Unite Copenhagen

  • Building UI for games with the new UI Builder

    Building UI for games with the new UI Builder

    A single, unified UI editing tool in Unity is our goal for UIElements. Learn about UIElements for runtime, new UI authoring workflows, and how we’re building the tools to benefit artists and creators.

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  • Converting your game to DOTS

    Converting your game to DOTS

    Learn what’s involved in migrating existing game code to the Data-Oriented Technology Stack (DOTS), which comprises the C# Job System, the Entity Component System, and the Burst Compiler.

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  • Introduction to the DOTS Sample and the NetCode that drives it

    Introduction to the DOTS Sample and the NetCode that drives it

    Join us for a deep dive into the networked future of Unity using DOTS. We share how we made the DOTS Sample a networked game, and what we learned along the way.

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  • Introducing Animation Rigging for 2019.3

    Introducing Animation Rigging for 2019.3

    The Animation Rigging package provides a library of rig constraints for you to procedurally control skeletal animation at runtime. Learn how to set up rigs for animation authoring and more.

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  • Bringing 2D characters to life with sprite rigging

    Bringing 2D characters to life with sprite rigging

    When animating characters and elements in your game, it’s important to know the benefits and drawbacks for each technique. In this session, learn what’s new with Unity 2D’s rigging.

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  • How the Universal Render Pipeline unlocks games for you

    How the Universal Render Pipeline unlocks games for you

    Learn the benefits of using the Universal Render Pipeline, how to set up your project for URP, and how to extend it for custom rendering effects.

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  • Creating a third-person zombie shooter with DOTS

    Creating a third-person zombie shooter with DOTS

    Learn how DOTS processes data ultra fast in two areas of Far North Entertainment’s new game. We also provide a concrete example of how you can implement DOTS in a traditional Unity application.

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  • New 2D graphics features

    New 2D graphics features

    Join us for an overview of the new 2D graphics features, including 2D Lights, 2D Shader Graph, and 2D Shadows, learn how to improve a 2D level using these tools, and see how they all work together.

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  • Best practices: Async vs coroutines

    Best practices: Async vs coroutines

    This session covers the benefits of asynchronous routines over coroutines. You’ll see how one sample problem – building an asynchronous prompt pop-up – can be solved using async vs coroutines.

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  • Learn stylized shading with Shader Graph

    Learn stylized shading with Shader Graph

    Learn how to write a custom lighting Shader for a stylized look that can easily be shared across multiple assets.

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  • Upgrading your existing project to Universal Render Pipeline

    Upgrading your existing project to Universal Render Pipeline

    Learn how to leverage the Universal Render Pipeline’s many features and performance improvements for your own projects.

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  • Building a turn-based game prototype using ECS

    Building a turn-based game prototype using ECS

    Get a high-level overview of the Entity Component System (ECS) and turn-based game loops. This session shows ECS concepts in a slightly exotic context, and also shares some use case pitfalls.

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  • Optimizing and deploying real-time ray traced GI with RTXGI

    Optimizing and deploying real-time ray traced GI with RTXGI

    We review ray tracing, show behind-the-scenes VFX breakdowns for a Unity demo, and share best practices for lighting and modeling when working with NVIDIA RTXGI and accelerated ray tracing.

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  • Discover the technology behind The Heretic

    Discover the technology behind The Heretic

    Learn how the Demo team used Unity features like the High Definition Render Pipeline, Post Processing, Shader Graph, Visual Effect Graph, and Timeline to create the real-time short film, The Heretic.

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  • Addressables for live content management

    Addressables for live content management

    Discover best practices on how to leverage the Addressable Asset System to simplify your content management, and how Addressables can enable success through your game’s initial release and updates.

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  • Getting started with HDRP for games

    Getting started with HDRP for games

    The High Definition Render Pipeline (HDRP) helps both indie and AAA studios produce high-quality visuals for PC and console games. Learn how and when to start using it for production.

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  • Overview of physics in DOTS

    Overview of physics in DOTS

    We provide an overview of the physics systems and workflows powering DOTS. Get insight into design considerations underlying Unity Physics and how its use cases differ from those of Havok Physics.

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  • Quickly generate game character behaviors using AI and ML

    Quickly generate game character behaviors using AI and ML

    Join us for a walk-through of the Unity Behavior Planner, Unity ML-Agents Toolkit, and Unity Inference Engine – three tools that leverage state-of-the-art AI algorithms to help with your next game.

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