Unite 2008
| title | author | length |
|---|---|---|
| Keynote | David Helgason, Nicholas Francis, Joachim Ante | 20m |
Conference sells out with ~180 attendees and growth counts multiply; Unity 2.5 reboots the Editor as scripted Unity GUI with 130 new entry points and a single… | ||
| Walking and Running on Uneven Terrain | Rune Skovbo Johansen | 46m |
A Unity asset called the free Locomotion System automatically blends keyframed walk and run cycles and computes dynamic foot placement using inverse kinematics… | ||
| Using Unity Editor APIs | Jon Czeck | 49m |
Shows concrete editor scripts and results: uses Unity Editor APIs to build combine materials (merges 24-material meshes into one OBJ+atlas), an asset… | ||
| Unity iPhone | Renaldas Zioma, Joachim Ante | 54m |
Unity for iPhone ships with AOT Mono so C# compiles to native code, and a Unity Remote app streams multi‑touch and accelerometer input and a live game view… | ||
| Techniques for making reusable code | Mike Mittleman | 46m |
Five practical rules: break systems into many small classes and decouple with small classes so swapping subsystems (asset repository, GUI, networking) keeps… | ||
| Shaders | Amir Ebrahimi, Aras Pranckevičius | 02h 10m |
Hands‑on Unity shader course that moves from fixed‑function ShaderLab to custom Cg: downloads of UnityCGIncludes and built‑in samplers, implementation of… | ||
| Physics the right way | Matt Wegner | 59m |
Shows how Flashbang implements physics in Unity using UnityScript with an autocomplete tool, builds a raycast car (not wheel colliders or multi‑rigid ragdoll… | ||
| Make your art look good | Renaldas Zioma, Aras Pranckevičius | 37m |
Three concrete pipelines: bake lightmaps for static geometry (preferred even over detailed textures), and for characters use a single one-pass three-light… | ||
| Getting published | Tom Higgins, Matt Gravelle, Matt Wegner | 52m |
RC Laser Warrior lands on Shockwave and becomes a boxed retail SKU rebranded as Cars of Fury boxed SKU with USB joystick, while contract work includes… | ||
| Bugs | Sam Kalman | 46m |
Public bug reports go through a strict pipeline: a one-person QA filter that requires attach full project folder (or a minimal single-scene repro), then… | ||
| Bringing your concept to life | Jeroen de Cloe, Mikel Fick | 39m |
Sticky Studios outlines a repeatable pipeline: start with 100 ideas then prune to a solid concept, capture it in sketches, moodboards and an open game design… | ||
| Asset Pipeline Customizations | Lucas Meijer | 01h 04m |
Shows a working Unity 2.1 pipeline that automates FBX and texture handling for a Funcom MMO: uses Visual Studio + UnityEngine.dll and UnityEditor.dll via a… | ||
| Awards | Sam Kalman | 33m |
Unity runs a contest that more than doubles scope from 2007, adds a beta milestone requirement and public playtesting, and pays prizes in Euros; attrition rate… | ||
| nothing matches | ||