In this tutorial, you will learn how to create and manipulate 3D game objects in Unity. You will create a new 3D project and scene from scratch. Then you will add 3D cubes and spheres to the scene as game objects. You will organize the game objects in the hierarchy and use the inspector to view and edit their transform properties like position, rotation and scale. You will also learn how to parent game objects to create more complex structures and control them as a group. The goal is to build fundamental skills for using the Unity editor and working with 3D game objects.
Hands On with the Unity 5 Game Engine! - Andy Touch - Codemotion Roma 2015Codemotion
Codemotion Roma 2015 - Unity 5 is here! The latest version of the industry-standard, cross-platform game engine brings a whole variety of new features and tools: Physically-Based Rendering, Reflection Probes, Global Illumination, Audio Mixing, Analytics, Game Recording and Social Media Sharing and many more! This talk will be a hands-on, in-editor demonstration of these new features and how they can easily be used to create beautiful and performant 3D and 2D games!
An overview of Apple's game development technologies, followed up by tips and techniques for using UIKit for game development. The later third of the talk is an overview of games I've worked on in UIKit.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)noorcon
The reader is introduced to the Unity 3D IDE. The basic sections of the IDE are defined and explained. The reader is show how to navigate within the IDE and create GameObjects. How to perform transformations and etc… The Inspector Window is also discussed.
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.
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.
Hands On with the Unity 5 Game Engine! - Andy Touch - Codemotion Roma 2015Codemotion
Codemotion Roma 2015 - Unity 5 is here! The latest version of the industry-standard, cross-platform game engine brings a whole variety of new features and tools: Physically-Based Rendering, Reflection Probes, Global Illumination, Audio Mixing, Analytics, Game Recording and Social Media Sharing and many more! This talk will be a hands-on, in-editor demonstration of these new features and how they can easily be used to create beautiful and performant 3D and 2D games!
An overview of Apple's game development technologies, followed up by tips and techniques for using UIKit for game development. The later third of the talk is an overview of games I've worked on in UIKit.
Introduction to Game Programming: Using C# and Unity 3D - Chapter 2 (Preview)noorcon
The reader is introduced to the Unity 3D IDE. The basic sections of the IDE are defined and explained. The reader is show how to navigate within the IDE and create GameObjects. How to perform transformations and etc… The Inspector Window is also discussed.
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.
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.
An introductory presentation about the Unity game engine given at GarageGeeks HQ in 2012, meant to bring programmers who have no game development experience up to speed with Unity
A simplified character rigging & animation tutorial using the Spine animation tool. This is so easy to learn and use.
For creative content services, please visit our website:
https://www.artmiker.com
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
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.
Builder.ai Founder Sachin Dev Duggal's Strategic Approach to Create an Innova...Ramesh Iyer
In today's fast-changing business world, Companies that adapt and embrace new ideas often need help to keep up with the competition. However, fostering a culture of innovation takes much work. It takes vision, leadership and willingness to take risks in the right proportion. Sachin Dev Duggal, co-founder of Builder.ai, has perfected the art of this balance, creating a company culture where creativity and growth are nurtured at each stage.
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/
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
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.
Securing your Kubernetes cluster_ a step-by-step guide to success !KatiaHIMEUR1
Today, after several years of existence, an extremely active community and an ultra-dynamic ecosystem, Kubernetes has established itself as the de facto standard in container orchestration. Thanks to a wide range of managed services, it has never been so easy to set up a ready-to-use Kubernetes cluster.
However, this ease of use means that the subject of security in Kubernetes is often left for later, or even neglected. This exposes companies to significant risks.
In this talk, I'll show you step-by-step how to secure your Kubernetes cluster for greater peace of mind and reliability.
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.
1. Summary
In this learning project, you will be introduced to some of the essential tasks of an artist, game developer, or
other creator of interactive 3D experiences. You’ll explore the 3D capabilities and features of Unity, starting
with creating and manipulating 3D objects. You will learn about components, which give you control over the
ways objects look and behave. You will control lighting effects and experiment with Materials, which give 3D
objects a realistic appearance.
Project Objective
By the end of this learning project you will be able to:
● Create a new 3D project.
● Create 3D objects in the Unity Editor.
● Move, scale, and rotate objects in 3D space.
● Control the properties and behaviors of 3D objects using components.
● Create and apply a Material to a 3D object.
● Adjust the Directional Light in a 3D Scene.
● Find and import 3D assets from the Unity Asset Store.
● Publish a 3D project.
2. Summary
In this tutorial, you’ll begin working in the Unity Editor with more independence than you might have experienced
with the Microgames. Using a new Unity project and 3D Scene you create from scratch, you will work with
GameObjects and explore the various ways you can manipulate them in the Unity Editor. In this tutorial, you will:
● Create new 3D GameObjects.
● Select 3D objects in both the Hierarchy and Inspector windows of the Unity Editor.
● Move, rotate, and scale 3D objects using numerical values using the Transform Component in the Inspector
window.
● Move, rotate, and scale 3D objects in the Scene view using the Unity transform tools.
● Link GameObjects in parent-child relationships using the Hierarchy window to create complex
GameObjects.
● Identify the relationship between the properties displayed in the Inspector and the display of GameObjects in
the Scene.
3. 1.Overview
In this tutorial, you’ll apply what you have learned about the Unity Editor as you create and manipulate GameObjects in a Scene.
You’ll build more fundamental skills as you learn how to use the Hierarchy and Inspector windows to organize and configure your
GameObjects.
4. 2.Before you begin
Get familiar with the Editor controls
In this tutorial, you’ll begin using the techniques you learned in a Microgame and in the previous Unity Essentials mission. As we go
through the next learning projects, we assume that you can manipulate GameObjects and navigate in 3D space.
To review, see Explore the Unity Editor for basic techniques, tips, and tricks.
Try a Microgame
If you are new to Unity and you haven’t already taken the tutorials in one of the Microgames available in the Unity Hub, we highly
recommend them — especially the LEGO® Microgame! Any of these Microgames will give you a good introduction to the Unity
Editor. Note: If you completed the LEGO® Microgame, you used some custom functionality that recreates the experience of using
physical LEGO® bricks inside the Unity Editor. Here, you will not see the special LEGO enhancements — you’ll be using the
uncustomized Unity Editor.
5. 3.Create a new 3D project and Scene
Important: If you have already created a Unity project named “Essentials 3D project” in a previous mission, open that project from
the Unity Hub and skip this step.
Follow these steps if you need to create a new Unity project for this tutorial:
1. Open the Unity Hub.
2. Create a new Unity project using the 3D Template. Name this project “Essentials 3D project.”
Note: You might see a prompt to download the 3D Template if this is the first time you have used it. Look for this prompt on the 3D
card when you select it.
3. Create a cube primitive in your empty Scene: right-click an empty section in the Hierarchy and select 3D Object > Cube.
6. 4.The default 3D Scene
In the Microgames, you started in a Scene
that was already built for you, with characters
that moved and responded to your
commands, a rigid ground on which they
traveled, and goals and obstacles to make
the game interesting. Now, however, you are
working in vast, boundless, empty space. A
plane that looks like the ground is just for
reference — it is not even a rigid surface.
The default 3D Scene comes equipped with two important GameObjects, which are listed in the Hierarchy window:
● Main Camera, which controls what your players will see in the Game view (Play mode)
● Directional Light, which simulates the sun and provides light that will reflect off 3D your GameObjects to create realistic
visual effects
We will return to these after you have added some GameObjects to your Scene — so that the Main Camera has something to
view and the Directional Light has something off which to reflect.
7. 5.Work with GameObjects in the Inspector
The Inspector window is where you will view and change the properties of GameObjects and other types
of objects.
1. In the Scene view, select the cube GameObject you have created.
2. With Cube selected, look at the GameObject’s properties in the Inspector window.
Each section of the Inspector represents a component, which is a set of properties and behaviors of the
selected GameObject. Some components are built-in to primitives like the ones you see here. Later, you
will add more components to give GameObjects more sophisticated properties and behaviours.
With the Cube selected, the Transform Component displays the size, rotation, and position of the Cube in
the Scene using X,Y, and Z values. By default, these values are meters.
Note: Unity uses a Y-up coordinate system. This means that in the Editor screen space, the Y direction
is vertical and X and Z represent the horizontal plane (similar to north, south, east, and west). Some 3D
applications, such as 3DsMax, use Z as the vertical.
8. 3. Select F on the keyboard to focus on the
Cube. (Tip: The Scene view window must be
activated; you can select a GameObject in
Scene view, or right-click anywhere, to
activate the window.)
5.Work with GameObjects in the Inspector
By default, the Move tool is selected, and its
Gizmo is located in the center of the cube.
The arrows point in the positive directions in
each dimension. The dimensions are color
coded. You can always get your bearings by
looking at the Scene Gizmo in the upper
right corner of the Scene view.
9. 5.Work with GameObjects
in the Inspector
4. With the Cube selected, change the Y
value of the Scale in the Transform
Component to 4. The Cube height will
change to 4. Zoom out as needed.
10. 6.Organize GameObjects in the Hierarchy
You can use the Hierarchy window to organize your GameObjects and
define their relationships to each other. You can group them in the
Hierarchy to create more complex GameObjects.
1. Right-click the Cube in the Hierarchy window so that it is selected.
2. Select 3D Object > Sphere.
As shown in the Hierarchy, the Sphere is a child GameObject of the
Cube. These two objects are now linked. You can operate on them as a
unit.
11. 3. This sphere is inside the Cube where you can’t see it. Select
Sphere in the Hierarchy, and the Gizmo will appear so that you can
move it in the Scene view to a location at least partially visible
outside of Cube. It will be tall, not spherical, because its initial
dimensions were based on its parent.
6.Organize GameObjects in the Hierarchy
4. Select the parent object, Cube, and move it. Cube and Sphere
will move together. Try scaling and rotating your object, too.
To remove the parent-child relationship, drag the Sphere in the
Hierarchy up and all the way to the left, to indicate the root level.
Both GameObjects now appear as independent GameObjects in the
Hierarchy.
12. 7.Next steps
You’ve seen how to add simple GameObjects, called
primitives, to your Scene, and you’ve seen the ways these
GameObjects are represented in the Hierarchy and
Inspector windows. You’ve seen how to move, rotate, and
scale GameObjects two ways: with numbers in the
Inspector, or by physically changing them in the Scene
view.
Now you’re ready for a practical exercise: building a
structure using primitives.