消息点:
Unity目前支持18种平台
舞蹈技术:MIRADA公司,real sense技术
公司网址:http://mirada.com/
其它主要介绍了Unity新版本5.6在Lighting, Animation ,Analysis ,Navigation方面的更新。
——Timoni West Unity Labs首席设计师
核心:运行时可以实时编辑的编辑器。
EditorVR
Open-source package you add to your project
Extensible ;you can add functionality to it
Runs in edit mode, so your changes are saved
Available for vive or rift
Requires controllers and a PC
Just updated to Unity 5.6, but requires a custom build until our input system is finished.
Key hurdles
Creating inside Unity in Edit Mode
Designing a robust creation tool
Key UI + UX pain points
Creating inside Unity in Edit mode
Miniworld is a re-render of the scene from a different perspective, preserving the existing z-buffer.
Designing a robust creation tool
Render queues:9000+
Gizmo interaction: different than 2D
Anisotropic filtering is needed for everything.
(robust tool : work for every type of scene,different ui color scheme &lighting scheme,must work across counter tools, any scale of asset)
Key UI + UX pain points
Introducing the concept of tools
Tool switching : how to teach people?
Gestures : mentally & computationally taxing
UI: HUDs are terrible. Want it accessible but not the way.
Periphery is not useful for many interactions
Animations seem gratuitous, but are necessary.
Users really don’t see things.
Show what’s going to happen, what is happening, and what just happened.
Show as much of the Controller’s real buttons in your model as you can.
Object interaction
Ultimate freedom is not so great, Use rotation constraints.
User want to interact with all objects, even if they’re blocked.
But not in the same way: close objects should be more responsive, and far objects should be more forgiving.
Other surprises
Locomotion: fast , precise , won’t make you sick : pick two.
Sounds need to be predicted.
Double-clicks need to be slower
Users don’t know if they’re inside a large object.
Must filter controller noise from user movement more than the tracking system.
How to start playing around with EVR
Have a Vive or Rift
Recommend a 1080 or higher
https://github.com/Unity-Technologies/EditorVR
http://rebrand.ly/EditorVR-build
Put package in project
Window>EditorVR
应用:
——Wim Meeussen Google资深软件工程师
Mobile AR&VR的应用点:
VR设备:(左边的那个他可能不知道淘宝��)
Daydream 的不同内容体验方式:
Flying, walking , high jump, fear experience (like the pic)
——内田冶宏 高桥聡 鸟居佑弥 张中峥 Marza 动画星球
这个日式英语听起来比较费劲,没怎么听明白。
——鲍健运 Unity技术经理
在运行时创建与更新NavMesh数据:
NavMeshBuilder: BuildNavMesh BuildNavMeshAsync BuildNavMeshAsync BuildNavMeshData
BuildNavMeshMultipleScenes UpdateNavMeshData UpdateNavMeshDataAsync
NavMesh最新开源组件地址:https://github.com/Unity-Technologies/NavMeshComponents
NavMesh最新开源组件介绍:NavMeshSurface NavMeshModifier NavMeshModifierVolume NavMeshLink
优点:运行时烘焙NavMesh,可以为几个NavMesh代理使用各自不同的NavMesh,可以保存到prefab.
使用NavMeshLink将它们两侧链接起来,来达到链接两个NavMeshSurface的目的。
可以通过NavMeshQuery过滤器来查询特定尺寸代理的NavMesh.
——Marco Trivellato Unity Software Developer
Recent History
5.0: Introduced experimental Unity WebGL(HTML5/JS/WebGL)
5.3: Unity WebGL officially supported
5.4: Unity WebPlayer is no longer available
Browser Support
Works on all major Browsers…..except IE��
Mobile Browsers are not “officially” supported
Load times and Performance also depends on the Browser
Findings
Different game genres
Only on Desktop Browsers
Most of them on FB
Some of them also available native app
Can be monetized: directly or indirectly(app-purchases external ads, native app purchases)
Airconsole.com,non-games use-cases,etc…
WebGL新功能:Embedding ,Memory, Graphics, Video Player ,Web Assembly(aka wasm)
Embedding API: Benefits
Easier embedding: No need for iFrames
Avoid name clashes in global namespace
Multiple instances in the same page
这个代码实现网页中有9个场景排列的效果。
Embedding API: It’s a breaking change
Loading and Instantiation
Interoperability between JS and Unity
Deployment
效果如图:
——张陈渊 Unity技术支持工程师
举例:这种情况的错误用RenderDoc查,查出来发现是Filter的mipmap导致的黑色。
内容:
为什么要做图像调试?
工具的作用是什么?
调查基本方法
工具简介及重点功能讲解
实际例子分析
为什么要做图像调试
调查图像错误原因
了解原理,进一步优化
示例:
示例总结:
确认关键数据,得出大致原理
运行时修改Shader,编译并重新应用(renderdoc支持)
Shader运行时调试,断点
工具:
Unity Frame Debugger
Nsight
Visual Studio Graphics Analyzer
Render Doc
Android studio
Apple Instruments
工具功能:
渲染优化
渲染时间
裁剪
渲染出错
渲染状态检查
输入输出检查
Shader调试
——Carl Callewaert Unity Global Director of Evangelism
360度全景视频播放器,Shader决定实在球内部播放还是球外部播放。
360 panorama plugin unity全景摄像机
Video sources
Embedded in your game
Loaded from remote URL etc. http://myserver.com/video.mp4
StreamingAsserts folder accessed via Application.streamingAssertsPath
Via from AssetBundles
硬件推荐:
Play back 360 Video
http://people.videolan.org/~jb/Builds/360/
——Adam Myhill UnityHead of Cinematics Mike Wuetherick Unity Product Manager
——Lukasz Wolinski CTO,Dr.Panda
——Teddy Bergsman Lind CEO,Quixel
Online Library &Tool Mega Scan Studio
动捕系统:NEURON
材质:Substance
Tool: Marmoset Tool Bag
人群系统:Crowed System
编剧:Timeline
红框区域显示较少,却仍被全部渲染。处理:节省显示较少的红框区域,处理提高渲染效率,并且保证画质。
——梅颖广 陆蓉 微软(中国)有限公司技术顾问 微软总部Visual C++项目经理
Agenda
Microsoft’s Mixed Reality
Develop app on HoloLens
Visual Studio 2017
——张越 微魔纪元产品总监
项目定位
Old School ARC
短期体验,节奏快
体验爽快
与好友共乐
立项
开发基因+游戏基因+职能完整=效率
公司有永恒战士IP
——Lan Dundore Unity Field Engineer
Transforms?
Every GameObject has one
When they change,they send out messages
C++:“On TransfomChanged”
When reparented,they send out MORE messages!
C#: ”OnBeforeTransformParentChanged”
C#: ”OnTransformParentChanged”
Used by many internal Unity Components.
Physics, Renderers, UnityUI…
OnTransformChanged?
Send every time a Transform changes
Three ways to cause these messages:
Changing position, rotation or scale in C#
Moved by Animators
Moved by Physics
1 change= 1 message!
Why is this expensive?
Message is sent to all Components on Transform & all Children
Yes, ALL
Physics components will update the Physics scene.
Renderers will recalculate their bounding boxes.
Particle Systems will update their bounding
Collect your transform updates!
Many systems moving a Transform around?
Add up all the changes, apply them once.
If changing both position & rotation, use SetPositionAndRotation
New API,added in5.6
Eliminates duplicate messages
What does it do?
Reorders animation data for better multithreading
Eliminates extra transforms in the model’s Transform hierarchy
Need some, but not all? Add them to the “Extra Transforms” list!
Allows Mesh Skinning to be multithreaded.
What affects the cost of Physics?
Two major operations that cost time:
Physics simulation
Updating Rigidbodies
Physics queries
Raycast, SohereCast, etc.
Scene complexity is important!
All physics costs are affected by the complexity and density of a scene
The type of Colliders used has a big impact on cost.
Box colliders&sphere colliders are cheapest
Mesh colliders are very expensive
Simple setup: Create some number of collider cast rays.
Why is complexity important?
Physics queries occur in three steps
1: Gather list of potential collisions, based on world-space.
Done by PhysX(“broad phase”)
2: Cull list of potential collisions, based on layers.
Done by Unity
3: Test each potential collision to find actual collisions
Done by PhysX(“midphase”&”narrowphase”)
Most expensive step
——Lan Dundore Unity Field Engineer
主要讲了Serialize的相关和继承至ScriptableObject的用法而不是MonoBehaviour.
把数据真正存储在了资源文件中,可以像其他资源那样管理它,例如退出运行也一样会保持修改
可以在项目之间很好的复用,不用再制作Prefab那样导入导出
网址:https://www.mapbox.com/mapbox-studio/
做导航地图产品。
网址:https://www.agora.io/cn/
2行代码接入,做游戏语音,可以将语音转化成可阅读的文字
网址:http://www.sharpnow.com/
类似leap motion.
HMD 连接到PC或者Oculus
All-In-One 通过USB-OTG与Android设备连接,要求android 4.3以上版本。
智能电视:通过wifi,wifi-direct,蓝牙,2.4G等无线传输协议与Android4.3以上版本的智能电视连接
支持挺多手势动作的包含打电话,射击等。
网址:http://www.xiniu3d.com/
虚拟现实服务提供商
VR主题乐园
网址:http://www.axis3d.com.cn/Index.html
Xsens MVN惯性动作捕捉系统
网址:https://forge.autodesk.com/
Forge技术,设计数据互联
网址:www.loveota.com
做游戏热更新
网址:https://megascans.se/
扫描素材库,中国代理商,上海魔意网络科技有限公司
网站:http://vr.emdoor.com/
做虚拟现实设备和解决方案。
网站:http://www.spring-vr.com/portal.php
手势识别&虚拟现实交互方案提供商
动捕手套
还有英伟达,谷歌,微软啥的就不一一说了。