2017 Unite大会总结

Keynote主题演讲

消息点:

 Unity目前支持18种平台
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 舞蹈技术:MIRADA公司,real sense技术
公司网址:http://mirada.com/
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其它主要介绍了Unity新版本5.6在Lighting, Animation ,Analysis ,Navigation方面的更新。

EditorVR设计经验总结

——Timoni West Unity Labs首席设计师
核心:运行时可以实时编辑的编辑器。
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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:
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用Daydream 和 Tango 探索VR和AR世界

——Wim Meeussen Google资深软件工程师
Mobile AR&VR的应用点:
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VR设备:(左边的那个他可能不知道淘宝��)

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探索方式:eye , ear , hand

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Daydream 的不同内容体验方式:
Flying, walking , high jump, fear experience (like the pic)

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Tango 手机的设计方式��:
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三种识别叠加案例:
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使用Timeline创作实时动画“Ultimate Bowl 2017”

——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。

主要意思是他们公司Marza动画技术很厉害:
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——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.

Unity WebGL最新动态

——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

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