Unity 2018.1 Adds More Than 330 new Improvements for Developers

Unity is one of – if not the – most popular videogame development engines on the market, used for traditional, virtual reality (VR) and augmented reality (AR) titles alike. Today, the company has launched its next major update for the middleware adding a massive range of features and improvements for developers.

Unity 2018 ResonanceAudio

The main additions include a new Scriptable Render Pipeline (SRP), making it easy to customise the rendering pipeline via C# code and material shaders. On top of SRP, Unity 2018.1 will also feature a High-Definition Render Pipeline (HD RP), so that developers can create AAA looking experiences, plus the Lightweight Render Pipeline (LW RP) for those who don’t need ultra-high end graphics, offering a combination of looks and speed, ideal for mobile devices.

Of course there are plenty of immersive content improvements for VR and AR developers. Unity Technologies has now integrated Google’s spatial audio SDK, Resonance Audio, to help render hundreds of simultaneous 3D sound sources.

On the mixed reality (MR) side, Unity for Magic Leap Technical Preview and the Lumin SDK are now available via the Magic Leap Creator Portal. Then there’s ARCore 1.1 for Unity, offering the ability to create high-quality AR apps for millions of Android-enabled devices on Google Play. The update: “enhances the environmental understanding of your scene with oriented feature points, a new capability that allows you to place virtual content on surfaces near detected feature points, such as cans, boxes, and books,” notes the Unity blog.

Lenovo Mirage Solo with Daydream

With the Lenovo Mirage Solo standalone headset launching this month, Unity 2018.1 brings support for the device which runs on Google’s Daydream platform with Worldsense technology, enabling inside-out, six degrees of freedom (6DoF) tracking.

Lastly, Unity 2018.1 improves support for those creators that wish to use the software to capture 360-degree images and video. Based on Google’s Omni-Directional Stereo (ODS) technology, Unity’s device-independent stereo-360 capture technique uses stereo cubemap rendering, supported natively in Unity’s graphics pipeline both in the Unity Editor and on PC standalone players.

There’s a massive amount of info on Unity 2018.1 via the Unity blog for those that are interested. As Unity continues development and support of VR, AR, and MR, VRFocus will keep you informed of the latest announcements.

Unity Announces AR ‘Center of Excellence’ in Australia

Unity Technologies has today announced a partnership with Appearition, a provider of augmented reality (AR) solutions for enterprises, to launch the first-ever Unity Center of Excellence (CoE) for enterprises in Australia. Corporations worldwide looking to introduce new AR-focused business solutions will have access to the CoE as a resource to assist with crafting an achievable roadmap.

The Unity CoE highlights the enterprise demand and growth of AR solutions and the move towards a digital transformation. The partnership is a touted as a ‘significant step forward’ for both companies in enabling corporate digital transformation and fostering an ecosystem to encourage knowledge sharing of best practices.

“Since Unity’s inception, our mission has been to democratise development, solve hard problems and enable success. We’re excited to partner with Appearition because the company shares our passion through its dedication to the development of augmented reality solutions,” said Hubert Larenaudie, President APAC, Unity Technologies. “We hope corporations that are tackling issues with digital transformation benefit from the solutions and support from partners like Appearition who are using Unity’s technology to enable the success of enterprises.”

The Unity CoE will offer a number of different services to enterprises, including managing investment to profit from AR and virtual reality (VR) content delivery, converting critical business concerns into opportunities and advising on the potential responses to emerging business needs by providing bespoke immersive content delivery platforms.

“Appearition’s mission is to enable the success of others, a mission that we gladly share with Unity. We pride ourselves on building innovative products to help enterprises succeed,” said Vivek Aiyer, Founder and CEO of Appearition.

Appearition Applications

Appearition is an AR company head-quartered in Australia, founded in 2014 when Aiyer saw the potential of AR of having a practical use in our everyday lives. He believed AR could be provided to B2B companies to improve their efficiency, productivity and thereby enabling businesses succeed.

“Appearition is delighted to partner with Unity to launch the first-ever Center of Excellence in Australia. With our global presence, we are excited to continue to deliver end-to-end-deployment through the entire business technology lifecycle.”

You can find out more about the Unity CoE on Appearition’s official website. No details on a pricing structure are currently available, however it’s likely that the Unity CoE will be offered on a bespoke basis to address each individual company’s needs. VRFocus will keep you updated with all the latest details on the Unity CoE and other AR and VR innovations from Unity Technologies.

Unity Reveals 2018 Roadmap Including Unity 2018.1

At the Game Developer Conference Unity Technologies revealed their 2018 roadmap including details on how to sign up for the beta of Unity 2018.1.

Unity 2018 Roadmap

As Unity continues to grow as one of the leading engines for content creators for videogames, applications and interactive media, the need for new features and regular updates is key. Speaking during their Game Developer Conference keynote, Brett Bibby, VP of Engineering gave viewers a glimpse into the roadmap for the coming year of Unity and what developers can expect.

Firstly, Unity 2018.1 will be releasing this April, with 2018.2 and 2018.3 releasing in Summer and Fall of this year respectively. The first major release will bring with it plenty of exciting new features which will open up new workflows and opportunities for developers. One of the main new features within Unity’s 2018 roadmap is the expanded support for new XR platforms including the Magic leap, Google Daydream Standalone and even Google Play Instant.

Unity Supported Platforms

Elsewhere improvements are going to be found all across the engine include a render pipeline, giving developers more options when it comes to building their projects including a scriptable render pipeline for those looking for more configuration. Machine Learning is also another big feature being push this year by Unity with the aim of making it more accessible then ever before for content creators. General improvements to the engine will also be coming to help improve performance and reliability, made possible by a new Entity Component System, C# Job System and Burst compiler.

If all these features sound exiting to you or have at least peaked your interest you can get access to the beta of Unity 2018.1 via this website.

With all the new technology being supported by the Unity engine, developers are now more able than ever before to create immersive content that is able to be enjoyed by millions. With the recent release of ARCore, augmented reality (AR) on Android devices has become an easier feat similar to how ARKit helped developers bring content iOS devices last year. New improvements to the engine, its learning resources, compatible with current and new platforms are all adding together to make Unity a smart choice for any content creator.

VRFocus will be sure to bring you all the latest on Unity from the Game Developer Conference throughout the week so make sure to check back often for more.

Ralph Hauwert Discusses The Future Of Unity On New XR Platforms

Following Unity Technologies’ keynote at the Game Developer Conference, VRFocus sat down with Ralph Hauwert, Director of Development at Unity to talk about the future of XR platforms.

Unity use the term XR as an umbrella term, encompassing virtual reality (VR), augmented reality (AR) and mixed reality (MR). As the company continue to empower content creators by providing them with the tools they need to deliver breath taking experience to consumers, Unity have now expanded their range of supported platforms to include more XR products.

Unity have revealed big plans to their platform range and expanded it with the announcement of multiple new XR platforms. This includes Magic Leap, Google Play Instant, Oculus Go and Google Daydream Standalone. The support for Magic Leap One was revealed alongside the release of a Technical Preview for Magic Leap’s creator portal. This comes not long after Epic Games revealed that their Unreal Engine 4 would also be supporting Magic Leap in a similar manner.

Games Developers Conference / GDC 2018 - KeyartThe other platforms announced by Unity see new, exciting opportunists for content creators to reach out to new hardware and audiences around the world. The Google Play Instant support means that Android users will be able to try a small demo of an app or videogame made within Unity near instantly without the need to download anything before hand. More details on Google Play Instant can be found here.

Oculus Go was unveiled last year at Oculus Connect 4 and now with the support in Unity developers can prepare their titles for the platforms release this Spring. With a similar workflow to creating Gear VR content, developers can get to work right away on preparing their products. The Google Daydream standalone platform is another that developers can get to work on right away, adding support for the new six degrees of freedom (6DoF) feature into their already existing Daydreams applications or for a brand new application. VRFocus were able to get hands-on with the Lenovo Mirage Solo earlier this month and experience Daydream standalone.

VRFocus‘ Nina Salomon sat down with Ralph Hauwert, Director of Development at Unity and talked about these new XR platform announcements which you can view in full below.

The Game Developer Conference is running all week long so be sure to check back regularly for more on VRFocus.

Unity Move To Expand Their XR Platform Range

When it comes to the number of platforms that Unity Technologies support with their ever-developing Unity engine, they are, to put it mildly, rather prolific. From older videogaming platforms like Nintendo’s Wii U console and the Nintendo 3DS, to both Google head mounted displays (HMDs), Microsoft’s Hololens, the PlayStation VR, the Oculus Rift and Samsung Gear VR. It even provides support for both Apple’s ARKit and Google’s ARCore augmented reality toolkits.

It’s a fact they are also very proud of.

“We provide access to the greatest number of build targets, and we’re always adding support for the most desired and relevant platforms.” Explained the firm on their official blog. “When important new devices enter the market, we want to ensure we have day-one support for you.”

As such, they are always looking to for the next platform to come, and in the case of this year’s Game Developer Conference (GDC) four new platforms were announced as being added to the mix going forward. The first was, in many ways, perhaps both the most and least surprising, Magic Leap and its Magic Leap One HMD.

Magic Leap

Announced in the same week as Unreal Engine was revealed to the supporting the mysterious headset which continues to beguile investors everywhere. Unity revealed that among other things a Technical Preview for Magic Leap’s creator portal. As Unity themselves put it, “Unity believes the world is a better place with more creators in it, and platforms such as Magic Leap will unleash new forms of creativity which we can’t wait to see.”

Google Play InstantGoogle Play Instant

Revealed yesterday during the Google Developer Day, a traditional GDC Day One event, the new service from Google is being rolled out to developers some time later this year. Trialled with partners in a closed Beta at the end of 2017, Google Play Instant involves the creation of a short demo of an app or videogame that can be near instantly loaded. Giving users a quick taste of what the software entails and inviting them to download the full version.  ‘Instants’ are made available by an additional Try Now button added to store pages.  You can find out more here.

Oculus Go headset

Oculus Go

Unveiled last year at Oculus Connect 4, and being released this Spring, the standalone HMD neither requires a PC to run it nor a compatible smartphone in order for it to function. Unity has confirmed that developers will be utilising the same workflow methods that they currently employ when developing for the Samsung Gear VR, which is made in partnership with Oculus.

Lenovo Mirage SoloGoogle Daydream Standalone

Also adding to the existing range of headsets comes support for the line of Google Daydream Standalone HMDs, which in this instance means the Lenovo Mirage Solo – something that VRFocus went hands-on with earlier this month.  As with the Oculus Go this is somewhat utilising the support already in existence for its predecessor, adding 6 degrees of freedom (6DoF) support on to the existing Daydream platform.

VRFocus spoke to Unity further about their continued push across immersive platforms following their GDC keynote speech and you’ll be able to see what they have to say on the site very soon.

 

Unity Teams With Magic Leap, Reveals Technical Preview

Hot on the heels of an announcement revealing that their rivals at Unreal Engine will be supporting Magic Leap; as revealed through Magic Leap releasing their developer Software Development Kit (SDK) for the Magic Leap One. Unity have also revealed they are to be supporting the highly discussed augmented reality (AR) headset.

Unity logoDiscussing the matter on the Official Unity Blog, the developers revealed that they were launching both the Unity Technical Preview and the Lumin SDK onto Magic Leap’s own creator portal. Also confirming that several big names that were part of Magic Leap’s collection of Early Access partners were already working to bring applications to the Magic Leap One using the Unity Engine. Those names included Weta Workshop and The Mill, which last year at this time was revealing its role as part of project with Chevrolet and Unreal Engine to produce real-time rendering.

Included Magic Leap features into the Technical Preview (by way of Lumin OS) include:

  • Instanced Single Pass Stereo Rendering
  • World Reconstruction, such as world meshing, semantic labelling of floors, ceilings, and walls, and ray casting to retrieve intersection points with the world’s depth data
  • Physical World Occlusion Culling
  • Eye tracking through fixation point position based on where the user is looking
  • Support for the Control, including 6DOF tracking, trackpad, and lighting
  • Audio specialisation providing fine control over the response of the audio based on user’s movement and audio source position
  • Recognize the user’s hand poses (gestures) and track the position of identifiable points on hands such as the tip of the index fingers
  • Track the position and orientation of specified static image targets in the user’s environment
  • Zero Iteration with Magic Leap Remote (More details below under “Get Started With the Device Simulator”)

Magic Leap One“As we look towards the future, 3D digital content will be the way we interact with the world.” Stated Unity in their blog. “Unity believes the world is a better place with more creators in it, and platforms such as Magic Leap will unleash new forms of creativity which we can’t wait to see. ”

VRFocus will be bringing you more news from this year’s Game Developers Conference throughout the week and will update you on further developments with the much-anticipated Magic Leap One in the near future.

 

Build in Unity? Want to Know More About Crafting for Windows Mixed Reality? Then Check out These new Videos From Microsoft

If you already develop virtual reality (VR) or augmented reality (AR) applications – or are thinking about doing so – then there’s a good chance you use middleware development engine Unity or at least know about it. While there are numerous videogame engines out there, Unity has become the top dog, with a good chunk of VR titles made using it. So it makes sense that Microsoft would want to make it as easy as possible for Unity developers to work with its Windows Mixed Reality headsets. Hence why the software giant has just released a new series of videos.

Unity logo

The series of videos Microsoft has released are for the Mixed Reality Academy 213 course. Composed of six chapters, the series will explore the motion controller’s input events by creating a simple spatial painting experience. With this app, users can paint in three-dimensional space with various types of brushes and colors.

Learning how to work with and use the motion controllers is a vital part of any VR experience. While a well designed virtual world can look really nice and impressive, that sense of immersion and presence greatly comes from how you can interact with the videogame world. Being able to pick an item up and for it to look like its in your hand and respond accordingly cannot be underestimated.

Windows Mixed Reality headsets only launched a few short months ago, and while the first flurry of titles were good Microsoft needs to sustain that for the headsets to be successful. Dell, Samsung, Acer, Asus, Lenovo and HP have all created head-mounted displays (HMDs) off of Microsoft’s base design. Most have identical specs – apart from the Samsung Odyssey – and recently HP launched a new Pro Edition for VR arcades and other location based ventures.

VRFocus will continue its coverage of Windows Mixed Reality, reporting back with the latest announcements.

Unity’s Global Head of VR/AR: ‘2018 is going to be a big year for VR’

Despite the fact that consumer virtual reality (VR) has been with us for nearly two years, many have been quick to criticise the adoption rate of the medium. However, those who have already been immersed in the medium for a number of years understand that there will be ebbs-and-flows; that not every year will see the headlines remarking favourably on the emergence of immersive media. Tony Parisi, Global Head of VR/AR at Unity Technologies, is aware of this trend, and assures VRFocus that outside influence hasn’t dampened his enthusiasm for VR, AR and MR.

Unity logo

Unity is a leading development platform for VR and AR. Much like competitor Unreal Engine, Unity Technologies has been keen to shake the term ‘game engine’, as Unity 5 has proven value in the production of much more than interactive entertainment. As Parisi states in the below interview, the Unity platform has expanded to include tools specifically for enterprise, automotive industries and real-time storytelling. Thanks largely to the advent of new immersive mediums, videogame technology has become key to industries that would once have shunned anything to do with entertainment sectors.

In the interview below, Parisi discusses the principles behind Unity Technologies’ investment in immersive mediums, the way in which developers can choose to spread their teams across VR, AR and MR or specialise in a specific aspect of the youthful technologies, as well as what the future holds for the Unity platform and the industry as a whole. There’ll be plenty to come from Unity Technologies in 2018, and VRFocus will keep you informed of all the latest updates.

 

VRFocus: Unity has been at the forefront of VR development since the launch of the Oculus Rift DK1. Why do you think developers have chosen Unity for VR development over rival engines?

Tony Parisi [TP]: This is for a multitude of reasons. The first has been our focus on making VR development on our engine as effortless as possible for creators. Whether this is through plugins and tools on our Asset Store or new features like Timeline and Cinemachine, we give creators everything they need to build compelling experiences.

On top of this, the fact that it is free to start using the Unity platform means that anyone can start designing in VR. This also means that we have an incredible community of VR developers who share information on best practices and help one another solve problems. We have also listened to these developers and ensured their feedback is looped into future developments of the platform itself.

Finally, Unity supports the broadest range of VR hardware systems. We have made significant investments in supporting the leading VR head-mounted displays and peripherals, which gives our developers the confidence that they can target any VR hardware, and means that they don’t have to worry about picking a “winner” among the vast array of choices out there.

All this has led to Unity becoming the de facto tool for VR and AR creation. In fact, more than 60% of VR/AR experiences have been made using Unity.

Tony Parisi headshot

VRFocus: Have you seen a comparable increase in developers using Unity inline with the increasing audience for VR?

TP: Of course, there will always be more consumers than creators in any medium, so the pace of that increase would not be as high as with consumers. Interestingly, with VR, we are seeing a bit of a supply and demand problem, as some of our customers can’t seem to find and hire talented VR developers fast enough. One possible reason for this is that the skills and language needed to design VR experiences is not being widely taught. While game-making and other creative design roles have courses at a vast number of education facilities, modern VR is still a new and evolving field. The good news is we’re helping to forge the path for burgeoning VR developers – we partnered with Udacity on a course that teaches the latest virtual reality tools and technologies so people can become successful VR developers. We also offer hands-on training at the corporate level, to enterprises who want to level up their VR development skills. As always, our goal is to help developers succeed by democratising VR development and streamlining the process.

VRFocus: Do you see other immersive mediums, such as AR and MR, following the same path as VR?

TP: Other immersive mediums will evolve in-line with VR to some degree, but there will be variations. First off, the release of ARKit and ARCore means that there will be over one billion AR-ready devices by the end of 2018. Even the most enthusiastic of VR advocates would struggle to suggest there will be that many headsets in circulation by the same date! With this in mind, we expect to see more individuals and companies developing for phone-based AR, as the market has the potential to be that much bigger.

But of course, with phone-based AR, the experience is more limited and less immersive than with VR. For some applications, such as enterprise training and simulation, or fully immersive games and cinematic experiences, there is no replacement for VR.

Mixed reality is somewhere in the middle. It doesn’t cut you off from the outside world, so the use cases and venues for experiencing it are potentially as broad as with phone-based AR. On the other hand, the size and cost of an MR headset like the HoloLens mean that its use will take root in business and enterprise first, not with consumers… not until the cost and form factor are down to a pair of smart glasses.

Going forward, as these variations of the technology take root in different places at different rates of adoption, developers will go where the customers — and the money– are.

VRFocus: Is there a significant division between VR, AR and MR development studios? Is VR still king of the hill?

TP: Due to the fact that there are a range of similar skills and requirements across VR, AR and MR, there are many studios who work across the mediums. However, I believe this to be a short-term thing. As immersive tech evolves and advances, more companies will specialise and focus on their own niche. For example, you can expect to see companies who only deal with healthcare-focused VR experiences due to the complexity of the applications. Of course, there will still be organisations who are able to develop across all of the technologies, but these will be rarer than businesses focused on dealing with a speciality. It will most likely be the companies straddling the medium who focus on the burgeoning field of Mixed Reality.

VR and AR offer different experiences for consumers. What we are seeing now with AR is that there is a real and tangible opportunity to reach more consumers. That said, VR is right where it should be. Historically, when you look back, enterprise and business are the first to adopt new technologies because they have the means, resources and problems to solve. We’re seeing that now with VR now across medical, training, film & entertainment, etc. Now that we have some untethered all-in-one VR devices at lower price points, I expect to see a lift this holiday season and the VR growth trend continue in 2018.

Oculus Go headset

VRFocus: Do you feel there will come a point when the three major immersive mediums merge?

TP: I think many of us would like to see some kind of “convergent device” that can do it all; some kind of smart glasses or lightweight goggles that can either display or tune out the real world with the flip of a switch. But I’m not sure that it will play out this way.

There will be a crossover between the three mediums, but the method of interaction is different enough that there will be a separation. For example, virtual reality is a graphically constructed world. While augmented reality requires graphics placed over the real world. There is a chance that the majority of experiences will sit between AR and VR, but I believe there will always be a place for an experience that immerses you entirely in a world.

And maybe that’s ok. Look at what we have with 2D media today. 2D graphics are displayed on a variety of screen types, from mobile phones, to tablets, to desktop computers, to power walls and even jumbotrons. Some media types and apps that play on those screens, like movies, can span across the different display types. Others, such as games designed specifically for a phone, may only work well there because it uses location, the accelerometer and other phone-specific features and was designed for that small form factor.

VRFocus: What are the next steps for VR, AR and MR development tools in Unity?

TP: In general, we’re focused on making it easier to develop on Unity and constantly improving our platform by rolling out updates that help our developers more easily create compelling experiences. The industry and what people want from their development engines is changing constantly, so we need to make sure that Unity keeps up and delivers the features our users want and need. Looking forward, we’re also expanding our development platform to support new verticals and industries such as auto, creative & brand, real-time storytelling and more.

AR Horse Unity screenshot

VRFocus: We’ve been promised ‘the year of VR’ for many years, but it’s still never quite arrived. How do you see the market faring in 2018?

TP: 2018 is going to be a big year for VR. If 2016 was the time when VR caught the public’s imagination, then 2017 was when many experienced the ‘gap of disappointment,’ which is the divide between expectation and reality. The rate of adoption of VR hardware was slower than some predicted; the number of new startups getting funded in VR slowed; and the hype died down quite a bit. That said, there are many encouraging signs though. VR investments in aggregate actually jumped 79% in the second half of 2017, which means more industries are investing in the technology. What we expect to see is growth in the number of enterprises using VR. From automotive, creative, healthcare, to manufacturing and retail organisations are realising the huge benefits that it can bring. In the consumer space, the release of headsets like Oculus Go means that it is even more accessible. 2017 was needed to temper expectations, as, like with other technology revolutions, change doesn’t happen overnight. Instead, it is a process that takes some years to spread and mature properly. The foundations for VR have all been laid, and 2018 is the time when it will take off.

Unity 2017.3 Rollout Adds Improved 360 Video Workflows

Videogame middleware developer Unity Technologies began rolling out its latest engine Unity 2017 back in July, with the next update following in October, adding fully optimised support for Apple’s ARKit and Google’s ARCore. Today, the company has unveiled Unity 2017.3 – which developers have been able to beta test for a couple of months now – adding plenty of improvements, including an improved toolset for creating interactive 360-video experiences.

Unity 2017 features 17-3

Those creating 360-degree videos saw improvements in Unity earlier this year with the introduction of a new video player. This made it possible to make 360 videos interactive by adding CG objects, ambisonic audio, visual effects, and more. For today’s update, users can now bring a 2D or 3D 360-video into Unity and play it back on the Skybox to create standalone 360-video experiences targeting VR platforms, improving workflows.

Unity 2017.2 may have optimised support for ARCore but the augmented reality (AR) software is still in development. In Unity 2017.3 technical improvements introduced with the new developer preview include a C API for Android NDK, functionality to pause and resume AR sessions allowing users to pause and continue tracking after app is resumed, improved runtime efficiency and finally, improved trackable and anchor interface across anchor, plane finding, and point cloud.

Continuing the AR theme, Unity 2017.3 now includes Vuforia 7 support, so that users can build cross-platform AR apps.  “Vuforia 7 introduces Model Targets, a new way to place digital content on specific objects using pre-exiting 3D models, states Unity’s Blog. “Also new is Vuforia Ground Plane, a capability that allows you to place digital content on a horizontal surface such as a floor or table. Ground Plane will support an expanding range of iOS and Android devices, taking advantage of platform enablers such as ARKit where available.”

So that’s extensive AR and 360-degree improvements, but what about virtual reality (VR)? Well, with Oculus rolling out Rift Core 2.0 this month Unity has included Dash depth support so that Oculus Dash can partially occlude world-space overlays. Unity has added the possibility to use Unity’s terrain trees in VR experiences, and lastly Stereo Instancing – which was introduced in Unity 2017.2 for VR PC based platforms – has now expanded to PlayStation VR. Stereo Instancing is an exciting rendering advancement that unlocks hardware optimizations for rendering stereo images.

Check out the Unity blog for all the update details, not just the VR/AR and 360 ones. And as further announcements are made VRFocus will keep you updated.

Unity Brings VR Creation Tools to iMac Pro Developers

Unity Technologies has announced that the Unity development engine is now fully functional for development of virtual reality (VR) videogames and experiences on the new iMac Pro. The company worked with Apple, AMD, and Valve to ensure optimal integration for Unity development and performance on the Metal graphics API and Apple hardware.

Electronauts Screenshot2

The first of these immersive VR experiences, Electronauts and Gravity Sketch, were announced last week and are demonstrations of the ways that Unity developers can unleash their creativity on macOS.

“The release of the iMac Pro puts virtual reality into the hands of even more consumers and creators. With Apple’s history of making new technologies mainstream, this is an exciting time for Unity and our developers,” said Tony Parisi, Global Head of VR/AR Strategy at Unity Technologies. “The future of VR has never been brighter. Now is the time to dazzle, surprise, and immerse an entirely new audience into the world of VR.”

Electronauts, created by Survios, is promising to deliver an immersive music creation experience empowering all music lovers to DJ, perform and produce music. The Electronauts experience envelops the user in a world of audio, experienced and powered by VR. It is designed for users of all levels, and it empowers all music lovers to DJ, perform and produce great music.

Electronauts‘ development process was one of near-constant creative experimentation and Unity allowed us to iterate quickly on our designs and rapidly prototype new ideas as the experience evolved,” said Nathan Burba, Cofounder and CEO of Survios.

Gravity sketch header

Gravity Sketch is a multi-platform 3D creation tool which gives industrial designers, automotive designers and to create 3D objects in a VR environment. Unity’s flexibility enabled the team to optimise Gravity Sketch for the iMac Pro.

“When we met with Unity we were blown away by how optimised Unity 2017 was for macOS,” said Daniel Thomas, CTO of Gravity Sketch. “It was easy to get Gravity Sketch up and running on Apple hardware. Thanks to Unity we are now able to reach an entirely new segment of creators, making it easier than ever for them to turn their ideas into reality.”

Unity is the world’s most popular real-time development platform, with more than 60% of the world’s VR and AR creations developed on the platform. VRFocus recently interviewed Parisi, and will bring you more details on the future of Unity’s AR and VR development platform later this week.