Unite Now 2020
who it's for
game developers, technical artists, gameplay programmers, graphics programmers, ui programmers, performance engineers, mobile developers
topics
data binding components; MVVM-like UI systems; shader-driven textureless worlds; Perlin noise baking; Gerstner wave water; Visual Effect Graph explosions; ScriptableObject VFX reuse; Addressables per-bundle tracking; ShaderVariantCollections management; incremental GC tuning; CullingGroup offscreen sleeping; pooled visual-effects manager
| title | author | length |
|---|---|---|
| Fruit Ninja 2 Tech Talk: Creating with data-driven components | Andrew McGill | 23m |
Halfbrick builds a small MVVM-like system that lets artists and designers wire UI to player data without code: DataBinding component uses reflection to target… | ||
| The Falconeer Tech Talk: Creating with textureless art | Tomas Sala | 26m |
Claim: a full open world game with no pre-generated textures built in Unity 3D by relying on handcrafted geometry and shader systems. Implementation uses two… | ||
| Hardspace: Shipbreaker Tech Talk: Explosions with VFX Graph | Trevor Ware, David Perdigan | 17m |
Unity Visual Effect Graph drives explosions with exposed parameters and code: Size 1–5 remaps to particle counts per system (example: 200–1,000 particles via a… | ||
| Little Orpheus Tech Talk: Developing for Apple Arcade | Louis de Wet | 20m |
Little Orpheus targets iOS/tvOS/macOS on Unity 2019.3.11f1 and runs eight episodes split into ~60–70 blocks, optimized to fit a 4 GB App Store limit and avoid… | ||
| Battletoads Tech Talk: The challenge of 11 game modes | Chris Rickett | 24m |
Battletoads development explains concrete fixes: implements Depth of Field via a second background camera and render texture so sprites write depth, builds a… | ||
| nothing matches | ||