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Unity MARS:インテリジェント AR のための世界初のソリューション

, 6月 8, 2020

Unity MARS は、すべての拡張現実(AR)クリエイターに、物理的な空間に反応し、かつ位置認識機能を備えた AR 体験をユーザーに届けるという目的に特化したツールと、そのために合理化されたワークフローを提供します。

 

無料でお試しください

 

Unity MARS は、実世界の環境とセンサーデータをクリエイティブなワークフローに取り込む世界初のオーサリングソリューションです。つまり、コンテクストを認識し、物理的な空間に反応する混合現実および拡張現実の体験を素早く構築することができます。また、どのような場所でも、どのような種類のデータでも動作します。

Unity では最初から、変数の定義、シナリオのテスト、現実世界とインテリジェントにやり取りする AR 体験の提供という、AR 開発サイクル全体で最も一般的な問題点を解決できるように、Unity MARS を設計しました。

1.「変数が無限にある」問題の解決

AR アプリは実世界での使用を想定して作られていますが、アプリを使用する際にユーザーが遭遇する可能性のあるすべての変数を手動で定義することは、不可能ではないにしても非常に難しいことで知られています。どのような物理的なオブジェクトが環境にあり、それはどこにあるのか、ユーザーはどのように携帯電話を持つのか、座っているのか立っているのか、このような事柄がすべて変数となります。

また、ユーザーがアプリを使用する物理的な場所を正確に知っていたとしても、部屋の内装は変わることがありますし、考慮すべき人的要因も多数あります。Unity MARS は AR オーサリングツールとしてユニークで、これらの変数をすべて考慮することができます。また、プロトタイピングの段階を素早く終わらせることが出来る視覚的なワークフローも提供してくれます。ここで要求されるコーディングの量はほんのわずかです。

プロキシベースのワークフロー

アプリを構築するにあたり、まずは実世界のオブジェクトを表すプロキシから始めます。フレームワークを用意して、プロキシに条件とアクションを設定し、アプリがどのように反応するかを指示します。

「ファジーな」オーサリング

「ファジーな」オーサリングのために提供された視覚的な補助機能により、細かい値をコーディングするのではなく、実世界の物体を測量して得た最小値と最大値を定義することができます。

WYSIWYG オーサリング

Simulation ビューを使用すると、現実世界で実行されるのと同じようにアプリを視覚化することができます。コーディングをしなくても、コンテンツをビューに直接ドラッグするだけで、Unity MARS が適切なプロキシと条件を作成します。

カスタマイズ可能なビルディングブロック


作業を開始しやすくするために、使用頻度の高い AR のユースケースをカバーしたスターターテンプレートをご用意しました。これには屋内外のすべての環境テンプレートで動作するトレーニングチュートリアルアプリケーションが含まれています。また、テンプレートは今後も順次追加していく予定です。

2. アプリのテストにかかる時間を大幅に短縮

AR アプリを作ったことがある人なら、多種多様なデバイスと多数の場所でテストすることがいかに難しいかを知っているはずです。イベントスペースのような特定の場所を想定していても、人混みや天候などの変数を考慮すると、事前に徹底的にテストできないかもしれません。つまり、ありとあらゆるユーザーの現実での振る舞いを想定して AR アプリをテストすることは不可能なのです。時間と空間の法則を曲げることはできないので、私たちは次善の策として、Unity MARS から離れることなく AR 体験を完全にテストできる機能を提供しました。

オーサリング環境での完全なテスト


Simulation ビューには、データをシミュレートする環境テンプレートが用意されているので、屋内外のさまざまな部屋やスペースで AR 体験をテストすることができます。つまり、実際のデータを手元に用意したり、動作させたい場所で体験を物理的にテストしたりする必要はありません。また、独自のシミュレーション環境をモデル化したり、フォトグラメトリによるスキャンデータを使用したりすることもできます。

3. デジタルコンテンツが物理的な世界に信頼できる形で反応することを保証

Unity MARS のオーサリング環境で AR 体験を構築してテストしたら、いつ・どこでエンドユーザーが AR 体験に触れてもインテリジェントに反応することを確認する必要があります。Unity MARS では、ランタイムのロジックが現実世界にレスポンシブに適応することでこれを可能にします。このことは物理的なオブジェクトがどこにあるかを「理解」しなければならないトレーニングアプリや遠隔誘導アプリにとって特に重要です。

物理的な世界にインテリジェントに反応


アプリでは、表面、画像、ボディトラッキング(近日公開予定)など、あらゆるタイプの実世界のデータを使用できます。常時動作するクエリシステムは、ユーザーの周囲の環境に基づいて、アプリにコンテキストに適した動作を指示します。

AR アプリ開発の各フェーズにおける最も困難な課題に対処することで、Unity MARS は、クリエイターにエンドユーザーの期待に応える AR 体験、すなわち現実にそこにあるように見え、かつ現実世界にきちんと反応する AR 体験を作り上げることを可能にします。

Unity MARS のアーリーアダプター

Unity MARS を開発している間、私たちは文字通りこの新しいテクノロジーを手に入れたいと考えている多くの革新的なスタジオと関わってきました。その 1 つが、最先端の AR と VR 体験で知られるイギリスの有力スタジオ Sugar Creative です。

ISugar Creative は、Dr. Seuss Enterprises とのパートナーシップのもと、Unity MARS を使用して、ドクター・スースのキャラクターに命を吹き込むことで、子供たちの読書学習を促進するアプリ「Dr. Seuss’s ABC AR」を制作しました。Sugar Creative のリードクリエイティブ兼スタジオマネージャーである Will Humphrey 氏は次のように語っています。「Unity MARS は、真にダイナミックな体験を可能にすることで、没入型体験の可能性をシフトさせ、新しい地平を実現するためのツールキットでした。簡単に言えば、Unity MARS は AR にインテリジェンスを与えたのです。」

Unity MARS の初期バージョンを使用している他の開発者は、自動車ショールーム向けの販売・マーケティング体験や、工場で働く人向けのトレーニングアプリケーションなど、様々な AR アプリケーションを作成しています。ユースケースに関わらず、Unity MARS がよりクリエイティブな自由と柔軟性を与えることで、次世代の AR コンテンツの先駆けとなっていることは、開発者全員が認めています。

独自のレスポンシブ AR 体験を始めよう

上記で説明した機能や利点に加え、Unity MARS は、Auggie Award を受賞した winning AR Foundation フレームワークを活用して、Unity で一度エクスペリエンスを構築すれば、さまざまなモバイルおよびウェアラブル AR デバイスにデプロイすることができるようになっています。 このオーサリングワークフローは、AR 体験の作成方法を根本的に変えるだけでなく、提供する体験の品質を向上させます。

Unity MARS は 45 日間無料でお試しいただけます。

 

無料でお試しください


Unity MARS の詳細に関心がある方へ

Unity MARS のページにアクセスして、今後開催されるウェビナーにご登録ください。日本時間の 6 月 18 日午前 2 時(6 月 17 日 26 時)には「Getting Started with Unity MARS」(Unity MARS 入門)、同じく日本時間の 7 月 3 日午前 1 時(7 月 2 日 25 時)には「AMA with the Unity MARS Dev Team」(MARS 開発チームとの質疑応答セッション)が開催されます。

42 replies on “Unity MARS:インテリジェント AR のための世界初のソリューション”

I guess I understand why people are upset about this being released as a paid addon because that hasn’t been very clear in the mainstream presentations for it. However, I’m glad my pro license isn’t more expensive to pay for this tool if I’m not going to be using it. If I do end up working on an AR project, the price is something to take into account.

It does concern me if this is the direction the whole engine ends up going but MARS seems like a massive set of tools for a specific subset of developers.

If it was an additional cost for a suite of tools that nearly all unity developers would use, that would be really worrying.

Hi guys. First of all, I am not a Unity employee, so don’t consider my opinion biased. I see why most of the people here are disappointed.
But let’s take a look at the other side. I am part of the dev team working on the AR game, and we’ll probably try out this new MARS feature in one of the sprints. And if we see that it really saves more dev hours/costs than 600 USD per year, why not use it? Consider it the same as the Asset Store package. Sometimes you can buy a piece of code per 20 bucks or you can spend 500 dollars writing it from scratch. The same here, if it a worthy investment, why not save extra money and dev time?
On the other hand, I remember how Unity was acquiring ProBuilder, PolyBrush, Grids, and other Assets to make it free for everyone. So it’s a kind of balancing between giving everything for free or selling stuff. But I am more than convinced, that if Unity will see that MARS is selling badly or doesn’t meet expectations of the devs, they will make wise decisions either improving it even more or reduce the price or something.

P. S. Lot’s of people just getting crazy from that UE5 demo they showed. But seriously, they renamed DXR to Lumin, made dynamic ProOptimizer that exists for over 10 years (hi DirectX 10 and tesselation lol), and made the girl wonder around the static photo scanned environment with a flashlight talking about “revolutionary” specular highlights (wtf PBR – 17 years), sound occlusion (Steam Audion / True Audio – 6 years) and few rocks falling from above. And it’s when Unity shows some insane VFX and shader work in the Heretic… It seems like some people really don’t get the difference between marketing and new features.

You have valid points but the issue here is while Unity has been going through this major transition to a better engine many tool have become extremely unstable and user unfriendly.. this is expect but people feel frustrated that a tool that can alleviate some of these pain points will cost them an extra $600 a year.

Agreed, I work with VR/AR, and this is the same case of Unity Reflect. It’s a very niche solution, directed for few companies and business to save development time and speed up production.

MARS can become free for all IF the marketing grows and Unity feels the need to establish as a competitive AR content production platform (pressed by big competitors like Adobe, Autodesk, Google, Apple, etc).

PS: About UE5 demo, that’s exactly my thoughts! I was very disappointed, felt like going back 5 years in time.

Alrighty then … I won’t be using MARS. Too bad since I’ve been excited about the development.

Charging for this feature seems completely bunkers, for the reasons already mentioned by others. Notably, 1) AR is an experimental field that hosts a vast amount of indie projects that rarely make anyone rich, 2) Unreal, and 3) AR Foundation has been underdeveloped for a while (crucially, AR Remoting) making it painful to watch resources being poured into a feature for the few.

I see the move of charging for MARS as another sign of an increasing money hungriness at Unity, perhaps out of greed (expensive leaders and board members), or perhaps as a consequence of the immense expansion the company has made in recent years, requiring a huge turnover to just keep them afloat.

Whatever the reason for the pricing strategy, if it continues at this rate, I will have to start looking for alternatives. I am a paying Plus user using Unity for cultural productions. The pricing of a Plus license is already at its pain limit, having an array of other licenses to pay as well.

Hugely disappointed. Not in the feature (that stuff rocks Timoni & team), but in the abandonment of the idea of “democratizing” the engine.

Agree with everyone else regarding the pricing and Unity’s general direction. What happened to democratising things? This is a game engine so desperate for money that it debases itself by advertising its ability to create “gambling” apps so that – according to an official Unity brochure – developers can help users “spend big money” (yes, that’s a quote).

It’s not the CEO’s fault though… the blame lies squarely on the board members…. because the year is 2020 and the board doesn’t have a problem with having a CEO accused of multiple counts of sexual harassment. It’s easier to turn a blind eye when big money is involved. Good luck with the IPO.

PS – I’ve yet to receive a response about my request to cancel my subscription.

This is very disappointing, and unfortunately the last nail in the coffin for our company. We’ll be moving over to Unreal for all new projects, and cancelling our plans with Unity as soon as possible.

Your paywalls make no sense in 2020. I mean, you even put dark mode behind a paywall, which is just sad.

Well.. it looks like Unity got more and more greedy over the last years, much like Apple. Less power for more money.
All that’s left to say after 15 years of Unity: Good-Bye greedy Unity, Hello free Unreal Engine 5!
*sigh*

It is a sad moment. Your way of milking ppl for money is just sad. Besides the fact that half of dev time you spend on hunting unity bugs, you never know if a feature will work as advertised. Unity is developing something buggy, throws is to the public so that we can debug it for you and then it charges for it. I’m afraid of promising something to my clients because you never know if it works properly. Unity has became a joke. You need to spend so much money on assets to get a somehow working engine and on top of that so many pay walls. Unity has been transformed into a broken engine that wants more and more money for no real gain. Your features are always broken, always full of bugs and more expensive by the day. You are like the Microsoft of the 90’s. Is there a wonder that most users are switching to other engines?

Stopping all pro licenses now. I don’t want to pay for a piece of software that never gets bug fixes only get bunch of nonsensical features I don’t need. bye bye yall

Same sentiments as the rest of the comments….it should be part of unity pro, or added into the pricing model, free until earning reached or tied in to a commercial use contract…..For a small team its not worth it, its cheaper to outsource this dev to places like Jakarta.

But is AR Foundation still being developed? Unfortunately, that also had a few bugs and was not yet perfect.

In a known environment, like a museum, is there a way to place an anchor to place a model instead of depending on image or object recognition? The anchor’s position would be saved through google cloud anchor.

Hi Minh, we are working on persistent anchor support with partners, but that functionality has not been released yet. The current method to do this is outside of MARS, directly with the Google Cloud Anchor API in your case.

I dont know if this is that much desirable to spend so much resource on…
Not better focusing on improving let’s say, Navmesh and agents behaviour like local avoidance which is not working at all which disable Unity for RTS development using plug and work features, ppls end up using *pathfinding…
I think this is waay more desirable if not by developers then by end customers which 9/10 times prefer trying out new RTS game than those AR abominations.

The fact it’s difficult to understand what problem(?) MARS actually solves, means it’s a failure already. Not to mention the subscription requirement, a total joke.
Unity had better times when David Helgason was at the helm. This company needs reorganization.

> Unity had better times when David Helgason was at the helm.

Wholeheartedly agree. I could kind of understand David’s decision, and I could kind of understand Nicholas’ decision. But those decisions had an effect on all of us, and it’s not an effect I like.

Unity Technologies should be back in the hands of David, Joe and Nicholas instead of going IPO.

That said, I actually think MARS is kind of an interesting thing and certainly something pointing towards the future. But an extra-subscription? Certainly not. With the direction Unity is going, I’m trying to reduce dependencies instead of adding new ones.

You guys really seem to be desperate for money. Finally having a trouble keeping up? Maybe you should reconsider your pricing model?

This would have been the type of thing that if released for free as part of the main engine (as it really should be), would make unity stand out from the competition for a while again.

lol 600€/year
Unity get’s greedy …
like I’ll said some years ago…
since David is gone… Unity is on free fall to me…
do something better for the people who pay you!
what is about better mobile performance ???
battery drain on Mac & PC with a empty project…
I’m paying user from first day…. when it was Mac OS only… that where better times…
now your focus is on making fast money with windows machines…
and listen to a few AAA DEV’s … because there are famous studios
Unity listen and focus on those instead listen to the people who pay Unity’s bill and all those who working there… it’s sad experience… but all I’ll have written earlier when EA took over has become true…
just wondering when they stop supporting Mac OS X…
I’m very happy that there are other engines now that are same or better … just different…
do my half mobile work since the EA takeover on Unreal editor…
not sooo comfortable if you used to Unity editor…
but now it’s free and free for my work I’ll do…
since Unity want’s more and more money for nothing more than before…
I’ll slowly switch because the day will come…
Unity is too big… too many people “working” or let say are on the bill of unity…
I’ll know what I’m talking about… I’ll know a few dev’s and was also there…. and there….

first those AR editor is too late and too expensive for a niche….
did u fix the performance problems on mobile???
battery drain … optimize the base engine…?
or does it still suck so much cpu and battery power on mobile that a android phone is empty in 2-3 hours?
where should we use it???
still don’t get it… because the Unity engine drains the battery on Mobile more than other engines I’ve tested…
do you self a flavor and do a test….
make a emthy project and export to iOS and Android…. -> see how much it cost… also on Mac/PC
now do same with Unreal editor and export…. compare … surprise !

Seriously Unity?
Making another payed subscription over the Pro subscriptions??
REALLY???
You guys have lost your mind.

Same question… Is it possible to use MARS or the AR Foundation on HTML WEB based apps? .. Unity can take the HTML market now that Unreal is leaving it.. charging so much is not good.. but is better than leaving it.. But is it possible to do a WEB based AR SLAM tracking with unity?

Hey folks, I answered questions around pricing on the forums and so will be repeating myself a bit here. First, thank you for commenting, and thank you for caring about MARS.

We have mentioned that we’ll be charging for MARS in talks and meetings with users, but based on your comments, we haven’t covered our audiences and made the message as clear as we should have. I personally apologize for that.

MARS is categorized in the same tier as Reflect—high end, professional-grade workflows and systems that solve a huge pain point for AR devs. You can still use Unity to make great AR for free without MARS, but we noticed there was often a huge difference between what people wanted to build (flexible layout systems, for example, or automatic layout) vs what they could actually build with the time & budget they had.

I understand that $600 can be onerous for some budgets, but for most of the folks we talked to who were making projects where MARS would slice entire months off the dev cycle, it was worth the price.

In any case, you have a 45 day free trial to see if MARS is really worth the cost. If it turns out it isn’t that valuable to you and your project, but you have other AR-related workflows or systems that are more important, please let us know—our roadmap is largely dictated by you, the users.

I think the biggest issue here is the competition. Epic keeps releasing free tools, while Unity is putting everything behind different paywalls. It’s hard to compete with free, but the way it is going Unity is becoming rather expensive with the path Unreal Engine is going. I think people would have been less upset if you made new paid products part of the Pro subscription.

Unity was making great strides to match Unreal Engine, but I think Epic is going to make it real hard for people to choose or keep choosing Unity. Just look at how easily a lot of people left customers behind and went to the EGS over Steam despite having promised a Steam key in their Kickstarter. I think Unity should be a good alternative to Unreal Engine, not the more expensive one.

Hi Timoni

Your point is certainly a fair one.

But there is one crucial thing you should be taking in mind – mixed reality is still at its early stages and the user base and developer base is still low.

I am a massive believer/supporter of this technology and was lucky enough to work with 3 different AR glasses at R&D phase building a Unity based AR SDK. We had thoughts of developing something like MARS back then (before work on MARS was published) as it was extremely apparent such a tool is a must for high quality mixed reality experiences.

I am sorry to say I think not giving this tool with some kind of unlimited time free option will severely hinder the process of AR getting into main stream – developers need to try it out and have an unlimited time to do so. The mixed world is still being built.
What is surprising for me is I actually adore Unity for doing what no game engine has done before Unity – giving developers the freedom to create games and experience no matter their level and their funds.

I would hope you are still giving this a thought. I think you will actually earn (much) more money in the medium to long term if you change the current plan – please recall what made Unity what it is today.

Thanks for listening and cheers

I feel very disheartening, even though im not a AR developer and Im a paid subscriber making no money from my projects.

Its the philosophy shift we seen in Unity the past 5 years, it no longer feels like an engine to democratize game development. It was the cornerstone that set Unity apart and crated the indie market. This goes beyond MARS for me, it about saving our engine. I say our engine because we the community have played a huge part in the development , just look at the beta forums and see how much personal time people are poring into the engine to improve it.

Unity PLEASE SAVE OUR ENGINE

Hi Timoni, is it possible to create with Unity an HTML AR application capable of working in iOS and Android? AR Foundation accepts both,, but I am not sure if its possible to develop a Web application with that.. I found only the 8th wall solution for AR tracking via Web…

what a meme, $600/seat/year (excl. tax) for a feature that should be part of the engine / part of AR Foundation – all of this while the competition isn’t sleeping.

I’m genuinely disappointed in Unity, because at a Unite Event last year I was told that we’d get tools for the editor to better test/prepare AR Foundation content and now we have to pay another $50/month for the privilege. This feels like a bait-and-switch.

Hey Raiden, I’m sorry you’re disappointed. To be clear, MARS uses AR Foundation, but ARF belongs to the XR Platforms team. MARS has a host of features—sim view, proxies, conditions, compare, companion apps—that should vastly shorten your iteration time. Even if you don’t want to pay, I encourage you to take advantage of the free trial and see if it helps you out or sparks new ideas.

disappointed is an understatement – I feel nickel-and-dimed and moves like this are actively pushing a lot of people into looking for alternatives (your competitors, who are making huge steps and quite literally free)

this feels like it should just be part of Plus/Pro to make it actually Plus/Pro (instead of just the dark color scheme/shaders/option to remove the logo).

This fragmentation of the “package” feels like EA that has discovered Microtransactions, DLC and Season Passes – which I guess is fitting with John Riccitiello as your CEO.

“You can try Unity MARS for free for 45 days” I was under the impression that MARS was an engine feature like HDRP or URP. How much will it cost on top of my pro subscription

Im a bit shocked by this, as a subscriber I supported the price increase happily but this feels like a engine feature, is our future pay per seat per package

Hey Sam, apologies we weren’t more clear about this. MARS includes many features, not just one additional feature, and will be continually built out as an authoring suite.

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