asset, learn about Animator Controllers, make animations, set up physics and gravity, and add player movement scripts.
In Phase Three, we will set up our Camera and write a script to make the camera follow our player character.
Gdc 14 bringing unreal engine 4 to open_glchangehee lee
This document discusses bringing Unreal Engine 4 to OpenGL by porting its render hardware interface (RHI) to support OpenGL. It describes mapping the D3D11-based RHI to OpenGL, developing a cross-compiler to compile HLSL shaders to GLSL, addressing differences between D3D and OpenGL like texture coordinate systems, and optimizations to achieve performance parity with D3D11. It also covers bringing UE4 to Android by leveraging an NVIDIA Tegra K1 mobile chip's full OpenGL 4.4 support.
If you want to start a good career in Android Development, this presentation gives you a basic introduction about Android, and how you can develop your very first Android Application.
This document provides an introduction and overview to using Unity for VR development. It covers topics such as creating a Unity project, understanding the interface and navigation tools, customizing windows, importing assets from the Asset Store, adding objects to scenes, scene management with prefabs, setting up VR in Unity by installing the SteamVR plugin and adding a headset to the scene. It also provides next steps and additional resources for learning more about using the Vive headset in Unity as well as scripting, scene setup, and designing VR functionality.
Persistent world-scale AR experiences with ARCore Cloud Anchors and AR Founda...Unity Technologies
In this session, Google engineers will walk through ARCore's Cloud Anchors feature, which will soon allow world-scale persistent augmented reality experiences. Cloud Anchors gives developers the ability to create AR experiences that are shared by multiple users both simultaneously and across a large time frame. With the new ARCore Extensions for AR Foundation, it is easier than ever to create shared AR experiences between users, regardless of what mobile device they are using. This presentation will include a special preview from our partners, Sybo and iDreamSky, about their new experience using persistent Cloud Anchors.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
GDC 2016: Modular Level Design of Fallout 4 Joel Burgess
Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
Unity is a popular cross-platform game engine that was first released in 2005. It allows developers to create 2D and 3D games that can be deployed across multiple platforms. Some key benefits of Unity include its support for a wide range of platforms, extensive asset store, ease of use particularly for beginners, and large developer community. However, limitations include an inability to directly link external code libraries and expensive pro licenses.
講演動画はこちら
https://www.youtube.com/watch?v=C_xkgdsnm0I
スライドデータはこちらからダウンロード可能です
https://epicgames.box.com/s/sa3h9b96xvik2rzmjeyhoofl83xm0ce0
発表者:小林 浩之(Epic Games Japan)
本スライドは2020年8月17日(月)から2020年8月24日(月)に行われた勉強会「 UE4 Ray Tracing Night Week」の講演資料となります。
Lecture 7 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 shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
Unity is a multi-platform game engine that can be used to develop 3D games. It provides tools for creating 3D environments and objects, animations, physics, lighting and rendering effects. Developers can use scripting languages like C# to program logic and interactions. Unity supports exporting games to many platforms including web, mobile, consoles and VR/AR. It includes an integrated development environment and asset store of reusable components.
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
Persistent world-scale AR experiences with ARCore Cloud Anchors and AR Founda...Unity Technologies
In this session, Google engineers will walk through ARCore's Cloud Anchors feature, which will soon allow world-scale persistent augmented reality experiences. Cloud Anchors gives developers the ability to create AR experiences that are shared by multiple users both simultaneously and across a large time frame. With the new ARCore Extensions for AR Foundation, it is easier than ever to create shared AR experiences between users, regardless of what mobile device they are using. This presentation will include a special preview from our partners, Sybo and iDreamSky, about their new experience using persistent Cloud Anchors.
Lecture 1 of the COMP 4010 course on Augmented and Virtual Reality. Taught by Mark Billinghurst, Bruce Thomas and Gun Lee from the University of South Australia. This lecture provides an introduction to Virtual Reality. Taught on July 24th 2018.
GDC 2016: Modular Level Design of Fallout 4 Joel Burgess
Originally presented by Joel Burgess and Nathan Purkeypile at GDC 2016, this presentation expands on the 2013 "Modular Level Design of Skyrim" presentation.
Unity is a popular cross-platform game engine that was first released in 2005. It allows developers to create 2D and 3D games that can be deployed across multiple platforms. Some key benefits of Unity include its support for a wide range of platforms, extensive asset store, ease of use particularly for beginners, and large developer community. However, limitations include an inability to directly link external code libraries and expensive pro licenses.
講演動画はこちら
https://www.youtube.com/watch?v=C_xkgdsnm0I
スライドデータはこちらからダウンロード可能です
https://epicgames.box.com/s/sa3h9b96xvik2rzmjeyhoofl83xm0ce0
発表者:小林 浩之(Epic Games Japan)
本スライドは2020年8月17日(月)から2020年8月24日(月)に行われた勉強会「 UE4 Ray Tracing Night Week」の講演資料となります。
Lecture 7 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 shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
Unity is a multi-platform game engine that can be used to develop 3D games. It provides tools for creating 3D environments and objects, animations, physics, lighting and rendering effects. Developers can use scripting languages like C# to program logic and interactions. Unity supports exporting games to many platforms including web, mobile, consoles and VR/AR. It includes an integrated development environment and asset store of reusable components.
This document provides an overview of an introduction to VR programming lecture. It introduces the course instructors, Prof. Shigekazu Sakai and Dr. Kobkrit Viriyayudhakorn, and outlines their respective course contents. It also covers an introduction to Unity and the basics of creating a script and attaching it to a game object in Unity. Some key points covered include an overview of VR devices and platforms, game design fundamentals like defining a problem and concept, and how to get started with programming in Unity using C#.
Fabio Mosca - Developing a VR multiplayer escape room: behind the scenes of V...Codemotion
VBI: Lost Connection is a VR multiplayer escape room where two players, as VBI special agents, need to cooperate inside Avery’s Virtual World to unfold the story and solve Adam Vogel’s mystery. The experience had to be designed for public spaces, including narrative elements and 2-people enigmas, which has led to specific challenges and solutions given a development time of 2 months. In this session we'll see how the experience has been made with Unreal Engine 4, the best practices followed, the technical integration of Watson Visual Recognition and lessons learned.
Verold Studio allows users to build and publish interactive 3D content to the web without coding. It provides visual tools for designers and artists to create scenes and define behaviors. Developers can customize projects using HTML/CSS/JavaScript and Three.js. The editor supports collaboration, importing 3D models and textures, animations, and publishing projects to be embedded on websites or downloaded as standalone apps. Components can be created to add interactivity and integrate third party libraries.
Unity is a multi-platform game development IDE that allows users to create 3D games and virtual worlds. It includes a game engine, script editor, 3D terrain editor, animation manager, and GUI system. Games made with Unity can be exported to run as native applications, web players, or on mobile platforms like iOS and Android. Unity uses a Mono compiler and allows scripting using JavaScript, C#, or Boo. Games are created by organizing 3D objects and scenes in a project.
This document provides an overview of the Unity game engine, including what Unity is, how to install it, its basic features like graphics, physics, scripting, and more. It discusses Unity's support for 2D and 3D games across over 20 platforms. The document also covers Unity's tools for building games, scripting, multiplayer/networking, audio/animation, navigation, assets, and how to build games for different platforms.
This document provides an overview and lessons learned from real world projects using Adobe AIR and the Starling framework for mobile development. It discusses how AIR allows for faster development across iOS and Android using existing AS3 skills. The state of the AIR ecosystem in 2013 is examined, highlighting mature libraries like Starling, Feathers and Away3D. Tips are provided around tool selection, common issues like touch handling and textures, and best practices for composition, layout and deployment. Real examples demonstrate list rendering and scrolling techniques. Resources for continuing education with Starling are also listed.
DSC RNGPIT - Getting Started with Game Development Day 1DeepMevada1
DSC RNGPIT had organized a session on Game Development where students where introduced to the basics of Game Development and the Unity Game Engine Interface.
Students were also introduced to the game development flowchart where an example of Flappy Bird was given, and were also given a task to make flowcharts for their games.
This presentation was given at the jQuery conference 2010 in Mountain View and featured the first public premiere of a sneak peek video of our upcoming JavaScript game engine.
The video preview can be found here: http://youtu.be/Ol3qQ4CEUTo
Enjoy and follow me at @pbakaus on Twitter!
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
This document provides an overview of the Unity game engine. It describes what Unity is, how to install it, and its main features. Unity can be used to create both 2D and 3D games and supports multiple platforms. It includes tools for graphics, physics, scripting, multiplayer networking, audio, animation, navigation, assets, and building games for different platforms. C# or JavaScript can be used for scripting. Visual Studio is recommended for script editing.
Kinect motion capture allows filmmakers to capture full-body motion and facial animation data using a Kinect sensor. The KinectToPin software records 3D skeletal tracking data from the Kinect and exports it to After Effects where it can be used to drive 2D character rigs. Rigging characters involves breaking them into multiple layers that map to the tracked joints, allowing for natural movement and animation. Motion capture with Kinect provides a more efficient workflow than traditional frame-by-frame animation by starting with live-action movement that can then be applied to animated characters.
This document provides a programmers guide for Cocos2d-x version 3.3. It includes chapters on basic Cocos2d-x concepts such as scenes, nodes, sprites, actions, and the scene graph. The guide explains how to create and manipulate sprites, run actions and sequences of actions, and handle parent-child relationships between nodes. It aims to teach programmers how to use Cocos2d-x to develop cross-platform 2D games.
This document describes the development of XRobots, a robot wrestling game where players write programs to control robots. It discusses the robot hardware which uses Lego Mindstorms EV3 kits with motors, sensors, and Bluetooth connectivity. An operating system runs the Java-based robot API to control movement and sensors. A game server facilitates networked communication between robots and handles game state and security. Xtext is used to define a programming language and web editor for writing robot control scripts. JavaFX provides graphics and OpenCV enables robot vision processing. The goal is to create an engaging and secure platform for programming and playing with robot battles.
Francois Laberge is the cofounder of Brass Monkey, a company developing a mobile app called Emotely that turns phones and tablets into wireless controllers. Emotely allows for classic couch multiplayer gaming by enabling phones and tablets to control games running in a browser from the comfort of the couch without any installation required on PCs. The Emotely SDK also makes it easy for developers to add multiplayer capabilities and innovative input methods to their own games.
This document provides an overview of the Unity game engine and game development process using Unity. It discusses Unity basics like scenes, game objects, prefabs, and scripting. It also covers installing Unity, system requirements, and building games for different platforms. The document is intended as an introductory guide for using Unity for game development.
This document provides an introduction to the Unity game engine. It discusses what Unity is, its key capabilities like rendering, animation and scripting. It explains Unity's visual editor allows seeing changes in real-time. Games are built with Unity by organizing assets into scenes and composing game objects using components which add functionality. The document demonstrates Unity's interface and concepts like assets, scenes, game objects and components. It also mentions Unity supports 2D games and runs on multiple platforms. In the live demo section, it indicates it will show Unity in action.
The document summarizes a senior project to build a MouthMouse prototype using force sensors, a TinyDuino microcontroller, and Bluetooth. It acknowledges professors who provided guidance and expertise. It describes the goals of developing a device to enhance computer skills for disabled users, programmers, and gamers. It provides details on the components, materials, budget, code, and processing required to build the first prototype.
Similar to IsoUnity: A retro-isometric toolkit for Unity (20)
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.
Measures in SQL (SIGMOD 2024, Santiago, Chile)Julian Hyde
SQL has attained widespread adoption, but Business Intelligence tools still use their own higher level languages based upon a multidimensional paradigm. Composable calculations are what is missing from SQL, and we propose a new kind of column, called a measure, that attaches a calculation to a table. Like regular tables, tables with measures are composable and closed when used in queries.
SQL-with-measures has the power, conciseness and reusability of multidimensional languages but retains SQL semantics. Measure invocations can be expanded in place to simple, clear SQL.
To define the evaluation semantics for measures, we introduce context-sensitive expressions (a way to evaluate multidimensional expressions that is consistent with existing SQL semantics), a concept called evaluation context, and several operations for setting and modifying the evaluation context.
A talk at SIGMOD, June 9–15, 2024, Santiago, Chile
Authors: Julian Hyde (Google) and John Fremlin (Google)
https://doi.org/10.1145/3626246.3653374
UI5con 2024 - Boost Your Development Experience with UI5 Tooling ExtensionsPeter Muessig
The UI5 tooling is the development and build tooling of UI5. It is built in a modular and extensible way so that it can be easily extended by your needs. This session will showcase various tooling extensions which can boost your development experience by far so that you can really work offline, transpile your code in your project to use even newer versions of EcmaScript (than 2022 which is supported right now by the UI5 tooling), consume any npm package of your choice in your project, using different kind of proxies, and even stitching UI5 projects during development together to mimic your target environment.
What is Augmented Reality Image Trackingpavan998932
Augmented Reality (AR) Image Tracking is a technology that enables AR applications to recognize and track images in the real world, overlaying digital content onto them. This enhances the user's interaction with their environment by providing additional information and interactive elements directly tied to physical images.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
UI5con 2024 - Keynote: Latest News about UI5 and it’s EcosystemPeter Muessig
Learn about the latest innovations in and around OpenUI5/SAPUI5: UI5 Tooling, UI5 linter, UI5 Web Components, Web Components Integration, UI5 2.x, UI5 GenAI.
Recording:
https://www.youtube.com/live/MSdGLG2zLy8?si=INxBHTqkwHhxV5Ta&t=0
E-commerce Development Services- Hornet DynamicsHornet Dynamics
For any business hoping to succeed in the digital age, having a strong online presence is crucial. We offer Ecommerce Development Services that are customized according to your business requirements and client preferences, enabling you to create a dynamic, safe, and user-friendly online store.
Hand Rolled Applicative User ValidationCode KataPhilip Schwarz
Could you use a simple piece of Scala validation code (granted, a very simplistic one too!) that you can rewrite, now and again, to refresh your basic understanding of Applicative operators <*>, <*, *>?
The goal is not to write perfect code showcasing validation, but rather, to provide a small, rough-and ready exercise to reinforce your muscle-memory.
Despite its grandiose-sounding title, this deck consists of just three slides showing the Scala 3 code to be rewritten whenever the details of the operators begin to fade away.
The code is my rough and ready translation of a Haskell user-validation program found in a book called Finding Success (and Failure) in Haskell - Fall in love with applicative functors.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
E-commerce Application Development Company.pdfHornet Dynamics
Your business can reach new heights with our assistance as we design solutions that are specifically appropriate for your goals and vision. Our eCommerce application solutions can digitally coordinate all retail operations processes to meet the demands of the marketplace while maintaining business continuity.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
Most important New features of Oracle 23c for DBAs and Developers. You can get more idea from my youtube channel video from https://youtu.be/XvL5WtaC20A
2. What is IsoUnity
+ A toolkit for Unity
=> Retro-Isometric Videogames
+ Pixel Friendly!
+ Developed in the UCM since 2014
=> 3 TFGs + 2 Free projects
=> First Narratech package
3. Who is it destinated?
Recover the retro-isometric style
Isometric videogames were very
popular in the 80s.
- > Filmation engine
- > Knight Lore
- > La Abadía del Crimen
Are them popular today?
- > Yes, but we miss the pixel art
4. Highlighted projects
IsoAbbey + IsoMonks
- Concept of LADC
- Agent based game
made with Jason
Tiny World
- Agent based
game for pro-
blem solving.
6. What does it provide?
IsoUnity is a:
-Map editor
- Made to help you with the pixel art!
-Entity and message manager
- With event based programming!
-Interaction controller
- Forget about dealing with Inputs!
-Visual programming system
- And even forget about programming!
7. Map editor
Create your maps in a couple of
clicks!
-1º Establish cells with different
heights and shapes!
-2º Paint the cells!
-3º Decorate as you want!
-4º Place the
entities and
make it alive!
-5º ?????
-6º PROFIT!
8. 1º Cells!
Create a map by adding cells:
- Left click -> Creates
- Right click -> Changes the height
- With custom handles to easily
manage the height!
9. 2º Paint!
Place your textures!
-> In IsoUnity we respect the pixel
¡Assisted
mappings!
¡Respect the
pixel,for my
father!
10. 2º Paint!
Easy controls!
- Left click: Put
- Left click + shift: Extracts
Paint a cell or the whole surface...
- You can even create your own
brushes!
12. 3º Decorate!
For it...
-Define the decoration
-Multi-tile is supported
-You can even create animated
decorations in a few clicks!
13. 4º Entities!
Make your decorations alive!
Envity: Manages the behaviours
EntityScript: Behaviour with
- Update
- Events
- Public announce
the interactions.
(ie: talk to me!)
Some scripts
out of the box:
Mover(A*), Player,
Talker, Item,
Inventory,Teleporter
14. ¿Events?
The events provide a uncoupled
generic interface for programming:
“If an event I’m interested into
happens, then I respond...”
Ie: “move”, “add item”, “talk”, etc.
1º Allow to announce my actions and
requirements.
-> Ej: To talk to me use a “talk”
event at 1 cell distance.
2º Allow for serialize programming.
-> Blueprint-like sequence
programming editor.
15. ¿EntityScript?
Might seem complex but...
¡It isn’t!
-> Expose your script to the player!
-> Use [GameEvent]
and transform your
method or coroutine corutina
into event!
16. ¿EventManager?
But... ¿what if I need to manage
events globally or invisible?
Then just use an ¡EventManager!
1º It’s like
an entity
without
visuals.
2º Receive
the events
3º Manage them
as you want
17. ¿What have you said
about the input?
Controller: Unifies the Input from
keyboard, mouse and touch.
-Gathers the state.
-Checks the blocking GUIs.
-Call the different managers (ie:
the map manager).
- Gathers the cell,
entities and options.
-Sends to the listeners => Player
¡So simple that
seems magic!
18. Sequences
Well... What was you saying about
visual programming??
Program your interactions!
It’s simple easy and for all the family!
19. ¿What are the sequences?
-A set of ordered actions.
-They have an editing part
- They can be serialized both in the scene
or as an asset.
- Editor visual tipo BluePrint
Much BluePrint
Very Sequence
Wow
20. Variables
Serialize and control variables
¡IsoSwitches! (the Iso is for the brand...)
Store basic/Unity.Object types
and use the values in
the sequences or in-game!
-Globals
-Locals
Write them from a node ->
21. Dialogs with options
Add fragments, give options to the
player and choose a way for his
responses.
-Use the
variables
with $var
-or<$ var $>
-Put
conditions
to options
-Target
Entities
22. Events
All the events from our EntityScript
are avaliable for programming
But also you can generate editors
automatically with the [GameEvent]
Use “synchronized” to wait it
finish!
23. Forks
Use forks to be able to choose from
conditions:
-Formulas with variables
-Check Items in the inventory
-“Multiforks”
24. Launch
Use the Talker:
-¡It will launch the sequences when
the player interacts with it!
...or prepare your sequence in a
SequenceLauncher or Macro:
-Allows executing sequences in
many different ways
(background,
loop, on start...)
-And/or from asset
25. Extensibles
There is an extensible API!
-Create new contents [NodeContent]
-For complex cases use INodeContent
-Create atomic node contents with
ISimpleContent or create an
interprete for your content with
the ISequenceInterpreter
-Create editors
NodeContentEditor
and it will
appear
automatically!
26. Independent
And the best is that...
¡It can be used out of IsoUnity!
“Perfect for narrative adventures”
Say Something
Save Someone
(Winner of HFG 2017)
Stop Ciber Bulling
(Antonio Calvo e-UCM)
27. We need you!
IsoUnity is the most complex and
powerfull toolkit an indie would
wish...
¡We need community!
Next release: Late 2017
Search us in Github:
https://github.com/Victorma/IsoUnity
https://github.com/Victorma/Puppeteer
Or in:
http://isounity.com
I WANT
YOUR F**N
PIXELS!
28. The IsoDevs
IsoUnity is an open-source toolkit
developed by:
Victorma Pérez Colado (MSc)
Researcher at e-UCM
victormp@ucm.es
Iván J. Pérez Colado (MSc)
Researcher at e-UCM
ivanjper@ucm.es