Using Magic Leap with AR Foundation in Unity 2020.1
Unity’s AR Foundation is a cross-platform API to support augmented reality applications. In this session, you learn how to use AR Foundation to quickly develop or port your AR experience to the Magic Leap 1 headset, while still being able to incorporate Magic Leap-specific features into your apps.
Leveraging Unity in the New Age of Digital Twins
Using Unity Reflect, Booz Allen Hamilton leverages digital twins to create holistic solutions that enable cross-functional collaboration and planning, and identify long-term cost savings. They built a 3D digital space by implementing BIM, AI and other images. Learn how Booz Allen develops various approaches by combining applications and platforms.
Crunching the numbers: Navigating mobile-game metrics
Are you developing an indie mobile game? Join us and our partner Adjust to explore the metrics, reporting, and optimization necessary for success. We’ll also dive into what the core metrics mean and how you can leverage them to take your game to the next level.
Neonverse – Lessons and best practices learned
Developing a fully functional game that can run on even the cheapest device is the holy grail of mobile development. In this session on Neonverse, learn how Tamasenco & Pixel Reign combined vertex lighting with new techniques to achieve rapid and beautiful results, animated in Shaders instead of animators and C# scripts, and more.
ArtEngine: Key AI-assisted artistry features
Join Sebastian Pohl from Binary Impact as he walks you through the key features of Unity ArtEngine. Demoing an example-based workflow, he shows you how to enhance, expand, and transmute physically based rendered (PBR) materials. ArtEngine’s AI-assisted artistry lets you quickly create ultra-realistic materials by up-resing, deblurring, removing seams, unwarping, color matching, and more.
Little Orpheus tech talk: Developing for Apple Arcade
In this deep dive into their development process, The Chinese Room shares lessons learned developing their first Apple Arcade title, Little Orpheus. They’ll discuss various aspects of development, including technical decisions and optimization, as well as how the studio empowered their artists and designers and gave them (almost) free reign, while keeping their work manageable.
Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph
Hardspace: Shipbreaker artist David and programmer Trevor show you how they use Unity’s Visual Effect Graph to create dynamic explosions with data-driven VFX parameters. They also demonstrate how you can customize explosions for different situations.