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[ 2024 ]

20 entries
727|blog.unity.com

A message to our community: Unity is canceling the Runtime Fee

After deep consultation with our community, customers, and partners, we’ve made the decision to cancel the Runtime Fee for our games customers, effective immediately. Non-gaming Industry customers are not impacted by this modification.Over the last 20 years, we’ve partnered with brilliant designers and developers, artists and engineers, publishers and platforms, to build a world where great games could be built by anyone, for everyone. We called it “democratizing game development,” and it remains our core mission today. However, we can’t pursue that mission in conflict with our customers; at its heart, it must be a partnership built on trust. I’ve been able to connect with many of you over the last three months, and I’ve heard time and time again that you want a strong Unity, and understand that price increases are a necessary part of what enables us to invest in moving gaming forward. But those increases needn’t come in a novel and controversial new form. We want to deliver value at a fair price in the right way so that you will continue to feel comfortable building your business over the long term with Unity as your partner. And we’re confident that if we’re good partners and deliver great software and services, we’ve barely scratched the surface of what we can do together.So we’re reverting to our existing seat-based subscription model for all gaming customers, including those who adopt Unity 6, the most performant and stable version of Unity yet, later this year.Here’s what you can expect: Unity Personal: As announced last year, Unity Personal will remain free, and we’ll be doubling the current revenue and funding ceiling from $100,000 to $200,000 USD. This means more of you can use Unity at no cost. The Made with Unity splash screen will become optional for Unity Personal games made with Unity 6 when it launches later this year.Unity Pro and Unity Enterprise: We’ll be modifying subscription pricing and the qualifying annual revenue thresholds, effective January 1, 2025. These changes will apply to all new and existing Unity Pro and Enterprise customers when you purchase, upgrade, or renew a subscription on or after this date.Unity Pro: An 8% subscription price increase to $2,200 USD annually per seat will apply to Unity Pro. Unity Pro will be required for customers with more than $200,000 USD of total annual revenue and funding.Unity Enterprise: A 25% subscription price increase will apply to Unity Enterprise. Unity Enterprise will be required for customers with more than $25 million USD of total annual revenue and funding. A minimum subscription requirement may also apply. Because this set of our largest customers have unique needs and use many of our products and services, we’ll be contacting everyone in the days ahead to discuss customized packages.From this point forward, it’s our intention to revert to a more traditional cycle of considering any potential price increases only on an annual basis. Our commitment remains that if we change the Editor software terms in ways that impact you, you may continue using your current version of the software under the previously agreed terms as long as you keep using that version. We updated this commitment last year on our GitHub repository and at unity.com/legal. You can read more about all the details of our 2025 pricing changes here.Canceling the Runtime Fee for games and instituting these pricing changes will allow us to continue investing to improve game development for everyone while also being better partners. Thank you all for your trust and continued support. We look forward to many more years of making great games together.– Matt

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729|blog.unity.com

Games made with Unity: August 2024 in Review

So many fantastic games made with Unity were released last month. Community Choice Steam Curator List: August 2024 To kick August off, you voted for our next Steam Curator page list – Bad drivers! Check out the full list of games on our page, and let us know any we missed.Working on a game in Unity? We’d love to help you spread the word. Be sure to submit your project. Without further ado, to the best of our abilities, here’s a non-exhaustive list of games made with Unity and launched in August of 2024, either into early access or full release. Add to the list by sharing any that you think we missed.Action and PlatformerSlash Quest!, Big Green Pillow, Mother Gaia Studio (August 15)Unrooted, 85 Plus Games (August 2)ONE BTN BOSSES, Midnight Munchies (August 6)CyberCorp, Megame (August 19 – early access)Dustborn, Red Thread Games (August 20)CasualODDADA, Sven Ahlgrimm, Mathilde Hoffmann (August 15)Mirth Melody, Clay Game Studio (August 15)Mika and The Witch's Mountain, Chibig, Nukefist (August 21 – early access)City builderEndzone 2, Gentlymad Studios (August 26 – early access)Preserve, Bitmap Galaxy (August 8 – early access)Mini Settlers, Knight Owl Games (August 8 – early access)MEMORIAPOLIS, 5PM Studio (August 29 – early access)ComedyThank Goodness You're Here!, Coal Supper (August 1)Just Crow Things, Unbound Creations (August 15)HorrorLet Me Out, 4Happy Studio (August 8)Management and automationshapez 2, tobspr Games (August 15 – early access)MetroidvaniaPrince of Persia: The Lost Crown, Ubisoft Montpellier (August 8 - Steam launch)DEVIATOR, Gami Studio (August 1 – early access)Narrative and mysteryFarewell North, Kyle Banks (August 16)Closer the Distance, Osmotic Studios (August 2)Puzzle adventureLeximan, Knights of Borria (August 13)Hidden Through Time 2: Discovery, Rogueside (August 13)Roguelike/liteFeed the Deep, Luke Muscat (August 16)Cubed and Dangerous, Ace High Arcade (August 1)snatch&swallow, megatouch (August 6 – early access)Loopstructor, Pone Games (August 8)Defenders of the Omniverse, Babushka Entertainment (August 26 – early access)RPGCat Quest III, The Gentlebros (August 8)Depersonalization, MeowNature (August 8)SimulationThe Crush House, Nerial (August 9)Crime Scene Cleaner, President Studio (August 14)Sports and drivingPhantom Spark, Ghosts (August 15)Motördoom, Hobo Cat Games (August 2)StrategyTactical Breach Wizards, Suspicious Developments Inc (August 22)Operation: Polygon Storm, Toxic Studio (August 12)Toy Shire, Bluespy Studios (August 26 – early access)SurvivalCore Keeper, Pugstorm (August 27)That’s a wrap for August 2024. Want more Made with Unity and community news as it happens? Don’t forget to follow us on social media: Twitter, Facebook, LinkedIn, Instagram, YouTube, or Twitch.

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735|blog.unity.com

AR Guidance: Tech Integration at Industrial Sites

Augmented reality (AR) helps users understand things more easily and communicate faster by overlapping virtual digital content with the real world. This article introduces AR Guidance from HD Hyundai Infracore and explores how they’ve adopted AR for the maintenance of construction machinery.When complex construction machinery breaks down, AR Guidance can be used to easily identify the problem. Using floor augmentation, objects can be brought up to troubleshoot data for the equipment. The content provided in apps can be used on devices like smartphones and tablets. It is the first AR solution of its kind in the construction machinery industry.Discover how HD Hyundai Infracore’s Global Product Support team uses Unity for troubleshooting.In 2019, HD Hyundai Infracore collected equipment requirements and feedback through interviews with product owners. As they sought to find a way to fulfill their clients’ needs, they planned various service solutions in combination with IT in the service sector. One of these solutions was to use AR to bring up 3D modeling so that clients could easily identify equipment data.They decided to make content that combined modeling with the details of the troubleshooting guide. This content provides users with the basic shape of the equipment and tells them which procedure they should follow to solve their problem.1) Dealer: The dealer that contracts equipment and maintenance (relevant region)2) Service staff: Dealer equipment service staffThe inner workings of construction machinery consist of a complex series of wires, hydraulic hoses, and pipelines, making them difficult to understand. Identifying a point of failure can therefore be very time-consuming. Internal experts were able to understand the inside of the equipment and components through 3D equipment modeling; however, the dealers and service staff had limited access and could not utilize the data.For example, the equipment mainly consists of hydraulics, a circuit diagram of electrical systems, and a block diagram of the engine. The dealer service staff can check the .dwg-based system circuit diagram to identify the structure and logic of the equipment, but even when they figure out the logic through the structure of the circuit diagram, it still takes time to locate major components in the actual equipment. It takes even longer for new service staff.Dealers needed a way for service staff to quickly provide professional services, while service staff needed content that could help them understand equipment data more intuitively than previous text-based service materials. A solution that lets users obtain the data they need and learn from experiences with ease was required.During AR Guidance test operations, content was checked for basic elements, such as displaying major component locations and features that provide detailed data on components.Many popular games use AR, but there were not as many cases where Unity was adopted in the construction machinery market. However, it soon became clear that HD Hyundai Infracore could easily start a project in Unity using various materials, including data provided by creators, tutorials from Unity, manuals, and more.Upon examining various use cases, it became clear that Unity’s real-time 3D technology could be used across many industries outside of gaming. Most notably, it could be used in the construction machinery industry.AR Guidance consists of two modules: Guidance and 3D Model Viewer.AR Guidance displays 3D models of the equipment and offers users a guide for equipment troubleshooting with industrial augmented reality. Users can check and troubleshoot equipment problems on their own using three methods.Sensor Signal Monitoring: Identifies the equipment statusTroubleshooting: Provides causes and troubleshooting guides for defects with fault codesPerformance Test Guide: Offers a guide to measure whether the equipment’s performance is adequate and sends performance values after the equipment has been fixed3D Model Viewer, which does not use AR technology, provides simple control over 3D modeling and provides access to more data by associating the system circuit diagram with each component in the following stages. The goal of this is to help those who are new to the service use 3D product visualization to easily understand the equipment.The first step was to identify which content was the most useful to users in order to efficiently solve their needs. Unity’s training programs, as well as those from the Gyeonggi Content Agency, were used to ensure that users were equipped with the tools and knowledge they needed to be successful.When implementing the Sensor Signal Monitoring system, it was important to categorize and select data, as importing too much data from the equipment to show the location and status values via 3D modeling could cause problems.There was a constant need for a mobile-based diagnosis program, as all equipment diagnosis programs were developed for Windows. HD Hyundai Infracore thought importing Sensor Signal Monitoring, one of the features of the Windows-based diagnosis program, and showing it with the augmented 3D modeling of the equipment, could clearly provide the users with equipment status information.The 3D modeling data was removed from the 3D Product Data Management (PDM), keeping only the minimum required to deliver equipment information. HD Hyundai Infracore also worked to reduce the volume of redundant data imported from each piece of content by structuring it.The troubleshooting guide provides detailed information about the connector PIN number, color, flow chart, and more. It does so according to the occurrence of fault codes by using 3D modeling along with the shape of wires and connectors. The development of this content has contributed to establishing content standards for wiring troubleshooting for fault codes.Because construction machinery usually works in harsh environments, it was important to ensure that the 3D models were stable enough to accurately check equipment data using the AR technology. The aim was to compose one-source, multi-use content in relatively small volumes and increase the speed of data download and execution.Performance tests need to be conducted for all equipment operations to accurately verify repairs. Many variables, including weather and operator controlling methods, make it difficult to extract precise data. To combat this, HD Hyundai Infracore have provided guides that make it simpler to extract accurate equipment performance data using 3D modeling.Positive user feedback For AR Guidance, usability and stability were key. A simple structure was chosen to enable users to easily access equipment data. Capacity was also minimized in order to ensure stable app usage based on the usage environments of users.As a result, HD Hyundai Infracore received many positive reviews and valuable feedback after the launch of the beta version of AR Guidance for European service staff. This included a request to implement content for main component data, which later became a stepping stone for the development of 3D Model Viewer content.A new perspective on construction machinery manufacturers AR Guidance has played a part in changing the perceptions of technical support services for construction machinery. HD Hyundai Infracore goes beyond traditional services, offering a variety of digital services and providing technical support as a premium service strategy. They enhanced client satisfaction and improved their corporate image by providing more innovative digital services with their AR Guidance solution.Effective problem solving AR Guidance helps reduce service time by allowing staff to more easily identify fault data. It also effectively reduces communication time for equipment fault data because headquarters can support problems not directly solved by the dealer service.The future of AR Guidance and AR construction The first objective is to increase the usage rate of global service staff to more than 80%. In order to do this, the expansion of target equipment implementation should be prioritized, as not all equipment sold globally is currently available in the construction management app. It will also be important to quantify service lead time and verify the reduction in communication.Mobile devices were the easiest to interact with, so they were the first to be integrated. HD Hyundai Infracore aims to adopt AR glasses next in order to increase the usability of AR Guidance. They will then begin developing VR-based content alongside their AR-based content. VR solutions will be used to guide regular equipment inspections and correct equipment operations before and after sales.HD Hyundai Infracore also plans to increase equipment uptime by reducing service time with the troubleshooting guide within AR Guidance. The adoption of AR glasses will enable hands-free use during maintenance and repairs.The role of Unity is crucial in the process. They allowed HD Hyundai Infracore to overcome many of the challenges they faced through support, online resources, and the Unity creator communities.AR Guidance is growing with HD Hyundai Infracore. The generation of construction machinery changes in accordance with exhaustive regulations. HD Hyundai Infracore is steadily developing equipment for the new generation and AR Guidance content will continuously be developed for that equipment as well. Usability is expected to be increased by providing troubleshooting guides through AR Guidance as new generations are introduced. HD Hyundai Infracore is developing next-generation equipment, which will be implemented with AR Guidance and see continuous development."With each new release of construction machinery equipment, the content and UI will undergo significant changes. As before, by utilizing Unity's rapid support and various platforms, it will be possible to create content that suits the new generation of equipment and quickly meets customer needs."- Ingeun Lee, Senior Manager of HD Hyundai Infracore

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736|blog.unity.com

How BMW is leveraging Unity to open up new dimensions for the driving experience

With a rich history rooted in superior engine performance, most know the BMW brand as being synonymous with an elevated driving experience. As the BMW Group has also been known for pioneering digital innovations in the automotive industry in the past decade, it should come as no surprise that in the last several years, the research team at BMW Group has been leading the charge when it comes to finding ways to bring augmented reality technology to their vehicles. We sat down with research engineers Manfred Pauli and Wolfgang Haberl to discuss their vision for the future of driving and how BMW is innovating the in-vehicle experience with augmented reality (AR). Which teams or business units at BMW are currently utilizing Unity?Manfred: We are a part of the BMW Group research team. We build early prototypes, and provide a lookout for future generations of BMW vehicles. Unity is used throughout the company, especially for designing head-up display graphics or developing graphics prototypes.How does this new prototype for a head-up display work? What are the current capabilities when it comes to using AR to build a new driver experience?Wolfgang: In this case, it is an AR glasses display, so it has some similarities to the head-up system. We try to see what the specifics for AR glasses are and where they make sense in addition to a traditional head-up display. Our current prototype includes some driver and some passenger-related use cases to demonstrate the range of possibilities. For the driver, we have driver assistance augmentation. You see, for example, assisting graphical distance representations during parking, you have your navigation arrows that guide you exactly along the road and the intersections where you have to turn. It also highlights other things, like markers for potholes and construction sites, as well as some signage that you might overlook, like a speed limit or pedestrian crossing. All that information is brought into your central view in AR. For the passenger, we are really trying to explore what might be a nice usage of time in the car. We have implemented a gaming example that allows you to collect coins that appear along the driving route in order to gain points. We also have a feature that lets you use the glasses as your personal movie theater.Can you speak about what goals you are ultimately trying to achieve by bringing AR to drivers? You touched on safety and navigation, as well as the overall driving experience and making it more immersive. What do you hope to see?Manfred: BMW is, as you know, not a manufacturer of AR glasses. So, what we want to do is enable the customer to be able to connect their existing AR glasses that they already use outside of the car. The overall goal is to make any set of AR glasses work inside the car, as we have done with the smartphone. There are already a multitude of AR apps, but what is on the market right now doesn’t work during a drive because the car and head both move. The devices have to be able to differentiate between these movements, but to our knowledge, none of the glasses manufacturers can do the necessary 6 degrees-of-freedom (6-dof) tracking without additional data from the car yet. We have developed our own glasses tracking algorithm, software, and vehicle interface so that we can enable glasses to work inside the car. That is the first step.Wolfgang: Getting this basic system to work has taken up a lot of our time over the past years. This tracking solution enables us to place stable augmentations while the car is moving. Now we are able to put virtual assets on the dashboard that follow the movements of the car. At the same time, we can place signage or markers on the road or on a building in your surroundings that are independent of the movements of the car or the user’s head.We are prototyping different use cases to see what makes sense and what is helpful for the driver. Of course, it is always about creating content that will make driving safer. We are trying to see what we can display to reduce your cognitive load when you have the augmentation right in front of you. We test these features with test drivers in our simulator to study whether their reaction times get better when wearing the glasses compared to using a classic cockpit.Will AR glasses be complementary to what you're seeing in the head-up display or is it basically the same information?Wolfgang: We think that current AR glasses could be a great extension to a regular head-up system. The head-up display provides important information that is not world-locked, like vehicle speed, turn-by-turn navigation, and the current speed limit. It is always available, no matter whether you’re weaning the glasses or not. The glasses provide a huge field of view, significantly larger than the image sizes of any head-up displays. This allows coverage of a good portion of the real world with augmentations, thus extending the traditional head-up.Let's talk a bit more broadly about the auto industry and general AR adoption. As you said, this is all in early development. What do you think the current state is for most manufacturers, and what are you, as BMW, and others prioritizing as you move toward this?Wolfgang: From what we see on the market, a lot of companies are currently integrating AR features into their existing head-up systems, which from our point of view makes a lot of sense. At the same time, these solutions are still limited to the smaller field of view of the head-up system. That’s why we put a lot of effort into AR glasses to see how they could make use of the remaining field of view. We have the only system right now, which works with a small pair of AR glasses that are really ergonomic and provide a compelling form factor and design (the Xreal Air 2). We have put a lot of development effort into getting the tracking to work on a customer- friendly device.We hope more companies that produce glasses will cooperate with us and make their glasses compatible with our vehicles. In the future, we expect glasses to be as ubiquitous as smartphones. We want to set an industry standard with our integration in order to provide a common ground for glasses manufacturers and car manufacturers to have a working platform independent of a certain combination of glasses and car brands.Manfred: We went public with a different pair of glasses in 2014. We used ODG smart glasses, and if you compare those to the ones we’re using now, a lot has changed. The field of view has almost doubled, and image quality has improved a lot. In addition, we can now use Unity. We are really glad to see this technology mature and are proud of our work.What limitations around driver safety, consumer expectations, or hardware are you considering when you think about the next phase of this?Wolfgang: From a consumer’s point of view, we want glasses to get even smaller in order to increase wearability and comfort. Most of the current devices are targeted towards indoor use and have a very little tint. So, if you’re driving outside in the sun, the tint might not be dark enough to see the displayed content. On the other hand, if you’re driving at night, you don’t need any tint at all. Consequently, dynamic tinting is a desirable feature. At the same time, you need a very good display that provides a broad range of brightness to achieve convincing image quality even in bright sunlight.Many of these glasses are also battery-powered, so they have a limited runtime. Of course, we also provide the most important driving information in one of the car’s built-in displays for safety reasons. Still, we hope to see runtimes increase for longer drives.We are able to merge the separate display areas of our different systems in the car to avoid overlap. With our tracking system, we know exactly where the glasses are looking, and we also know where the area for the head-up system and other displays are. So, we can omit putting items in the glasses on top of other displays, giving us the possibility to run them in parallel.What are your hopes for BMW’s role in the development of this technology?Manfred: BMW was the first to introduce the head-up display technology, inspired by the aviation industry. So what's next after head-up? We are launching a completely new user interface with the BMW Panoramic Vision in series vehicles starting in 2025. The whole width of the windshield is then used for display, pillar-to-pillar. We are always thinking about what’s next. We want to point out the huge benefit of AR glasses in the car. Our main goal is creating maximum safety in combination with sheer driving pleasure. BMW drivers are not distracted but intuitively supported in their driving task, resulting in additional excitement.Wolfgang: We believe an important step is creating a standard for car integration with more glasses manufacturers and to keep improving it. From a customer’s perspective, their glasses should simply work in their car, independent of the respective manufacturers.When it came to building this, how did you make the decision to choose Unity? How does Unity fit into your current development workflows?Wolfgang: Most of the companies offering AR glasses on the market right now support Unity. Today, the Unity Engine is the de facto standard for AR glasses. It definitely made the most sense for us to go with Unity for this reason.Manfred: The Unity Asset Store was another added benefit. The map plugins from Infinity Code were a huge help in developing navigation features. We had designers working on the prototype that would bring in assets from Blender, and then we integrated them into the Unity editor and deployed them through our Android devices. From everything around recording routes with our cars and simulation, Unity has been a very customizable tool that helped us out a lot.Wolfgang: We know that a lot of times, technical research projects are hard to convey or explain to non-experts and sometimes also to decision makers. We always try to implement use cases and great visualizations to transport the idea and the vision of the final customer product. Unity was a great help with abstracting away from all the low-level problems of getting the visualizations displayed in the desired way. This made our whole vision a lot more understandable and really fascinated people. It allowed them to see how cool and immersive the future of AR glasses in vehicles could be.Want to hear more about this exciting project? Watch our deep dive session with BMW from Unite 2024 in Barcelona.Explore the possibilities of Unity for automotive, or contact us for more information.

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