Skip time-consuming data collection by training your AI for robotics entirely in Unity. Learn about domain randomization from Cross Compass and hear from Accenture how this is shaping the future of robotics.
Daniel joined Cross Compass in 2019 as a Simulation Engineer after graduating from MD.H Düsseldorf in Media Producing. He was previously involved in game development, interactive and immersive experiences, and published a Unity-developed game with friends on Steam.
Hitoshi YoshidaHead of Digital Business, Cross Compass
Hitoshi Yoshida is head of the Digital Business Department at Cross Compass, where he leverages the experience in project management and product development previously acquired optimizing product and process quality for global industry leaders for over eight years.
Sang Kyeong Sohn Digital Business Integration Manager, Accenture
Sang is a Digital Business Integration Manager at Accenture, focused on accelerating the digital transformation of industry with cutting-edge technologies in R&D, design and manufacturing. He previously worked as a Sales Engineer after graduating from the University of Tokyo.
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Using Magic Leap with AR Foundation in Unity 2020.1
Learn how to use AR Foundation to quickly develop or port your AR experience to the Magic Leap 1 headset, w...
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Leveraging Unity in the New Age of Digital Twins
Learn how Booz Allen leverages Unity Reflect and digital twins to create a holistic planning process and id...
Join our EMEA Creator Advocacy team for the last episode of 2020, where we take a close look at the game architecture behind “Chop Chop,” the first community-driven Unity Open Project.
Learn the ins and outs of Furioos, a new cloud-based service that lets you stream fully interactive 3D experiences from Unity – with peak visual quality – in any web browser.
Go behind the scenes with The Chinese Room, the studio that launched Little Orpheus, a beautiful 2.5D platforming game that IGN calls “one of the best things to come out of Apple Arcade so far.”
Little Orpheus Tech Talk: Developing for Apple Arcade
In this deep dive into their development process, The Chinese Room shares lessons learned creating their first Apple Arcade title, Little Orpheus, and how they empowered their artists and designers.
In this session, learn how the developers of Neonverse created a highly performant mobile game with beautiful visuals by combining vertex lighting with new techniques, animating in Shaders, and more.
Join Unity Insiders and guests for a live deep-dive discussion on creating ray traced scenes in Unity. The Global Meetup connects developers from every corner of the world.
Using Magic Leap with AR Foundation in Unity 2020.1
Learn how to use AR Foundation to quickly develop or port your AR experience to the Magic Leap 1 headset, while still being able to incorporate Magic Leap-specific features into your apps.
Learn how to get precise performance metrics when your project runs on the target device. In this session we use Unity 2020.2’s runtime ProfilerRecorder API to display in-game stats like draw calls.
Join Sebastian Pohl from Binary Impact as he demos an example-based workflow in Unity ArtEngine, showing you how its AI-assisted artistry automates and accelerates PBR material creation.
Adding Features to Native Apps with “Unity as a Library”
With Unity 2019 LTS, we officially give creators the ability to insert features powered by Unity, including augmented reality, directly into native apps. Learn when and how to use Unity as a Library.
Shader Graph Master Stacks: Create for Both URP and HDRP
Join us for a demo of the new Shader Graph updates in Unity 2020.2, which make it much easier to create graphs that work in both the Universal Render Pipeline and the High Definition Render Pipeline.
Join us to see Unity 2020.2’s features in action. In the Editor, we’ll show you the new tools, improvements, and fixes for all major areas. The session is hosted by Unity Creator Advocate, Amel Negra.
Learn how designers and artists in automotive and manufacturing can create interactive visualizations of their prototypes and designs in Unity – without programming skills.
Crunching the Numbers: Navigating Mobile-Game Metrics
Are you developing an indie mobile game? Join us and our partner Adjust to learn about core metrics, reporting, and optimization, and the steps you can take to get your game to the next level.
Blackbird Interactive recounts Hardspace: Shipbreaker's journey from game jam idea to chart-topping early-access title on Steam and how Unity helped enable the game’s evolving, ambitious vision.
Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph
Hardspace: Shipbreaker artist David and programmer Trevor show you how they use Unity’s Visual Effect Graph to create dynamic and customizable explosions with data-driven VFX parameters.
The journey continues! Join our EMEA Creator Advocacy team for an update of “Chop Chop,” the first Open Project. We’ll focus on the Audio system, Shader add-ons, community contributions and new tasks.
It's Live! Now What? Make Your Indie Game a Live Service
Find out why having a live service model in your indie game matters and discover the advantages. We discuss how to create real live service campaigns, in-app content, comms, marketing, and more.