Keynote主题演讲
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。
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。
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:
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:
VR设备:(左边的那个他可能不知道淘宝��)
探索方式:eye , ear , hand
Daydream 的不同内容体验方式:
Flying, walking , high jump, fear experience (like the pic)
Tango 手机的设计方式��:
三种识别叠加案例:
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:
NavMesh新功能揭秘
——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