Unity's R&D roadmap for future features and enhancements in the upcoming 2018.3 release and in the upcoming 2019 cycle. Get up to speed on the latest developments in ECS, the improved prefabs workflows, terrain editor, VFX editor, connected games, and much more.
Modernizing the Look and Feel of the Unity Editor- Unite Copenhagen 2019Unity Technologies
In this session, the design puts users first to deliver a great user experience (UX). Get a behind-the-scenes look into the development process behind the efforts to update the user interface (UI) of the Unity Editor and the motivations that drove the initiative.
Speaker: Mary Luther - Unity
Watch the session on Youtube: https://youtu.be/89F9buxaa34
Visual Studio tips and tricks to boost your productivity – Unite Copenhagen 2019Unity Technologies
Visual Studio and Visual Studio for Mac are packed with features that can help boost productivity when you're developing games. In this talk at Unite Copenhagen, Microsoft's John Miller shared his favorite Visual Studio tips and tricks that empower you to write better, more robust and consistent code.
Speaker: John Miller – Microsoft
Building UI for games using the new UI Builder - Unite Copenhagen 2019Unity Technologies
A single, unified, UI editing tool in Unity – that's our goal for UIElements. In these slides, we cover what's available now, share what we're working on, and give a glimpse of what's coming in the future. We'll cover UIElements for runtime, new UI authoring workflows, and how we're building the tools to benefit artists and creators.
Speaker:
Damian Campeanu - Unity
Watch the session on YouTube: https://youtu.be/t4tfgI1XvGs
Improve the performance of your Unity project using Graphics Performance Anal...Unity Technologies
This session will show you how to maximize your Unity game performance on a wide range of hardware. Learn how to use Intel Graphics Performance Analyzers (Intel GPA) to identify and quantify common performance bottlenecks, how to mitigate them, and how to validate optimizations. Using exciting new Intel GPA features, we will reveal how to gain deeper knowledge of the runtime execution of your game, easily identify problematic frames, and improve your game's overall performance.
Speaker: Valery Carpentier - Intel
Watch the session on YouTube: https://youtu.be/MzeOMK0xuac
The High-Definition Render Pipeline in Unity 2019.3 gives you high-fidelity graphics for high-end platforms. With HDRP, you have the tools to create anything from games to technical demos at the highest resolution.
Speaker:
Kieran Colenutt - Unity
Watch the session on YouTube: https://www.slideshare.net/unity3d/how-hdrp-unlocks-graphics-unite-copenhagen-2019
What's next for unity in automotive, transportation and manufacturing – Unite...Unity Technologies
See Unity's product vision for the automotive, transportation, and manufacturing industries, including overviews of newly announced products.
Speakers:
Oliver Schnabel - Unity
Edward Martin - Unity
Watch the session on YouTube: https://youtu.be/KsvpkYdPl2c
The benefits of running simulations in the cloud vs. on-premise – Unite Copen...Unity Technologies
At Unite Copenhagen, this session (presented in partnership with Google Cloud) focused on the advantages of using cloud services for running simulations and other machine-learning training-related jobs that call for huge workloads. Many companies that are involved in simulation push the compute workload onto their on-premise infrastructure but this requires tremendous resources. Heavy-duty cloud resources are a powerful, scalable and on-demand alternative. Cloud provides an a-la-carte solution where compute workloads are profiled and deployed into an optimal specialized hardware solution that is tailored for the workload. It also provides a unique opportunity for the most innovative companies to step up their game.
Speakers:
Moe Sy - Google
Steven Kehrli - Unity
Watch the session on YouTube: https://youtu.be/JWbXDpPErkE
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)
Modernizing the Look and Feel of the Unity Editor- Unite Copenhagen 2019Unity Technologies
In this session, the design puts users first to deliver a great user experience (UX). Get a behind-the-scenes look into the development process behind the efforts to update the user interface (UI) of the Unity Editor and the motivations that drove the initiative.
Speaker: Mary Luther - Unity
Watch the session on Youtube: https://youtu.be/89F9buxaa34
Visual Studio tips and tricks to boost your productivity – Unite Copenhagen 2019Unity Technologies
Visual Studio and Visual Studio for Mac are packed with features that can help boost productivity when you're developing games. In this talk at Unite Copenhagen, Microsoft's John Miller shared his favorite Visual Studio tips and tricks that empower you to write better, more robust and consistent code.
Speaker: John Miller – Microsoft
Building UI for games using the new UI Builder - Unite Copenhagen 2019Unity Technologies
A single, unified, UI editing tool in Unity – that's our goal for UIElements. In these slides, we cover what's available now, share what we're working on, and give a glimpse of what's coming in the future. We'll cover UIElements for runtime, new UI authoring workflows, and how we're building the tools to benefit artists and creators.
Speaker:
Damian Campeanu - Unity
Watch the session on YouTube: https://youtu.be/t4tfgI1XvGs
Improve the performance of your Unity project using Graphics Performance Anal...Unity Technologies
This session will show you how to maximize your Unity game performance on a wide range of hardware. Learn how to use Intel Graphics Performance Analyzers (Intel GPA) to identify and quantify common performance bottlenecks, how to mitigate them, and how to validate optimizations. Using exciting new Intel GPA features, we will reveal how to gain deeper knowledge of the runtime execution of your game, easily identify problematic frames, and improve your game's overall performance.
Speaker: Valery Carpentier - Intel
Watch the session on YouTube: https://youtu.be/MzeOMK0xuac
The High-Definition Render Pipeline in Unity 2019.3 gives you high-fidelity graphics for high-end platforms. With HDRP, you have the tools to create anything from games to technical demos at the highest resolution.
Speaker:
Kieran Colenutt - Unity
Watch the session on YouTube: https://www.slideshare.net/unity3d/how-hdrp-unlocks-graphics-unite-copenhagen-2019
What's next for unity in automotive, transportation and manufacturing – Unite...Unity Technologies
See Unity's product vision for the automotive, transportation, and manufacturing industries, including overviews of newly announced products.
Speakers:
Oliver Schnabel - Unity
Edward Martin - Unity
Watch the session on YouTube: https://youtu.be/KsvpkYdPl2c
The benefits of running simulations in the cloud vs. on-premise – Unite Copen...Unity Technologies
At Unite Copenhagen, this session (presented in partnership with Google Cloud) focused on the advantages of using cloud services for running simulations and other machine-learning training-related jobs that call for huge workloads. Many companies that are involved in simulation push the compute workload onto their on-premise infrastructure but this requires tremendous resources. Heavy-duty cloud resources are a powerful, scalable and on-demand alternative. Cloud provides an a-la-carte solution where compute workloads are profiled and deployed into an optimal specialized hardware solution that is tailored for the workload. It also provides a unique opportunity for the most innovative companies to step up their game.
Speakers:
Moe Sy - Google
Steven Kehrli - Unity
Watch the session on YouTube: https://youtu.be/JWbXDpPErkE
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)
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
Unity 3D is one of the commonly used cross platform engines by developers across the globe. It is applicable for making diverse 3D Games from multiple genres to meet the aspirations of both avid and casual gamers.
The following slides will give you more insights on this. Take a look below.
Develop Games With Cocos Creator - A Game Engine By CocosLuke Stapley
This is a slideshow introduction for Cocos Creator for those interested in using our game engine or media interested in covering it. For more information and to download Cocos Creator, please visit our website at http://www.cocos.com
Slides from the October 9, 2019 Unity webinar featuring SHoP Architects, an award-winning architecture firm based in New York City.
Check out the deck to see:
-How Unity Reflect transfers multiple BIM models from Revit into real-time 3D in one click
-How SHoP Architects uses Unity Reflect to better connect design and construction
-Augmented reality (AR) and virtual reality (VR) applications SHoP Architects has built with Unity Reflect
Watch the webinar here: https://create.unity3d.com/aec-webinar-unity-reflect-demo
This slide from Android Application Programming Seminar at a Technical University of Vietnam.
Throughout the slide, audience will have the general knowledge about Android OS, Architecture. The slide also provide the Android Application structure, the choices of framework or language to develop an Android application.
Real Time Audio is an application is written for this seminar.
Everyone can download from Google Play:
https://play.google.com/store/apps/details?id=junoteam.com.realtimerecording
"How to Develop with Qt for Multiple Screen Resolutions and Increase Your Use...FELGO SDK
*** NOTE ***
A summarized version is available here:
http://v-play.net/2014/11/supporting-multiple-screen-sizes-and-screen-densities-with-qt-and-v-play
*** Quick Summary ***
In the first part, we show how to use Qt Quick features to create UIs for multiple screen sizes, screen resolutions and form factors like phones, tablets and desktop PCs. We cover dynamic image switching, content scaling and basic Qt Quick features like file selectors, Loader elements, QML Singletons and property bindings and compare the use cases for each of them.
We also cover how to implement adaptive layouts and responsive design in Qt and V-Play. Plus, how to create density independence and HighDPI / Retina screen support.
The second part shows:
•How to increase user engagement with user-generated content and how to build a community around your app or game.
• How gamification can be added to apps or games in just a few minutes and its benefits.
*** Presentation Keywords ***
Qt, Qt Quick, QML, JavaScript, V-Play Game Engine, 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
Qt 5 Plugins, V-Play Plugins, Qt Facebook Plugin, Qt Chartboost, Qt AdMob, Qt Flurry Analytics, Qt Push Notifications, Qt In-App Purchases
Submitted for the partial fulfillment of Bachelor's in Technology by submitting a Mini Project Completely built from scratch for submission under Dot Net mini Project External.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: hello@globant.com
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
Unity 3D is one of the commonly used cross platform engines by developers across the globe. It is applicable for making diverse 3D Games from multiple genres to meet the aspirations of both avid and casual gamers.
The following slides will give you more insights on this. Take a look below.
Develop Games With Cocos Creator - A Game Engine By CocosLuke Stapley
This is a slideshow introduction for Cocos Creator for those interested in using our game engine or media interested in covering it. For more information and to download Cocos Creator, please visit our website at http://www.cocos.com
Slides from the October 9, 2019 Unity webinar featuring SHoP Architects, an award-winning architecture firm based in New York City.
Check out the deck to see:
-How Unity Reflect transfers multiple BIM models from Revit into real-time 3D in one click
-How SHoP Architects uses Unity Reflect to better connect design and construction
-Augmented reality (AR) and virtual reality (VR) applications SHoP Architects has built with Unity Reflect
Watch the webinar here: https://create.unity3d.com/aec-webinar-unity-reflect-demo
This slide from Android Application Programming Seminar at a Technical University of Vietnam.
Throughout the slide, audience will have the general knowledge about Android OS, Architecture. The slide also provide the Android Application structure, the choices of framework or language to develop an Android application.
Real Time Audio is an application is written for this seminar.
Everyone can download from Google Play:
https://play.google.com/store/apps/details?id=junoteam.com.realtimerecording
"How to Develop with Qt for Multiple Screen Resolutions and Increase Your Use...FELGO SDK
*** NOTE ***
A summarized version is available here:
http://v-play.net/2014/11/supporting-multiple-screen-sizes-and-screen-densities-with-qt-and-v-play
*** Quick Summary ***
In the first part, we show how to use Qt Quick features to create UIs for multiple screen sizes, screen resolutions and form factors like phones, tablets and desktop PCs. We cover dynamic image switching, content scaling and basic Qt Quick features like file selectors, Loader elements, QML Singletons and property bindings and compare the use cases for each of them.
We also cover how to implement adaptive layouts and responsive design in Qt and V-Play. Plus, how to create density independence and HighDPI / Retina screen support.
The second part shows:
•How to increase user engagement with user-generated content and how to build a community around your app or game.
• How gamification can be added to apps or games in just a few minutes and its benefits.
*** Presentation Keywords ***
Qt, Qt Quick, QML, JavaScript, V-Play Game Engine, 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
Qt 5 Plugins, V-Play Plugins, Qt Facebook Plugin, Qt Chartboost, Qt AdMob, Qt Flurry Analytics, Qt Push Notifications, Qt In-App Purchases
Submitted for the partial fulfillment of Bachelor's in Technology by submitting a Mini Project Completely built from scratch for submission under Dot Net mini Project External.
Metodologías de desarrollo de software en GamingGlobant
Contenido:
Game Development
- Understanding
Game Dev en Globant
-Historia
-Tipos de Proyectos/Clientes
-End to End/Full SKU vs EA Game Modes projects
- Algunos títulos en los que Globant trabajó
Orador: CLAUDIO BASTOS
Technical Director @Globant Gaming Studio
Contact: hello@globant.com
What's new in Visual Studio for Mac for .NET DevelopersJon Galloway
An overview of recent, just landed, and upcoming features for .NET developers on macOS.
Presentation to Seattle Mobile .NET (Xamarin) Developers Group, April 8, 2020.
Microsoft .NET 6 -What's All About The New UpdateAdam John
.NET Upgrade Assistant is a command-line tool that can be run on various types of. NET Framework applications. The tool includes the installation of analyzers that can assist with finishing the migration.
Let's Check out What's All About The New Update Microsoft .NET 6 and Get the best Web design and development services from Zenesys. Visit@ https://bit.ly/3EgjJmh
What's New, Hot, & Awesome for Xamarin Developers!James Montemagno
Presented at: https://www.meetup.com/SeattleMobileDevelopers/events/262787576/
It is official! We are back and officially on the East Side! Join us on July 17th as we re-ignite the user group and have a huge overview of Xamarin including what's new, hot, and awesome! This will be coming off of the Xamarin Developer Summit where there will be tons of announcements so you don't want to miss it!
New software updates from Rational focus on the POWER servers including AIX, i OS, and Linux. New compilers show up to 20% performance improvement for existing software. Collaborative development environment for legacy languages now available.
Android studio 4.0 new features previewConcetto Labs
Google pushed Android Studio 4.0 with more convenient features & required fixes. To get a better understanding, and help developers “code smarter, build faster-designed apps.
● Android is a mobile operating system (OS) based on the Linux kernel
and currently developed by Google.
● Android is designed primarily for touchscreen mobile devices such as
smartphones and tablet computers.
● Android's source code is released by Google under open source
licenses.
● Android is the most popular mobile OS. As of 2013, Android devices
sell more than Windows, iOS, and Mac OS devices combined.
Similar to Unite Los Angeles 2018 - Unity 2019 R&D Roadmap (20)
Using synthetic data for computer vision model trainingUnity Technologies
During this webinar Unity’s computer vision team provides an overview of computer vision, walks through current real-world data workflows, and explains why companies are moving toward synthetically generated data as an alternate data source for model training.
Watch the webinar: https://resources.unity.com/ai-ml/cv-webinar-dec-2021
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesUnity Technologies
When it comes to emerging technology, Forrester found that “94% of those who have implemented real-time 3D are expanding their investment.”
Wonder why? Learn more in this webinar featuring guest speaker Paul Miller, a principal analyst at Forrester. He covers the key findings of a commissioned study conducted by Forrester Consulting on behalf of Unity, published in March 2020.
Learn more: https://on.unity.com/2Yz49kg
Watch the webinar: https://on.unity.com/3aYGlsF
Take a peek at the slide from the second installment of our 2020 roadmap: Live Games.
Watch the presentation on YouTube: https://www.youtube.com/watch?v=w6sn8bJiZ2g
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/2wV3SwD
Take a peek at the slide from the first installment of our 2020 roadmap: Core Engine & Creator Tools.
Watch the presentation (hosted by Will Goldstone, Product Manager) on YouTube: https://www.youtube.com/watch?v=dDjsS4NPqFU
Got questions about the roadmap? Check out the Q&A over on the Unity forum: https://on.unity.com/CreateRoadmapQA
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity Technologies
Unity developed a new architecture that improves the support for existing and future augmented reality (AR) and virtual reality (VR) platforms. Learn about the technology under the hood, the consequent benefits, and improvements to the platform, and how it impacts your workflows in creating AR/VR experiences.
Speakers: Mike Durand, Matt Fuad - Unity
Watch the session on Youtube: https://youtu.be/Stqk1GxlSK0
Autodesk and Unity announced a collaboration last year to streamline workflows and enable seamless development across the AEC design, build and operate lifecycles. This fall, Unity Reflect launches, giving designers, architects, and engineers the ability to seamlessly federate their Revit models for real-time 3D.
Andrew Sullivan - Digital Delivery Manager, SHoP Architects will provide an overview of how they are using the product to enable real-time decision making, reduce the time between revisions and meetings, and ultimately improve design review and construction planning processes.
Recording available here: https://youtu.be/qe0yxHA0fHI
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...Unity Technologies
Daimler Protics implemented mixed and augmented reality on mobile devices and used the Microsoft HoloLens for automotive production, training, and marketing. Discover the challenges Daimler Protics faced and the Unity solutions that eased the mixed reality implementation.
Speakers:
Daniel Keßelheim - Daimler Protics
Sebastian Rigling - Daimler Protics
Session available here: https://youtu.be/fTc1c8iTGqU
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...Unity Technologies
Hear from Volvo's lead Unity developer, Timmy Ghiurau, about how he broke new ground by bringing technology forged in gaming into one of the leading brands in the automotive industry. Timmy will share how he used his gaming background to inspire people across his large organization to adopt Unity and embrace real-time 3D as a way of working.
Timmy Ghiurau - Volvo
Session available here: https://youtu.be/CD4Go3Uv5Uc
QA your code: The new Unity Test Framework – Unite Copenhagen 2019Unity Technologies
Are you involved in testing or QA on projects in Unity? In these slides, you'll get an overview of the state of Unity for all things testing-related, and have the opportunity to share your stories of success, failure, pain, and glory. Learn from your fellow developers and give feedback on how Unity could help you hold your projects to a higher standard of quality. You will also get an introduction to the newest features in the Test Framework.
Speakers:
Christian Warnecke - Unity
Richard Fine - Unity
Watch the session on YouTube: https://youtu.be/wTiF2D0_vKA
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Unity Technologies
From buildings and infrastructure to industrial machinery and factories, digital twins are becoming integral across the industrial sector. In this webinar, first shown on Engineering.com, leaders from Unity and Unit040, provider of digital twin platform Prespective, share how digital twins add value at all stages of the project and product lifecycle, from the early stages of design to predictive maintenance using IoT data.
Watch the webinar here: create.unity3d.com/real-time-3d-and-digital-twins
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Unity Technologies
Major automotive brands like Volkswagen are leveraging the power of virtual reality to create immersive training programs that can be delivered across multiple global locations at the same time. Learn how to scale the production and distribution of real-time VR training in enterprise.
Speakers:
Thomas Wimmer - Innoactive
Andreea Raducan - Innoactive
Watch the session on YouTube: https://youtu.be/5DNFUTfyOEc
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...Unity Technologies
Augmented reality (AR), virtual reality (VR), and mixed reality (MR) – collectively known as XR – are making inroads in the automotive industry. Join this session led by Visionaries 777, which works with major auto brands like INFINITI, to learn about the range of immersive experiences you can build with Unity to create a better customer experience that results in more engagement and sales.
Speakers:
David Castañeda - Visionaries 777
Frantz Lasorne - Visionaries 777
Session available here: https://youtu.be/WJpeWHGXyms
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Unity Technologies
Get a complete walkthrough of the end-to-end animation workflow of the Sherman project. Learn how to use Unity for creating CG animation and take a deep dive into the real-time fur system in Unity.
Speaker:
Mike Wuetherick - Unity
Watch the session on YouTube: https://youtu.be/fFfWxErJMkY
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Unity Technologies
The developers of Varjo VR-1 learned a lot about human eye resolution and the demands it puts on virtual reality (VR) content. In these slides, you'll explore what next-generation VR can mean for your VR experiences. Learn about what matters the most when it comes to visual quality, the possible caveats, and the role performance requirements play in this equation.
Speaker:
Mikko Strandborg - Varjo
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
Unity is enabling film and animation studios to revolutionize their pipelines with features developed specifically to empower storytellers who are creating linear and interactive content. Learn more about features such as Python, Shotgun, the Arbitrary Output Variables (AOV) used in Recorder for export, Alembic, and Universal Scene Description (USD).
Speaker:
Mathieu Muller - Unity
Watch the session on YouTube: https://youtu.be/wrc3R-BoDGs
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019Unity Technologies
VR allows for an entirely new level of immersion, leading to more thrilling and engaging content to be delivered and is growing rapidly. Despite this, VR, especially on mobile, currently contains a number of limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. Virtual reality (VR) is a new way to deliver thrilling and engaging content and allows for a deep level of immersion. Despite this, VR, especially on mobile, currently has several limitations, which can make it an unrealistic, unconvincing and, sometimes, an uncomfortable experience. To achieve the true potential of VR, these limitations must be either solved or mitigated. Ways of mitigating these limitations include optimal alpha compositing approaches, texture filtering techniques and bump mapping methods for use with VR content. In these slides, technology company Arm will outline how to improve the rendering quality of your VR content, describing the most common pitfalls and bad practices, before providing clear examples and mitigation solutions of how to best overcome them.
Speaker:
Ryan O'Shea - ARM
Neuro-symbolic is not enough, we need neuro-*semantic*Frank van Harmelen
Neuro-symbolic (NeSy) AI is on the rise. However, simply machine learning on just any symbolic structure is not sufficient to really harvest the gains of NeSy. These will only be gained when the symbolic structures have an actual semantics. I give an operational definition of semantics as “predictable inference”.
All of this illustrated with link prediction over knowledge graphs, but the argument is general.
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
PHP Frameworks: I want to break free (IPC Berlin 2024)Ralf Eggert
In this presentation, we examine the challenges and limitations of relying too heavily on PHP frameworks in web development. We discuss the history of PHP and its frameworks to understand how this dependence has evolved. The focus will be on providing concrete tips and strategies to reduce reliance on these frameworks, based on real-world examples and practical considerations. The goal is to equip developers with the skills and knowledge to create more flexible and future-proof web applications. We'll explore the importance of maintaining autonomy in a rapidly changing tech landscape and how to make informed decisions in PHP development.
This talk is aimed at encouraging a more independent approach to using PHP frameworks, moving towards a more flexible and future-proof approach to PHP development.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
Transcript: Selling digital books in 2024: Insights from industry leaders - T...BookNet Canada
The publishing industry has been selling digital audiobooks and ebooks for over a decade and has found its groove. What’s changed? What has stayed the same? Where do we go from here? Join a group of leading sales peers from across the industry for a conversation about the lessons learned since the popularization of digital books, best practices, digital book supply chain management, and more.
Link to video recording: https://bnctechforum.ca/sessions/selling-digital-books-in-2024-insights-from-industry-leaders/
Presented by BookNet Canada on May 28, 2024, with support from the Department of Canadian Heritage.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
6. Production
1. Working with Unity
The Mission
Building a solid foundation
from prototype to production.
Product Roadmap
7. Production
1. Working with Unity
Tech, LTS and Packages
3 Tech Releases per year
New features in Core
Enabling Package potential
LTS at the end of each year (20xx.4)
Packages
Preview
Verified
Product Roadmap
2019.1
2019.2
2019.3
2019.4 LTS
Post Processing
Cinemachine
SRP Core
Text Mesh Pro
Probuilder
Lightweight SRP
High Definition SRP
2020.1
2020.2
8. Production
1. Working with Unity
Package Manager
2018.3
Package Manager UI 2.0
UI & UX refresh
Search by name, version or status
Add local/custom package
Package Project Updater
Unity Hub UI dialogue
Package-upgrade log per project
Product Roadmap
9. Production
1. Working with Unity
Product Roadmap
Package Manager
2019.1
Improved Dev flows
Install a package directly from a Git repo
Scoped Package Registries
Host a local NPM registry to serve in-house
packages.
Manage private & Unity hosted registries
side by side
Improved Package Visibility & Import
10. Production
1. Working with Unity
Product Roadmap
Package Manager
2019.1
Advanced Package Dependencies
Visualize packages & core dependencies
in the Editor
Soft package dependencies (enable
optional packages features)
2019.2 / 3
Package development flow for Asset Store
publication
Editor based package generation
& submission flow
Local & Cloud validation test suite
+
11. Production
1. Working with Unity
Product Roadmap
Package Manager
2019.3
Project Browser (Local, Studio & Asset Store
package consumption)
Contextual task based discovery
Improved search & navigation
(local, studio, Asset store)
19. Shortcut Manager
2019.1
Create shortcuts for any action
Use modifiers
Extensible API for Asset store and
tool developers
Save and share Shortcut maps
Product RoadmapProduction
2. Editor UX
21. New Asset Import Pipeline
Throughout 2019
Parallel import
Dependency graph generation
On demand import
Product RoadmapProduction
2. Editor UX
Hold On
Importing … so many things.
24. New Editor UI Theme
2019.2
New minimal design to improve clarity
New icons - uniform style with
HDPI support
New font - Roboto for better scaling
across devices
Hover state controls for a more
responsive UI
Product RoadmapProduction
3. Editor Design
28. “Tiny Mode”
December 2018
Available via Package manager
For size budgets of 100 KB to 5 MB
compressed, all assets in.
New Runtime with highly modular design
using ECS architecture
Industry leading size and load times
Optimized Editor workflows incorporating
familiar tools (ex Particles, Tilemaps)
Solid performance on a wide range of mobile devices
Supports 2D HTML5 delivery initially, with 3D and AR to follow.
Production
4. Project Tiny
31. Platform Foundation
2018.3
Size Improvements in IL2CPP
2019.1
Input System (Preview)
2019.1 - 2019.2
Improve iteration time on IL2CPP
Incremental GC
Continue investing into reducing iteration time when working with scripts on device
Product RoadmapProduction
5. Platforms
32. Mobile
2017.4
ARM 64 and App Bundles Backported to 2017.4 LTS
2018.3
Android App Bundles
Dynamic Resolution for Mobile
(iOS/Android-Vulkan)
Android Runtime Permissions
OpenJDK installed with Unity
Product RoadmapProduction
5. Platforms
ARM
64-bit
33. Mobile
2019.1
Android SDK & NDK correct versions
installed with Unity
Android Logcat integration - automatically
runs on ‘Build & Run’ from Editor
SafeArea/Notch support for Android
Vulkan Optimization
Local Shader Keywords
Android Wide Color support
Internal Android Build system migrated to Gradle only
Product RoadmapProduction
5. Platforms
34. Consoles
2018.3
Dynamic Resolution
Texture Streaming
Increased rendering performance
2019.1 : Graphics
Native graphic jobs out of ‘Experimental’
[PS4] Low level EQAA access
from command buffers
[Xbox One] DirectX 12
[Xbox One] Native Graphics Jobs
[Xbox One] Async Compute
Product RoadmapProduction
5. Platforms
35. Consoles
2019.1 : Services
IL2CPP Managed Debugger Optimizations
[PS4] Activity Feed Support
[PS4] Improvement to handling of patches
[Xbox One] Xbox Integrated Multiplayer
2019.1 : Runtime Performance
Optimized GPU performance for
native graphics jobs
Product RoadmapProduction
5. Platforms
36. XR
2018.3
XR Performance Testing Toolkit
Core Haptics APIs for VR Controllers
Native Support for Daydream Controllers
AR Foundation Updates (2019.1+)
LWRP Support for AR Foundation
Editor Remote for AR Foundation
Feature Parity with ARKit 2.0
Feature Parity with ARCore 1.5
Product RoadmapProduction
5. Platforms
37. XR
2019.1
Handheld AR Template
HDRP Support for VR Platforms
2019.2
Multi-platform XR input system
Stereo Compositor Layers for VR
Single-Pass Rendering for DX12
Product RoadmapProduction
5. Platforms
43. Integration Support
2018.3
Summary roll ups
Easier configuration
Email, Slack, Discord,
JIRA and Trello support
Product RoadmapProduction
7. Developer Services
44. Unity Teams - Collaborate
November 2018
In-scene commenting - alpha release
of commenting on game objects and
assets
2019 TBD
Branching
Product RoadmapProduction
7. Developer Services
45. Unity Teams - Cloud Build
2018.3
Migration to the Google Cloud Platform
- with expected performance optimizations.
Also in Development
Windows Build Machines
Build History and Reporting improvements
Improved support for creating and managing
multiple build configurations
Product RoadmapProduction
7. Developer Services
46. Performance Reporting
2018.3
Custom metadata / debug logs;
integration support (notification support
for Slack, Discord, JIRA and webhooks)
Also in Development
Platform Expansion: WebGL and Linux
Richer logs that contain profiling
information leading up to events.
Product RoadmapProduction
7. Developer Services
47. User Reports
(formerly ‘Bug Reporting’)
In Development
Richer logs that contain profiling
information leading up to events.
Beta this November
Product RoadmapProduction
7. Developer Services
48. Agenda
Production Roadmap by Role
1. Working with Unity
2. Editor UX
3. Editor Design
4. Project Tiny
5. Platforms
6. Connected Games
7. Developer Services
Product Roadmap
1. Programmers
2. Animators
3. Artists & Designers
50. Roadmap by Role Product Roadmap
1. Programmers
Bring you the utmost
flexibility and performance.
The Mission
51. Data-Oriented Tech Stack
Entity Component System
2019.1 - 3
Driving ECS foundation towards release
API Simplicity and ease of use
Entity Scene Editing
Scene streaming
New intermediate rendering for ECS
Release of MegaCity sample (during 2019)
Product RoadmapRoadmap by Role
1. Programmers
52. Data-Oriented Tech Stack
Burst Compiler
2019.2
1.0 Release includes
Foundation for building
deterministic behavior
Support for all platforms
Product RoadmapRoadmap by Role
1. Programmers
53. Further Development
2018.3
Physics C# Job System support
Upgrade to PhysX 3.4
Support for multiple worlds
Support for C# Job queries
Memory Profiler (preview)
Product RoadmapRoadmap by Role
1. Programmers
54. UI Elements
2019.1
Supports Editor Windows and Inspectors
CSS & full Flexbox spec implementation
for complex and flexible layouts
Data driven structure, layout and styling
Powerful UI Debugger
New performant UI Renderer
Product RoadmapRoadmap by Role
1. Programmers
55. UI Elements
2019.2 and beyond
Better CSS support
Support for Runtime Preview
Visual UI Editor Preview
Interoperability with common design tools
Product RoadmapRoadmap by Role
1. Programmers
56. New Input System
2019.1
Action Maps
Actions & Action Sets
Action Bindings
Combos
Processors
Provided as a package,
open source and extensible for
whatever you need to add.
Product RoadmapRoadmap by Role
1. Programmers
57. Addressable Assets
& Scriptable Build Pipeline
2018.3
Load assets by address, and simplifies
content pack creation / deployment.
2019.1
Out of Preview
2019.2
Direct Load APIs (customize how content is loaded)
Content Patching
Product RoadmapRoadmap by Role
1. Programmers
59. Roadmap by Role Product Roadmap
2. Animators
Bring you new tools for
Authoring.
The Mission
60. 3D Animation
2018.3
Animator performance improvements
of 10-20%
Root motion refactor
2019.1
Runtime Rigging
32 Influences per vertex (up to 255 with API)
Product RoadmapRoadmap by Role
2. Animators
62. 2D Animation
2018.3
New 2D Animation v2
Multi-Sprite workflows
Tighter rigging iteration loop
Product RoadmapRoadmap by Role
2. Animators
background and center character, courtesy of Flipping Death by Zoink Games
64. Timeline
2019.2
Track modifier framework
Workflow to modify Animation, A/V in non-
destructive way in timeline.
Customization
Enable timeline customization
through specific clip playables and UI.
Product RoadmapRoadmap by Role
2. Animators
65. Video
2018.3
Faster texture update
Audio Resampling
2019.1
SRP fixes for full compatibility
Movie texture deprecation
H.265 playback support
Product RoadmapRoadmap by Role
2. Animators
H.265
66. Video
2019.2
Support variable framerate in encoder
Live Streaming
Enable live video streaming for apps
made with Unity
Genlock support
2019.3
Video compositor support with media API
Product RoadmapRoadmap by Role
2. Animators
70. Lightweight Render
Pipeline (LWRP)
2018.3
Physically based light attenuation
Custom Renderer
Customer Render Pass Injection
2019.1
Leaving Preview
Full Suite Documentation
Product RoadmapRoadmap by Role
3. Artists & Designers
71. High Def Render Pipeline (HDRP)
2018.3
Increase volumetric quality and performance
Screen Space Reflections
Improve shadow atlas / budget / control
Improve quality of Contact Shadow
TerrainLit shader & Fabric shader
AxF shader (requires automotive package)
Preliminary support of LightLayers
More debug modes
Planar reflection
Preliminary Visual Effects Graph support
Decal improvement with per channel selection mask
Product RoadmapRoadmap by Role
3. Artists & Designers
72. High Def Render Pipeline (HDRP)
2019.1
Stacklit shader
Hair shader
Improved VFX graph support
Reflection system
Improved Shadows
Specular anti-aliasing / Normal filtering
HD Post-processing
VR Support
MSAA (forward only)
Product RoadmapRoadmap by Role
3. Artists & Designers
73. Shader Graph
2018.3
HD Lit master node
2019.1
Leaving Preview status
New Node API
Product RoadmapRoadmap by Role
3. Artists & Designers
76. GPU Progressive Lightmapper
2018.3
GPU Acceleration Windows support
2019.1
Mac OS & Linux support
Non-uniform scaling fix
Double sided GI
Cast & Receive Shadows
Product RoadmapRoadmap by Role
3. Artists & Designers
77. Digital Content Creation (DCC)
2018.3
Physical Cameras
Model importer improvements
Properties (preview)
Stringray PBS in SRP
2019.1
Maya vertex count plugin
gITF
Product RoadmapRoadmap by Role
3. Artists & Designers
78. Digital Content Creation (DCC)
2019.1 - 2019.3
Importer improvements
Scripted import pipeline
Bi-directional importers
Product RoadmapRoadmap by Role
3. Artists & Designers
Any
DCC
Package
79. Text Mesh Pro
2018.3
Hybrid Dynamic
SDF Font system
2019.3
Support for Ligatures
Product RoadmapRoadmap by Role
3. Artists & Designers
80. Post Processing
2019.1
Improved Depth of Field (HDRP)
Improved Motion Blur (HDRP)
Improved Auto-Exposure (HDRP)
Product RoadmapRoadmap by Role
3. Artists & Designers
81. Visual Effects Graph
2018.3
Preview release
Next Generation Visual Effects
Tailored for Next-Generation
platforms (GPU/Compute)
2019.1
Ribbon Trails
Product RoadmapRoadmap by Role
3. Artists & Designers
82. Visual Scripting
2019.2
Preview release
2019.3
Clear, compact UI with blackboard & stacks.
Extensible high level nodes, easy to create
and share custom packages of nodes.
Generates performant C# at runtime making it
and easy for programmers to debug and optimize.
Smart context sensitive search, notes and color grouping.
Visual tracing to help iteration and problem solving.
Live editing.
Product RoadmapRoadmap by Role
3. Artists & Designers
85. Terrain Updates
2018.3
More scriptable and customizable
Script-exposed GPU resources
(heightmap, splat maps)
Scriptable terrain tool API
Add new terrain tiles to existing terrain
Auto-connect terrain tiles
Stamp tool
Add your own custom GPU operations
Product RoadmapRoadmap by Role
3. Artists & Designers
86. Terrain Updates
2018.3
Performance
Faster CPU / GPU runtime
GPU heightmap representation
Significantly reduced draw calls
through efficient instancing
Cluster culling for terrain patches
2x CPU performance improvements
~30x Reduced GC allocations
GPU native heightmap and splatmap textures
C# API exposed
GPU instanced rendering (100x fewer draw calls, far less memory allocation churn)
Product RoadmapRoadmap by Role
3. Artists & Designers
CPU
GPU
heightmap
quadtree
render
painting splatmap blend textures
static meshesinstances
88. 2D Updates
2018.3
Tilemap - Isometric Tiles support
2D Animation v2 (2018.3)
Multi-sprite Workflows
2019.1
2D Lights & Shadows
2D Shape-based Lights
2D Point Lights
2D Spot Lights
Sprite Shape Improvements
Improved Collider generation
Product RoadmapRoadmap by Role
3. Artists & Designers
tiles courtesy of Isometric Dungeon Tiles pack by Kenney
89. 2D Updates
2018.3
Tilemap - Isometric Tiles support
2D Animation v2 (2018.3)
Multi-sprite Workflows
2019.1
2D Lights & Shadows
2D Shape-based Lights
2D Point Lights
2D Spot Lights
Sprite Shape Improvements
Improved Collider generation
Product RoadmapRoadmap by Role
3. Artists & Designers
background and center character, courtesy of Flipping Death by Zoink Games
90. 2D Updates
2018.3
Tilemap - Isometric Tiles support
2D Animation v2 (2018.3)
Multi-sprite Workflows
2019.1
2D Lights & Shadows
2D Shape-based Lights
2D Point Lights
2D Spot Lights
Sprite Shape Improvements
Improved Collider generation
Product RoadmapRoadmap by Role
3. Artists & Designers
artwork courtesy of Platformer Pack Redux by Kenney
91. 2D Updates
2018.3
Tilemap - Isometric Tiles support
2D Animation v2 (2018.3)
Multi-sprite Workflows
2019.1
2D Lights & Shadows
2D Shape-based Lights
2D Point Lights
2D Spot Lights
Sprite Shape Improvements
Improved Collider generation
Product RoadmapRoadmap by Role
3. Artists & Designers
artwork courtesy of Flipping Death by Zoink Games
92. Cinemachine
2018.3
Physical camera support
Event mapper
New procedural noise with
interactive display
Lens packs
2019.1
Unity Presets Support
Performance improvements
Standard camera rigs
Focus breathing
Product RoadmapRoadmap by Role
3. Artists & Designers
93. Cinemachine
2019.2
FPS / POV camera
Virtual production environment
Customizable blends
API improvements
ClearShot improvements
Target group v2.0 & FreeLook 2.0
Head tracking prototype
Cinecast beta - Go to
unity.com/cinecast now!
Product RoadmapRoadmap by Role
3. Artists & Designers
94. Cinemachine
2019.3
Post Processing v3 integration
CM 3.0: Jobification, numerous
other improvements
Product RoadmapRoadmap by Role
3. Artists & Designers
95. World Building Tools
2018.3
ProBuilder 4.0
Bug fixes
Performance improvements
Usability improvements
Nested prefabs support
New public API & distributed source code
PolyBrush 1.0
Now in Package Manager
New prefab scattering brush
Example shaders for HDRP & LWRP
Bug fixes
Product RoadmapRoadmap by Role
3. Artists & Designers
96. World Building Editor updates
2019.1
Optimized Scene View for massive worlds
Scene Visibility tools in Editor
Improved selection tools
Extensible Tool Modes API
Product RoadmapRoadmap by Role
3. Artists & Designers
97. World Building Editor updates
2019.2
Grids, Snapping and Manipulation
Tools to enable fast, precise manipulation
and creation with great visual feedback.
Modifier Stack
Editable history of authoring operations
for non-destructive world building.
Custom toolbar
Product RoadmapRoadmap by Role
3. Artists & Designers
98. World Building Editor updates
2019.3
Context Menu
Quick access to context menu commands
on picked object/selection
Selection Sets - groups
Organize objects in groups without having
to rely on scene hierarchy.
Universal Search
A reliable way of searching data according to sets of rules.
Enhanced Shape/Design Creation Tools
Quickly draw out shapes to generate basic geometry beyond existing poly shapes.
Product RoadmapRoadmap by Role
3. Artists & Designers
99. Audio
2019.1
New C# Audio System & DSP Graph
available in experimental namespace
2019.2
uNode API for Audio in experimental
Provides a graph API that will provide
simple topology and messaging system
in an ECS world
Product RoadmapRoadmap by Role
3. Artists & Designers
100. Audio
2019.3
uNode graph compositor
Provide a visual authoring framework
for uNode graphs.
Product RoadmapRoadmap by Role
3. Artists & Designers
uNode
101. Product Roadmap
Agenda
Summary
Flexible, Modern Editor & Feature set
Keep every kind of person happy and productive
Maintain Quality through a close feedback loop with you
Filling the gaps
Evolving legacy systems
Pushing opportunities in production and development