Artificial intelligence and machine learning offer new mechanisms for generating animations and behaviors for game characters. In this session, we use real examples as we walk you through the Unity Behavior Planner, Unity ML-Agents Toolkit, and Unity Inference Engine – three tools that leverage state-of-the-art AI algorithms to help you hit the ground running on your next game.
Mantas is an AI researcher at Unity Labs and one of the driving forces behind Unity's Neural Net engine called Barracuda. He's been with Unity for over a decade and helped to kick start Unity's first steps in mobile game development with the Unity iPhone product back in 2008. Previously, he was the technical leader for Unity iOS and Mobile teams.
Vincent-Pierre was one of the founding team members of Unity Machine Learning Agents, an open source toolkit that allows game developers to create behaviors in games using deep reinforcement learning. The toolkit has become one of the top Github projects for deep learning and artificial intelligence. Vincent-Pierre holds Masters degrees from Stanford University and the École Polytechnique of France.
Robin Lindh NilssonCo-Founder, Carry Castle
Robin is a game developer from Sweden, with a passion for technology and game jams. After earning his degree in game and software engineering he began working in telecom, but started to miss making games. At the same time, Robin's school mate Per Fornander was looking for someone to start a game company with. It was a perfect match! Not long after, Carry Castle was born.
Previous Session
Overview of physics in DOTS
We provide an overview of the physics systems and workflows powering DOTS. Get insight into design consider...
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.