Unite 2017 Europe

六月 27 - 29 — Amsterdam

Connect, discover and learn at Unite Europe 2017

Amsterdam, June 27-29

Join us at the annual European developer conference for Unity–the market leading platform for creating video games, simulations and other interactive 3D, 2D and VR/AR content.

Artists, developers, teachers, filmmakers, researchers, storytellers–anyone creating with Unity will gain valuable learning and inspiration at Unite Europe, which will take place at Theater Amsterdam on June 27 for the opening keynote, and at the beautiful Westergasfabriek for the 2 conference and expo days.

Get Unity Certified at Unite Europe!

Unite Europe attendees receive 25% off the regular price of certification -- don't miss this chance to validate your Unity knowledge and skills and earn a professional credential that will help you build your resume and stand out from the crowd. 
Available dates and times are:
- Wed, June 28 (10am - 12 pm)
- Wed, June 28 (1:30 pm - 3:30 pm)

Register Now

Full schedule is live!

We're happy to announce the schedule of this year's Unite Europe! The selection was incredibly difficult this year, as there were so many good talks to choose from. With 74 sessions and over 50 hours of content, we hope you will get the most of it during the 2 and a half days of conference.

Check it out

Early bird passes on sale now: save 20%

Buy your Unite Europe passes and save 20% off the regular price.

Buy now and save on Unite Europe

What’s on at Unite Europe 2017

  • Opening keynote Unity leaders and partners featuring June 27 from 6-8 pm, followed by a welcome reception
  • Advanced hands-on class tutorials
  • Technical sessions for both beginners and pros
  • Previews of upcoming Unity tech
  • Made with Unity showcase
  • As always, an incredible party

Unity without borders!

We recently announced our official support for developers affected by the recently implemented United States travel restrictions. Unity will be paying for and flying 50 developers affected by the restrictions to Amsterdam in June to attend our Unite event (learn more here). Unite is the place to unlock the full creative potential of the Unity engine, meet up and brainstorm with fellow Unity devs, experts, and industry leaders, and get a peek at what Unity will be providing in the future.

Evening Keynote in Theater Amsterdam

For the first time in the history of Unite, our opening keynote will take place from 6 pm in the brand new Theater Amsterdam, making it accessible for streaming for our US community during daytime. The brand new venue located by the harbour will set the tone for the entire conference: sharp, casual, unique. You also don’t want to miss the opening reception that will follow the keynote!

Wonderful Westergasfabriek

For the 4th time, Unite Europe will return to the unique Westergasfabriek. This incredible venue is a complex of old gas factory buildings set within a nice park, just a stone’s throw away from the city centre. Many tech conferences, as well as other cultural events and concerts, are hosted at Westergasfabriek year round, making it a natural choice for Unite Europe 2017.

By Mark Starro

Amazing Amsterdam

Amsterdam, aka The Venice of the North, is the beautiful capital of Netherlands. This city ringed by canals is filled with details from the pages of history: there are over 7000 historical buildings in the city centre, the oldest ones dating back to Medieval times! Amsterdam has lovely parks for chilling out under the sun, plenty of extraordinary museums to explore, and unique restaurants to please even the most demanding tastes.

To find out more about what there is to do in Amsterdam, please see www.iamsterdam.com or watch the video.


3 days packed with high quality content. Download schedule.

Track filter

Clear filter
4:00 PM - 6:00 PM

Registration opens

Track: Audience: All, Theater Amsterdam

6:00 PM - 8:00 PM

Unite Europe 2017 Opening Keynote

Track: Keynote, Audience: All, Theater Amsterdam


Mark Choi - Unity Technologies
Lucas Meijer - Unity Technologies
Adam Myhill - Unity Technologies
Sarah Stumbo - Unity Technologies
Mike Wuetherick - Unity Technologies

8:00 PM - 11:00 PM

Welcome Reception

Track: Audience: All


8:00 AM - 9:30 AM

Unite Europe 2017 opens

6:30 PM - 7:30 PM

Networking Reception

9:00 AM - 9:30 AM

2D in Unity : What's New?

Track: Audience: All, 30-Minute, Expert Talk, Track 1, 2D

Highlights of the latest tools from the 2D team at Unity. What's released? What's coming out soon? What's in development?

Rus Scammell - Unity Technologies

9:30 AM - 10:30 AM

Global Illumination on an Unprecedented Scale

Track: Art/Animation/Graphics, Scripting, 60-Minute, Expert Talk, Audience: Advanced, Track 1

A 2 act tech journey walking through a bespoke solution to lighting in Bossa Studios upcoming open world MMO, Worlds Adrift. Due to the nature of the game, it exhibits almost every problem associated with GI lighting in Unity: World Size, dynamic time of day, completely non static world and a whole host of user generated content.The first part of the talk covers the lighting solution I came up with to create an approximated GI look without lightmaps, extra UV channels or any static flags or scene data required. Act 2 will cover a method I used to create the appropriate data for this lighting in runtime and cover hacking Unities asset bundle file format to hot load light probe groups at runtime

Tom Jackson - Bossa Studios

10:30 AM - 11:00 AM


11:00 AM - 12:30 PM

Unity Roadmap

Track: Q&A, Audience: All, Unity, 90-minute, Track 1


Lucas Meijer - Unity Technologies

1:30 PM - 2:30 PM

Overview of Timeline & Cinemachine: concept and outcomes

Track: Artist/Creative, Audience: All, Instructional Demo, Unity, 60-Minute, Track 1

Learning outcome: give an overview of all the key scenarios of what you can do: trailer, cutscene, in game sequences, etc
Covering the goals of these tools and the high-level concepts
Demonstrating the fundamentals for how they are used in the editor.

Adam Myhill - Unity Technologies
Mike Wuetherick - Unity Technologies

2:30 PM - 3:00 PM


3:00 PM - 4:00 PM

Using Timeline & Cinemachine to mix Gameplay and Interactive Cutscenes

Track: Artist/Creative, Audience: All, Instructional Demo, Unity, 60-Minute, Track 1

earning outcomes: understand how to create & activate Timelines, how you add GameObjects (anim, audio, video, etc) and how you sequence tracks.
Features: Step by Step, creating from scratch different scenarios, with limited coding. Show use of playables extending Timeline

Andy Touch - Unity Technologies
Mike Wuetherick - Unity Technologies

4:00 PM - 4:30 PM


4:30 PM - 5:30 PM

Character to Player: a 12-step program

Track: Art/Animation/Graphics, Audience: Intermediate, External Tools, Instructional Demo, 60-Minute, Track 1

This demo will run through all the steps to turn your character art into a player in Unity.

Olly Nicholson - Unity Technologies

5:30 PM - 6:30 PM

Bringing High Performance Compute to C# in Unity

Track: Instructional Demo, Scripting, Unity, 60-Minute, Audience: Advanced, Track 1

A deep dive into the upcoming C# job system and compiler technology and how it can be used to speed up game code.

Joachim Ante - Unity Technologies

9:00 AM - 10:00 AM

Insights to Action: Introducing Standard Events and Remote Settings

Track: Business, Audience: All, Instructional Demo, 60-Minute, Track 2

What does data mean to you? It’s not just about numbers. It’s about actions. Unity Analytics presents a deep dive on two new features.

  1. Standard Events takes the guesswork out of tracking key game events and add deep analytics to your game insanely simple.
  2. Remote Setting provides game developers the ability to change behaviors and configurations of their games without deployment.

Mark Choi - Unity Technologies
Marc Tanenbaum - Unity Technologies

10:00 AM - 10:30 AM

Get ready: Everything you need to prepare and get excited for advertising in VR

Track: VR/AR, 30-Minute, Audience: Beginner, Expert Talk, Track 2

Each day there's more talk about VR, and advertisers are taking notice. Learn about the evolution of ads in new platforms and where it's going, so that you can get ahead of the curve.

Julie Shumaker - Unity Technologies

10:30 AM - 11:00 AM

AssetBundles, Current and Future

Track: 30-Minute, Scripting, Editor, Expert Talk, Audience: Advanced, Track 2

AssetBundles makes it easier for you to manage your game's assets at run time. In this session, Ryan Caltabiano, Sr. Software Engineer at Unity Technologies, will walk through what Unity is doing to make asset bundle implementation easier and more useful than ever before. Learn about new tools like Asset Bundle Browser and Graph Tool, the status of the build pipeline, and how you'll be able to update assets at runtime with Hot Reloading.

Ryan Caltabiano - Unity Technologies

11:00 AM - 11:30 AM


11:30 AM - 12:30 PM

Making Lions Dance - Our workflow and developer tooling for animating animals in a mobile game

Track: Audience: Intermediate, Instructional Demo, Scripting, 60-Minute, Editor, Track 2

We are creating a mobile game featuring thousands of animations for various animals. In this talk we want to show our workflow, talk about the challenges we faced and demonstrate the tools we developed. We show how we created our own custom animation system, how we setup automated performance testing and why writing Unity Editor tools is awesome.

Heiko Weible - Wooga
Marijn Zwemmer - Wooga

1:30 PM - 2:00 PM

Multi Scene Editing in Unity for "FAR: Lone Sails"

Track: Audience: Intermediate, 30-Minute, Instructional Demo, Game Design, Editor, Track 2

For our upcoming title, "FAR: Lone Sails", our studio made use of Unity's new multi scene editing feature. The game is a 3d side-scrolling vehicle adventure wherein a tiny little girl needs to maintain a huge ship on wheels, driving it alone across a dried out seabed. Our implemented scene management logic loads scenes additively through the complete game, which gives the player a seamless and immersive experience without loading bars and windows. This workflow helped to keep the memory footprint low and made it easier for our team to work in a collaborative basis. During the production of FAR: Lone Sails we discovered some issues and in solving them, were also able to develop a solid workflow system. We would like to share our experience developing this project with the Unity community to give hints and project management device to other developers.

Goran Saric - Okomotive GmbH

2:00 PM - 2:30 PM

Streamlining Game Development with Unity Teams

Track: External Tools, Audience: All, 30-Minute, Unity, Expert Talk, Track 2

Cloud Build will save you time and money. Collaborate makes it easier to work with the rest of the team- especially working with artists.

Sophia Clarke - Unity Technologies

2:30 PM - 3:00 PM


3:00 PM - 3:30 PM

AR prototyping for the Hololens with Unity

Track: VR/AR, Audience: All, 30-Minute, Expert Talk, Postmortem, Track 2


Pierre-Armand Nicq - Ubisoft
David Yue - Ubisoft

3:30 PM - 4:30 PM

Practical guide to profiling tools in Unity

Track: Audience: All, Instructional Demo, Unity, 60-Minute, Editor, Track 2

Today everyone can make a game using Unity and run it on any platform or VR headset. Unity also provides a set of profiling and debugging tools which developers must master to achieve smooth frame rates on mobile devices and in VR. In this talk Valentin will show how to use these tools and where to look at to eliminate common performance bottlenecks in your games.

Valentin Simonov - Unity Technologies

4:30 PM - 5:00 PM


5:00 PM - 5:30 PM

How to be a Resourceful Unity Developer

Track: Audience: All, 30-Minute, , Unity, Expert Talk, Track 2

Unity has grown so much over the last few years that it has become impossible to know all the features we need to utilize as developers. The only way to efficiently find the right solutions during development, then, is to be Extremely Resourceful.

In this session, you will learn various approaches to improving your efficiency and resourcefulness as a developer working with Unity. With the internet at our fingertips, the obvious answer might seem to be to just "Google it". Unfortunately, there is a limit to the depth of information one can discover with just a search. Come and learn about all the different avenues of investigation and exploration you can use when tackling the nastiest problems one can face when working with Unity.

Yilmaz Kiymaz - InnoGames GmbH

5:30 PM - 6:30 PM

VR Techniques, Tips and Tricks

Track: Art/Animation/Graphics, VR/AR, Audience: All, 60-Minute, Expert Talk, Track 2

Sharing insight and knowledge to the creation process behind VR in Unity, tackling difficult tasks such as AAA rendering and post-processing in the VR world.

André Mcgrail - Unity Technologies
Matt Roper - Unity Technologies

9:00 PM - 11:59 PM

Unite Europe Party

Track: Track 5, Track 2

The Unite Europe Official Party will be held at Westergasfabriek, Track 2 - WesterUnie, and Track 5 - WesterLiefde and will finish at 2am.
Klonneplein 6
1014 DD Amsterdam
Party admission is for Unite Europe attendees only. Kindly bring your badge to gain access.

9:00 AM - 10:00 AM

Pipeline of characters creation in Age of Magic (mobile 3D)

Track: Art/Animation/Graphics, Audience: Intermediate, Mobile, Track 3, 60-Minute, Expert Talk

Step-by-step description of the process of creating epic characters for a three-dimensional mobile game. Good and bad solutions the team has made while solving the problem of building an efficient and scalable pipeline.

Illia Goncharov - Playkot
Daniil Kozlovsky - Playkot

10:00 AM - 10:30 AM

How Unity Multiplayer Works

Track: Track 3, 30-Minute, Audience: Beginner, Unity, Expert Talk, Multiplayer

In this session, Jeremy Martin (Sr Software Developer, Unity Technologies) will describe how Unity connects and supports millions of players a month. You’ll get a deep dive on Unity Multiplayer’s built-in architecture and how its server technologies - Matchmaker and Relay - ensures quality connections between your players. Get best practices when implementing Unity Multiplayer services and advice for solving common Multiplayer infrastructure problems. Bring questions!

Jeremy Martin - Unity Technologies

10:30 AM - 11:00 AM


11:00 AM - 11:30 AM

Fuel your game dev dream - make money on mobile with Unity

Track: Audience: Intermediate, Mobile, Track 3, 30-Minute, Expert Talk

Using Unity services makes it easy for you to run a live mobile game and tackle your biggest challenges. Discover how to use Unity to optimize your development, boost player engagement with behavioral insights, and get paid while doing it through both Ads and IAP. That way you can focus on what you love doing best, making mobile games to last.

Mika Isomaa - Unity Technologies

11:30 AM - 12:30 PM

Shadow Tactics: Blades of the Engine

Track: Audience: Intermediate, Track 3, Unity, 60-Minute, Expert Talk, Postmortem

This talk will be a mix between a technical postmortem of Shadow Tactics and an overview of the systems we thought we needed, the ones we actually needed and those we think everybody needs. We will talk about the challenges we faced producing a largescale PC/Console game with Unity and how to overcome them. We will discuss design, evolution and shortcomings of the tools we developed, to help you make informed decisions for your next project. With the experience gained by developing several mobile titles and a fairly big 3D Action Adventure (The Last Tinker: City of Colors), we thought we had a good understanding of what we would need to develop an even bigger game. Handling what turned out to be fifteen thousand raw assets, we had to develop several pipelines and tools for importing and managing them efficiently inside Unity. This resulted in custom meta file data and additional container assets created at import time while retaining the ability to (re)import at any time based on changing needs. With scenes averaging about thirty thousand transforms including geometry, level logic and NPC setups, we needed powerful editor tools. We developed a node editor for level designers, which allows them to script complex systems by themselves, multiple quality-of-life tools that help with repetitive workflows, and several analyzer and safety checker tools. We now even have a tool for finding other tools! Expanding our programmer team and knowing we would face a far more complex title than our previous one, we came up with an approach that would force us to maintain a better structure and overview of our code. We combined the benefits of visual scripting and the power and performance of classical programming by developing our own behavior tree system that we used for AI and Player logic. Starting with an object orientated approach, we soon found ourselves in the need for more performance which we gained by baking the trees into code files. With a complex quick save/load system on top we ended up generating code for generated code... The final challenge was bringing our baby to consoles without sacrificing visuals or performance. This forced us to dig deeper into Unity and C# than we ever wished for. Our approach was optimizing everything by giving Unity as little to do as possible. In the end, you are the one who knows when to use real physics and when it is okay to just make a simple distance check.

Frieder Mielke - Mimimi Productions
Philipp Wittershagen - Mimimi Productions

1:30 PM - 2:00 PM

Performance optimization for beginners

Track: Audience: Intermediate, Track 3, 30-Minute, Scripting, Editor, Expert Talk

In this introductory talk, you'll learn the basics of performance optimization and how to use Unity's profiling tools to help get your game running quickly and smoothly. You'll also learn some useful best practice optimization tips.

Matt Schell - Unity Technologies
Kerry Turner - Unity Technologies

2:00 PM - 2:30 PM

Building an easy to use menu system

Track: Track 3, Audience: All, 30-Minute, Scripting, Editor, Expert Talk

No game is complete without a few menus. During this talk you will learn how to build your own menu system that helps you juggle anything from a few menus to hundreds of complex UIs. We share our learnings based on an application that scaled from a small development team to sixty people: Yousician. We will tell you how you can have lots of menus in your game with minimal performance and memory impact and share practical tips of how you can take your menus to the next level.

Adam Kapos - Yousician

2:30 PM - 3:00 PM


3:00 PM - 3:30 PM

Finding the Path: New Navigation Features, Use Cases, and Best Practices

Track: Track 3, Audience: All, 30-Minute, Instructional Demo, Unity, Editor

Unity 5.6 saw some big changes to the way navigation is implemented and used. These changes have drastically improved the feature's capabilities and user workflow. This talk will cover these changes in depth as well as granting insight into new (not previously viable) use cases and best practices.

Mike Geig - Unity Technologies

3:30 PM - 4:30 PM

The Real-time VFX of Spellsouls

Track: Art/Animation/Graphics, Mobile, Track 3, Audience: All, Instructional Demo, 60-Minute

Chasing AAA quality on mobile is never easy, especially in niche areas like real-time VFX. In-game VFX carries a lot of visual weight and significance in our game, Spellsouls: Duel of Legends, so bringing them to the necessary quality required a lot of artistic and technical integrity. Nikola, a senior VFX artist, will share their approach at Nordeus in utilizing Unity's strengths, mixed with industry standard techniques and their custom tools. The talk will show how the company bridged the gap on concepting, producing and optimizing the VFX of their in-game spells.

By breaking down our in-game VFX, the audience will learn how to utilize various techniques to raise the quality bar and optimise VFX for realtime usage on mobile devices. They will leave with an in-depth overview of our custom pipeline, tools and shaders that are used for developing our VFX.

Nikola Damjanov - Nordeus

4:30 PM - 5:00 PM


5:00 PM - 5:30 PM

Up, up and Away! Learn how Futureplay's F2P mobile games soared with Unity

Track: Panel, Audience: Intermediate, Mobile, Business, Track 3, 30-Minute

Fireside Chat with Futureplay, a small, successful studio. Founded in 2015 by gaming industry vets that wanted to start their own thing, find out what they did right, and how they did it. Since inception, they've had 2 breakout MWU titles, FarmAway! and BuildAway!, with more coming on the roadmap. They relied on Unity to create their games and Ads, IAP, and Analytics to help fuel their revenue strategy. In a very short period of time, they have accumulated more than 2 million monthly active users, with over 320 million ads served, and since last Unite Europe, received their first funding round.

Paul Bowen - Unity Technologies
Mika Rahko - Futureplay

5:30 PM - 6:30 PM

You don't get to set the difficulty - The Assault Android Cactus Postmortem

Track: Track 3, Audience: All, , 60-Minute, Expert Talk, Postmortem

Assault Android Cactus may be the best game you've never heard of - with a Metacritic of 85 on Playstation 4 and ranked Overwhelmingly Positive on Steam, it's a bullet hell inspired twinstick shooter that drew praise from voices as diverse as Total Biscuit, Destructoid and cult game creator Suda 51.

But its most incredible feat is existing at all - made by a three person startup in Brisbane Australia on an indie budget, the development of Assault Android Cactus is a harrowing tale of passion, luck (both good and bad), obstacles and Unity updates.

This postmorterm attempts to explain why we thought it was a good idea in the first place, how we innovated in what many considered a stale genre, who helped us the most during our Early Access, what it took to achieve 60fps on a PS4 when other Unity devs were stumbling and where we're going - our long tail, legacy and what we hope to do next!

Tim Dawson - Witch Beam

9:00 AM - 9:30 AM

Mobile Immersive Computing Today and Beyond

Track: Track 4, VR/AR, Audience: All, 30-Minute, Expert Talk

The Daydream team at Google has worked with hundreds of developers across the immersive computing spectrum to help them bring AR & VR experiences to Tango & Daydream, and a wealth of questions remain around the future of the space. In this talk we'll share examples of what's working and some ways developers have found to tackle challenges particular to VR & AR.

Lulu LaMer - Google

9:30 AM - 10:00 AM

A new Substance Painter to Unity workflow

Track: Track 4, Artist/Creative, 30-Minute, Instructional Demo, Audience: Beginner


Nicolas Wirrmann - Allegorithmic

10:00 AM - 10:30 AM

Actionable Insights to Help You Seize the Opportunity in Mobile and VR/AR

Track: Track 4, Panel, VR/AR, Business, Audience: All, 30-Minute

The games industry is evolving quickly and more than ever you need the right insights that will position you for success. We’ll share brand new data about which European countries have the highest ROI, which genres have the highest player retention and monetization, and which player behaviors that you can leverage to make smart business decisions. Our panelists will offer up guidance on how you can use these insights to maximize your success in the mobile world of today, as well as the growing landscape of AR and VR of tomorrow.

John Cheng - Unity Technologies
Guzman Diaz - Index Ventures
Etienne Tardieu - Ubisoft
Joost van Dreunen - SuperData Research

10:30 AM - 11:00 AM

The Untold Story: How To Get Your Game Out On PlayStation®

Track: Console, Track 4, Business, Audience: All, 30-Minute, Expert Talk

In this talk, Piermaria will tell the story of what getting your game released on PlayStation® is really all about, debunking some myths and legends along the way. May or may not contain dragons.

Piermaria Mendolicchio - Sony Interactive Entertainment Europe

11:00 AM - 11:30 AM


11:30 AM - 12:00 PM

Mixed Reality, 3D, and The Next Evolution in Human/Computer Interaction

Track: Track 4, VR/AR, Audience: All, 30-Minute, Expert Talk

Mixed Reality is the next evolution in human/computer interaction. It’s part of Microsoft's vision to enable more personal computing and bring 3D to everyone. Hear how this vision will impact daily life in the future and what both individuals and organizations are doing today to help make this a reality.

Brandon Bray - Microsoft

12:00 PM - 12:30 PM

What's new from Daydream and Tango

Track: Track 4, VR/AR, Audience: All, 30-Minute, Expert Talk

The Daydream team at Google is working hard to help VR and AR developers build awesome apps easily. In this session, we'll show some of the tools to reduce iteration time, show new technologies for understanding the world, and share our insights of how to best build Daydream and Tango applications.

Jared Finder - Google

1:30 PM - 2:00 PM

Nintendo Switch & Unity: How we got GoNNER rolling on Nintendo’s latest console

Track: Console, Track 4, Audience: All, 30-Minute, Expert Talk, Postmortem

Developer Art in Heart and their porting studio Coatsink share the stage to talk about their experience bringing the IGF award winning GoNNER to Nintendo Switch. This session is intended for any Unity developer interested in creating and (self-)publishing games on Nintendo Switch.

Mattias Dittrich - Art in Heart
Marty Green - Coatsink

2:00 PM - 2:30 PM

10 tips to monetize your game to millions of customers across SEA

Track: Track 4, Business, Audience: All, 30-Minute, Expert Talk, Monetization

The expansive region of Southeast Asia is half the size of China but it consists of at least 8 major markets, cultures and languages. Yet this region with the brightest future in games, has a landscape that is highly challenging to navigate. Join us at our session as we share with you 10 tips on how you can enter the Southeast Asia market quickly and easily, maximising the revenue potential of your game.

Jonathon Sze - CloudMoolah

2:30 PM - 3:00 PM


3:00 PM - 3:30 PM

Can Immersive Virtual Reality Enhance Myoelectric Prosthetic Training?

Track: Track 4, Audience: Intermediate, VR/AR, 30-Minute, , Expert Talk

This talk presents a qualitative study with the purpose to evaluate users' perceptions of an immersive virtual reality (IVR) scenario in which they evaluate the appearance and functionality of myoelectric prostheses. Seven people with transradial upper limb deficiency participated in the study that involved trying out a virtual kitchen environment using a Oculus rift headset. Each participant tested three virtual prosthetic models that could be controlled by a Myo armband placed around their stump. The IVR scenario was evaluated positively and enabled users to evaluate the appearance of the prosthesis designs and the grip function of a virtual myoelectric prosthesis. Users were all able to grasp, even if they had not previously been trained to use a myoelectric device. The system showed considerable promise for use as an affordable, portable, myoelectric prosthesis-training tool. The ecologically valid context of the training may both facilitate learning and make it more enjoyable and efficient.

Ivan Phelan - Sheffield Hallam University

3:30 PM - 4:00 PM

Making a Business Case for HoloLens - Practical experience from Dev and Sales

Track: Track 4, VR/AR, Business, Audience: All, 30-Minute, Expert Talk

The HoloLens by Microsoft is a fantastic bit of kit, but how do you make it usable in the real-world and how can you build a business case around its use that your finance manager will be happy with? This talk bridges best practices for both HoloLens development on the Unity platform, based on practical experience and work done with Microsoft, to the business case for using HoloLens, from writing a finance proposal to real-world use with clients. With hands on experience from both sides of the sales/development fence; this talk will provide practical tips for getting started in HoloLens development with Unity, through to best practices for successful business development with the HoloLens.

Maxwell Mallia-Parfitt - Fulcro Applied Technologies

4:00 PM - 4:30 PM

VR and AR applications in car development

Track: Track 4, VR/AR, 30-Minute, Audience: Beginner, Unity, Expert Talk

The automotive industry has been an early-adopter of VR technology for many years. However, just now, the recent rise of virtual and augmented reality started to truly transform the way in which new cars are being developed and evaluated. At Virtual Engineering Lab (VEL) at Volkswagen AG, we build tailor-made VR/AR solutions for engineers, designers and stylists involved in the process of car development.

In our talk we will give an insight into car development process and show how we push Unity3D, VR HMDs and HoloLens to its limits to replace or augment physical mock-ups of car prototypes (e.g. clay models) with virtual ones. We will demonstrate how we combine terabytes of CAE, CAD and super-computer simulation data in Unity to deliver customized VR/AR software tools ranging from virtual test drives via virtual crash tests and wind tunnels to augmented clay models. We will not only talk about technical challenges we faced so far, but also about day-to-day difficulties we meet while introducing a disruptive change into such a well-established process as car development.

Przemyslaw Korzeniowski - Volkswagen AG / Imperial College London
Oliver Schnabel - Volkswagen AG

4:30 PM - 5:00 PM


5:00 PM - 5:30 PM

Let's build an EditorVR tool together!

Track: Track 4, Audience: Intermediate, VR/AR, 30-Minute, Expert Talk

EditorVR released as an experimental feature for Unity just before the holidays last year, allowing VR authors to create VR inside of VR. Your own VR project may require custom tools in order to aid in the creation of content and for your artists/designers to be most productive. Amir Ebrahimi, technical lead on the project, will show you how to create custom tools using the EditorVR framework and also provide some of the design philosophy behind the architecture.

Amir Ebrahimi - Unity Technologies

5:30 PM - 6:00 PM

Looking back at Arizona Sunshine: Zombies have Feelings too?

Track: Track 4, VR/AR, Audience: All, 30-Minute, Unity, Expert Talk

Arizona Sunrise is the kick-ass VR Zombie shooter from Vertigo Games.
With this title, Vertigo Games combine fantastic gameplay and incredible performance in a title which demonstrates that the CPU plays a big role in cinematic immersion in VR titles.
Come hear about the incredible journey which was the development of Arizona through Unity, VR, CPU threading and optimizations, all the while maintaining that target of hitting 90fps and making an immersive and realistic game in the process.

Trevor Blom - Vertigo Games

6:00 PM - 6:30 PM

Quick dive into Git, LFS and GitHub for Unity

Track: Track 4, External Tools, Audience: All, 30-Minute, Instructional Demo, Editor

Git has become an incredibly popular version control system, but its incorporation into game development workflows has traditionally not been easy. Last March we launched GitHub for Unity, a new integrated tool aimed at making these workflows easier.
In this talk we'll look at how the project is going, and we'll have some exciting announcements about the future of GitHub for Unity. We'll look at how to handle large files, how to coordinate work on scenes and other hard to merge files via File Locking, as well as various source control workflows and strategies.
By the end of this talk you should have a better understanding of how to incorporate source control into your development workflow, as well as a nice (virtual) Bag of Holding +2 of hints, tips and tricks.

Andreia Gaita - GitHub

10:00 AM - 12:00 PM

Unity Certified Developer Exam #1

Track: Track 5

For more info please visit https://unity.paydro.com/get-certified-at-unite-europe-2017 or https://certification.unity.com/

1:30 PM - 3:30 PM

Unity Certified Developer Exam #2

Track: Track 5

For more info please visit https://unity.paydro.com/get-certified-at-unite-europe-2017 or https://certification.unity.com/

10:00 AM - 11:00 AM

The Unity Particle System: Features, Tips and Beyond!

Track: Audience: All, Unity, 60-Minute, Expert Talk, Track 1

Join the Particle team to learn about:
-The new features that have been added in the last year.
-See behind the scenes and learn how the particle systems internals work and how performance can be improved with some simple tips and tricks.
-Find out what new features are planned for the future and how you can contribute.

Karl Jones - Unity Technologies
Richard Kettlewell - Unity Technologies

11:00 AM - 11:30 AM

Shadow Fight 3: Forming a Style

Track: Art/Animation/Graphics, Artist/Creative, Audience: All, 30-Minute, Expert Talk, Track 1

This talk will explain how to form an idea into something strong and complete, forming a Style of a project. We'll talk about Style Guides, about unique style features and a bit about Unity pipeline of Shadow Fight.

Alexander Nemov - Banzai Games

12:30 PM - 1:30 PM

Squeezing Unity: Tips for Extracting Every Delicious Drop of Performance

Track: External Tools, Scripting, 60-Minute, Expert Talk, Audience: Advanced, Track 1

Join Mark and Ian from Unity's Enterprise Support team as they run through performance best practices drawn from real-world problems. Don't just listen for tips: learn the underlying architecture of Unity's core systems to better understand how to push Unity to its absolute limits.

Ian Dundore - Unity Technologies
Mark Harkness - Unity Technologies

1:30 PM - 2:00 PM


2:00 PM - 3:00 PM

Cinemachine: From 1st person shooter to 3rd person action adventure, see how Cinemachine can revolutionize your in-game cameras

Track: Artist/Creative, Audience: All, Instructional Demo, Unity, 60-Minute, Track 1

Learning outcomes: See how Cinemachine can revolutionize any project you have with 3D cameras. From in-game cameras to Cinematics and anywhere in-between, see how Cinemachines versatile toolset will allow you to create sophisticated camera behaviors without writing code.

Adam Myhill - Unity Technologies

3:00 PM - 3:30 PM


3:30 PM - 4:30 PM

Extending Timeline with your own playables

Track: Artist/Creative, Audience: All, Instructional Demo, Unity, 60-Minute, Track 1

In this session we’ll be going into the different scripts required for making a custom playable that can be used by Timeline. As such some beginner coding knowledge is advisable but not necessary. This session will also cover the Timeline Playables Wizard which can create large parts of or entire Playables for you.

James Bouckley - Unity Technologies
Mike Wuetherick - Unity Technologies

10:00 AM - 11:00 AM

Optimizing our Workflow for LIGHTFIELD

Track: External Tools, Audience: All, 60-Minute, Editor, Expert Talk, Track 2

Throughout the 2 years production of Lightfield we created many tools and helpers to optimize and organize our workflow. The game is a fast paced parkour-but-with-space-ships racing game to be released in summer 2017 on PS4 and XB1 (http://lightfieldgame.com),

These tools cover everything from a fully custom Maya-Unity importer/exporter pipeline that allowed us to iterate even quicker, a build pipeline that lets us create many differently customised builds at once, a custom static batching solution and a lot of smaller editor scripts to speed up the work and to find inconsistencies in the scene.

In this talk, we will share a few thoughts on why we went the extra mile to build all these tools, and also what we learned from it.

Matthias Maschek - Lost in the Garden
Simon Wallner - Lost in the Garden

11:00 AM - 11:30 AM

Get discovered, find help, or build your team with Unity Connect

Track: Business, Audience: All, 30-Minute, Expert Talk, Track 2

During this talk, we will introduce Unity Connect, the first talent marketplace dedicated to the full spectrum of Unity creators. We will also be providing general recruitment advice for Developers and Studios.

Ashley Alicea - Unity Technologies
Adam Jones - Unity Technologies

12:30 PM - 1:30 PM

Building a better Unity

Track: Panel, Artist/Creative, Audience: All, 60-Minute, Track 2

Have you ever wondered how your voice and input impacts the development of Unity? Do you have a laundry list of things you want to raise with us? In this Q&A, we will give an overview of the design process, the importance of being inclusive of all users and putting the users first. Come with your questions, problems, laundry lists, and ideas. Pitchforks and torches will be confiscated at the door.

Tim Cooper - Unity Technologies
Will Goldstone - Unity Technologies
Sara Cecilia Lempiäinen - Unity Technologies
Shawn McClelland - Unity Technologies
Tuesday Smith - Unity Technologies
Andy Touch - Unity Technologies

1:30 PM - 2:00 PM


2:00 PM - 3:00 PM

Native Video Playback in Unity!

Track: Art/Animation/Graphics, Audience: All, Instructional Demo, Unity, 60-Minute, Track 2

Native Video Support has received a very big, much needed, overhaul in Unity 5.6! This talk will cover a range of different topics focusing on the new workflow; how to render video to different in-game UI & Meshes, how to setup 360 Video and the related Video API that can be used to control it's playback.

Andy Touch - Unity Technologies

3:00 PM - 3:30 PM


3:30 PM - 4:30 PM

How Unity's Serialization System Works

Track: Scripting, Unity, 60-Minute, Expert Talk, Audience: Advanced, Track 2

The Serialization system within Unity is a crucial part of the engine, and has a massive impact on every project - more than most people know. In this talk, Unity developer Richard Fine will give a deep walkthrough of how the system really works, from the native code underpinning the system, to how C# scripts interact with it.

Richard Fine - Unity Technologies

10:00 AM - 11:00 AM

Creating Interactive 360 Experiences in Unity

Track: VR/AR, Artist/Creative, Track 3, Audience: All, Instructional Demo, 60-Minute

Ready to take your 360 videos to the next level? Using Unity, filmmakers can add interaction and 3D visual effects to make VR experiences more immersive than ever. In this instructional session, creators will learn the workflows, development steps and best practices to author interactive 360 videos.

Carl Callewaert - Unity Technologies
Sarah Stumbo - Unity Technologies

11:00 AM - 11:30 AM

Discovering the Potential of Unity WebGL with AirConsole

Track: External Tools, Track 3, Audience: All, 30-Minute, Expert Talk, Web

Unity WebGL has helped AirConsole in creating a new platform and business around local multiplayer games. As of today, AirConsole has launched over 40 games made with Unity WebGL and has grown a community of over 1600 unity developers.
Learn how developers are using AirConsole and Unity WebGL to create business opportunities, to reach large numbers of players and to shape the future of local multiplayer gaming.

Alice Ruppert - AirConsole | N-Dream

12:30 PM - 1:30 PM

The AAA Graphics of Spellsouls - Our Journey to 60FPS on Mobile

Track: Art/Animation/Graphics, Audience: Intermediate, Mobile, Track 3, 60-Minute, Expert Talk

As mobile hardware advances, creating AAA console quality visuals is no longer out of reach. Join Nordeus engineers as they retell the steps of their challenging journey to reach that level of graphical quality on their new mobile game, Spellsouls: Duel of Legends. We'll share how to create a PBR-like shader that runs on mobile, scale the game across a wide range of devices (low-end toasters included), and various optimizations necessary to reach silky-smooth 60FPS.

Joseph Oros - Nordeus
Srdja Stetic-Kozic - Nordeus

1:30 PM - 2:00 PM


2:00 PM - 3:00 PM

Visualising Geospatial Big Data in Unity

Track: Track 3, Audience: All, Scripting, 60-Minute, Expert Talk, Postmortem

When visualising extremely large geospatial data sets, several unique challenges are present. How does one efficiently index into a petabyte sized data set to load relevant data to the user? How does one manage frame rate and memory usage when thousands of visual objects may need to be created and destroyed each second? During this session we will explore how Fugro overcame these challenges when developing Roames World, an immersive 3D real world environment, enabling the visualisation of complex objects, viewing of real time information and execution of dynamic simulations.

Peter O'Loughlin - Fugro Roames
Glen Ross-Sampson - Fugro Roames

3:00 PM - 3:30 PM


3:30 PM - 4:00 PM

GameOn for War Child: How gaming is changing children's lives

Track: Business, Track 3, Audience: All, 30-Minute, Unity, Expert Talk

I will be talking about War Child's work in the gaming industry as well as Unity's support on the HELP: The Game projects.

Wayne Emanuel - War Child UK

4:00 PM - 4:30 PM

VRefugees - Live a Refugee's Journey from Syria to Germany

Track: VR/AR, Mobile, Track 3, Audience: All, 30-Minute, Expert Talk

VRefugees was born out of the desire to create empathy for the journey of a refugee going from Syria to Germany. The project lead, Lina Zdruli, is an expert is using business for social good and creating intercultural understanding through technology interactions. The VRefugees team chose VR as a means of immersing the user in realistic, 3D narration to eliminate the sense of detachment sometimes felt when watching humanitarian-themed documentaries.
The project started with several interviews to refugees who have done the journey from Syria to Europe. Over fifty hours of interviews were then "translated" into a collective narrative with the assistance of the refugees who edited and proofed the information for accuracy. The final project shows just one of the thousands of possible routes a refugee can take from Syria to Germany, but offers an understanding of the time, difficulties, costs and dangers of taking this route. The user experiences the journey as if they were the refugee themselves to increase empathy and eliminate detachment, a common theme in some of the 360* videos made of refugee camps or rescuers assisting people off the boats landing in Greece.

Lina Zdruli - VRefugees

10:00 AM - 10:30 AM

Every Millisecond Counts: How to Render Faster for Virtual Reality

Track: Track 4, VR/AR, Audience: All, 30-Minute, Expert Talk

Development for Virtual Reality is a hunt for each millisecond of latency – it’s the one metric that needs to be perfect for an immersive and comfortable experience. In Dominic Eskofier’s talk, you’ll learn how to maximize both framerate and visual quality of your Virtual Reality app by using sophisticated rendering techniques built into popular game engines, NVIDIA’s SDKs and modern GPUs.

Dominic Eskofier - Nvidia

10:30 AM - 11:00 AM

Building Native Games For Facebook Gameroom with Unity

Track: Track 4, Audience: All, 30-Minute, Unity, Editor, Expert Talk

Facebook Gameroom helps you build your business and connect with highly engaged players on a new gaming platform dedicated to gaming. Join us to learn top tips on how to get started with Unity, publish native games, and take advantage of services like hosting.

Wayne Lu - Facebook

11:00 AM - 11:30 AM

Breathing Life into Physical Objects through Augmented Reality

Track: Track 4, VR/AR, External Tools, Audience: All, 30-Minute, Expert Talk

Vinny DaSilva will show you how to create AR experiences for physical objects using Vuforia’s new Model Targets feature in Unity. This session will cover the workflow for preparing a Model Target from a 3D Model, and the steps to develop an AR experience using Model Targets. Best practices and design considerations will also be addressed. The talk is suited to developers familiar with Unity. An understanding of AR concepts will be helpful, but not required.

Vinny DaSilva - Vuforia

12:30 PM - 1:00 PM

Beyond Novelty: Creating Compelling Content in VR

Track: Track 4, VR/AR, Audience: All, 30-Minute, Expert Talk

Premium VR devices have been in the hands of consumers for over a year now, and many of the learnings of early adopters and trailblazing VR developers have been incorporated into the VR content that is currently available. In this talk, we will cover the brief timeline of VR content and the challenges it has faced and overcome compared to traditional applications and flat-screen games, and where we see opportunity for successful VR content moving forward.

Takeaway: You will learn about many of the unique challenges VR development faces and come away with specific areas of focus for creating compelling VR content.

Matt Conte - Oculus

1:00 PM - 1:30 PM

Designing AR Experiences in Real World Environments

Track: Track 4, VR/AR, Audience: All, 30-Minute, Expert Talk

Learn how to make the world your canvas. Build AR experiences that interact with objects and reconstructed environments using Vuforia’s Smart Terrain. This session will address best practices and design principles necessary to create AR experiences using the content and structure in real world settings.

Vinny DaSilva - Vuforia

1:30 PM - 2:00 PM


2:00 PM - 3:00 PM

Bake it 'til you make it: An introduction to Lightmaps

Track: Track 4, Audience: Intermediate, Artist/Creative, Instructional Demo, Unity, 60-Minute

This talk will go through the basics of lightmapping and what it can be used for. It will be targeted to beginners, from a beginners point of view. It will also bring up some of the most common issues we noticed that users are struggling with, and hopefully how to solve them.

Jennifer Nordwall - Unity Technologies

3:00 PM - 3:30 PM


3:30 PM - 4:00 PM

Latest Samsung Immersive Technologies - empowering Unity developers

Track: Track 4, VR/AR, Audience: All, 30-Minute, Expert Talk, Web

Learn about the latest technologies enabled by Samsung for Unity Developers and how developers can leverage the Samsung Developer Program for their success.

Damon Hernandez - Samsung Electronics Amercias
Henry Komsky - Samsung Electronics America

4:00 PM - 4:30 PM

State of play: Modern game development

Track: Track 4, Audience: All, 30-Minute, Game Design, Expert Talk

Games remain the most popular and most lucrative type of app you can build today, but are also often one of the most complex to get right. Microsoft has partnered with Unity for a great developer experience with improvements in existing technology performance, and the addition of new features like Game Mode and the Xbox Live Creators Program, all available to Unity devs. Learn the latest about UWP game development, and see how Microsoft supports you to build your first game and publish through Universal Windows Platform, for Windows, Xbox, and beyond.

Andrew Parsons - Microsoft

10:00 AM - 11:00 AM

Steam Business Update

Track: Business, Audience: All, 60-Minute, Track 5, Expert Talk

Join us for a brief presentation about the audience, features, and direction of Steam, including Steam Direct and a look at new features and improvements we're working on. We'll follow with Q&A and conversation. We're looking forward to meeting developers face to face afterward, answering questions, and hearing feedback and suggestions as well.

Tom Bui - Valve Software
Jan-Peter Ewert - Valve Software
Alden Kroll - Valve Software
Lawrence Yang - Valve Software

11:00 AM - 11:30 AM

VRTK - Making VR Development Easier For All

Track: VR/AR, 30-Minute, Audience: Beginner, , Track 5, Expert Talk

A discussion into VRTK (the virtual reality toolkit for Unity 3d) and how it can be used to help content creators put their ideas into VR. Showcase all of the features that VRTK offers developers, such as interaction options, locomotion options, presence options, anti cheat options and how they can be extended and customized for building new VR experiences. VRTK has evolved over the last year from a few simple scripts into a fully fledged VR development community that provides a base for existing and new developers to put their ideas into virtual reality. Many lessons have been learned along the way of what works and what potentially doesn't work in virtual reality by giving developers a place to try out new ideas and give access to others to test these ideas in games and other virtual reality experiences. The future of VRTK is to keep building a platform that enables people to take their creative ideas and bring them into virtual reality, also continuing to provide a community where developers of all backgrounds can share ideas and work together to improve VR.

Harvey Ball - VRTK

12:30 PM - 1:00 PM

Photon vs UNet: Battle of the giants Multiplayer architectures explained

Track: External Tools, Audience: All, 30-Minute, Unity, Track 5, Expert Talk

Developing multiplayer games is extremely challenging. While game design aspects do change a lot, it is the design and implementation of the multiplayer architecture that separates the best from the rest. In this talk, we'll discuss important trade offs such as server vs client authority, local determinism vs state serialisation, rollbacks, and other known and proven mechanisms. We'll also show which of these are implemented by some of the most popular network middleware.

Christof Wegmann - Exit Games

1:00 PM - 1:30 PM

All I Want Is A Decent Pair of Pants: A Walk-through of the Morph 3D Character Creation Suite

Track: Artist/Creative, External Tools, Audience: All, 30-Minute, Track 5, Expert Talk

Morph 3D develops tools and products to empower customers to easily create dynamic, portable, custom characters and avatars for use in games, applications and experiences across any platform and digital reality. Morph 3D's products; Ready Room, Artist Tools and Morph Character System, create an industry-leading platform for character solutions as well as career opportunities for game developers, 3D artists, and VR/AR enthusiasts.

Berkley Frei - Morph 3D

1:30 PM - 2:00 PM


2:00 PM - 2:30 PM

Protecting your games from threats

Track: Audience: Intermediate, Mobile, Business, 30-Minute, Track 5, Expert Talk

Cheating in the gaming world is proliferating. It would badly impact the revenue, gamer loyalty, resources, and brand. In this session, participants will learn about the threat landscape of games made with Unity and best practices to protect your games from cheating attacks and hacks.

Ami Kobayashi - DNP HyperTech Co., Ltd.

2:30 PM - 3:00 PM

Real world maps in mixed reality: building a location-based game in 20 minutes

Track: VR/AR, Audience: All, 30-Minute, Instructional Demo, Track 5

In this session, we’ll walk you through how to set up a location-based game with AR components in 20 minutes. Mapbox brings global map data, buildings, satellite imagery, elevation to Unity in a highly flexible SDK. This makes it quick to set up maps, search and directions for your next real-world game, AR application or VR simulation.
Get a head start by going to mapbox.com/unity to download the Mapbox Unity SDK.

David Rhodes - Mapbox

3:00 PM - 3:30 PM


3:30 PM - 4:00 PM

Get the most out of Mobile with Vulkan and MGD in Unity 5.6 onwards

Track: Mobile, External Tools, Audience: All, 30-Minute, Track 5, Expert Talk

The Unity v5.6 integrates Vulkan and MGD in the Unity editor. The talk reviews the benefits Vulkan brings to Unity developers when running Vulkan on ARM CPUs and GPUs. A practical case study using Sky Force Reloaded from Infinite Dreams showcases these major benefits of Vulkan vs OpenGL ES. Furthermore, the latest Unity 5.6 can build Android applications with support from the ARM Mali Graphics Debugger (MGD) to help developers to optimize their mobile games. The new highly simplified workflow to trace Vulkan and OpenGL ES applications with MGD will be presented.

Roberto Lopez Mendez - ARM


We have teamed up with Preferred Hotels to ensure our guests get the best accommodation for the best price during their stay in Amsterdam. Book your room at a special rate from a list of selected hotels near the venue!

Room Mate Aitana Amsterdam

Featuring stylish rooms and moorings for recreation boats, Room Mate Aitana is a designer hotel built in 2013 on an island in the IJ River in Amsterdam.

All rooms feature flat-screen satellite TV, a minibar, and a safe. The large windows enable views of Amsterdam. The bathroom is fitted with a hairdryer and shower or bathtub. Complimentary toiletries are provided.

Check-in 2:00PM
Check-out 12:00PM
WiFi 免费
Price From € 229.00

Ibis Amsterdam City West

Ibis Amsterdam City West is modern and comfortable, situated near Sloterdijk train station and the historic center of Amsterdam. Downtown Amsterdam, the Rijksmuseum and the "9 Streets", is very easy to reach by bicycle, bus (stop 55 yds) and metro (stop 440 yds). With good connections to Schiphol airport and a strategic location near Havens West, Westpoort business park and Houthavens, the hotel is very popular with business travelers.

Rooms have a comfortable bed, free WiFi and international TV.

Check-in 2:00PM
Check-out 12:00PM
WiFi 免费
Breakfast Included in mentioned rate
Price From € 109.00

Holiday Inn Express Amsterdam

Ideally located next to one of the main train stations of Amsterdam. With excellent connections in 10 minutes to Schiphol Airport and just 5 minutes to Amsterdam Central Station by train, it has never been so easy to enjoy Amsterdam. Besides this you may discover other major cities like Haarlem, The Hague and Utrecht which are all easy to reach.

Check-in 3:00PM
Check-out 12:00PM
WiFi 免费
Breakfast Included in mentioned rate
Price From € 159.00

Meet the speakers

Lucas Meijer, Technical Director, Unity Technologies

Lucas Meijer

Technical Director

Unity Technologies

Sarah Stumbo, XR Evangelist, Unity Technologies

Sarah Stumbo

XR Evangelist

Unity Technologies

Mike Wuetherick, Product Manager, Unity Technologies

Mike Wuetherick

Product Manager

Unity Technologies

Adam Myhill, Head of Cinematics, Unity Technologies

Adam Myhill

Head of Cinematics

Unity Technologies

What was it like last year?

To see all the great tips, tricks and learnings from last year, watch the past presentations from Unite Europe.

Unite Europe 2016 Highlights


The making of Adam demo

Made with Unity Showcase

Take a look at the incredible lineup we have for this year’s Unite Europe Made with Unity Showcase!


For those interested in covering the event, please contact us at press_uniteeurope@unity3d.com.

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