We kicked off Unite Berlin today! We couldn’t be happier to finally share all of the exciting news that we’ve been working on, from our strategic alliance with Google Cloud to help you make connected games, to a preview build of our improved prefab system. Here’s your handy overview of all the keynote announcements.
我们今天开始了团结柏林! 从过去与Google Cloud结成战略联盟以帮助您制作联网游戏,到预览改进的预制系统的最终结果,我们乐于分享我们一直在努力的所有令人振奋的新闻。 这是您所有主题演讲的便捷概述。
The show will go on tomorrow and Thursday with loads of great talks on everything from ECS & C# Job System, to how we optimized Book of the Dead to run on consoles. We’ll be streaming selected talks; please join us on YouTube via these links: Day 2, Day 3. Check the video descriptions for the live streaming schedule.
该节目将于明天和星期四进行,其中包括从ECS和C#作业系统到我们如何优化《死者之书》以在控制台上运行等所有内容的精彩演讲。 我们将直播选定的谈话; 请通过以下链接在YouTube上加入我们: 第2 天 , 第3天 。 查看视频说明以获取实时流式传输时间表。
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New Prefab workflows Connected games with Google Could Unity for small things Personalized Placements Book of the Dead: Environment project AR: Project Mars AR: Facial mocap performances Kinematica Harold Halibut Flipping Death GTFO Shadowgun Legends
新的Prefab工作流程 与Google的联网游戏可以 在小事上实现统一 个性化的布置 死者之书:环境项目 AR:火星项目 AR:面部表情游戏 Kinematica Harold Halibut 翻转死亡 GTFO Shadowgun Legends
We did a lot of research into how you all work with Prefabs at the moment and what you need. We’re improving the entire system, with a focus on reusability, control & safety. New additions include Prefab Mode, prefab variance, and of course… nested prefabs. During the keynote we announced that you can now access a preview build – we can’t wait to hear what you think!
我们对目前大家如何使用预制件以及您需要什么进行了大量研究。 我们正在改进整个系统,重点是可重用性,控制和安全性。 新增加的功能包括“预制模式”,“预制变量”,当然还有嵌套式预制。 在主题演讲中,我们宣布您现在可以访问预览版本 –我们迫不及待想听听您的想法!
Prefab Mode brings you an isolation mode for editing Prefabs. This new mode creates a faster, more efficient, and safer place for you to edit your prefabs, without adding them to your scene.
预制模式为您提供了一种用于编辑预制的隔离模式。 这种新模式为您编辑预制件(而不将其添加到场景中)创建了一个更快,更高效,更安全的地方。
We’ve developed new prefab variance and nested prefabs features so that you can be more productive when working with prefabs. This allows you to edit the model prefabs, and then the changes propagate to all prefab variants. Our new nested prefabs workflow is designed to let you be more flexible with your team. Your team can now work on different parts of your prefab and have them all come together for the final asset.
我们已经开发了新的预制件差异和嵌套预制件功能,以便在使用预制件时可以提高工作效率。 这使您可以编辑模型预制件,然后将更改传播到所有预制件变体。 我们新的嵌套式预制工作流程旨在让您的团队更加灵活。 您的团队现在可以在预制件的不同部分上工作,并将它们聚在一起以获得最终资产。
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Today, we announced that we are migrating our infrastructure to Google Cloud and a strategic alliance with the company to help creators make connected games.
今天,我们宣布,我们将基础架构迁移到Google Cloud,并与该公司建立了战略联盟,以帮助创作者制作联网游戏。
Everything from fast-paced multiplayer games to social, single-player experiences on your mobile device, the most successful and influential games out there are connected and enabled by the cloud. These experiences require a lot of expertise, time and infrastructure that not all creators have access to.
从快节奏的多人游戏到移动设备上的社交,单人游戏体验,其中最成功,最有影响力的游戏都由云连接并启用。 这些经验需要很多专业知识,时间和基础架构,而并非所有创作者都可以使用。
Through this collaboration, Unity and Google Cloud will be building a suite of native Unity features and tools that will help you create and run connected experiences, and scale them to meet the needs of your players. We will make it possible for creators of all sizes to harness the power of Google Cloud without having to be a cloud expert. To learn more visit unity3d.com/connectedgames.
通过此次合作,Unity和Google Cloud将构建一套Unity的原生功能和工具,以帮助您创建和运行连接的体验,并扩展它们以满足玩家的需求。 我们将使各种规模的创建者都可以利用Google Cloud的功能,而不必成为云专家。 要了解更多信息,请访问unity3d.com/connectedgames 。
With each new platform, you have a huge opportunity to reach more players. Emerging platforms like messaging apps require quick load times so that players get a seamless, instant, social experience. We have built a new small runtime with a modularized architecture and compression technology for light and fast delivery. This enables you to build games for messaging apps in the Unity Editor you know, with the assets you already have.
使用每个新平台,您都有巨大的机会吸引更多玩家。 诸如消息传递应用程序之类的新兴平台需要快速加载时间,以便玩家获得无缝,即时的社交体验。 我们使用模块化的架构和压缩技术构建了一个新的小型运行时,以实现轻便,快速的交付。 这样一来,您便可以使用已知的资产在已知的Unity Editor中为消息传递应用程序构建游戏。
While most messaging games today are best delivered in 2D HTML, we’re going beyond that with native deployment and 3D. This will also help you build to IoT devices, watches, car dashboards, AR glasses and many other platforms of the future.
尽管当今大多数消息传递游戏最好以2D HTML格式交付,但我们在本机部署和3D方面已超越了这一范围。 这也将帮助您构建到IoT设备,手表,汽车仪表板,AR眼镜和未来的许多其他平台。
Tell us where you want to be
告诉我们你想去哪里
There is a perceived trade-off between building a business and player joy, but what if you don’t have to comprise… what if you can have both?
建立业务和玩家喜悦之间存在权衡取舍的感觉,但是如果您不必包括在内,又该如何做,又可以同时拥有两者,该怎么办?
Personalized Placements allow you to tailor each game experience for each player. This prediction engine determines what to show to each player based on what will drive the highest engagement and lifetime value, whether it’s an ad, an IAP promotion, a notification of a new feature, or a cross-promotion. The beauty of machine learning is that the predictions will get even better over time.
个性化的位置允许您为每个玩家量身定制每种游戏体验。 该预测引擎根据将推动最高参与度和终生价值的因素(无论是广告,IAP促销,新功能通知还是交叉促销)来确定向每个玩家显示的内容。 机器学习的优点在于,随着时间的推移,预测会变得更好。
We empower you to deliver the most impactful content to tailor your player’s journey because there is no monetization without player engagement.
我们使您能够交付最具影响力的内容来定制您的玩家的旅程,因为没有玩家的参与就无法获利。
Earlier this year at GDC 2018 we debuted Book of the Dead, a beautiful award-winning interactive narrative experience created by the Unity Demo Team. All of the natural environment assets in the demo are photogrammetry-scanned real-world objects and textures with the majority coming from Quixel Megascans, a publicly available library of high-quality scanned assets.
在今年早些时候的GDC 2018上,我们推出了《死亡之书》,这是Unity演示团队创造的屡获殊荣的精美互动叙事体验。 该演示中的所有自然环境资产都是摄影测量扫描的真实对象和纹理,其中大部分来自Quixel Megascans,这是一个公开可用的高质量扫描资产库。
The project is optimized for modern console performance and showcases the power of Unity 2018’s new HD render pipeline for achieving stunning visuals. Demo projects like this one allow us to push the envelope on what Unity can do at the moment and continue to push it further.
该项目针对现代控制台性能进行了优化,并展示了Unity 2018全新HD渲染管道的强大功能,可实现令人惊叹的视觉效果。 像这样的演示项目使我们能够推动Unity目前可以做的事情,并继续推动它的发展。
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Over the past few weeks, we’ve shared making-of blog content covering topics such as concept art, character design, and environment art in Book of the Dead. To fuel your creativity and learning we’re are excited to announce that you can now download a slice of the Book of the Dead environment today on the Asset Store.
在过去的几周中,我们在《亡者之书》中分享了涵盖概念概念艺术,角色设计和环境艺术等主题的博客制作内容 。 为了激发您的创造力和学习能力,我们很高兴地宣布,您现在就可以在Asset Store上下载《亡灵之书》环境的一部分 。
We have always focused on how creators will make the content of the future. This is why we’re excited about Project MARS – Mixed and Augmented Reality Studio, a Unity extension that delivers on the promise of AR by giving creators the power to build applications that intelligently interact with any real-world environment, with little-to-no custom coding.
我们一直专注于创作者如何创造未来的内容。 这就是为什么我们对Project MARS(混合和增强现实工作室)感到兴奋的原因,这是一个Unity扩展,它通过赋予创作者强大的功能来构建与任何现实环境进行智能交互的应用程序,而几乎无需付出任何代价即可实现AR的承诺。没有自定义编码。
The motto for this project is reality is our build target. We don’t want you to think about building to a console or phone – we want you to start thinking about how you can create experiences that truly take advantage of the real world. MARS is a robust toolset gives you the power to build AR apps that are context-aware, customizable, flexible, and work in any location, with any kind of data.
这个项目的座右铭是现实是我们的建设目标。 我们不希望您考虑构建到控制台或电话上–我们希望您开始考虑如何创建真正利用现实世界的体验。 MARS是一个功能强大的工具集,使您能够构建可感知上下文,可自定义,灵活且可在任何位置使用任何类型的数据的AR应用程序。
MARS is flexible enough to work with any data provider – we’re adding an abstract layer for useful data sources, like object recognition, and location and map data. We’re also providing sets of templates with simulated rooms, allowing you to test against different environments, inside the editor. Use our new AR-specific gizmos to easily define spatial conditions like plane size, elevation, and proximity without requiring code or precise measurements. AR differs fundamentally from traditional game design. Instead of having a level designer build your entire world from scratch, your level design is the real world. MARS will help you solve this challenge, enabling you to easily create AR experiences, from face masks, to avatars, to entire rooms of digital art. We cannot wait to see what you create.
MARS足够灵活,可以与任何数据提供者一起使用-我们正在为有用的数据源(例如对象识别以及位置和地图数据)添加一个抽象层。 我们还将提供带有模拟房间的模板集,使您可以在编辑器中针对不同的环境进行测试。 使用我们新的特定于AR的小控件,无需代码或精确测量即可轻松定义空间条件,例如平面大小,高程和接近度。 AR从根本上不同于传统游戏设计。 关卡设计是真实的世界,而不是让关卡设计师从头开始构建整个世界。 MARS将帮助您解决这一难题,使您能够轻松创建从面罩到化身再到整个数字艺术空间的AR体验。 我们迫不及待想看到您创建的内容。
Project MARS will be coming to Unity as an experimental package later this year. Stay in the loop on Unity Labs updates.
MARS项目将于今年晚些时候作为实验软件包进入Unity。 随时关注Unity Labs更新。
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Over the last couple of years, VR and AR have been increasingly powering how films are made. Advancements in graphics technology have enabled more detailed environments, and we find ourselves more invested in the characters. Virtual cinematography, one of the most remarkable use cases for XR in film, connects a physical camera on set to a digital camera in Unity. This allows you to shoot CG content with your hands, just like you would with live action.
在过去的几年中,VR和AR越来越多地推动了电影的制作。 图形技术的进步带来了更详细的环境,并且我们发现自己在字符上投入了更多的精力。 虚拟电影摄影技术是电影中XR最显着的用例之一,它可以将物理摄影机连接到Unity中的数字摄影机。 这样,您就可以像拍摄实况一样用手拍摄CG内容。
With the new Facial AR Remote Component, you can perform, capture animate characters, and finish your shot, using AR technology as the tool. This could save your team days, maybe even weeks of work.
借助新的面部AR远程组件,您可以使用AR技术作为工具来执行,捕获动画角色并完成拍摄。 这样可以为您的团队节省数天,甚至可以节省数周的工作。
Coming soon, anyone can take advantage of this workflow and create cinematic content fast enough to keep up with your ideas.
即将推出,任何人都可以利用此工作流程并以足够快的速度创建电影内容来跟上您的想法。
The Unity Labs AI group has been hard at work researching how to use machine learning to improve animation. Traditional animation workflows require you to explicitly define every possible transition, which can become quite complex. The team set out to create an animation system without any superimposed structure, like graphs or blend trees.
Unity Labs AI小组一直在努力研究如何使用机器学习来改善动画效果。 传统的动画工作流程要求您显式定义每个可能的过渡,这可能会变得非常复杂。 该团队着手创建一个没有任何叠加结构(如图形或混合树)的动画系统。
Our upcoming animation system, Kinematica, generates smooth, natural-looking movements by applying machine learning to any data source. Kinematica maintains all clips in a single library and then decides in real time how to combine tiny fragments from the library into a sequence that matches the controller input, the environment content, as well as gameplay requests.
我们即将推出的动画系统Kinematica通过将机器学习应用于任何数据源来生成平滑自然的动作。 Kinematica将所有剪辑都保存在一个库中,然后实时决定如何将库中的小片段组合成与控制器输入,环境内容以及游戏请求相匹配的序列。
Kinematica brings three major benefits: 1) a higher-quality polished look, 2) increased versatility (numerous variations determined from the same data set), and 3) no longer having to manually map out animation graphs.
Kinematica具有三个主要优点:1)高质量的抛光外观,2)增强的多功能性(从同一数据集确定许多变化),以及3)不再需要手动绘制动画图形。
Kinematica will be coming to Unity as an experimental package later this year.
Kinematica将在今年晚些时候作为实验软件包进入Unity。
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Our main focus at Unity is not making games, it’s our creators. We not only strive to solve hard problems that stand in the way of your success, but to enable innovation and technical achievement within our community. Today, we were proud to have a few creators from this incredibly talented community showcase their projects on stage at Unite Berlin.
我们对Unity的主要关注不是制作游戏,而是我们的创造者。 我们不仅努力解决阻碍您成功的难题,而且要在我们的社区内实现创新和技术成就。 今天,我们很自豪能邀请来自这个非常有才华的社区的一些创作者在Unite Berlin上展示他们的项目。
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Lorne Lanning, creator of the Oddworld franchise is using Unity 2018 for the latest installment and pushing graphics to a whole new level where you can’t tell the difference between what is s game, or a film or tv. They are building on the cloud and hoping to ship in 2019. On several occasions, while developing the adventure game, Lorne and his team have marveled at how robust the engine has become, asking “why isn’t it crashing right now?!”
Oddworld系列的创建者Lorne Lanning正在使用Unity 2018作为最新版本,并将图形推向一个全新的水平,您无法分辨游戏,电影或电视之间的区别。 他们正在云上构建并希望在2019年上市。在开发冒险游戏的过程中,Lorne和他的团队曾几次惊叹于引擎的坚固性,问“为什么现在不崩溃?!”
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Harold Halibut is an adventure game that looks like a stop-motion film. Slow Bros. achieved this unique look by physically building all assets in the real world using polymer clay, wood, and metal before bringing them to life with Unity using photogrammetry. They also use Unity 2018 with HDRP which allowed them to achieve a more realistic look with colors and lighting behaving as they would in the real world! It solved a huge number of issues for them, including transparency sorting and volumetric lighting.
Harold Halibut是一款冒险游戏,看起来像定格电影。 Slow Bros.通过使用聚合粘土,木材和金属在现实世界中物理构建所有资产,然后使用照相测量法将它们与Unity结合使用,从而实现了这种独特外观。 他们还使用带有HDRP的Unity 2018,使它们能够像在现实世界中一样在颜色和灯光行为方面获得更逼真的外观! 它为他们解决了许多问题,包括透明度排序和体积照明。
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Flipping Death is a fantastic platformer that mixes 2D and 3D, coming to Nintendo Switch this summer.
Flipping Death是一款出色的平台游戏,融合了2D和3D,将于今年夏天登陆Nintendo Switch。
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Zoink! Games let us use their assets to show you two upcoming features for 2D development. Sprite Shape is a new world building tool that helps you sculpt and bend your smart with a smart visual layout system. Our new 2D Animation system is a set of tools that make it easy to set up skeletal animation and animate characters using a single sprite. You can easily add and edit bones, paint weight and add mesh tessellation. Both are now in preview, please learn more & try out all the 2D packages! We can’t wait to hear from you on the 2D Experimental Preview Forum.
Zoink! 游戏让我们可以利用它们的资产为您展示即将面世的2D开发功能。 Sprite Shape是一种新的世界构建工具,可通过智能视觉布局系统帮助您雕刻和弯曲智能设备。 我们新的2D动画系统是一套工具,可让您轻松地使用单个精灵设置骨骼动画和动画角色。 您可以轻松添加和编辑骨骼,绘制权重以及添加网格细分。 两者现在都在预览中,请了解更多信息并尝试所有2D软件包 ! 我们迫不及待想在2D实验预览论坛上收到您的来信 。
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Although GTFO looks like it was made by a team of 80, it was really brought to life by a small team of 8. Since debuting their trailer at The Game Awards 2017, it hasn’t stopped getting noticed. Fans and media outlets alike have mentioned GTFO as one of this year’s most anticipated FPS games. The creator and former designer of “Payday” Ulf Andersson is excited by the graphic results he’s already achieved using Unity.
尽管GTFO看起来像是由80人组成的团队,但实际上是由8人组成的小型团队使它栩栩如生。自从在2017年游戏大奖中首次公开预告片以来,它一直没有被人注意到。 粉丝和媒体都将GTFO视为今年最受期待的FPS游戏之一。 “发薪日”的创建者和前设计师乌尔夫·安德森(Ulf Andersson)对使用Unity已经获得的图形效果感到兴奋。
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Madfinger Games has been using Unity for close to 10 years – and they are experts at high-fidelity graphics for touchscreens. This latest title has been critically acclaimed by countless media. The CEO mentioned they’re making Shadowgun Legends fully coop online and converting hundreds of missions so that friends can play together. Also, they have announced that they are porting to Nintendo Switch later this year. We’ve always enjoyed working with the studio and they’ve given us countless notes on how to improve Unity.
Madfinger Games使用Unity已有近10年的历史-他们是触摸屏高保真图形的专家。 最新的标题已得到无数媒体的一致好评。 该首席执行官表示,他们正在使Shadowgun Legends完全在线合作,并转换数百个任务,以便朋友可以一起玩。 此外,他们还宣布将于今年晚些时候移植到Nintendo Switch。 我们一直很喜欢与工作室合作,他们给了我们关于如何改善Unity的无数笔记。
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Huge thank you to all the Unity creators who’ve helped us make this a great Unite keynote!
非常感谢所有帮助我们使Unity成为伟大Unite主题演讲的Unity创造者!
The show goes on – we’ll be live streaming select sessions on YouTube, Twitch, Facebook and Periscope tomorrow and Thursday. Join us via your favorite channel!
节目继续进行-明天和星期四,我们将在YouTube,Twitch,Facebook和Periscope上直播精选会议。 通过您喜欢的频道加入我们!
翻译自: https://blogs.unity3d.com/2018/06/19/connected-games-facial-mocap-new-prefabs-workflow-preview-and-more-from-unite-berlin/