The experience is displayed on a breathtaking 15’x 5’, 4k resolution rear-projection laser video wall provided by Prsym. What we created is a one-of-a-kind interactive video experience which leverages Unity’s ability to seamlessly bridge IR cameras and emitters, Kinect motion capture systems, DMX lighting control, and pre-rendered video content. We were also able to leverage pre-rendered motion graphics with real-time gameplay layers to achieve deeply polished visual effects while going easy on the computer’s memory and GPU. Unity’s open infrastructure and real-time capabilities helped us find these issues quickly while simultaneously prototyping and debugging. Every time we tried to integrate new technology we encountered a host of downstream issues. This project had so many components and moving parts that we needed a system which allowed for rigorous testing. Once we looked at the requirements for the project, Unity seemed the obvious choice for the task at hand. We developed the experience in collaboration with the stadium’s networking partner, Brocade, who installed the most robust networking infrastructure of any sports arena to date. We explored Unit圓D’s expansive capabilities earlier this year when we were commissioned to create a unique interactive experience at the newly opened Levi’s Stadium, home of the San Francisco 49ers and future site of Super Bowl 50. We find it enables us to integrate our internal departments and new technologies in a more intuitive way, while bridging the gap between pre-rendered and real-time interactive content. More.Although we have used different platforms in the past, the more we use Unit圓D the more it becomes our go-to platform for prototyping, real-time integration, and motion capture experiences. The id of manipulator to not affect each particle. The id of the last manipulator affecting each particle. The property color id for each particles (pairing a particle's color to a manipulator. The property target id for each particle (pairing a particle's target to a manipulator). The property target pointer for each particle. The interaction with death manipulators that forces a particle to a sooner end. The interaction with property manipulators that change target of each particle. The interaction with property manipulators that change size of each particle. The interaction with property manipulators that change color and wants to keep alpha. The interaction with property manipulators that change color over time of each particle. The interaction with property manipulators that change color of each particle. The interaction with property manipulators of each particle. The method is used when syncing particles onto the Main-Thread to ensure smooth movement upon heavier calculated particle systems. This helps to see if a particle has gotten its expected values during this frame or if it will be ready later. More.ĭetermines if the particles are calculated during this frame. The particle will no longer respond to any forces during its lifetime. The color gradient for each particle if Color Source is set to LifetimeColors. The color set from script of each particle. The scattered position to apply on each particle birth. The delta to compensate for moving particles in local space. The calculated particle position for collision (depending on collision stepper). The previous calculated frame's particle position. The previous source position for each particle (used to calculate delta movement). The initial local velocity of each particle. The emission for each particle (controlled by emission rate). The delayed time of birth when emission has changed. The lifetime subtraction of each particle (applied when using random between two values). The Playground Cache contains all data for particles in built-in arrays.
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