奥斯汀·哈克周刊:运营打造出了不起的东西

In early February, Unity engineers from Ads, Analytics, Cloud Build, QA and R&D combined forces in Austin, Texas for a hackweek with a mission to build great things.

2月初,来自广告,分析,云构建,质量保证和研发部门的Unity工程师在得克萨斯州奥斯汀联合了一次黑客周,其使命是打造伟大的事物。

Hackweeks are one of the ways we encourage creativity and innovation at Unity. In the past we’ve hacked on projects that resulted in real products for you to use (e.g., Heatmaps for Unity Analytics). This is time engineers get to spend experimenting on new technologies, mashing up different systems, and working directly alongside teammates with whom they don’t ordinarily interact.

Hackweeks是我们在Unity鼓励创造力和创新的方式之一。 过去,我们黑客开发了可以产生供您使用的真实产品的项目(例如,用于Unity Analytics的Heatmaps)。 现在是工程师花时间进行新技术试验,混搭不同系统,直接与通常不与之互动的队友一起工作的时候了。

So, how do hackweeks work?   

那么,hackweeks如何工作?

  1. Weeks before the hackweek begins, all of us engineers brainstorm innovative, exciting project ideas. By the time this hackweek week started, we had almost fifty candidate projects.  

    在黑客周开始之前的几周,我们所有人的工程师们集思广益,提出了新颖而令人兴奋的项目构想。 到这个hackweek周开始时,我们已经有了近五十个候选项目。

  2. At our kick-off session, the engineer that contributed each idea presents it. Teams organically form around the most compelling projects.

    在我们的启动会议上,贡献每个想法的工程师介绍了它。 围绕最引人入胜的项目组成团队。

  3. Hack. For a week.

    哈克 一个星期。

Eleven ideas made it through this process to become hackweek projects.

通过这个过程,有11个想法成为了hackweek项目。

Projects included:

项目包括:

  • Unity Package Manager (UPM) – Are you an Asset Store developer tired of having to package all of your dependencies with your plugin, then dealing with conflicts when other plugins ship the same dependencies? Or are you a game dev tired of importing conflicting plugins that don’t play well together? Unity Package Manager (UPM) solves this by letting each plugin declare dependencies instead of shipping dependencies. UPM downloads the correct version of each dependency the Unity project needs, avoiding dependency clash. Even supports deeply nested dependency management.

    Unity Package Manager (UPM)–您是否是资产商店开发人员是否厌倦了必须将所有依赖项与您的插件打包在一起,然后在其他插件附带相同依赖项时处理冲突的问题? 还是您是一名游戏开发人员,厌倦了导入无法一起正常使用的冲突插件? Unity软件包管理器(UPM)通过让每个插件 声明 依赖性而不是 传递 依赖性来 解决此问题 。 UPM下载Unity项目所需的每个依赖项的正确版本,从而避免依赖项冲突。 甚至支持深度嵌套的依赖项管理。

  • Asset Bundle and Content Update Service (ABACUS) – Having to deploy a new build just to update some asset bundles is inefficient. It takes time and makes your project less agile. ABACUS builds asset bundles through Unity Cloud Build, then hosts them. The developer can define rules allowing the game to dynamically fetch the correct bundles at runtime.

    资产捆绑和内容更新服务 (ABACUS) –仅部署新版本来更新某些资产捆绑是没有效率的。 这会花费时间,并使您的项目不那么敏捷。 ABACUS通过Unity Cloud Build构建资产捆绑包,然后托管它们。 开发人员可以定义规则,使游戏可以在运行时动态获取正确的捆绑包。

  • WebGL Arcade – Last year we launched http://madewith.unity.com/, a platform for game devs to showcase their work made with Unity. The WebGL Arcade takes this idea further by creating a portal where you can upload your game’s demo to increase discoverability.

    WebGL Arcade –去年,我们启动了 http://madewith.unity.com/ ,这是游戏开发人员展示其使用Unity所做的工作的平台。 WebGL Arcade通过创建门户网站来进一步推广此想法,您可以在其中上传游戏演示以提高可发现性。

  • Native AR for Unity – Currently to get AR running you need to install a toolkit. This project allows you to get marker tracking using only C#. And yes, this means it can even run in WebGL! Using simple and extensible APIs, devs can start including AR elements in their project in just a couple of minutes.

    适用于Unity的本机AR –当前要运行AR,您需要安装工具箱。 该项目允许您仅使用C#进行标记跟踪。 是的,这意味着它甚至可以在WebGL中运行! 使用简单且可扩展的API,开发人员仅需几分钟即可开始在其项目中包含AR元素。

  • Fast Track Puzzles – When your company makes a world-class game engine, finding new engineers to work on services (where we don’t, alas, touch a lot of engine code) is hard work. Fast Track Puzzles is a set of fun, mind-teasing puzzle games intended to attract top-notch services engineers to Unity. Along the way, it exposes the player to issues similar to those they’d face as an engineer working on any of Unity’s services. If we build it, will they come?

    快速通道难题 –当您的公司制造世界一流的游戏引擎时,要寻找新的工程师来从事服务工作(可惜,我们不会接触很多引擎代码)是一项艰巨的工作。 Fast Track Puzzles是一组有趣的,令人取笑的益智游戏,旨在吸引顶尖的服务工程师加入Unity。 在此过程中,它使玩家面临的问题与他们从事Unity的任何服务的工程师所面临的问题类似。 如果我们建造它,他们会来吗?

  • Lightmap Baking in the Cloud – Currently global illumination baking is disabled in Unity Cloud Build. If you want lighting, you’ll need to bake locally and commit your updated lightmaps to source control before kicking off the build. This project allows you to enable Unity 5.X lightmap baking in Unity Cloud Build. The work the editor normally does would be distributed across a network of machines and performed in parallel. By leveraging a shared GI cache, subsequent builds can be much faster.

    云中的 光照 贴图烘焙 –当前在Unity Cloud Build中禁用了全局光照烘焙。 如果要照明,则需要在本地进行烘焙并将更新后的光照贴图提交到源代码管理,然后才能开始构建。 该项目使您可以在Unity Cloud Build中启用Unity 5.X光照贴图烘焙。 编辑器通常所做的工作将分布在机器网络中并并行执行。 通过利用共享的GI缓存,后续构建可以更快。

  • Influencemaps – Last year Unity Analytics introduced heatmaps, which help you visualize where in space important events occur. For example, where in your game does the player kill the bad guys? Influencemaps fold heatmap data back into the runtime to make AIs smarter. By applying heatmap data at runtime and reweighting a NavMesh, AIs effectively learn to be “afraid” of spots where they often get killed and avoid them. You can even forego heatmaps and simply use bitmaps, allowing you to optimize your AI whenever you want without having to release a new binary.

    影响 力图 – 去年,Unity Analytics推出了 热力图 ,可帮助您直观地看到空间中重要事件的发生位置。 例如,玩家在游戏中的哪个位置杀死坏人? Influencemaps 倍热图数据返回到运行时做出更明智的认可。 通过在运行时应用热图数据并重新加权NavMesh,AI可以有效地学会“害怕”经常被杀死并避免它们的地点。 您甚至可以放弃热图,而只使用位图,从而可以在不需要释放新二进制文件的情况下随时优化AI。

  • Unity Parse –  Days before our hackweek, Facebook decided to sunset Parse and release it as an Open Source project. Parse is basically a backend-as-a-service, which also allows you to write your own server logic in javascript. We modified Parse to be able to write server logic in C#.  Write C# server code in the Editor, and with a push of a button deploy it to our Parse-powered backend. With this, Unity developers can have client side logic on the backend, without knowing how to write any server code, and with the comfort of C# and the Unity Editor. We enabled this by deploying Bridge NET on the backend, which runs Mono and means we can include UnityEngine DLLs and other DLLs on the server.

    Unity Parse –在黑客周之前的几天,Facebook决定取消Parse并将其作为开放源代码项目发布。 解析基本上是一种后端即服务,它还允许您使用javascript编写自己的服务器逻辑。 我们修改了Parse,使其能够用C#编写服务器逻辑。 在编辑器中 编写C# 服务器 代码,然后按一下按钮即可将其部署到我们具有Parse功能的后端。 这样,Unity开发人员可以在后端具有客户端逻辑,而无需知道如何编写任何服务器代码,并且可以轻松使用C#和Unity Editor。 我们通过在运行Mono的后端部署Bridge NET来启用此功能,这意味着我们可以在服务器上包含UnityEngine DLL和其他DLL。

  • Log Processing with Logstash – The editor generates lots of logs. This project was an exploration of using the popular Logstash log parser on Unity logs directly to provide added meaning. Some of the improvements implemented included: dropping empty lines for cleaner output, extracting workspace sizes, and even inserting tags on events for later processing by other tools in a clean and simple fashion. We also explored some of the limitations and strengths of Logstash both in general and in our environment.

    使用Logstash进行日志处理– 编辑器生成大量日志。 该项目是 对直接在Unity日志上 使用流行的 Logstash 日志解析器以提供附加含义 的探索 。 所实现的一些改进包括:删除空行以获取更清晰的输出,提取工作区大小,甚至在事件上插入标签,以供其他工具以简洁明了的方式进行后续处理。 我们还探讨了Logstash在一般环境和我们环境中的一些局限性和优势。

  • Anomaly Detection – On the Analytics team we care about your game succeeding.  This project prototyped the ability to detect data anomalies that might occur in your game. For example: sudden spikes, dips, level changes, trends and extreme values. These detectors track value changes over time and report when those values fall outside expected norms. They do not require ad hoc threshold tuning and their scores can be used to control false positive reporting. While not everyone is a data nerd, Anomaly Detection can explicitly point out parts of your data that just don’t “look right” so developers can respond to changes in a timely manner.

    异常检测 – 在Google Analytics(分析)团队中,我们关心您的游戏能否成功。 该项目原型化了检测游戏中可能发生的数据异常的功能。 例如:突然的峰值,下降,水平变化,趋势和极值。 这些检测器跟踪值随时间的变化,并在这些值超出预期标准时报告。 他们不需要临时调整阈值,其分数可用于控制误报。 尽管并非每个人都是数据专家,但是异常检测可以明确指出您的部分数据“看起来不正确”,因此开发人员可以及时响应更改。

  • 3D Internet – VR is kinda big right now. This project reinterprets the internet experience by taking the user into a 3D space with portals to explore several popular websites.  Each site functions as its own 3D space, allowing a user to fly through YouTube videos, read the latest articles on reddit, or scan cat pictures on instagram.

    3D互联网 - VR现在是有点大。 该项目通过将用户带到带有门户的3D空间中来探索几个受欢迎的网站,从而重新诠释了Internet体验。 每个站点都充当自己的3D空间,允许用户浏览YouTube视频,阅读有关reddit的最新文章或扫描instagram上的猫图片。

When can you expect any of these projects to become actual Unity products? TBD. We’ll need to properly scope and plan each project to determine whether it would benefit our users and fit neatly into our roadmap. Of course we love feedback from our community to help decide which ones we should move forward with. So please comment here and let us know which projects excite you! Or if you have ideas you want worked on, we appreciate feedback on that front as well.

您什么时候可以期望这些项目中的任何一个成为实际的Unity产品? 待定。 我们需要适当地确定范围和计划每个项目,以确定它是否对我们的用户有利,并能与我们的路线图完美地契合。 当然,我们喜欢社区的反馈意见,以帮助决定我们应该前进的方向。 因此,请在这里发表评论,让我们知道哪些项目令您兴奋! 或者,如果您有想要解决的想法,我们也欢迎您在此方面提供反馈。

As always, all of our teams are growing and actively hiring. Want to participate in our future hackweeks? Join Unity Technologies! We’ve got many open positions here: http://unity3d.com/jobs

与往常一样,我们所有的团队都在成长并积极招聘。 想参加我们未来的hackweeks吗? 加入Unity技术! 我们在这里有很多空缺职位: http : //unity3d.com/jobs

翻译自: https://blogs.unity3d.com/2016/02/25/austin-hackweek-operation-build-awesome-things/

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