![]() Before we cover the technical details, we will discuss how DevOps, in general, is undervalued in the video game industry, as is the rapidly growing value CI/CD can provide. The Unity + Cinema Director combo has other benefits as well, as you can uses things like AI and physics simulations to automate things like crowd shots and destruction, saving time over animating these things by hand.This article will go over the increasing necessity of continuous integration and deployment for Unity games. You’re not limited to real time with Cinema Director either, as it includes a frame by frame export option, and has support for supersampling. When you combine the high powered graphical capabilities of Unity, and a timeline editor like our own Cinema Director, making animations in Unity is a real option. Just check out this real time short film Unity made recently. ![]() ![]() Real time rendering is key for this.īut, Unity isn’t a bad option for traditional animated film making as well. One in which you are right in the middle of what’s going on, and able to look around. 360 degree videos are cool, but real time rendering is what VR is made for, and in the next few years we will start seeing a whole new type of film making. We’re not quite there yet, but we’re getting there. At the rate we’re going, we will eventually reach the point at which pre-rendered graphics and real time generated graphics are indistinguishable. I know what you’re thinking: why would I use a game engine to make an animated film instead of just using a solution build from the ground up for that? Well, there’s a few good reasons. Game engines are becoming a serious option for animated film makers. Finally, you can use Cinema Director to time it all out and approximate how your film is going to look when its shot and edited. It’s a great way to populate your virtual scene. On Unity’s Asset Store, you can find many props, characters, environments and building tools. Cinema Mocap 2, and our soon to be released facial motion capture tool will be great for making your characters move with very little effort. With our product Cinema Pro Cams, you are able to use the same real world lenses you may find on set right in the Unity game engine, so you can more accurately tell what your final shot is going to look like. Like we talked about with Animation, Unity and Cinema Director (part of the Cinema Suite) can work together to make great animated sequences in Unity, so why not apply this same concept to previsualization? With Unity, the Asset Store, and The Cinema Suite, this becomes very possible. Live action filmmaking requires a lot of pre-planning: in many cases, the more planning, the better. Drawing traditional storyboards can be a good starting point, but sometimes it can be useful to have a more detailed and realistic approximation of how these scenes will look. This one is pretty similar to Animation, but not quite the same. McDonald’s Touch Screen Previsualization for Film Again, Unity’s various export options make it possible to build to whatever platform the touch screen surface supports. Unity’s extensibility makes it possible to integrate into whatever existing back ends these companies already have, and Unity’s powerful graphical capabilities make it easy to blow people away visually. All of these solutions need a rich multimedia platform to run on, and solutions like these aren’t getting any less popular. Traditional maps at shopping malls are being replaced by interactive touch screen maps, McDonald’s has a touch screen experience for ordering food now, and large movie theatre chains let you buy tickets through a kiosk. Those touch screen devices are popping up everywhere. Here are our 5 best uses for Unity besides game development. Unity is a powerful multimedia tool capable of deploying to nearly every modern platform out there. But, its use shouldn’t be exclusive to making games, there are many other uses for Unity. We usually think of Unity as a game engine, a collection of tools for making video games we all know it’s good at doing that job.
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