# |
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 |