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Unity developers from all over the world gathered in San Francisco for three days to learn more about what’s headed their way from Unity in 2012. The conference kicked off at the Masonic Center with a keynote highlighting big news from Unite, including their first acquisition resulting in the creation of Unity Canada as well as a glimpse of new features from Unity 3.5. Improvements include a new particle system, integrated AI and a finer level of detail.
The conference continued with 41 sessions and 70 speakers covering hot topics with developers such as scalable games, shader optimization and game performance analysis.
For David Helgason, CEO of Unity, Unite 11 “is the focal point of the year for us. The whole community of Unity developers comes together.”
In 2012, Unity will continue “pushing technology to triple-A status,” says Helgason. This year’s Unite conference nearly doubled the attendance of last year -- and at 1,200 people, it demonstrates Unite’s success since its inception when the conference had just 70 attendees.
Unite presenter and software engineer Omar Rodriguez identified one of the challenges facing game developers: determining if the development is CPU- or GPU-bound. To optimize for both, Rodriguez encourages developers to try a game performance analysis (GPA) tool. With a GPA tool, “you’re able to run your game and run experiments to see if you’re bound on the GPU or bound on the CPU,” says Rodriguez.
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