Digital Developer Day: Unity for Industrial is coming soon! Join us at this free event dedicated to supporting developers in automotive, transportation, and manufacturing and architecture, engineering, and construction (AEC). Through the exchange of best practices, attendees will learn skills that promote the creation of successful Unity projects and immersive, interactive experiences in augmented reality (AR) and virtual reality (VR).
Please note that the link for the event will be sent on Thursday, March 18th, 2021 to those who have registered.
Getting Started with Unity for AEC
Are you an AEC Professional and new to Unity? Want to know more about what you can achieve with it and get started with your Unity journey?
This session will provide you with the tools and tips on how to get started with Unity for AEC, what you need to know and what solutions you can create using Unity. When AEC professionals and companies meet Unity for the first time there are some common preconceptions that can be confusing. This session will help you start on your Unity journey to create great solutions to meet your client needs. As an example, we will build a real-time design presentation with high fidelity graphics. Come join us and embark on the adventure together!
Let’s get Physical!
In this session we learn how to effortlessly create custom, and complex, colliders using Pixyz Plugin and then explore the physics engines available for Unity! From Physx latest robotics improvements, to advanced industrial solutions like XDE (Interact), AGX Dynamics (Algoryx) or the high velocity and high precision engine inside Prespective’s PASS System!
Hand-tracking in XR for Industrial Applications
Extended reality (XR) is already transforming industry - from training, to immersive collaborative review, to prototyping and design. But when we rely on controllers, we are limited in how we interact with the world. In this talk, we will explore the many benefits of hand-tracking in industrial applications, look at several hand-tracking solutions, and deep-dive into how you can create your own hand-tracking application.
Hand Tracking and Mid-Air Haptics: From Prototype to Product
In this session, Ultraleap will take us through their technologies, highlight what they are capable of, look at the verticals the company has addressed and finally take a deeper dive into an example. We will see how the workflow in Unity can be broken down; showing how prototyping can help identify requirements, before it is then turned into a live product.
Create XR content 10x faster with WEAVR + Unity
An introduction to Pacelab WEAVR, Unity's Verified Solutions Partner product for training and procedural guidance. With WEAVR and Unity, you can easily develop training and step-by-step guided experiences for AR, VR, mobile, and tablet devices. We will showcase some relevant applicable use-cases that are used by various industries, and demonstrate how quick and simple it is to build XR content with WEAVR.
Accelerating computer vision training with synthetic data
Data is a big barrier for machine learning training. Real world data not only has to be collected but it also has to be hand labeled and annotated before it can be used for Computer Vision training. Data Scientists and ML engineers spend 70% of the time on this mundane task. Synthetic data is a great alternative as it is machine generated data that comes pre-labeled and annotated . Unity Computer Vision lets you generate synthetic data at scale for your computer vision projects.
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Alexandre Kikuchi is a veteran of the game industry in Brazil with several titles shipped under Odin (his previous company) and his most recent title is Community Inc developed by T4 (his new company) and published by Tinybuild (check the Steam page: http://store.steampowered.com/app/631540/Community_Inc/). He has over 7 years of experience with Unity and has a deep knowledge of the local industry, from customers to developers of all levels. He has helped also developers on Smartfoxserver forums, Photon and Unity. His career started in 2010 when he joined an agency in São Paulo, Brazil, developing more than a hundred of apps and advergames. Before joining Unity, he was a board member of the Council of Abragames - The Brazilian Association of Game Developers. He currently spends his time learning as much as he can about game development while helping fellow creators in Latin America make amazing games and animations with Unity.
Arturo Núñez works as an evangelist for games at Unity Technologies. Arturo has been in the games industry, programming games for over a decade, he started working on mobile and web games for large and indie studios in Mexico. Currently, Arturo is focusing on spreading the word of Unity’s new Data Oriented Tech Stack (DOTS), Project Tiny and Connected Games.
As a Technical Specialist on the Unity Solutions team, Drew acts as an ambassador for the Unity brand showcasing the latest in virtual reality and augmented reality innovations from Unity. Coming from Finger Food Studios ATG. (now Unity Solutions), Drew has already established himself as a key player in telling the Unity story having spoken at a variety of key industry events and presented to prospective customers across multiple industries.
Elizabeth Guzman is a Technical Specialist for Unity’s AEC (Architecture, Engineering and Construction) business. As an architect, Elizabeth has spent her nearly decade-long career in the professional and academic setting focusing on project management, BIM, energy analysis, experience management and how those affect the development of Smart Cities. Elizabeth holds a MASc in building engineering and has published multiple peer-reviewed research papers that continue to influence the AEC industry today. In her spare time, Elizabeth volunteers assisting workshops to help engage youth about science, engineering and tech.
Mark Schoennagel is a Unity Evangelist with a strong technical background in 3D Animation for both film and video games. For nearly 20 years he was the lead evangelist for Softimage 3D, enjoying a front-row seat during the renaissance of the 3D industry. From witnessing the humble beginnings of the first ray-traced animations all the way through to today’s blockbuster AAA game titles, he’s seen it all. When not pushing the limits of 3D, Mark enjoys Formula 1, photography and VR… which of course is just more 3D.
Mike Geig is an Evangelist for Unity Technologies where he develops and delivers recorded, live, and onsite learning content. He has experience as an indie game dev, a university educator, and rumor has it that he also wrote a book called "Unity Game Development in 24 Hours." A gamer at heart, Mike works to make game development fun and accessible for all skill sets. Hi mom!
Housein Cornell is a Content Evangelist at Unity Technologies focusing on creating content and demos focusing on the Automotive, AEC, and non gaming industries. He brings hands-on expertise from working in VFX and automotive visualization, as well as a BFA and training in mechanical engineering. He loves being part of a really great team of people who allow each other to grow together while helping others, and enjoys learning new things, on the job and off.
Ennio is a Software Engineer and he's been using Unity since 2013. He started his journey as a gameplay programmer for a gaming company in Rome. In 2016 he and his friend Veronica Vecci founded their own company, Ambiens VR.
Ambiens VR mission is to provide tools, resources and assets for architects and civil engineers to help them produce astonishing interactive project presentations and reach new goals creating applications instead of static images.
Abdulrahman Moussa (“Moses”) is the Technical Product Manager for Pacelab WEAVR. He is responsible for defining the product roadmap & vision, identifying and presenting innovative product solutions, managing customer projects, and coordinating product releases with marketing, sales, and development teams.
Antonia is an XR Technical Specialist with a decade of experience in public speaking, and several years of experience developing XR applications. In her role at Unity she works across industry verticals, from automotive to architecture; creating demos, delivering talks, and using XR to push the boundaries of what's possible.
I'm an engineer building tools for exploring synthetic perception data for ML using Unity. I love making deep tech accessible to all, from computer vision to graphics to compilers. Previously in the Core group at Unity I contributed to UIElements, shaders, ECS, C++/C# interop, .NET standards, and general API design. I'm a teacher and tech in our church, a gamer and a father.
As a Senior Technical Specialist, Jerome acts as an ambassador for Unity’s growth into new industries specifically Automotive, Transportation and Manufacturing. Jerome has two decades worth of experience having built interactive user experiences across Web, XR, Installations, mobile and embedded devices for brands such as Tata, Airbus, Panasonic Avionics and architectural visualisation apps for the Elbphilharmonie Hamburg, one of the largest and acoustically most advanced concert halls in the world.
Chris is a Software Product Manager at Ultraleap, responsible for Tools that enable developers to build content that utilises our world class hand tracking and mid-air haptics. Chris’s mission is to advance the adoption of the technology by helping developers to understand why and how they can use Unity to create their own mind blowing experiences. Prior to Ultraleap, Chris worked for an augmented reality start-up acquired by HP, running a creative team that built AR content for mobile devices. Chris was also product manager for a WYSIWYG web tool that enabled the creation of AR experiences without the need to code.
James has 14 years of experience building and applying simulation and artificial intelligence technologies. He started his career in the simulation brand at Dassault Systèmes, where he worked on mechanical simulation solutions for automotive and aerospace customers. He spent several years managing the delivery of natural language systems for Alexa at Amazon. He has worked as a product manager in the AI organization at Unity since 2019 focusing on Unity Simulation and Unity's solutions for computer vision and is excited about the next frontiers in AI.
Matt is a Unity Game Developer at Ultraleap, responsible for developing software that showcases the hardware and software that Ultraleap provide to their customers. Matt strives to evoke wonder in the audiences of these applications and inspire them to be creative about the uses of the technology. Prior to working at Ultraleap, Matt was involved in making 'Gamified' interactive software to encourage learning through play and interaction. This was particularly targeted at encouraging school children into STEM.
Matt is a Unity Game Developer at Ultraleap, responsible for developing software that showcases the hardware and software that Ultraleap provide to their customers. Matt strives to evoke wonder in the audiences of these applications and inspire them to be creative about the uses of the technology. Prior to working at Ultraleap, Matt was involved in making 'Gamified' interactive software to encourage learning through play and interaction. This was particularly targeted at encouraging school children into STEM.