Unite LA 2018
who it's for
unity developers, ar/vr engineers, mobile ar developers, real-time graphics programmers, vr/ar product managers, xr technical artists
topics
AR Foundation features; ARKit 2.0 object recognition; ARCore plane detection; image tracking and databases; 3D object tracking; Unity performance optimization; battery and overheating mitigation; physics and Time Manager; remoting and simulation tools; Project MARS authoring; multi-platform VR frame rates; glTF and USDZ interchange
| title | author | length |
|---|---|---|
| From design to dealer: Tools for getting to 'yes' with VR/AR | Allen Buckner, Rick Davis, Kumar Kaushik, Sol Rogers | 51m |
REWIND, HP, and Intel demo a working prototype called Sales Drive platform that streams full vehicle catalogs from a CMS to dealers worldwide, lets a dealer… | ||
| Imagining entertainment in the back of every ride with AR/VR | Rick Davis, Jesse McMillin, Bay Raitt | 38m |
Demonstration shows a working prototype that runs ARKit and ARCore in a moving car by combining phone camera overrides, QR-like stage markers and a… | ||
| Shifting gears: How to win with AR | Vinny Da Silva, Frantz Lasorne, Danny Parks, Tyler Worden | 44m |
Panel compares concrete pipelines: Unity + Vuforia (image, model target, cylinder and user-defined targets) for cross‑platform delivery; one ongoing BMW Mini… | ||
| From 0 to 90: achieving peak performance in multiplatform VR development | Devin Reimer, Andrew Eiche | 43m |
Practical, platform-specific rules: target native VR frame rates (90Hz for Vive/Oculus/Windows MR, 72 for Quest, PSVR 120/90/60 with reprojection) because… | ||
| Get off to a great start with handheld AR | Dan Miller | 44m |
Shows how Unity plus ARCore (1.5) and ARKit (2.0) build handheld AR: plane detection (horizontal/vertical), light estimation, oriented feature points and cloud… | ||
| Optimizing AR: how to extend battery life and avoid overheating | Adam M. Smith | 24m |
Unity Profiler shows CPU spend and a physics-heavy demo drops from ~19.5 ms fixed-step spikes to ~4–8 ms after three changes: clamp render to 30 FPS via… | ||
| Rendering techniques for augmented reality and a look ahead at AR foundation | Jimmy Alamparambil, Lukasz Pasek | 48m |
Adds concrete AR Foundation features: 2D image tracking via Unity image assets and databases, and 3D object tracking using a supplied scanning app that… | ||
| The future of XR authoring: | Andrew Maneri, Charles Migos, Kyle Vaidyanathan, Timoni West | 45m |
Unity Labs shows working authoring tools: Project MARS as a Unity extension that uses a reality database, query-and-condition logic, and a companion mobile… | ||
| nothing matches | ||