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So the first day of Unite 2011 is coming to an end. It really has been a record breaking start to proceedings with 1,200 registered attendees with 41 sessions and 70 speakers. Certainly a long way from the first ever Unite which had only 70 attendees and again almost doubling in size compared to last year’s 650 participants.

The keynote included a host of major announcements and 3.5 feature demos. We will be getting a video online as soon as possible for anyone who wasn’t able to be here for it – and for those that want to go back and watch it all again

Some highlights of our keynote included news of our first acquisition, which comes in the form of Montreal-based studio Mécanim — now known as Unity Canada. We had been talking to them for a while, really loved their tech and thought they were cool guys. The team is hard at work building a character animation tool that will mean big things for Unity users. They worked on Motion Builder, FBX, and HumanIK.

Joachim also gave a sneak peak of some of the awesome new features coming to 3.5 including: Level of detail, Integrated AI and pathfinding, Light probes, Our whole new particle system “Shuriken” and much more.

Also shown was the launch trailer for Madfinger’s new title Shadowgun, which launched on the app store yesterday as well as a sneak peak at the new title, Bladeslinger being developed by Luma Arcade.

We also demoed AngryBots running in a browser via flash using our in-development build to flash feature.

And as if that wasn’t enough we then had an awesome guest speaker in David Brevik, president and COO at Gazillion Entertainment who had some great advice on making the most of the technology we have and being part of building a golden age in gaming.

1 day down, 2 days of awesome to go.

32 replies on “Unite 11 – Day 1”

@Nicholas Francis
Great! I’m using a lot of GUI programming, so will gladly read any info on the new system!

Only in-game GUI for now. It won’t replace the old one (that’ll continue to exist just fine), but will be a completely new system.

We’re working on it as hard as we can (looking over at Joachim, who is trying to get it to play nice with the animation system that it’s deeply integrated with)

We’ll post something as soon as we have it!

Hi guys. I’ve a question about upcoming GUI functionality. Will unity team replace only in-game GUI or editor GUI as well?

Tom left unity to try new things like riding a motorbike naked and being a chef. Don’t quote me on those though! :)

@rea, of course! (I’m only slightly blue at the moment).

The engine is evolving so fast, a bit to fast for my taste, not so long ago people has been asking for Path Finding and Voila!!!
It is really THE Game Engine of the Decade.

Exciting stuff. Sorry to rain on the parade but I’m much more excited by text based assets. Being able to diff a prefab is (hopefully) going to fix huge losses of productivity where a prefab is broken and you don’t know how to fix it. Will we be able to merge scenes?

Congratulations guys! Great products and culture. Looking forward to the videos being posted as well!

Hey, ready or not, please show something of the new GUI system! A screenshot? Something to get our hopes up. ;)

Great work as always, guys! I’m really excited to see the video, and even more so for the actual 3.5 release. Hope it’s soon. :)

Aras, Joachim, Rej, David, and Nicholas are my heros. Want 2 buy t-shirts and coffee mugs. Where can I buy and make the order now!? kthx

@Screenhog – We made the decision not to demo the new GUI system in the keynote because it simply wasn’t yet to the same level as the other features that we announced.

It was a great keynote. There was a lot of cool stuff revealed. I’m curious, though, why the GUI stuff wasn’t a part of it, though.

contrats for the acquisition cause it has lots of meanings. it means you have much money which is a great news and also it means that we would have a really advanced character animation system.

couldn’t wait to watch the keynote video.

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