I knew a few bits of what was going to happen, but I didn’t know, for example, about the game “Harold Halibut” and listening to the guy who was thrilled about the HD Render Pipeline (HDRP) was really great. It is easy to guess which one of them serves which purpose, and we had a little chat with Arisa Scott, Graphics Product Manager at Unity Technologies, to find out what makes those two rendering pipelines special and how people have adopted them.Īrisa Scott: It’s great! It’s been very high energy, I loved the keynote. Lightweight Rendering and High Definition Rendering – these are the two brothers who joined the Unity club with update 2018.1. The automotive industry is starting to knock at the doors of Unity and others are sure to jump on the train as well. The results are impressive indeed, and it’s not just game developers who like to use this engine for their games. Coming with it are new ways of rendering. We’ve already heard about the huge step forward that Unity has made in the last year. We continue to use Unity and are always trying to push it harder than anyone ever has before.This article was initially published in DP 06 : 2018. It has been our pleasure to work with and develop on Unit圓D. Unit圓D enabled us to break new ground and produce an experience that leveraged a host of new technologies. Many of these features are now available in Particle Playground 2, which was released through the Unity Asset Store early this year. Polyfied also developed some permanent features for Particle Playground including snapshot saving and recalling for rapidly developing complex particle system behaviors as well as particle masking/unmasking for tight control, over hiding, and revealing particle systems. They were instrumental in developing features which allowed us to influence very specific particle behaviors we could not have otherwise easily controlled. Special thanks to Polyfied, makers of the Particle Playground plugin for Unity. The experience is displayed on a breathtaking 15’x 5’, 4k resolution rear-projection laser video wall provided by Prsym. What we created is a one-of-a-kind interactive video experience which leverages Unity’s ability to seamlessly bridge IR cameras and emitters, Kinect motion capture systems, DMX lighting control, and pre-rendered video content. We were also able to leverage pre-rendered motion graphics with real-time gameplay layers to achieve deeply polished visual effects while going easy on the computer’s memory and GPU. Unity’s open infrastructure and real-time capabilities helped us find these issues quickly while simultaneously prototyping and debugging. Every time we tried to integrate new technology we encountered a host of downstream issues. This project had so many components and moving parts that we needed a system which allowed for rigorous testing. Once we looked at the requirements for the project, Unity seemed the obvious choice for the task at hand. We developed the experience in collaboration with the stadium’s networking partner, Brocade, who installed the most robust networking infrastructure of any sports arena to date. We explored Unit圓D’s expansive capabilities earlier this year when we were commissioned to create a unique interactive experience at the newly opened Levi’s Stadium, home of the San Francisco 49ers and future site of Super Bowl 50. We find it enables us to integrate our internal departments and new technologies in a more intuitive way, while bridging the gap between pre-rendered and real-time interactive content. Although we have used different platforms in the past, the more we use Unit圓D the more it becomes our go-to platform for prototyping, real-time integration, and motion capture experiences.
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