Unity Hires VRML Co-Creator Tony Parisi In Bid For VR Dominance

Unity Hires VRML Co-Creator Tony Parisi In Bid For VR Dominance

Unity closed out its Unite 2016 Keynote in Los Angeles today with a huge focus on VR. Ushering in that segment was the announcement that the company had hired Tony Parisi as its Head of AR/VR Strategy.

Parisi is considered by many to be one of the early pioneers of VR thanks to his work on Virtual Reality Modeling Language (VRML), a tool for creating 3D environments on the internet, with Mark Pesce back in 1994. Over the past year he’s served as Vice President of Platform Products at WEVR but, most recently, he was planning a San Francisco-based startup, FormVR.

“We think that immersive technologies like VR and AR represent the next computing platform,” Parisi told the crowd at Unite. “We’re not just going to be using VR and AR to make games, we’re going to tell stories and create worlds. We’re going to design and sell products, make compelling presentations and understand complex data.”

He went on to talk about Facebook’s social VR demo that debuted at Oculus Connect 3 last month, revealing that both it and Oculus’ own Rooms and Parties social software had been made with Unity.

“We want you to make all your VR and AR with Unity,” he said, promising renewed investment in the industry.

Following Parisi’s introduction, Google took to the stage to reconfirm today’s news that its Daydream platform would be launching on Nov. 10, and that native Unity support would arrive in the next iteration of the engine, 5.6. During the show we also saw Unity being used to create 360 degree videos, and were promised updates such as ‘hot reload’, which will allow mobile VR developers to transfer builds to devices much faster.

Of course, a big piece of Unity’s VR puzzle is its Editor VR, which also got a date today. With Unreal Engine’s own in-VR equivalent yet to be dated, 2017 will be an interesting year in the battle for which toolset will be dominant in the creation of virtual worlds.

Unity Finally Dates Its In-VR Authoring Tool For Next Month (Update)

Unity Finally Dates Its In-VR Authoring Tool For Next Month

Update: Since the keynote, a Unity press release confirmed Editor VR will be here on December 15th. Original story is below.

We’ve seen Unity’s impressive in-VR authoring tool a few times throughout 2016, with no real clue of when it’s coming. That changed today.

Speaking at the 2016 Unite conference in Los Angeles, Principal Engineer of Unity Labs Amir Ebrahimi confirmed that the in-VR editor would be launching in December and Principal Designer Timoni West showed it off in action.

For the demo, the pair headed to the iconic lookout tower seen in Santo Campo’s Firewatch, which was released on Valve’s Destinations app late last month. This time, West used the HTC Vive, having used the Oculus Rift with Touch controllers in previous demos. The Vive wands appeared within the experience, with laser pointers extending out from the front ends to help select objects.

West pressed a ‘Unity button’ to bring up a menu, which hovered above one controller. She brought up a project view, described as “the 3D equivalent of a window.” Files of game objects were listed, and West could simply reach over and grab the ones she wanted then place them in the game world. Ebrahimi, meanwhile, assured that developers wouldn’t have to learn anything new to use the editor, which he dubbed ‘EVR,’ which was short EditorVR.

“One reason we decided to go with Firewatch instead of a native VR experience is that we think this will be genuinely useful for you, even if you’re not making a VR experience, you’re just making a VR experience in 3D,” West added.

She then brought up the inspector, which could be used to quickly edit the world. They even demonstrated different number pads, one of which could be interacted with like it was a drum that you were hitting with drum sticks. The console and profilers were then brought up, showing data on movable windows, while the chessboard, a minimap of the area you’re already in, also made a return. In fact, two chessboards were shown to allow moving objects to further distances.

Finally, the pair debuted Tools, featuring VR-specific extensions for Unity. EVR features an open API that developers can use to quickly build or extend functionality. One example of this was Creations, which allows a developer to quickly sculpt with one controller. Tvori, a VR creation tool we recently called the “most impressive piece of VR creation software” since Tilt Brush, was also shown fully integrated with the system. Using it, West recorded item movements.

It was a hugely impressive display from Unity, and developers won’t have to wait long to have it on their hands.

Unity Technologies Hosting Vision VR/AR Summit Asia in Beijing

Unity Technologies Hosting Vision VR/AR Summit Asia in Beijing

The very first Vision VR/AR Summit was home to keynote addresses from established leaders in the emerging industries, leaders such as Gabe Newell of SteamVR, Palmer Luckey of Oculus, and Dr. Richard Marks of PlayStation VR. Awards were also given across various categories such as Best Game, Best Live-Action Experience, and the Artistic Achievement Award. Building on the momentum set into motion by the inaugural event, Unity Technologies is hosting Vision VR/AR Summit Asia in Beijing.

Unity revealed that representatives from Google, Samsung Gear VR, PTC Vuforia, Sony PlayStation VR, and Microsoft HoloLens will be on hand to discuss new developments in their individual technologies. In addition to keynotes from these different companies, there will be multiple development-centered breakout sessions across two tracks. The “VR Game Dev” track will tackle platform-specific development, case studies, and tool/service demos. The “VR Experiences” track will tackle non-gaming lessons and designs with best-practice advice from artists and creators.

This second Vision Summit will be the debut of the official Vision VR/AR Awards – Asia. 5 finalists from the Awards will represent Asia in competition for the global awards in these categories:

  • Best Game
  • Best Film / Interactive Story
  • Technical Achievement Award
  • Artistic Achievement Award
  • Best VR Experience
  • Best AR Experience
  • Vision Inspire Award (Best Overall)

Vision VR/AR Summit Asia will take place in Beijing, China at the NUO Hotel on December 14th and 15th. The breakout workshops and keynotes will all be live-streamed. Unity will also host a one-day workshop the day before the event where Unity field engineers will discuss VR development and optimization. Rules, eligibility, and the application form for the awards can be found here.

3lb Games Creates Solution For Motion Sickness With Oculus Touch and HTC Vive Unity Asset

This has plagued virtual reality (VR) since the beginning of its time: motion sickness. Developers, both of software and hardware, have been trying to create a solution for it, with mixed results all round. 3lb Games, developers of educational games, have stepped up to the mark and claimed that they have solved the problem for Oculus Touch and HTC Vive by utilising the motion controllers more intuitively – and it is the first asset to be approved for the Oculus Touch in the Unity Asset Store.

What is essentially explained is that the system will let users communicate with the VR hardware when and how they are to move, making a stronger bridge between their intention of movement and what they see and perceive within the experience, be it videogame or cinematic viewing. The way this is done is by using the controllers to direct where users intend on moving to, including rotation, and you can check it out in the video below for the Oculus Touch controllers.

3lb games motion sickness unity

In the statement made by 3lb Games, it explains how the script helps users and what the result of it is: “By eliminating sensory conflict, we can significantly reduce one of the biggest contributors to motion sickness. When intent is aligned with action, the process of VR movement feels both intuitive and natural. Unlike other movement systems, this package contains a number of different movements for a broad range of games. You can even mix and match some of them to create a unique locomotion system.”

There is script available for both the Oculus Touch and HTC Vive in the Unity Asset Store, both available for $20 (USD), and it is said that there is room for development for other VR headsets.

For more on the latest in the development of VR hardware, as well as all the news, updates, and features in the world of VR, make sure to check back with VRFocus.

Unity Awards Finalists Include Tilt Brush, Job Simulator and Fantastic Contraption

Unity Technologies middleware development engine Unity is one of the most popular pieces of software for creating videogames and virtual reality (VR) experiences. Today the company has now announced the finalists for the 2016 Unity Awards, which recognises the best in 2D and 3D titles, VR, visuals and much more.

There are eleven categories in total with two dedicated to VR, Best VR Game and Best VR Experience. These include Fantastic Contraption by Northway Games and Radial Games; Keep Talking and Nobody Explodes from Steel Crate Games; theBlu by Wevr and The Body VR from The Body VR LLC to name a few.

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Voting is now open, so head to the official 2016 Unity Awards website to vote for your favourite. All the categories and finalists can be seen below, and for the latest updates from the awards, keep reading VRFocus.

Golden Cube (best overall)

  • Includes all finalists from all categories

Best Desktop/Console Game

  • Enter the Gungeon (Dodge Roll)
  • Firewatch (Campo Santo)
  • INSIDE (Playdead)
  • Satellite Reign (5 Lives Studios)
  • SUPERHOT (SUPER HOT Team)
  • Virginia (Variable State)

Best Mobile Game

  • Hungry Shark World (Future Games of London, a Ubisoft Studio)
  • Lara Croft GO (Square Enix Montreal)
  • Prune (Joel McDonald)
  • Reigns (Nerial)
  • Skyforce Reloaded (Infinite Dreams)
  • The Room Three (Fireproof Games)

Best VR Game

  • Fantastic Contraption (Northway Games and Radial Games)
  • Ghostbusters Dimension (The VOID)
  • Job Simulator (Owlchemy Labs)
  • Keep Talking and Nobody Explodes (Steel Crate Games)
  • Land’s End (ustwo games)
  • Unseen Diplomacy (Triangular Pixels)

Best VR Experience

  • Apollo 11 VR (Immersive VR Education)
  • Tilt Brush (Google)
  • theBlu (Wevr)
  • The Body VR (The Body VR LLC)
  • The Lab (Valve)
  • We Wait VR (Aardman Animations)

Best 3D Visuals

  • Armello (League of Geeks)
  • Epistory (Fishing Cactus)
  • Firewatch (Campo Santo)
  • INSIDE (Playdead)
  • ReCore (Armature Studio)
  • The Room Three (Fireproof Games)

Best 2D Visuals

  • Burly Men at Sea (Brain&Brain)
  • Jotun (Thunder Lotus Games)
  • Lovers in a Dangerous Spacetime (Asteroid Base)
  • Oxenfree (Night School Studio)
  • Seasons after Fall (Swing Swing Submarine)
  • Slain! (Andrew Gilmour)

Best VizSim Project

  • accuraSeat (mindtrigger)
  • Elbphilharmonie Touchscreen (Neutral Digital)
  • Factory I/O (Real Games)
  • Virtual Production and Virtual Cinematography (Digital Domain)
  • The Mercedes-Benz-AMG Powerwall (All Things Media)
  • Journey to the Center of the Cell (UNSW Australia)

Best Non-game Project

  • Apollo 11 VR (Immersive VR Education)
  • Augmented Climbing Wall (Augmented Climbing Wall)
  • Grand Designer (Ignishot)
  • Intel Realsense Dancer (Mirada Studios)
  • The Body VR (The Body VR)
  • Tilt Brush (Google)

Best Student Project

  • Chambara (Team Overly Kinetic at USC)
  • Code 7 (Goodwolf Studio at Cologne Game Lab)
  • Lily, Colors of Santa Luz (Lily Team at ISART Digital)
  • Pine (Twirlbound at NHTV Breda University of Applied Sciences)
  • Into the Black (Naomi Kotler at National Film and Television School)
  • Rogues with Benefits (The Rogues at HKU University of the Arts Utrecht)

Asset Store Award

  • Amplify Bloom (Amplify Creations)
  • AVPro (Video RenderHeads)
  • Dungeon (Architect Code Respawn)
  • Koreographer Professional Edition (Sonic Bloom)
  • Pro Camera 2D (Luís Pedro Fonseca)
  • TextMesh Pro (Stephan Bouchard)

Unity’s Latest Update Improves and Fixes VR Support

Unity has released its 5.4.1 update to the public today, and it mainly concentrates on fixes and improvements rather than major announcements of features – and plenty of the update is dedicated to virtual reality (VR).

Of the main improvements, there are four bullet points that are directed at VR developers. The improvements are as follows: the Mac version of the editor can now add OpenVR as a VR platform when targeting the Windows player; Stereo View and Projection Matrices can be set individually through scripting API; Updated the following Image Effects from the Standard Assets to work with Single-Pass Stereo: Ambient Obscurance, Camera Motion Blur; and Upgraded SDKs – Oculus to 1.7, GearVR to 1.7.1, OpenVR to 1.0.2.

Unity Technologies banner

When it comes to the fixes, the list is very much extensive, but there are only four VR-centric points:  Fixed crash when exiting VR in certain cases where the HMD was detected as not connected on the first frame; Fixed GL.LoadPixelMatrix() not working when Single-Pass Stereo was enabled; Fixed possible crash on shutdown; and Fixed viewport scale issues with OpenVR.

This 5.4.1 is an addition to the main Unity 5.4.0 release, to which there was a great number of features that concentrated on VR, including multi-device support, OpenVR support, DirectX 12 support, and optimised single-pass stereo rendering.

For more on the latest developments from Unity and its improvements to VR support, as well as all the news, updates, and features in the world of VR, make sure to check back with VRFocus.