Unite Austin 2017 has just kicked off in Austin, Texas! Artists, developers, educators, filmmakers, researchers, storytellers have come together to gain valuable insight and inspiration. Hands-on class tutorials, technical sessions, a Made With Unity Showcase, and previews of upcoming technology make our Unite events a one stop shop.
We continue to be amazed by all that you create. In the past 12 months, there have been over 20 billion installs of games made with Unity!
At Unite Austin, we’re focused on Unity 2017.2, which is releasing later this month. With this release we’re giving creators like you the ability to do more in the world of 2D and XR, and we’re dramatically improving and accelerating the creation workflow. The opening keynote touched on the new features of of 2017.2, such as the latest 2D solutions, an exclusive collaboration with Autodesk, the AR-specific enhancements, and sneak peek at future tech coming to Unity.
During the keynote, Neill Blomkamp and OATS Studios debuted ADAM: The Mirror, a film created using Unity technology.
You can check out the complete keynote below:
In 2016, the original ADAM was released as a short film to demonstrate the technical innovations of Unity. Debuted during the keynote, ADAM: The Mirror picks up after the end of the events of ADAM. Created by Academy Award-nominated director, Neill Blomkamp and his team at OATS, the film showcases how Unity tools can enable photorealistic, immersive worlds. During this segment of the keynote, you get a peek at how Neill and his team used breakthrough graphics and techniques in the world of real-time rendering to create a spectacular short film. ADAM: The Mirror was created using a combination of Unity features, such as advanced high-end graphics power, new materials utilizing the Custom Render Texture feature, advanced photogrammetry techniques, Alembic-streamed animations for facial and cloth movement, and Unity’s Timeline feature.
Unity 2017.2 offers a complete suite of 2D tools, including the new Tilemap tool for fast creation and iteration cycles. Additionally, Cinemachine, our codeless solution for intelligent and automatic composition and tracking, is bringing a new 2D Specific feature (like orthographic projection). This allows you to spend your time creating cameras instead of writing code.
Together the 2D tools and Cinemachine make it fast and easy to create and iterate on level design cycles right in Unity, so artists and designers can explore their creative ideas.
We also announced a collaboration with Autodesk, making Unity the first creation engine that has source code access to the Autodesk FBX SDK. Our collaboration creates a streamlined process for asset sharing and in-game iteration that greatly improves the capabilities of artists who work between Unity and Autodesk Maya and 3ds Max. This means you can work with the tools you know and love, and can get your content into Unity more quickly.
Here's a quick overview of the new features enabling smooth roundtrip between Unity & Maya (Thanks to the Cybernetic Walrus team for sharing the assets from their Antigraviator amazing game):
During the keynote, we also showcased Neon, a passion project made by Creative Director, Veselin Efremov, over the course of one weekend. This project was created completely using tools from the Unity Asset Store, a massive catalog of free and paid off-the-shelf content created by the community, for the community. Using Asset Store features accelerates time-to-market and decreases production costs. The Asset Store is home to art, models, scripts, sound effects, editor extensions, productivity tools, and more, all of which make development easier and get your project to the finish line faster.
For more information about his process- here’s a full write up.
Based on Nordeus next title Spellsouls “Duel of Legends”, this demonstration takes advantage of the upcoming C# Job System, Entity Component System, and new compiler technology you can expect to see down the line.
Joachim walked us through the work Unity has been doing on its new high performance multithreaded system, that will make it possible for your game to fully utilize the multicore processors available today without heavy programming headache.