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#81
Unity Feeds / [Jackson Dunstan] Sub-Byte Sizes: Part 2
Diciembre 02, 2019, 11:00:01 AM
Today we continue to explore how we can store values in less than a byte. We'll expand the BitStream struct with the capability to write values in addition to just reading them. Read on to see how to implement this functionality and for the full source code which you can use in your projects. Status [...]
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#82
Indie devs doorfortyfour used the Asset Store's Script Inspector, Amplify Shader Editor, and Volumetric Fog and Mist heavily to streamline production and fill in skill gaps for their game MarZ: Tactical Base Defense. Read more about how this two-person team made use of these assets to create the game. MarZ: Tactical Base Defense is a [...]
The post https://blogs.unity3d.com/es/2019/12/02/introducing-marz-a-game-created-with-assets/">Introducing MarZ: A game created with assets appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#83
In a few short weeks, Unity will be heading to NeurIPS in Vancouver (December 8–14). We're sponsoring the main conference and the Women in Machine Learning (WiML) Workshop, as well as co-organizing the NeurIPS 2019 Workshop on Learning Transferable Skills. Learning transferable skills enable intelligent systems to generalize to new domains and tasks easily. This [...]
The post https://blogs.unity3d.com/es/2019/11/29/accelerating-ml-research-meet-us-at-neurips-2019/">Accelerating ML Research: Meet us at NeurIPS 2019 appeared first on https://blogs.unity3d.com/es">Unity Technologies Blog.
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#84
We're rebuilding the core of Unity with our Data-Oriented Tech Stack, and many game studios are already seeing massive performance wins when using the Entity Component System (ECS), the C# Job System, and the Burst Compiler. At Unite Copenhagen, we had a chance to sit down with Far North Entertainment and go deep into how [...]
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#85
Japanese animation studio Graphinica, Inc., creators of innovative TV and cinema animation productions, set out to discover whether it's possible to produce theater-quality anime using real-time rendering. We collaborated with the studio to develop a proof of concept, then shared the results at Unite Tokyo. Graphinica, Inc. has been producing 2D and 3D animation projects [...]
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#86
Unity Feeds / [Jackson Dunstan] Sub-Byte Sizes: Part 1
Noviembre 25, 2019, 11:00:41 AM
The smallest a C# type can be is one byte. The byte type and and an empty struct are examples of this. But what if we want to store data in less than a byte to improve performance such as load times and CPU cache utilization? Today's article does just this by packing at the [...]
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#87
Unity Feeds / [Unity3D.com Blog] Black Friday is back!
Noviembre 25, 2019, 09:53:17 AM
This week, save 50% on 400 of this year's most po***r assets to take your Unity project to the next level. Looking to build wild landscapes from scratch? Want to create cinema-quality lighting effects? Need an Editor extension to save time on coding? This week, we're offering big discounts throughout the Unity Asset Store on [...]
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#88
Fly into an exclusive game that combines ornithology, AR Foundation, and a fair amount of feathers. Krikey is a location-based augmented reality (AR) gaming app where you can explore your neighborhood to unlock AR ecosystems and discover new bird species. The content below is courtesy of Krikey. The power of immersion with mobile augmented reality [...]
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#89
A recent Unity Labs paper introduces a new framework for blending normal maps that is easy and intuitive for both technical artists and graphics engineers. This approach overcomes several limitations of traditional methods. Since the introduction of normal mapping in real-time computer graphics, combining or blending normal maps in a mathematically correct way to get [...]
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#90
Unity Reflect, our new real-time 3D product for building information modeling (BIM) workflows, will be released from beta and available for purchase on December 2. Last year at Autodesk University Las Vegas, we unveiled the next phase of our strategic collaboration with Autodesk, bolstering our commitment to achieve full data interoperability between many Autodesk products [...]
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#91
Floating-point math is fast these days, but fixed-point still has a purpose: we can use it to store real numbers in less than 32 bits. Saving a measly 16 or 24 bits off a float might not sound appealing, but cutting the data size in half or quarter often does when multiplied across large amounts [...]
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#92
This year, Unity sent a team to Phoenix, Arizona to connect with over 500 Latinx engineers at the Society of Hispanic Professional Engineers National Convention. As a Technical Evangelist for Games, Arturo Núñez joined the group on the ground to talk more about what it's like working at Unity. Read on to learn more about [...]
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#93
As a Developer Relations Engineer in our EMEA Consulting & Development team, I spend most of my time visiting Unity's largest customers and helping them resolve performance issues on their projects. If you're interested in learning how we do that so that you can apply this knowledge and techniques to your own projects, please read [...]
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#94
We've partnered with Oculus to create a free intermediate level course, "Design, develop and deploy for VR." You'll learn VR best practices and how to build and launch your own vertical slice of a game from Unity and Oculus experts. We've partnered with Oculus, to launch an extensive intermediate level course guiding you through all [...]
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#95
Created by the Emmy Award-winning team that brought you Baymax Dreams, Sherman is a new short film crafted with Unity's High Definition Render Pipeline (HDRP). My name is Jean-Philippe Leroux, and I'm the lighting supervisor for Unity's Media and Entertainment Innovation Group. I joined Unity two years ago, and I've since been lucky enough to [...]
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#96
In version 0.8 of ML-Agents, we introduced the ability to train agents using multiple Unity instances on a single machine. We worked with our partner JamCity to train agents to play levels of their bubble shooter game, Snoopy Pop, and showed that this improvement enabled agents to be trained 7.5x faster than a single instance. [...]
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#97
Unity Feeds / [Jackson Dunstan] NativeArray2D
Noviembre 11, 2019, 11:00:50 AM
Unity provides exactly one collection: NativeArray<T>. Compared to managed arrays in C#, these must be one-dimensional. So today we're building a two-dimensional version of it: NativeArray<T>. We'll add this to the NativeCollections GitHub repository for easy inclusion into any project. Read on to learn more about the collection! The goal today is to make a [...]
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#98
One of the most exciting announcements at this year's Unite conference was the beta release of GameTune, our new machine learning tool for game optimization. Releasing new features and events is an integral part of running your game. But how do you make sure that features are working optimally for your players? Many developers A/B [...]
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#99
As of 2019.3, the new Asset Import Pipeline is the default for new projects, aiming to save you time with faster platform switching and laying the foundation for faster imports. We're also making the asset pipeline scale better for very large projects. Read on to find out more about the new improvements, and our motivation [...]
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#100
Unity Feeds / [Unity3D.com Blog] Havok Physics in Unity
Noviembre 06, 2019, 07:08:49 PM
As announced at Game Developers Conference (GDC) 2019, Havok Physics is now available as a Preview package in the Unity Package Manager. This means that all Unity users can get their hands on the same physics solution that powers more than half of the top titles of this console generation and brings a wealth of [...]
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