The document summarizes an introduction meeting to Unity3D game engine. It discusses what a game engine is and how Unity manages entities and subsystems. It then walks through exercises having attendees create and modify a spinning cube prefab to demonstrate core Unity concepts like hierarchies, components and scripting basics. The document stresses that the goal is to understand how to learn and explore Unity rather than fully learning game development.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
AR / VR Interaction Development with UnityAndreas Jakl
Introduction to using C# for making Augmented Reality & Virtual Reality scenes interactive in Unity 2018 and beyond.
The lecture slides first cover the basics of C# and clarify the different C# / .NET settings in Unity. Next, an in-depth look at how GameObjects work behind the scenes from the C# perspective. To complete the necessary basics, Coroutines provide means to handle autonomous code for a better software architecture - but these shouldn't be confused with true asynchronous threads.
The next part is specially geared towards AR / VR: how to implement gaze from the main headset camera. Raycasting provides the necessary search capabilities for the hit target.
How to inform the hit object? The described approach utilizes C# Events. These are a complex topic; therefore, the materials take a deeper look at what's behind Events: Delegates, EventHandler, Actions and UnityEvents.
To wrap up, the examples are completed using a reticle / cursor for raycasts. To put this into context with AR / VR, the examples are based on a canvas to place a 2D sprite in a 3D world space canvas.
Content overview:
- Scripting: Frameworks, APIs and Languages
- GameObjects: Behind the Scenes
- Coroutines
- Gaze & Raycasting
- Delegates, Events & Actions
- Reticle / Cursor for Raycasts, based on a Canvas
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
AR / VR Interaction Development with UnityAndreas Jakl
Introduction to using C# for making Augmented Reality & Virtual Reality scenes interactive in Unity 2018 and beyond.
The lecture slides first cover the basics of C# and clarify the different C# / .NET settings in Unity. Next, an in-depth look at how GameObjects work behind the scenes from the C# perspective. To complete the necessary basics, Coroutines provide means to handle autonomous code for a better software architecture - but these shouldn't be confused with true asynchronous threads.
The next part is specially geared towards AR / VR: how to implement gaze from the main headset camera. Raycasting provides the necessary search capabilities for the hit target.
How to inform the hit object? The described approach utilizes C# Events. These are a complex topic; therefore, the materials take a deeper look at what's behind Events: Delegates, EventHandler, Actions and UnityEvents.
To wrap up, the examples are completed using a reticle / cursor for raycasts. To put this into context with AR / VR, the examples are based on a canvas to place a 2D sprite in a 3D world space canvas.
Content overview:
- Scripting: Frameworks, APIs and Languages
- GameObjects: Behind the Scenes
- Coroutines
- Gaze & Raycasting
- Delegates, Events & Actions
- Reticle / Cursor for Raycasts, based on a Canvas
Unity is a cross-platform game engine developed by Unity Technologies,[4] first announced and released in June 2005 at Apple Inc.'s Worldwide Developers Conference as an OS X-exclusive game engine. As of 2018, the engine has been extended to support 27 platforms.[5] The engine can be used to create both three-dimensional and two-dimensional games as well as simulations for desktops and laptops, home consoles, smart TVs, and mobile devices. Several major versions of Unity have been released since its launch, with the latest stable version being Unity 2018.2.2, released on August 10, 2018.[6]
Unity gives users the ability to create games in both 2D and 3D, and the engine offers a primary scripting API in C#, for both the Unity editor in the form of plugins, and games themselves, as well as drag and drop functionality. Prior to C# being the primary programming language used for the engine, it previously supported Boo, which was removed in the Unity 5[7] release, and a version of JavaScript called UnityScript, which was deprecated in August 2017 after the release of Unity 2017.1 in favor of C#.[8]
The engine has support for the following graphics APIs: Direct3D on Windows and Xbox One; OpenGL on Linux, macOS, and Windows; OpenGL ES on Android and iOS; WebGL on the web; and proprietary APIs on the video game consoles. Additionally, Unity supports the low-level APIs Metal on iOS and macOS and Vulkan on Android, Linux, and Windows, as well as Direct3D 12 on Windows and Xbox One.
Getting to know unity, special thanks to JUST and my friend Ruba Al-Saa'di and Dr. Natheer.
We are waiting for Patented a small request caused a technology revolution.
Unity 3d is a popular game engine used to design games for mobiles,xbox etc.
It was developed by unity technologies and it was useful to those who want to start game designing
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
Getting to know unity, special thanks to JUST and my friend Ruba Al-Saa'di and Dr. Natheer.
We are waiting for Patented a small request caused a technology revolution.
Unity 3d is a popular game engine used to design games for mobiles,xbox etc.
It was developed by unity technologies and it was useful to those who want to start game designing
Killzone Shadow Fall: Creating Art Tools For A New Generation Of GamesGuerrilla
This talk describes the tool improvements Guerrilla Games implemented to make Killzone Shadow Fall shine on the PlayStation 4. It highlights additions to the Maya pipeline, such as Viewport 2.0, Maya's coupling with in-game updates and in-engine deferred renderer features including real-time shadow-casting, volumetric lighting, hardware instancing, lens flares and color grading.
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.
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.
Introductory tutorial using Virtual Reality in Unity3d version 5. Included are simple steps to activate Virtual Reality in Unity3d version 5; optimize the virtual reality experience; using and including the standard Unity3d version 5 first person controller prefab; and creating a dynamic day night cycle.
These slides are part of a course about interactive objects in games. The lectures cover some of the most widely used methodologies that allow smart objects and non-player characters (NPCs) to exhibit autonomy and flexible behavior through various forms of decision making, including techniques for pathfinding, reactive behavior through automata and processes, and goal-oriented action planning. More information can be found here: http://tinyurl.com/sv-intobj-2013
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.
How We Won Gamedev By Rolling Our Own Tech (no notes)Mihai Gosa
Did you know you can make successful games faster, cheaper and more reliable by building your own tech instead of using a third party engine?
With a small team and no budget, we managed to make 2014's best tactics game (Door Kickers) in a very short time, with a huge amount of content, on 5 platforms.
Without using any third-party engines or tools.
Instead of adding tech, we removed tech. We kept removing until there was almost nothing left. Sounds counter-intuitive? Think of it this way: simpler means faster, cheaper and more reliable.
Learn about the extreme simplicity of the production pipeline and the "unified everything" game engine used for Door Kickers.
Learn that developing a game can also be done in a very smart and simple way, instead of spending years or $$$$$ on game engines. Learn how to focus on what is important and that finding the simplest solutions is usually the hardest.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 3 (Preview)noorcon
We go deeper into the concept of GameObjefts. How to create them, how to add components. Scripts are discussed and shown how they can be converted into components and attached to the GameObject. Finally the concept of Prefab and parent/child relationship are discussed.
Box2D is the world's most ubiquitous 2D physics engine. It's light, robust, efficient and highly portable. It has been battle-proven in many applications on many platforms, and it's open-source and free. Check out the Box2D website athttp://www.box2d.org
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
Cosmetic shop management system project report.pdfKamal Acharya
Buying new cosmetic products is difficult. It can even be scary for those who have sensitive skin and are prone to skin trouble. The information needed to alleviate this problem is on the back of each product, but it's thought to interpret those ingredient lists unless you have a background in chemistry.
Instead of buying and hoping for the best, we can use data science to help us predict which products may be good fits for us. It includes various function programs to do the above mentioned tasks.
Data file handling has been effectively used in the program.
The automated cosmetic shop management system should deal with the automation of general workflow and administration process of the shop. The main processes of the system focus on customer's request where the system is able to search the most appropriate products and deliver it to the customers. It should help the employees to quickly identify the list of cosmetic product that have reached the minimum quantity and also keep a track of expired date for each cosmetic product. It should help the employees to find the rack number in which the product is placed.It is also Faster and more efficient way.
Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
Water scarcity is the lack of fresh water resources to meet the standard water demand. There are two type of water scarcity. One is physical. The other is economic water scarcity.
Overview of the fundamental roles in Hydropower generation and the components involved in wider Electrical Engineering.
This paper presents the design and construction of hydroelectric dams from the hydrologist’s survey of the valley before construction, all aspects and involved disciplines, fluid dynamics, structural engineering, generation and mains frequency regulation to the very transmission of power through the network in the United Kingdom.
Author: Robbie Edward Sayers
Collaborators and co editors: Charlie Sims and Connor Healey.
(C) 2024 Robbie E. Sayers
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
CFD Simulation of By-pass Flow in a HRSG module by R&R Consult.pptxR&R Consult
CFD analysis is incredibly effective at solving mysteries and improving the performance of complex systems!
Here's a great example: At a large natural gas-fired power plant, where they use waste heat to generate steam and energy, they were puzzled that their boiler wasn't producing as much steam as expected.
R&R and Tetra Engineering Group Inc. were asked to solve the issue with reduced steam production.
An inspection had shown that a significant amount of hot flue gas was bypassing the boiler tubes, where the heat was supposed to be transferred.
R&R Consult conducted a CFD analysis, which revealed that 6.3% of the flue gas was bypassing the boiler tubes without transferring heat. The analysis also showed that the flue gas was instead being directed along the sides of the boiler and between the modules that were supposed to capture the heat. This was the cause of the reduced performance.
Based on our results, Tetra Engineering installed covering plates to reduce the bypass flow. This improved the boiler's performance and increased electricity production.
It is always satisfying when we can help solve complex challenges like this. Do your systems also need a check-up or optimization? Give us a call!
Work done in cooperation with James Malloy and David Moelling from Tetra Engineering.
More examples of our work https://www.r-r-consult.dk/en/cases-en/
2. Hi !
● I am Noam Gat
● (Ex) Game Developer at Omek (with Unity)
● Team member in Ogre3D graphics engine
● GameIS Member (Join us!)
3. And you are...
● Mostly programmers
● Little to no experience in game-dev
● Disagree? Raise your hand!
4. Lama Anglit?
כי זה יותר נוח! ●
נלמד כמה מושגים, עדיף שיהיו מקושרים ●
לסביבה שנעבוד בה.
אני מפחד מעברית. ●
5. Mission Statement
What are we NOT going to do ?
● Learn how to program / design games
● Learn enough to develop a game on our own
● Be 100% punctual and exact
6. Mission Statement
So what are we going to do ?
● Understand what a GAME ENGINE is
● Get a broad sense of how to work with unity
● Be able to work / talk with other UNITY devs
7. What is a game ?
Lets look at it from a
programmer's point of view...
8. What is a game ?
My “Hello world” program :
● Has a start point and an end point
int main()
{
print(“Hello world”);
}
Often called a “procedural” program
9. What is a game ?
My “GUI / Forms / Widgets” program :
● Doesn't have a known end point / time.
void OnButtonDown()
{
MessageBox.Show(“Hello world”);
}
Often called an “event based” program
10. What is a game ?
But why does “OnButtonDown” get called?
● Because the RUNTIME ENGINE invokes it.
We already don't control everything, but have
just enough power to do what we need.
11. What is an event ?
Depends on who you ask.
● GUI Apps? Mouse and keyboard movement
and presses, socket connections etc.
● Games? Input, network, physics, and
(IMO the difference) - Time
12. What is a game ?
“A game is just an event-based application
in which things happen even if nobody does
anything”
Noam Gat, “Unity 3D Introduction Meeting”, 25.1.2012
13. What is a game engine?
A GAME ENGINE is an environment that
manages the different ENTITIES and
SUBSYSTEMS of a game and sends the
correct events to the code that the
developer writes.
14. What subsystems?
Central managers of different aspects
● Scene graphs (Hierarchy)
● Presentation (Graphics and Audio)
● Input (On-site and remote)
● Resources (Art and tech - Project)
● Logic (Physics, AI, Behaviors)
15. Entities ?
● ENTITIES are a design pattern in which
systems are broken down into small
pieces that work together to create
complex behavior. In UNITY these are called
GAME OBJECTS.
17. Hello box
What's in the box?
● A TRANSFORM (position in the world)
● A MESH (visual geometry)
● A MATERIAL (rendering properties like color)
● A COLLIDER (physics geometry)
● A RIGID BODY (physical properties like mass)
18. Hello box
TRANSFORM
MESH
COLLIDER
MATERIAL
RIGID BODY
Do we always need everything?
19. Modularity
If we don't need physics, we can remove components.
Can we remove any more components?
20. Unity Editor
The INSPECTOR shows the components of an object
The SCENE view shows us the world as it is
The GAME view shows us the world from the camera
The HIERARCHY shows us the objects in the current scene
The PROJECT shows us all of the assets in the project
21. I want to code !
Coding in Unity is done via custom BEHAVIORS written
in the Mono (like .NET) environment.
Unity supports C# and variants of javascript, python.
We will use javascript / C# today.
22. I want to code
But first : How to navigate in the world in the editor.
MOVIE
23. Exercise #1 : Spinning Cube
1. Split into groups of 2 – 4 people
2. Create a new (empty) unity project
3. Create a scene and put a box in it, without physics
4. Create a javascript script in the project, and put the
following line in the Update function :
transform.RotateAroundLocal(Vector3.up, 1);
5. Attach the script to the cube in the scene
6. Press play and watch the magic happen!
24. Exercise #1 : Post Mortem
What happened?
1. The cube has a BEHAVIOR on it
2. UNITY calls its Update() function (why? docs)
3. The cube spins around a bit :
transform.RotateAroundLocal(Vector3.up, 1);
4. After spinning a bit for a lot of frames, it spins a lot
25. Exercise #1 : Post Mortem
Do we really know what is happening?
How fast is the cube spinning?
26. Exercise #2 : In Control
In the same group, modify the script so that
A: It contains a modifyable rotating speed, called
“turns per second”. Do this with this line :
public var turnsPerSecond = 1.0f;
B: The cube rotates along that speed. Hint :
Time.deltaTime, Mathf.PI
C: Try changing the parameter at
Runtime!
27. Exercise #2 : In Control
Solution :
transform.RotateAroundLocal(Vector3.up,
Time.deltaTime * turnsPerSecond * Mathf.PI * 2);
(Not important if you missed the 2)
28. Exercise #2 : In Control
We just learned how to configure our entities!
- It makes it easy to separate logic (code) from design
decisions (parameters for components).
- Even <Insert none-coder stereotype here> can
control the spinning cube!
29. Exercise #2.1 : In Control-er
Its not a game if we don't have any gameplay...
OMG LETS CONTROL THE SPINNING SPEED!!!
1. Declare two new parameters :
public var turnMoreKey = KeyCode.D;
public var turnLessKey = KeyCode.A;
2. Use Input.GetKey(...) to control the spinning speed.
30. Prefabs
After a few components your objects could get complicated.
You might want to classify a “cube with a transform spinner”
A “spinning cube”.
31. Exercise #2.2 : In Control-est
1. Create a prefab by dragging the cube to the project view.
2. Create one instance of the prefab for each team member
by dragging it to the scene.
Give each instance different control keys.
3. Battle it out for the spinningest cube!
33. Congratulations !
You now know Unity!
You can do anything you want with it!
Lets play spinning cube!
34. No, really.
You understand how different systems connect to each
other (we used the INPUT subsystem to control a
TRANSFORM COMPONENT of a specific
GAMEOBJECT)
Lets try to learn how to learn.
35. Exercise #3 : Gone Fishing
We want to know how each player is doing.
For each cube, display an on-screen string in the form of :
“Dudu's cube : Y rotation is 121.221 degrees”
How will we do this?
Help → Manual / Reference Manual / Scripting Reference
We are looking for a Graphical User Interface (GUI)
No cheating (Forums / internet) for this one please!
37. Exercise #4 : Tabletop
1. Create a simple scene of a table, a tray on the table
and some fruits on the tray.
2. Use parenting to create a correct hierarchy.
3. Place transform spinners on many elements in your
scene. Check that the scene makes sense when you
move them.
38. Summary
What have we learned?
● What should a GAME ENGINE give us
● How does UNITY separate itself into different
SUBSYSTEMS and COMPONENTS
● How can we extend UNITY and make our code run in it
● How to answer our own questions about UNITY
39. Exercise #5 : Explore!
1. Open the “Angry Bots” sample project.
2. Spend about 5-10 minutes looking around, another
three minutes deciding on something to do in it,
then take 15-20 minutes to do it (if time permits).
3. GL HF!
40. What now ?
You don't know how to make games... YET
41. Be like the squirrel
You should (hopefully) be able to take a big problem
(“how to create a game?”) and rip it apart to smaller
questions and research into them on your own.
42. Give it a whirl
1. Global game jam
This weekend!
2. Advanced unity meetings
Israeli Unity3D developers UNITE!
3. Facebook groups.
Israeli Unity3d developers
4. The only limit is yourself.
Welcome to zombo.com