Scalable and Cloud-Native Mobile Game CI/CD Environment Using Unity(使用 Unity 的可扩缩和云原生移动游戏 CI/CD 环境),主讲人:Nemoto Tadashi
How To Stop Writing View-Classes for Unity UI(如何停止为 Unity UI 编写视图类),主讲人:Dmitrii Ivashchenko
Empowering Non-Developers: Creating Editor Tools and Workflow Customizations in Unity(赋能非开发者:在 Unity 中创建编辑器工具和工作流自定义),主讲人:Ants Aare Alamaa
Top 10 Unity Assets That Every Project Should Use(每个项目都应该使用的 10 大 Unity 资源),主讲人:Oles Dibrivniy
godot-playfab – A Godot Extension To Easily Integrate PlayFab, a Cloud-Based Backend as a Service(godot-playfab – 一个有助于轻松集成 PlayFab(基于云的后端即服务)的 Godot 扩展),主讲人:Johannes Ebner
Insights on Testing Unreal Engine Support in Tools With Many Dependencies(在具有众多依赖项的工具中测试 Unreal Engine 支持的见解),主讲人:Oleg Kuldyshev
CI/CD for Unreal Engine Games Using TeamCity(使用 TeamCity 的 Unreal Engine 游戏的 CI/CD),主讲人:Daniel Gallo
Introduction to Data-Oriented Design in Unity(Unity 中面向数据的设计简介),主讲人:Johnny Thompson
How to Apply the Software Engineering Process to the Gamedev Process(如何将软件工程流程应用于游戏开发流程),主讲人:Ryan L’Italien
How Sprocket Games Achieved 10x Playtest Velocity for an Unreal Engine Game With Kotlin DSL, BuildGraph, and AWS(Sprocket Games 如何使用 Kotlin DSL、BuildGraph 和 AWS 在 Unreal Engine 游戏上实现 10 倍游戏测试速度),主讲人:Nicolas Tittley
Getting Started Developing for Apple Vision Pro with Unity(Unity 的 Apple Vision Pro 开发入门),主讲人:Dan Miller