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by Mike Ton 10 years ago

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Unite2014

Unity, Networking, Multiplayer, Shading, Scripting, Editor Unity Technologies hosted an event featuring various sessions on advanced topics like Mecanim, physically-based shading, and editor scripting.

Unite2014

Unite2014

Friday

Test
Unity Test Tools

Batch runner

Assertion component

Assertion explorer

Unit test runner

Integration test runner

Platform runner

test automation defends against

regressions

pyramid

Unit tests

Integration test

issues that occur after fixing other issues

Test automation for games is for realz. Introduction to Unity Test Tools 15:00 - 16:00 Tomek Paszek - Unity Technologies
Date

fetch

...???

async loading

hello

adpcm

cheap to decode

good for some sounds

vorbis

bye

mp3

looping artifact

Mixer

control the global mix

signal link

(walkie talkie??)

Recieve

Send

snapshot

config audioscape -> level space/area

transitionable

features

Attenuation applied in???

signal is processed in place

DSP effects anywhere in mix

category

SoundTrack

Character

Env

sits between source and listener

prev

Audio Source --> directly --> In to listener

New Audio Radness in Unity 5.0 13:30 - 14:30 Wayne Johnson - Unity Technologies
New Unity Networking in 5.x 11:30 - 12:30 Sean Riley - Unity Technologies
Phase

MMOs

Dedicated Servers

Multiplayer

Make it Multiplayer

Menu

Exit

Main

Track State

Hand Shake

base

Transport Layer

UDP

Bytes stream level

Thin layer on top of sockets

middle

C#

HLAPI

cmd

Spawn

new GO across network

Instantiate

new Unity GO

Relay

Remote Client

Host

Server

Local Client

UnityEngine.Networking

Message Handlers

Inspector

Engine Comp

Network

NetworkBehaviour

Spawning Object

Commands

(shooting bullet)

(rememer to add NetworkIdentity to bullet prefab to move)

network

(health)

float health = 100.0f;

[SyncVar(hook="OnDamage")]

void OnDamage(int newHealth){}

(shoot)

NetworkServer.Spawn(bullet)

CmdDoBullet()

[Command]

[ClientRPC]

//called onServer invoked on client

//called locally invoked on Server

local

DoBullet()

(control)

if(!isLocalPlayer)

return;

Transform

Local Player Authority

Client based movement

Sync Mode

2D Physics

Manager

High level configuration

Spawnable Component

Bullet

Enemy

Player

Scene

transfers from

online

Enemy controlled by player stream

offline

Enemy has AI

Identity

Send Rate

Online Services

Concurrent User tracking

Matchmaking

Relay Server

Hosted by Unity in the cloud

Introduction to Analytics and CRM 10:00 - 10:30 Chethan Ramachandran - Unity Technologies Gratuitous Google Gaming - Including Play, Android, and TV 10:30 - 11:00 Daniel Galpin - GOOGLE.COM
Google

Google Play

A B play

Gaming

how do I get discovered

Google analytics

activate on log in main menu screen

App Quality

secret

happy = more users

ADT-1

Android Manifest

GET CONTROLLER #

REQUIRING A CONTROLLER

SUPPORTING A CONTROLLER WITH FEATURE-GROUP

(turn off touch screen)

CRM

Product

Take Action

Point is to Nurture your audience

intertestial and pop ups???

manage the player experience through personalized beats

System does the thinking

Easy Integration

Goal

show ads to players that don't care

Don't show ads to your most passionate player

Targeting

Timing

Channels

Message Type

Segment

Thursday

Empowering Artists, Designers and Non-Technical Types to Make Games in Unity 18:00 - 19:00 Elliott Mitchell - Vermont Digital Arts
Shader Forge - Making the science behind the magic of shader creation accessible to artists 16:30 - 17:30 Joachim Holmér - Neat Corporation
ShaderForge

New feature announcement

realtime area light

Questions

Sales stats

sales = big bump

closed beta = big bump

Features and Design

node

data

baked into shader itself

display

property is labelled on node

screenshot friendly

connection

line number == # of channels data

hotkey

S

shader node palette

MainNode

Geometry

uv

using an image to drive a uv is really expensive

Tesselation/Displacement

not on Mac OSX

VertexOffset

Outline Width & Color

Transparency

Alpha Clip

Refraction

Screen Space effect

Ambient

SkyShop

Diffuse

Specular

Lighting

projection pattern

Basic

Why

PhysX 3 in Unity 5 15:00 - 16:00 Anthony Yakovlev - Unity Technologies
Agenda

Rigidbody component overview

trigger

no terrain collider

Convex only

colliders

detection

Continous Dynamic

> 64k bodies on the broadphase on desktop

CCD skeletons are generated by SDK automatically

bullet through handkerchief

Continous

Discrete

type

convex

CONVEX mesh colliders

primitive

any mesh collider

scaling mesh colliders is basically free

except negative scaling

bodies

enabled

kinematic

no simulation

use animation curves

only use collision

dynamic

CONVEX mesh colliders only

primitives okay...not arbirtrary mesh collider

disabled

static

can not be moved...disabled

??? moving static collider is free???

Adaptive Force

separation of body velocity is too high???

is disabled by default

Designed with character clothing in mind

Needs to register colliders cloth would react on

Collider

Sphere

"conic capsule"

Capsule

Decoupled from main physics update

No split between interactive vs. skinned

interactive cloth removed

cloth can't apply force back to simulaton

NEW

WheelCollider

up to 20 wheels with steering and driving

Input real world data

Tyre forces now work!

Intro

Phys3.3

PhysX3 is not 100% compatible with PhysX2

Improved Multithreading

upto 10x performance boost

2x faster than PhysX2

New subsystem

Cloth

Vehicle

SDK rewrite

Android

NEON instruction set is supported

Core SDK

organized in tasks

faster algorithms

queries

sleeping

pruners

Updates to AI in Unity 5.0 13:30 - 14:30 Mikko Mononen - Unity Technologies
Q&A
Example

Prevent empty space from being clicked

???Serializable

Hook up animation

UnityEvents

namespace

UnityEngine.UI

UnityEngine.UnityEvents

EventSystem

EventData

AxisEventData

PointerEventData

BaseEventData

Handlers

..

Update

Scroll

Drop

Pointer

Raycasters

...

canvas and elements must have raycaster

Modules

TouchInputModule

StandAloneInputModule

Components

Misc

ScrollRect

Shadow/Outline

Canvas Group

Layout

Layout Element

keyboard virtual

Content Size Fitter

Grid Layout Group

Vertical/Horizontal Layout Group

prop

Navigation

Tint

Controls

Type

Input Field

Toggle

Nav

Slider

Scrollbar

Button

Display

Text

Image

Canvas

WorldSpace

Event Camera

visibility

ScreenSpace

if(camera)

else

Overlay

nothing renderable on this

Camera

sorting layer

RectTransform

Anchors

edits

+offset for display

pivot

Custom

flower opened

scale respect

raw

blueprint

== bounding box

display is percentage of bouding box

flower power

single pivot

Preset

replaces Transform

screenspace vs. world space

Advanced GUI 11:30 - 12:30 Philip Cosgrave - Unity Technologies

Request and Roadmap

Most Requested
Features

Editor

linux

visual shader

version control

different rules for

text

binary

Better Collaboration Tools

Visual Programming

Cinematic Tools

Timeline

UI

scrubbing

clips

Visual

Audio

Improve

AssetPipeline

background activity based on priority

HD/SD support

virtual

AssetBundle

SD

HD

MonoVersion

il2cpp

NavMesh

Obstacle

Script aceess

Mecanim

StateMachine

machine to machine transfer

input and output nodes

Particles

Scripting access

Rework

Terrain

Tooling

Pain tool

working like DCC

Shaders out of the box

quality

MonoDevelop

(or alternative)

shipping only add-on

Allows you to use any version of MonoDevelop

Nested Prefabs

exposed properties

limit what is config in instance

nesting and inheritance

Input

???

Breakfast

game
discover

partners

find underdog

window games

why does your audience care

gdesign

pacing

3 level

fire

easier jump

jump

mastery

intro

class
band together
get attention

do something wrong

don't be nice to students

remove ego

RND 1 week game
Medal

nothing

ignored

silver

free to play

bronze

free to play and popular

gold

can sell

Wednesday

To Mecanim and beyond! 17:30 - 18:30 Pierre Paul Giroux - Unity Technologies
Susan
Editor Scripting from the real world - Inspiration, tricks and lessons learned from 5 years of editor scripts 16:00 - 17:00
Nesholm

Streetfighting

export

postbuild

editor

Menu Items

import

Auto-Magically MVVM with uFrame 14:30 - 15:30
Allen Foundation
13:00 - 14:00 Mastering Physically Based Shading in Unity 5
Keynote