Expert Live Sessions schedule


Overcome complex challenges and learn the most optimal ways to use key systems and toolsets in Unity taught by Unity engineers and experts. Sessions include technical training and Q&As, and they are available for Pro and Plus subscribers. Pro users can join all upcoming sessions; Plus users are limited to one session per month. 

Bookmark this schedule page and check it regularly as we will be updating dates and times for sessions on an ongoing basis.

Past sessions
Date Topic Unity Expert
Nov 29th at 7.00 pm GMT In-depth view of the new 2D Animation Tool
In this session, the new Unity 2D Rigging and Animation package will be analyzed. You'll also learn how it works and how to get the most out of it. All this directly from one of the tool's programmers, Sergi Valls.

Registration available here.
Sergi Valls
Date Topic Unity Expert
Dec 6th at 7.00 pm GMT Lighting in Unity
Lighting can make or break a scene. To create a realistic looking scene, it is sometimes necessary to tweak some lighting parameters. This presentation aims to explain the various parameters and to compare the quality and lightmap baking time by tweaking these parameters.

Registration available here.
Yi Fei Boon
Dec 13th at 7.00 pm GMT Profiler indepth
In this session, we'll profile a Unity game while learning the different features that the Unity Profiler has to offer for optimizing your game.

Registration available here.
Italo Capaso
Dec 20th at 7.00 pm GMT The C# Job System and the Burst Compiler
In this session, we will explore the new C# Job System and the Burst compiler in depth. You will learn how to implement it, as well as the considerations when using it and how to profile your multithreaded code in Unity.

Registration available here.
Juan Mora
Date Topic Unity Expert
Thursday April 18
12pm Pacific time
The C# Job System and the Burst Compiler - Part 1
In this session, we will explore the new C# Job System and the Burst compiler in depth. You will learn how to implement it, as well as the considerations when using it and how to profile your multithreaded code in Unity.

Juan Mora
Date Topic Unity Expert
Thursday May 30
12pm Pacific time
FPS Sample project structure - Part 2
Join Part 2 of the stream and continue to learn about the FPS Sample project and how to use it in your game.

Register here.
Peter Andreasen
Date Topic Unity Expert
Thursday June 20
9am Pacific time
Lightweight Render Pipeline
The new Lightweight Render Pipeline in Unity opens the door to a full set of optimizations you can use out of the box for the graphics in your game. In this session we will explore the main features of the LWRP, how to set it up correctly and how to extend it to fit your specific needs.

Register here.
Felipe Lira, Andy Touch
# Topic Unity Expert
Session 1 Pitching games to investors
In this session, you'll get a detailed introduction on how to approach investors and publishers, and what to consider when negotiating.

Kahn Jekarl
Session 2 2D Animation
In this session, the new Unity 2D Rigging and Animation package will be analyzed. You'll also learn how it works and how to get the most out of it.

Sergi Valls
Session 3 Lighting in Unity
This presentation aims to explain the various parameters and to compare the quality and lightmap baking time by tweaking these parameters.

Yi Fei Boon
Session 4 Profiler In Depth
Session about profiling a Unity game while learning the different features that the Unity Profiler has to offer for optimizing your game.

Italo Capaso
Session 5 Lightweight Render Pipeline
Exploring the Lightweight Render Pipeline with Tim Cooper and Andre McGrail.

Tim Cooper, Andre McGrail
Session 6 Architecture and implementations in Unity Multiplayer
Digging into the new Unity Multiplayer, our UNet Replacement.

Michal Brzozowski
Session 7 New Navigation system considerations
Watch our session about Extensibility and Performance in the Navigation system.

Adrian Turcanu
Session 8 Real World Shader Graph applications
Digging into the Shader Graph.

Andy Touch
Session 9 Optimization best practices
Expert interview about Performance Optimization.

Ian Dundore
Session 10 Animation and the Job System
Implementing Cyclic Coordinate Decent Based Inverse Kinematics (CCD IK).

James Bouckley
Session 11 ECS/JS/Burst developer interview
Watch our Entity Component System/Job System/Burst interview with Joachim Ante and Martin Gram.

Joachim Ante, Martin Gram
Session 12 The C# Job System and the Burst Compiler - Part 1
In this session, we will explore the new C# Job System and the Burst compiler in depth. You will learn how to implement it, as well as the considerations when using it and how to profile your multithreaded code in Unity.

Juan Mora
Session 13 The C# Job System and the Burst Compiler - Part 2
We will continue exploring the new C# Job System and the Burst compiler in depth. You will learn how to implement it, as well as the considerations when using it and how to profile your multithreaded code in Unity.

Juan Mora
Session 14 FPS Sample project structure - Part 1
We announced and released the FPS Sample project at Unite LA in October 2018. In this stream you will learn more about how to extend it, how it works and how it can be used as a template for your game.

Peter Andreasen
Session 15 FPS Sample project structure - Part 2
See Part 2 of the stream and continue to learn about the FPS Sample project and how to use it in your project.

Peter Andreasen
Session 16 Lightweight Render Pipeline
The new Lightweight Render Pipeline in Unity opens the door to a full set of optimizations you can use out of the box for the graphics in your game. In this session we will explore the main features of the LWRP, how to set it up correctly and how to extend it to fit your specific needs.

Felipe Lira
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