Join us for an overview of the physics systems and workflows powering our Data-Oriented Technology Stack (DOTS). Get insight into design considerations underlying Unity Physics, how its use cases differ from those of Havok Physics, and how both offerings express concepts familiar to users of our classic GameObject-based physics.
Adam has worked in games for over 15 years, on console, web, and iPhone titles. He's also authored a book on programming with the Maya API using Python, developed a variety of commercial tools for middleware and content creation applications, and holds a PhD with a focus on design, informal, and creative education. Prior to joining Unity as a software developer, he worked as a Unity consultant and Asset Store developer.
Getting started with HDRP for games
The High Definition Render Pipeline (HDRP) helps both indie and AAA studios produce high-quality visuals fo...
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 Engi...