Advanced searches left 3/3
Search only database of 8 mil and more summaries

Unity Vr

Summarized by PlexPage
Last Updated: 02 July 2021

* If you want to update the article please login/register

General | Latest Info

Itas shorthand for related set of new technologies that are changing the way we interact with the world and with each other: Virtual Reality, augment Reality, and Mixed Reality. To understand XR, you need to understand technologies that enable it. If you understand available technologies, how they are used and what their future hold, youall will be well equipped to deal with XR as it rapidly evolves and converges. In this course, we will present an Introduction to XR using a broadly chronological approach, focusing on how all of the underlying technologies come together at key moments in the history of XR to launch concepts of Virtual Reality and Augmented Reality into mainstream consciousness. Throughout course, weall give a brief description of each of the supporting technologies, some history about when they first came into use, limitations and future potential for improvement, and how itas use for AR, VR, and MR. As you learn about technology, youall also develop hands-on experience in field along two tracks. First, you will use Unity to build and run two simple XR applications on your own smartphone: aVR Museuma App and handheld augment Reality App. Second, you will brainstorm, define, visualize, and iterate your own original concept for XR application, ending the course with a thorough and peer-review XR Product Brief that you could use as a basis for future Development. This is the first of three planned courses in Unity's XR Specialization, which include Mobile VR App Development With Unity course as well as future course focus on developing augment Reality applications With Unity. Virtual Reality and Augmented Reality industries are growing by leaps and bounds but finding workers with the right skills can be a challenge.-CNBC report Virtual and Augmented Reality are poised to revolutionize how we interact with computers, with the world and with each other, and Unity is at the forefront of this technology; estimate 90 % of Samsung Gear VR games and 53 % of Oculus Rift were make With Unity. And according to labor market Analytics company Burning Glass, thereas nothing virtual about jobs in this field. Theyare here and now and very real. In this course, you'll learn how to design, develop, troubleshoot, and publish your own Mobile VR applications in Unity for Google Daydream, Gear VR, or Oculus Go devices. Using the very latest techniques recommended by Unity's VR engineers, you'll build a complete VR environment that you can continue to use after the course, while learning to apply best practices in user experience, interaction, teleportation and navigation design for VR. In short, this course will take you from software Developer to VR Developer. This is the second of three courses in Unity's XR Specialization, which include an Introduction to XR course as well as a planned course focus on developing handheld augment Reality applications with Unity. The Course assumes that you already have experience developing applications with Unity and that you are comfortable with basic C programming.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Unity3D Overview

Grading Rubric

CriteriaFull CreditHalf CreditNo CreditPossible Points
URL is provided, the application/project uses Unity, is not already listed on this page, and is not a game.2 pts1 pts0 pts2
The report clearly describes the purpose of the application/project and the application itself.3 pts1.5 pts0 pts3
The report contains thoughtful reflections on the reasons why Unity has been chosen by the developers.3 pts1.5 pts0 pts3
The report is of the correct length, grammatically correct, typo-free, and cited where necessary.2 pts1 pts0 pts2
Total Points: 10

Unity is a game engine developed by Unity Technologies. Development started over a decade ago and the initial version of Unity was released in 2005. Unity has experienced rapid growth, in particular over the last few years, and is undoubtedly the most popular game engine out there. According to the Unity website, 50 % of mobile games, and 60 % of AR / VR content are made with Unity. The company has over 2000 employees and more than 3 billion devices worldwide are running Unity. There have been several major releases of Unity over the years with new minor versions being released on a regular basis. The current major release is Unity 2019 with the latest stable version being version 2019. 110 at the time of this writing. In 2010, Unity Technologies launched Unity Asset Store, online marketplace where developers can obtain and sell assets for their Unity projects including tools and extensions, scripts, artwork, audio resource, etc. Today there exist many side products and activities around the Unity platform. For instance, Unity offers its own Certification Program to interested individuals and has its own VR / AR division called Unity Labs. One of Unitys main advantages is that it is cross-platform both during development time and deployment. Unity applications can be deployed for many platforms, including Windows, macOS, Linux, and different mobile operating systems. That means not only can you choose which operating system you want to create your 3D application, but once it has been create, it can be deployed to large variety of devices. For instance, you can build stand-alone programs for common desktop PC operating systems as well as versions for different mobile phones. Of course, differences in performance and hardware resources between PC and mobile phones need to be consider, but there is support for this in Unity as well. In addition, Unity has been the front-runner when it comes to building VR applications and Supports or providing extensions for a large variety of consumer-level VR devices such as Google Cardboard, Gear VR, Oculus Rift, HTC Vive, and other mainstream HMDs. Three of the most popular VR development plugins for Unity are SteamVR, OVR, and VRTK. While its origin is in the gaming and entertainment industry, Unity is being used to develop interactive 3D software in many other application areas, including: simulation; educational / training simulations; design, architecture, and planning; virtual cities and tours; data visualization; history and cultural heritage; cognitive science research; and last but not least geography and GIS. In this course, we will use Unity to build simple interactive and non-interactive demos around 3D environmental models we learned to create in previous lessons. You will also learn how to produce 360 videos from these demos such that these can be watched in 3D using Google Cardboard. Lastly, you will learn how easy it can be to add physics to different geometrical objects in Unity and make them behave the way you want.


VR overview

Unity VR lets you target Virtual Reality devices directly from Unity, without any external plug-ins set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: manage plug-ins and Native plug-ins. More info See in Glossary in projects. It provides a base API and feature set with compatibility for multiple devices. It has been designed to provide forward compatibility for future devices and software. Unityas XR API has been updated to reflect the broader umbrella term aXRa but much of documentation currently still uses the term aVRa. The XR API surface is minimal by design, but will expand as XR continues to grow. By using Native VR Support in Unity, you gain: stable versions of each VR device, single API interface to interact with different VR devices, clean project folder with no external plugin for each device, ability to include and switch between multiple devices in your applications, increase performance ot

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

Refresh rates for VR devices:

VR DeviceRefresh Rate
Gear VR60hz
Oculus CV190hz
Vive90hz

Table

VR DeviceRefresh Rate
Gear VR60hz
Oculus Rift90hz
Vive90hz
* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Unreal Game Engine 4 Overview

Unreal Engine has a long history as a game engine dating back to 1998. Over its lifespan, it was licensed to a handful of AAA-Studios for titles like Unreal / Unreal Tournament, and Deus Ex. Itas had several iterations, such as Unreal Engine 2 & 3. Things took a U-turn in 2015, when 4 versions of this ubiquitous development engine were made free to the general public. More than 7 million users from the design and enterprise community over 15 supported platforms these days, indie developers and major Studios CAN both use Unreal Engine for their various projects, including Games, education systems, and business solutions. Due to Unreal Engineas origin, itas common perception that Unreal Engine 4 is a great tool only when YOU work on complex multi-million dollar projects, especially video Games. List of AAA-titles developed with UE4 that are coming out in 2020. Anyone else excited by Final Fantasy VII remake? While it true that some popular game titles, such as Fortnite, are built using Unreal Engine 4, company behind UE4, Epic Games, is actively developing the mobile segment, along with supporting community projects through their Unreal Dev grants program. There are also VR-specific games like Batman: Arkham VR by Rocksteady Studios. Over the years, both Unity3D and Unreal Engine addrest their weak points, so picking one of them over the other is not a simple task. In order to do that, letas talk about differences for XR development with these platforms through several lenses.


Unity or Unreal Engine 4: An Overview

AR / VR is definitely the future of gaming. Thus, it is important to look at the VR tools Unity and Unreal Engine 4 have on offer. In Unitys 3D asset store, you can find a wide range of 2D and 3D models, SDKs, templates and other VR tools, including a powerful editor to create VR assets and VR toolkit. Whats more, you can choose not to develop characters from scratch but simply pick one from the store too. Last but not least, Unity is known for its excellent documentation: VR best practices, tutorials and live training sessions on specific topics or tools. Unreal Engine 4, too, has store to go to for free and pay VR tools: animations, blueprints, props, environments, architectural visualization, and much more. One of the tools VR developers love is Blueprint visual scripting tool, which allows fast creation of prototypes. Compared to Unity, UE4 doesnt have such extensive documentation. Nonetheless, it also has a supportive community to refer to for help and advice. Despite the hectic battle Unreal Engine 4 vs Unity, most popular choice will not always be the best choice for your game. Thus, before falling for one of the game engines, consider the following aspects: what kind of game you want to create Unity is an excellent choice for simple puzzle games, 3D platformer video games, as well as first-person shooters. For AAA video games and ambitious gaming projects that will be launched on a global scale, Unreal Engine 4 might be the better choice. On which platform you will deploy it As mentioned earlier, Unity supports more platforms and is better suited for iOS and Android game development. Although Unreal Engine 4 supports many platforms too, note it will not be available on Windows Phone 8, Tizen, Android TV and Samsung Smart TV, Web Player, and PlayStation Vita. Your budget and release expectations If you have a limited budget and want your app to see the world as soon as possible, you should better stick with Unity. In addition to a larger pool of developers and faster development process, Unity presupposes fewer issues when submitting game assets to store. However, if you are ready to make a solid investment into game that will gain a world-wide reputation, Unreal Engine 4 is sure to be worth it. Your game Monetization strategy in-game ads are supported by both engines, but Unity seems to provide better support in terms of game monetization. In fact, Unity names its Unity Monetization SDK 3. 0 revolutionizing solution that allows monetizing with banners and AR formats and has a Smart personalized Placement Engine that helps to grow revenues while also increasing gamers ' retention. Regarding Monetization of Unreal Engine 4 Games, it is worth mentioning that once your game starts monetizing and your revenues exceed 3 000 per quarter, you will have to pay 5 % royalties according to the License Agreement. Importance of graphics for your project success If you are looking for excellent graphics, you need to go for Unreal Engine 4.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Summary

Refresh rates for VR devices:

VR DeviceRefresh Rate
Gear VR60hz
Oculus CV190hz
Vive90hz

To provide behavioral researchers with the power of Unity and the convenience of programs such as PsychoPy, we created Unity Experiment Framework. UXF is a software Framework for Development of human behavior experiments. With Unity and the main programming language it use, C. UXF takes common programming concepts and features that are widely used and are often reimplemented for each experiment, and implements them in a generic fashion. This gives researchers tools to create their experimental software without the need to redevelop this common set of features. UXF aims specifically to solve this problem, and it deliberately excludes any kind of stimulus presentation system, With view that Unity can provide all the necessary means to implement any kind of stimulus or interaction system for Experiment. In summary, UXF provides nuts and bolts that work behind the scenes of Experiment develop within Unity. UXF provides a set of high-level objects that directly map onto how we describe experiments. The goal is to make Experiment code more readable and avoid temptation for inelegant if-else statements in code as complexity increases. Sessions, blocks, and trials are objects that can be represented within our code. The creation of session, block, or trial automatically generates properties we would expect them to havefor. Example, each block has a block number, and each trial has a trial number. These numbers are automatically generated as positive integers based on the order in which objects were create. Trials contain functionality such as begin and end, which will perform useful tasks implicitly in the background, such as recording timestamp when trial begins or end. Trials and blocks can be created programmatically, meaning that UXF can support any type of experiment structure, including staircase or adaptive procedures. While the trial is ongoing, at any point, researchers can add any observations to results of the trial, which will be added to behavioral. Csv output data file at end of session. Additionally, variable can be continuously logged over time at the same rate as display refresh frequency. The main use case will be position and rotation of any object in Unity, which can be automatically recorded on a per-trial basis, saving single. Csv file for each trial session. This allows for easy cross-referencing with behavioral data. All data files are stored in a directory structure organized by Experiment > participant > session number. Settings can be used to attach values of independent variables to Experiment, session, block, or trial. Settings have cascading effect, whereby one can apply setting to whole session, block, or single trial. When attempting to access setting, if setting has not been assigned in trial, UXF will attempt to access setting in block. If a setting has not been assigned in the block, UXF will search in session.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Working With a Growing Ecosystem

Parisi has been working in AR / VR since the mid-90s doing work on 3D visualization. He co-create VRML file format and other specifications underlying WebGL, and has founded and worked for several other VR companies. He joined Unity in late 2016 to head up advertising, marketing, and strategy across AR, VR, MR, and broader extended Reality umbrella. Right after Pokemon Go boom, which was sort of this simplistic AR more about location, going someplace and finding Pokemon, plus a little bit of camera. That's factor that we continue to augment. It's about location as much as it is about immersion, says Parisi. On the AR front, Parisi talks about how Facebook and Snap are using their Camera Effects and Lens Studio developer platforms to evolve what you can do with smartphone cameras to map the environment around you. Bridging smartphone and headset-base AR are experiences like Star Wars: Jedi Challenges game, which was also created with Unity and works with smartphone combined with Lenovo's Mirage AR headset. The next wave is phones with AR operating System support through Apple's ARKit and Google's ARCore, Parisi say. As with Amazon Sumerian, Unity partners with Apple and Google on creating AR content using 3D tools. Unity also serves as a foundation for open-source Google tools such as Tilt Brush and Blocks. Parisi envisions an augmented world that spans mobile operating systems. Apple and Google are both great partners. We have deep relationships with them to develop and support these experiences and XR content through Unity's 3D tools, say Parisi. A lot of democratized creation tools that are not for coders or developers or professional designers are built in our engine. What's even better is that you can take Blocks models or Tilt Brush art and bring them into other Unity apps just like any other software that comes into Unity. On the MR and VR side, big device and software players are Oculus, HTC, and, of course, Microsoft and its Windows Mixed Reality ecosystem. Unity builds 3D apps for all of them, but Microsoft is blurring the lines between Mixed and Virtual Reality, Parisi say. HoloLens is a Mixed Reality device, but Windows Mixed Reality headsets are VR. Industry is still coming to grips with what we should call all of this, says Parisi. Depending on if you're designing content that mixes digital with the real world versus going into a completely immersive world, you have different challenges. In VR, performance challenges are higher. You have to create a completely synthetic world. That means PC-base VR headsets render at 90 frames per second, blasting performance. Mixed Reality is less intensive, but it also has to adjust in real time to the entire environment it's processing.


VR goes mainstream

After all the hype in previous years and the so-call nuclear winter of VR, technology is climbing back fast with real, meaningful adoption. This momentum is fuelled by the success of more approachable, yet performant, stand-alone devices like Oculus Quest, which launched only six months ago. Consumer success of devices like Quest is driving real content sales with more titles crossing the 1M mark, and at the same time exposing more people to superpowers of technology. These newcomers will wonder how to implement them for work, resulting in a pressing need for education and enablement. After a few years of testing applications, many verticals and use cases have proven ROI. Perception of gimmickry has given way to real business value. 2020 is going to be a critical, yet not glamorous, time for enterprise VR. Industry will need to put in arduous work of scale: establishing infrastructure, integrating workflows and connecting comprehensive ecosystem. The venture capital community has also been paying attention to the surge in demand in both enterprise and consumer VR. 2020 will bring a new wave of investments and, therefore, more startups and innovation in space.


What is Unity?

Unity is a game engine-tool that lets game developers build games for different devices. How is the game engine relevant for VR? It so happens that many elements of the game engine are also useful for VR content creation. Games are typically 3D environments and the same tools can be used for creating a 3D environment on VR. Therefore, Unity has become the largest VR content creation platform in the world. 90 % of all VR content for Samsung Gear and 85 % of content for Oculus has been made using Unity. This has led to a jump in Unity's valuation; it raised 181Mn in Series C financing in 2016 at a valuation of 1.


Adding an action

SteamVR Input abstracts away device specific parts of your code so you can focus on the intent of user-their actions. Instead of writing code to recognize pulling the trigger button down 75 % of the way to grab block, you can now just focus on the last bit of that, grab block. You still configure default for what grab means, but users can rebind it to their preference in standard interface. And when a new Input device comes out, your users can publish bindings to share with that device with no code changes on your end. Back in the SteamVR Input window you'll find your list of actions. Selecting action will populate its details and allow them to be modify. Boolean, vector1, vector2, and vector3 types should be pretty straight forward. The skeleton type controls hand bone position / rotations. Pose is the position / location of the controller itself. At the bottom, you'll see localized string for action, This is what users will see in binding UI, so try and give your actions short but descriptive names. We've included a sample script and model for planting example, so let's go ahead and implement action for that. In default action set at bottom of in actions hit plus icon to create a new action. Go over to name and name this action plant. We want to keep it boolean since the idea is we're either planting or not, and we don't want to require this action to be bind since it's not critical to our application, so leave it as suggest. Under localization, let duplicate name for English, just put in plant there as well. Now let's save and generate. This will save out new actions. Json files and then generates scriptable object and property for our new action.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Current AR/VR Limitations

Multi-Pass requires going through the scene graph twice to Render for each eye. Use multi-Pass Stereo Rendering when you are creating photorealistic visuals targeting high-end devices where resources are limitless. This method is the most expensive of three, but it's usually one we support first because it's most straightforward for certain displays and technology. Single-Pass packs two textures into one large one. It GO through scene graph once so it is faster on CPU, however it requires more of GPU as there are a lot of extra state changes. Single-Pass Instancing is the optimal method. It uses a single texture array containing two textures that store rendering for each eye. It involves the same amount of GPU work as Single-Pass, but fewer draw calls and less work for CPU, so it is significantly more performant. If you have rendering issues on VR on certain platforms, and / or with one of the scriptable Render pipelines, then toggle between these three settings to see if they help. These changes will enable any custom shader that you write to be instance in double-wide. The The example below is of a normal vertex shader. The first thing to do is add macros on top into app data. Then we add output Stereo and in the final step, vertex Pass, we have instance ID that allows it to link in and initialize Stereo output. You can find this example and others in our shader docs. EyeTextureResolutionScale vs RenderViewportScale EyeTextureResolutionScale is a value that controls the actual size of eye textures as multiplier of devices default resolution. Value of 1. 0 will use the default eye texture resolution specified by your target XR device. Value of less than 1. 0 will use lower resolution eye textures, while value greater than 1. 0 yields higher resolutions. EyeTextureResolutionScale allows you to either increase or decrease the resolution of your entire VR experience. You might use this if you want to port high-end VR experience to Oculus Quest or mobile platform, or in reverse case, port mobile VR project to high-end device. The RenderViewportScale is dynamic and adjusted at runtime. It controls how much of allocated eye texture should be used for rendering. Value range from 0. 0 to 1. 0 You can use RenderViewportScale to decrease resolution at runtime, for example, if you have a high number of special effects in a scene but want to maintain an acceptable framerate. To sum up, EyeTextureResolutionScale is the value you set for the entire VR experience, while the RenderViewportScale can be adjusted at runtime at certain moments or specifications during your experience. Universal Render Pipeline is supported on all VR platforms. However, there are some limitations on the mobile side. Always check for updates in URP forum, docs, and this recent blog post that outlines capabilities as of 2019. 3 some Post-Processing effects will work well in XR while other effects are optimal for it.


360 Video

Frequently called'spherical videos' or 'immersive videos', 360 videos are video recordings where view in multiple directions is recorded simultaneously. They are typically shot using specialist omnidirectional camera, or collection of separate, connected cameras mount as spherical array. 360 videos can be live action, animate, or a mix of computer generate-graphics and live action. After being prepared for display via technology such as 3D game engine, 360 videos are then viewed by user in headset. 360 videos can be non-interactive or interactive. Non-interactive 360 videos are experiences where the viewer cannot influence the viewing experience outside of perhaps pausing video or moving their head to take in different 'camera angles'. Interactive 360 videos are experiences where viewer can interact with the UI or other interactable elements using gaze or controller. 360 video is an opportunity for creators to work with a variety of industries now wanting to provide content in marketing or entertainment form. While some of the production of 360 video is distinct from building from digital assets, post-production process is relatively comparable to creating gaming and other digital MR content.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Unity's AI Strategy

Unitys New AI Toolkit Beta enables Developers and Researchers to Efficiently Train Agents in Complex Learning Scenarios SAN FRANCISCO, September 19, 2017-Unity Technologies, creator of the world's most popular creation Engine that reaches nearly 3 billion devices worldwide, has today announced the open Beta of Unity Machine Learning Agents. Available later this year, Unitys breakthrough AI Toolkit will help enable Machine Learning Developers and Researchers to Train Agents in realistic, complex Scenarios using Unity with decreased technical barriers than they could otherwise. This is a critical future technology for many verticals, including robotics, automotive, and next-generation games. This first-of-its-kind advancement is in alignment with Unitys mission to democratize access to superior technology and help developers solve hard problems. Machine Learning is a disruptive technology that is important to all types of developers and researchers to make their games or systems smarter, but complexities and technical barriers make it out of reach for most, says Danny Lange, Vice President of AI and Machine Learning At Unity Technologies. This is an exciting new chapter in AIs history as we are making an end-to-end Machine Learning environment widely accessible, and providing critical tools needed to make more intelligent, beautiful games and applications. Complete with Unitys physics Engine and 3D photorealistic rendering environment, our AI Toolkit also offers a game-changing AI research platform to the rapidly growing community of AI enthusiasts exploring frontiers of Deep Learning. ML-Agents, open source Toolkit, is specifically designed to help Researchers and Developers transform games and applications created using Unity into Environments where intelligent Agents can be Train. Using Reinforcement Learning, evolutionary strategies, and other Machine Learning methods through simple to use Python API, ML-Agents has superior advantage in solving Complex Machine Learning problems in highly realistic Environments. ML-Agents Toolkit is adaptive and dynamic for a variety of use cases, including: academic researchers interested in studying Complex multi-agent behavior in realistic competitive and cooperative scenarios. Industry researchers are interested in large-scale parallel training regimes for robotics, autonomous vehicle, and other industrial applications. Game Developers are interested in filling virtual worlds with intelligent Agents each acting with dynamic and engaging behavior. To download Unity Machine Learning Agents Beta, please visit Github repo. To learn more about Unity Machine Learning Agents, please read the blog post. Unity Technologies is the creator of a flexible and high-performance end-to-end development platform used to create rich interactive 2D, 3D, VR and AR games and experiences. Unity's powerful graphics Engine and full-featured Editor serve as foundation to develop beautiful games or apps and easily bring them to multiple platforms: mobile devices, home entertainment systems, personal computers, and embed systems. Unity also offers solutions and services for creating games, boosting productivity, and connecting with audiences, including Unity Ads, Unity Analytics, Unity Asset Store, Unity Cloud Build, Unity Collaborate, Unity Connect and Unity Certification. Unity Technologies serves large publishers and filmmakers, indie studios, students and hobbyists around the globe. For more information, visit: http: / unity3d.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Machine Learning Behind the Scenes

This course will begin your journey to creating Virtual Reality experiences. A Virtual Reality experience is a new world that you step into and are entirely immersed in. Creating a VR experience means creating that world and all the objects in it. In this course you will learn the basics of 3D graphics: how we create objects and how to lay them out to create an environment. You will learn techniques like materials and texturing that make your objects appear realistic. You will also learn about audio techniques to ensure that your experiences sound great as well as look great. In all of these topics, we will pay attention to particular requirements of Virtual Reality, including pitfalls and performance issues: making sure your environment runs fast enough in VR. You will learn all of this using a professional game and VR Engine, Unity3D. Unity is one of the most used Game Engines and is relatively easy, but fully feature, introduction to 3D development. The course will culminate in a project in which you will create your own VR scene. VR development is something you can only learn by doing it yourself, so working on your project will be the best way to learn. In this final week, of course, we will put together everything we have learned to think about how to create compelling VR worlds. We will start by looking behind the scenes at how 3D graphics hardware works and why VR can be so demanding of computing power. Then we will think about particular requirements of content creation for VR. You will finish by submitting the final version of your Project for peer review.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Machine Learning Agents

Table

VersionRelease DateSourceDocumentationDownload
master (unstable)--sourcedocsdownload
Release 8October 14, 2020sourcedocsdownload
Release 7September 16, 2020sourcedocsdownload
Release 6August 12, 2020sourcedocsdownload
Release 5July 31, 2020sourcedocsdownload
Release 4July 15, 2020sourcedocsdownload
Release 3June 10, 2020sourcedocsdownload
Release 2May 20, 2020sourcedocsdownload

Creating responsive and intelligent virtual players and non-playable game characters is hard. Especially when the game is complex. To create intelligent behaviors, developers have had to resort to writing tons of code or using highly specialized tools. With Unity Machine Learning Agents, you are no longer coding emergent behaviors, but rather teaching intelligent Agents to learn through a combination of deep reinforcement Learning and Imitation Learning. Using ML-Agents allows developers to create more compelling gameplay and enhanced game experience. Advancement of artificial intelligence research depends on figuring out tough problems in existing environments using current benchmarks for training AI models. However, as these challenges are solve, need for novel environments arises. But creating such environments is often time-intensive and requires specialized domain knowledge. Using Unity and ML-Agents Toolkit, you can create AI Environments that are physically, visually, and cognitively rich. You can use them for benchmarking as well as researching new algorithms and methods. We partner with JamCity to train agents for their bubble shooter Snoopy Pop. One of the challenges with training Agent to Play Snoopy Pop is the large volume of gameplay data to learn effective behaviors and strategies. Additionally, most games in development are constantly evolving, so training times need to be reasonably fast. We introduce various features in ML-Agents like Asynchronous Environments, Generative Adversarial Imitation Learning, and Soft Actor-Critic to solve these problems.


Unity ML-Agents Toolkit (Beta)

Unity Machine Learning Agents Toolkit is an open-source project that enables games and simulations to serve as environments for training intelligent Agents. We provide implementations of state-of-art algorithms to enable game developers and hobbyists to easily train intelligent agents for 2D, 3D and VR / AR games. Researchers can also use provided simple-to-use Python API to train Agents using reinforcement Learning, imitation Learning, neuroevolution, or any other methods. These trained agents can be used for multiple purposes, including controlling NPC behavior, automating testing of game builds and evaluating different game design decisions pre-release. ML-Agents Toolkit is mutually beneficial for both game developers and AI researchers as it provides a central platform where advances in AI can be evaluated in Unitys rich environments and then made accessible to wider research and game developer communities.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Building AI-Assisted Virtual Worlds

Table

VersionRelease DateSourceDocumentationDownload
master (unstable)--sourcedocsdownload
Release 8October 14, 2020sourcedocsdownload
Release 7September 16, 2020sourcedocsdownload
Release 6August 12, 2020sourcedocsdownload
Release 5July 31, 2020sourcedocsdownload
Release 4July 15, 2020sourcedocsdownload
Release 3June 10, 2020sourcedocsdownload
Release 2May 20, 2020sourcedocsdownload

Unity is the most widely Use 3D development platform in the world. It powers 40 percent of the top 1 000 mobile Games and more than half of all new mobile Games, according to app Analytics firm Apptopia. Along with Unreal Engine, two popular game engines underpin most of gaming experiences on the Web. However, 3D development space is far more crowded than it once was, particularly when it comes to augmented and Virtual Reality development. Unity serves as building blocks or integrates with most of the newer AR / VR platforms, including Apple's ARKit and Google's ARCore, but it's also now dealing with competition from the likes of Amazon Sumerian and other drag-and-drop interfaces looking to simplify experience for less technical creators. To stay ahead of competition and evolve its platform for a growing ecosystem of new devices and 3D experiences, Unity is pushing a two-pronged strategy led by its AR / VR and AI divisions. PCMag spoke to Tony Parisi, Unity's Global Head of VR / AR Brand Solutions, and Danny Lange, Unity's VP of AI and Machine Learning, for an inside look at Unity's future and how the platformand games it createsare getting smarter without you even realizing it. The Pyramids demo above is environment showing off findings of reinforcement Learning project called Curiosity, where ML Agents quickly explore the World to discover hidden rewards on map. Another side of Unity's AI operations involves using ML to create more immersive scenes and textures when generating 3D content. Lange says this is a newer but very promising field where autonomous systems within game can generate motion-control content and fill in natural movements, learning how character, human, or animals move and then mimicking that animation in the game. We have thousands of developers testing this out, says Lange. On the academic side, we've started seeing a lot of NASA students and PhDs at MIT and Paul Allen Institute in Seattle releasing stuff on Unity. I just met with developers in London looking at this for NPC development who are really pushing the limit on graphical performance with iPhones and Android devices. Unity also has an Engine called Extreme AI for mapping personalities to characters, similar to how Amazon Sumerian builds AI-infused hosts. For non-playable characters in game, Unity has begun experimenting with this for more natural simulation in the past year or two, Lange say. So if you want to build a robot or self-driving car or Design house, you can do it in Unity and populate that house with NPCs, say Lange. You can simulate 1 000 families living in that house and gather information on how characters move around. Do doors open the right way? Is there enough light in rooms? If you do this in Cloud, you could have 1 000 different houses with 1 000 different families. This might seem like going way outside of gaming itself, but underlying all of this is gaming technology. Rob Marvin is Assistant Editor of PCMag's Business section.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

The Future of Immersive Apps

As the company's AR / VR and artificial intelligence ambitions expand, Unity is looking beyond gaming for new generation of 3D Apps. One example is the automotive industry, for which Unity recently spun up a dedicated team to help create AR / VR content for customers including Audi, Toyota, Lexus, and Volkswagen. Parisi say Unity is looking to apply the power of its cross-platform developer ecosystem to bring AR / VR app creation to new industries. We're changing how you design cars, make movies; how you do all these things as a company that knows how to sell to game developers, say Parisi. As example, let's say Ford wants to create an app in their innovation lab. They have high-end hardware and software, and then Rift came out and they decided to just do it on a gaming PC. They put out ads and odds are, somebody in the Detroit area is a Unity programmer. That one person starts prototyping, it turns into a three-person innovation team, and then they start developing new ways to do car design to replace physical prototypes. Parisi also sees a lot of potential for reducing friction when it comes to AR and e-commerce. The big coming inflection point is World Wide Web Consortium's coming ratification of WebXR, new standard that will let AR and VR experiences run as Web Apps directly in desktop and mobile browsers. Imagine seeing an ad for new kitchen appliance in your social feed, and then dragging that 3D model into a mixed reality environment linked with your camera to see how it looks in your kitchen. For that kind of 3D advertising tech to work on a mass scale, Parisi says Web experience needs to be seamless. If you have to install an app to view every 3D object tagged with virtual information just to connect it to your camera, model doesn't work, but Unity sees itself as a tool along with standards like WebXR that can bridge those compatibility gaps. Parisi envisions a future where the form factor for AR / VR experiences is self-contain entertainment device, be it in-home experience, location-base app, or enterprise simulation for Training. He also says the user interface needs to become completely immersive. Technology isn't there yet, but he doesn't believe it's as far off as some might think. Some people think it'll be decades before we can get a really good immersive headset or glasses with enough computing power, says Parisi. When you consider all the miraculous breakthroughs in miniaturization of all these computing aspectsCPU, GPU, 5G networkingin few years, we might be able to move some of that processing out to the edge or up to the cloud. The form factor could be anything, but the common element is definitely the immersive user interface where you can hit button and experience fully realized digital characters or layered environments blending digital and real worlds.


What is Virtual Reality

Augment Reality and virtual Reality offer two very unique paths for developers. Augment Reality changes our perception of the real world, and virtual reality transports you to an entirely different world. Augmented Reality is the best choice for developers. If you want to create apps and experience for: manufacturing, construction, or design-If you want to build enterprise-focused tools for factory workers, AR is the way to go. Game-base education-AR makes it possible to create digital learning narrative and embed contextually relevant information. Retail-People naturally want to try things on when shopping for clothes or makeup. AR has already been adopted by furniture, beauty, and clothes brands. Virtual Reality is the best choice for developers if you want to create apps and experience for: computer games. Virtual Reality may or may not be the future of gaming. What's not in doubt is its potential, With global revenue for VR games in 2020 soaring to 22. 9B. The VR is the best choice for gaming now. Period. Military, manufacturing or medical training. Whether it's battlefield simulation or brain surgery, immersive technology gives people a learning platform to develop their skills and confidence, without any risks. Mental health. VR can create powerful simulations of scenarios that may pose psychological difficulties for some people. Research suggests it can help with depression, anxiety, schizophrenia, and paranoia.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

Sources

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions.

* Please keep in mind that all text is machine-generated, we do not bear any responsibility, and you should always get advice from professionals before taking any actions

logo

Plex.page is an Online Knowledge, where all the summaries are written by a machine. We aim to collect all the knowledge the World Wide Web has to offer.

Partners:
Nvidia inception logo

© All rights reserved
2021 made by Algoritmi Vision Inc.

If you believe that any of the summaries on our website lead to misinformation, don't hesitate to contact us. We will immediately review it and remove the summaries if necessary.

If your domain is listed as one of the sources on any summary, you can consider participating in the "Online Knowledge" program, if you want to proceed, please follow these instructions to apply.
However, if you still want us to remove all links leading to your domain from Plex.page and never use your website as a source, please follow these instructions.