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#21
Unity 2019.3 and Burst 1.2 bring us support for function pointers! Behind the scenes, these power everyday C# functionality like virtual and abstract functions, delegates, and interfaces. Today we'll look at how to use them and what Burst compiles them to. Until now, all function calls made in a Burst-compiled job needed to be direct. [...]
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#22
In the latest release of the ML-Agents Toolkit (v0.14), we have added a self-play feature that provides the capability to train competitive agents in adversarial games (as in zero-sum games, where one agent's gain is exactly the other agent's loss). In this blog post, we provide an overview of self-play and demonstrate how it enables [...]
The post https://blogs.unity3d.com/es/2020/02/28/training-intelligent-adversaries-using-self-play-with-ml-agents/">Training intelligent adversaries using self-play with ML-Agents appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#23
Learn how industrial giant ABB is using Unity and augmented reality to transform field maintenance procedures into a completely paperless process. We recently invited members of ABB's IS Innovation and Digital Scouting team, Maciej Włodarczyk and Rafał Kielar, to walk us through how they used Unity to develop a new digital field operator system. This [...]
The post https://blogs.unity3d.com/es/2020/02/28/best-practices-for-bringing-ar-applications-to-the-field/">Best practices for bringing AR applications to the field appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#24
Our brand new project for Unity Learn is an immersive VR escape room. Explore the potential of VR in Unity and create your own experience in a simple prototype environment. Let us introduce you to working with VR in Unity – with clear learning material and engaging gameplay. Dear witches, warlocks, and wizards, You know [...]
The post https://blogs.unity3d.com/es/2020/02/27/escape-the-witchs-cottage-in-our-new-vr-learning-experience/">Escape the witch's cottage in our new VR learning experience appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#25
GDC is always our favorite time of year at Unity. It's a chance for us to connect with creators, customers, players, and partners from around the world.  Unfortunately, this year, after much thought and deliberation, we have made the difficult decision to pull out of GDC 2020. While we did not make this decision lightly, [...]
The post https://blogs.unity3d.com/es/2020/02/27/an-update-on-our-gdc-2020-plans/">An update on our GDC 2020 plans appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#26
Learn how to create like a pro with access to the professional tools and workflows that teams use to create AR/VR, games, and other interactive experiences across industries. We're excited to announce the new Unity Student plan. If you're a student, you can get free access to the same tools and workflows that professionals use [...]
The post https://blogs.unity3d.com/es/2020/02/25/introducing-the-unity-student-plan-start-creating-like-a-pro/">Introducing the Unity Student plan: Start creating like a pro appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#27
High Definition Render Pipeline is verified in 2019.3 with new features and artist tools for achieving high-fidelity graphics. With Version 7.2.0 of the HDRP package, we assure, platform support and migration path. It comes with mature debugging tools, scalable settings for all platforms for full control of performance, extensibility options and various artist tools. And [...]
The post https://blogs.unity3d.com/es/2020/02/24/hdrp-out-of-preview-in-2019-3/">HDRP: Out of Preview in 2019.3 appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#28
Last time we saw that jobs apparently have their own Temp allocator. Still, it was unclear how many of these allocators there are. One per job job? One per thread? Just one? Today we'll run an experiment to find the answer! The goal today is to discover which fixed-size blocks of memory Temp allocations come [...]
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#29
Around the world, students and teachers are using Unity to bring their creativity to life. See how real-time technology helps people inside the classroom. The Unity Education team's goal is to help anyone, in any country, at any level learn how to use Unity. Whether you're online trying a tutorial on Learn or offline building [...]
The post https://blogs.unity3d.com/es/2020/02/21/unity-education-from-classrooms-to-conferences/">Unity Education – From classrooms to conferences appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#30
Visual Effect Graph has many new features and fixes based on your feedback, so you can start using it in production with the High Definition Render Pipeline (HDRP). This node-based editor enables beautiful, complex effects. The Visual Effect Graph is Unity's next-generation visual effects solution and is compatible with Unity's scriptable render pipelines. It targets [...]
The post https://blogs.unity3d.com/es/2020/02/21/create-beautiful-and-complex-effects-with-the-visual-effect-graph-verified-in-2019-3/">Create beautiful and complex effects with the Visual Effect Graph: Verified in 2019.3 appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#31
How did a student film on a minimal budget find itself sharing the nominee spotlight with blockbuster productions like The Lion King and The Mandalorian at the VES Awards? By using an innovative, real-time workflow – just like the big studios. For their diploma project, students from Film Academy Baden-Württemberg produced a live-action short film [...]
The post https://blogs.unity3d.com/es/2020/02/19/50-megatons-of-real-time-collaboration-this-student-film-made-with-unity-is-getting-noticed/">50 Megatons of real-time collaboration: This student film made with Unity is getting noticed appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#32
Whether you're making your first game or have years under your belt, join us for a highly rewarding GDC, the world's largest professional game-industry event. Unity has a rich experience in store for you at GDC 2020. To start, we know that creating a successful game is a journey that doesn't stop when you build [...]
The post https://blogs.unity3d.com/es/2020/02/18/game-on-join-us-at-gdc-2020/">Game on: Join us at GDC 2020 appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#33
Today's article continues the series by finding all the job-safe APIs in the Unity engine as of 2019.3. We'll compare against 2019.1 to see what's new! For 2018.3, we started using a reflection-based script to find all of the job-safe APIs in Unity's API. These are the ones that have [NativeMethod] or IsThreadSafe = true. [...]
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#34
The spatial design team, part of the authoring tools group in Unity Labs, is currently working on a head-mounted display (HMD) companion app for Project MARS, a Unity extension that gives creators the power to build mixed and augmented reality experiences that intelligently interact with the real world. The HMD companion app acts as a [...]
The post https://blogs.unity3d.com/es/2020/02/14/designing-for-mixed-reality-learnings-from-the-mars-hmd-companion-app/">Designing for mixed reality: Learnings from the MARS HMD companion app appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#35
In its quest to release 60 animated episodes of TOMONCAR in a single drop, Studio Gale was determined to streamline processes and make its pipeline more efficient. By switching to Unity for rendering, timelines, and post-processing, the studio cut its production time (and demands on the team) in half. "We were looking for a way [...]
The post https://blogs.unity3d.com/es/2020/02/13/more-animation-faster-studio-gale-on-how-unity-accelerated-tomoncar-production/">More animation, faster: Studio Gale on how Unity accelerated TOMONCAR production appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#36
Industry experts and analysts anticipate 2020 will be a breakthrough year for AR and VR in the enterprise sector. Wonder why? We invited 15 AR/VR leaders to share their perspectives and insights in our new report "Top 2020 Trends: Enterprise AR & VR."  According to Deloitte Consulting Managing Director Allan Cook, "Every ten or 15 years, [...]
The post https://blogs.unity3d.com/es/2020/02/12/what-experts-expect-from-enterprise-augmented-reality-and-virtual-reality-in-2020/">What experts expect from enterprise augmented reality and virtual reality in 2020 appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#37
Universal Render Pipeline is a powerful, ready-to-use solution with a full suite of artist tools for content creation. Use should use this rendering pipeline if you want to make a game that has full Unity platform reach with best-in-class visual quality and performance. We covered the benefits of the Universal Render pipeline in this blog [...]
The post https://blogs.unity3d.com/es/2020/02/10/achieve-beautiful-scalable-and-performant-graphics-with-the-universal-render-pipeline/">Achieve beautiful, scalable, and performant graphics with the Universal Render Pipeline appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#38
Unity Feeds / [Jackson Dunstan] Temp Memory Reuse
Febrero 10, 2020, 11:00:29 AM
Temp memory is backed by a fixed size block that's cleared by Unity every frame. Allocations on subsequent frames return pointers to this same block. The allocated memory therefore isn't unique. How much of a problem is this? Today we'll do some experiments to find out! Outside of a Job First up, let's try allocating [...]
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#39
It's not always desirable to render a project at the highest frame rate possible, for a variety of reasons, especially on mobile platforms. Historically, Unity developers have used Application.targetFrameRate or Vsync count to throttle the rendering speed of Unity. This approach impacts not just rendering but the frequency at which every part of Unity runs. [...]
The post https://blogs.unity3d.com/es/2020/02/07/how-on-demand-rendering-can-improve-mobile-performance/">How on-demand rendering can improve mobile performance appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#40
We've recently hosted a webinar about our new 2D sample project, Lost Crypt. Huge thanks to all of you who joined and contributed to a great discussion about all things 2D! Many of your questions were about art creation and the integration between tools like Photoshop and Unity. So we went back to the artists [...]
The post https://blogs.unity3d.com/es/2020/02/06/behind-the-lost-crypt-art-in-our-new-2d-sample-project/">Behind the Lost Crypt: Art in our new 2D Sample project appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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