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Unity Technologies: OctaneRender for Unity update

Thu, 22 Mar 2018 16:00:31 GMT

OTOY?s cinematic render engine integration with Unity just got its next major update, opening up new possibilities for you! As the worlds of VFX and gaming collide, explore some of OctaneRender?s latest features in Unity, bringing cinematic, path-traced rendering directly into the Unity workflow. Introducing GPU-Accelerated Lightmap Baking Blinding fast, and with physics-accuracy, OctaneRender® Lightmap […]

Unity Technologies: Asset Store: New Publishers Powering Your Next High-end Project

Thu, 22 Mar 2018 13:02:44 GMT

With Unity 2018 on the horizon, Scriptable Render Pipeline will enable teams of all sizes with the ability to produce high-end visuals and gameplay performance for high-end PC, console, VR/AR, and mobile. To deliver the next generation of high-end experiences you?ll need exceptional content, which is why we?re incredibly excited to announce that we?ve partnered […]

Xamarin: Debugging Xamarin Open Source Frameworks: Xamarin.Forms Part 1

Wed, 21 Mar 2018 18:59:02 GMT

At some point while working with Xamarin to build awesome mobile apps, you may have received an exception or error notification from the Xamarin framework code, Mono runtime, or Base Class Library (BCL). If this happened, you may have stepped through that code to see if the error was in your code, or whether it […]

The post Debugging Xamarin Open Source Frameworks: Xamarin.Forms Part 1 appeared first on Xamarin Blog.

Unity Technologies: Unity VR developers love Oculus Go

Wed, 21 Mar 2018 17:30:07 GMT

Today at GDC, Oculus revealed some exciting updates on its new major platform: Oculus Go.  We also got a sneak peek at a few of the first Oculus Go launch titles, described below, all of which are made with Unity. The Headset: Affordable and user-friendly When it launches soon, Oculus Go?s low price and unique […]

Unity Technologies: Cache Server 6.0 Release and Retrospective: Optimizing Import

Tue, 20 Mar 2018 13:59:15 GMT

Cache Server makes creating with Unity faster by optimizing the asset-import processes either on your local machine or a dedicated server for teams working in a local area network. Version 6.0 of the remote Cache Server is now available and is a culmination of a six-month work on improving the quality and performance of the […]

Unity Technologies: Unity Unveils 2018 Roadmap at GDC

Tue, 20 Mar 2018 03:23:07 GMT

We?re going bigger than ever at Game Developers Conference 2018. We kicked everything off with our Unity at GDC Keynote, which brought everyone who joined us in person and online the latest announcements, previews and technical demos. The opening keynote has just concluded. With an event that?s bigger than ever, we?ve got a lot to […]

Xamarin: Creating Cloud-Connected Mobile Apps with Xamarin + Azure

Mon, 19 Mar 2018 17:56:00 GMT

In Case You Missed It A few weeks ago, we announced ?Your Guide to Azure Services for Apps Built with Xamarin? on the Visual Studio blog to help you identify which cloud-connected services in Azure are most relevant to your apps. Cloud-Connected Azure Services In the downloadable poster below, each Azure service is categorized specifically […]

The post Creating Cloud-Connected Mobile Apps with Xamarin + Azure appeared first on Xamarin Blog.

Unity Technologies: Take the Next Leap: Unity and Magic Leap Partner to Deliver Technical Preview

Mon, 19 Mar 2018 16:15:11 GMT

We are proud to partner with Magic Leap to integrate the Magic Leap platform with Unity. For all creators looking to get started today, we?re thrilled to make available the Unity Technical Preview and the Lumin SDK available on the Magic Leap Creator Portal! The Technical Preview is meant for anyone looking to get a […]

Unity Technologies: 3 Ways to make more money with Unity IAP Promo.

Sun, 18 Mar 2018 15:55:56 GMT

Take your monetization to the next level by promoting in-app purchases (IAPs) throughout the player lifecycle. New from Unity, IAP Promo gives you this functionality for FREE, by serving existing product offers to players as a new type of ad unit. Surfacing these promotions helps players discover your offers organically, rather than having to search […]

Xamarin: Add Cloud Storage to Xamarin Apps with Azure Blob Storage

Fri, 16 Mar 2018 18:17:00 GMT

Cloud Storage has become a must-have feature for mobile apps. It gives developers the ability to store large files in the cloud and securely distribute them to all mobile app users. Moving these large files to the cloud also helps reduce the size of the APKs and IPAs significantly. Azure Blob Storage makes it extremely easy […]

The post Add Cloud Storage to Xamarin Apps with Azure Blob Storage appeared first on Xamarin Blog.

Unity Technologies: The High Definition Render Pipeline: Focused on visual quality

Fri, 16 Mar 2018 13:59:21 GMT

In a recent blog post, we introduced the concept of Scriptable Render Pipelines. In short, SRP allows developers to control how Unity renders a frame in C#. We will release two built-in render pipelines with Unity 2018.1: the Lightweight Pipeline and High Definition Render Pipeline. In this article, we?re going to focus on the High […]

Frank Krueger: Ooui.Wasm - .NET in the browser

Thu, 15 Mar 2018 15:20:33 GMT

I?ve been obsessing over my little .NET web framework Ooui and am excited to announce that it is now capable of running fully in the browser as a web assembly. This means that Xamarin.Forms apps can run completely in the browser - without a smart server - giving .NET developers even more reach and options for distributing their apps. Try the Xamarin.Forms XAML editor demo online or read the getting started guide if you want to try it yourself. Demo This simple XAML Editor running as a web assembly demonstrates the power of web assembly nicely. It demos Xamarin.Forms running in the browser and shows that all logic is working by enabling you to edit the displayed XAML. I’m hosting it on S3 to drive home the point that this app is distributed as just a bunch of static files - all execution is done in the client browser. Once the app is loaded, you can turn off your network and everything will keep working. You can also inspect the HTML source to see that it’s just a shell of an app. You may be asking how this works. Web assembly is the latest browser tech to enable non-JavaScript languages to execute in the browser. In the past, the only way to create HTML5 web apps was to write JavaScript or to compile your app down to JavaScript (like Netjs and Fable do). This obviously works but has limitations because JS wasn’t designed to be a low-level target language. Fortunately, the browser cabal that runs the internet has recognized this shortcoming and have created web assembly - a proper low-level target for programming languages to compile down to. Web developers are no longer forced to work with JavaScript and thanks to the amazing work of the mono team, we can run full .NET code (.NET Standard 2.0) in the browser! This even works on mobile browsers. Wild! Easy as 1-2-3You can now create a .NET web assembly app with just 3 commands:dotnet new console dotnet add package Ooui.Wasm dotnet buildThis will create web assembly build of your app ready to be run in any modern browser. The build is tucked away in a dist subdirectory of your bin directory.Now that app is quite boring and will just print ?Hello World!? to the console instead of displaying the words. To fix this, we can edit the program:UI.Publish("/", new Span("Hello World!"));That one line of code will add a span to the HTML document to display the greeting. Every Ooui.Wasm app declares its initial UI by publishing that root element. Of course, the app is free to change things afterward. Check out the getting started guide for a longer example.Xamarin.Forms in Web Assembly Since Ooui.Forms already implements a backend for Xamarin.Forms, Xamarin.Forms works out of the box in web assembly! I wrote a getting started guide for Xamarin.Forms that walks you through a complete example.Pros and Cons of Web AssemblyLet?s compare writing an app with web assembly to writing a more traditional web app with Ooui.TraditionalPro: Uses billion-year-old HTML that works everywhere in the known universe. Google can read it, bots can read it, and it probably might work in Internet Explorer. Con: You need to run a web server that can execute code and that server will have to scale as your users increase. Pro/Con: Data is shared by default between users (since it?s all coming from the server) Web AssemblyPro: No smart server needed - you can host your app on a static web server such as Amazon S3, Azure Blob, another CDN, or a low-power device. Pro: Apps can be cached to be able to run in disconnected scenarios. Con: Relies on fancy new support in modern browsers. Fortunately support is ubiquitous today, but this won?t be working on Windows XP. Pro/Con: Data is private by default between users (since everything is running locally) The last items were marked pro/con becau[...]

Unity Technologies: ML-Agents v0.3 Beta released: Imitation Learning, feedback-driven features, and more

Thu, 15 Mar 2018 12:59:32 GMT

We are happy to announce that the ML-Agents team is releasing the latest version of our toolkit, v0.3. This is our biggest release yet, and many of the major features we have included are the direct results of community feedback. The new features focus on expanding what is possible with ML-Agents with the introduction of […]

Xamarin: Xamarin Joins

Wed, 14 Mar 2018 17:22:39 GMT

Today we’re beginning a new chapter in mobile developer documentation: Xamarin docs are now live on! Here are a few highlights of the new documentation experience: Xamarin Docs Hub All our documentation options are a click or two away from Click Xamarin in the header to return there from any page. Use the […]

The post Xamarin Joins appeared first on Xamarin Blog.

Unity Technologies: Neon Challenge: Community Creations and Winners

Wed, 14 Mar 2018 16:05:22 GMT

The Neon Challenge has wrapped up, challenging our community to create a real-time environment with the help of the Asset Store. Here are your winners. On Dec 1, 2017 we launched Unity Connect?s first contest, the Neon Challenge, a real-time environment contest based on Neon with over $30,000 in prizes. Armed with our powerful new […]

Unity Technologies: Next week: How to join us online for Unity at GDC

Tue, 13 Mar 2018 16:00:39 GMT

Staying home for GDC this year? Here?s how you can join us online. Soon, thousands of game developers will storm San Francisco for GDC, to spend a jam-packed week learning, exchanging ideas, getting inspired and making connections. It?s always one of my favorite industry events of the year, and luckily, because GDC happens in my […]

Xamarin: Podcast: Visual Studio 2017 version 15.6, AR with UrhoSharp, and ML with CoreML

Mon, 12 Mar 2018 18:43:27 GMT

In this episode of the Xamarin Podcast, James Montemagno and I discuss the fun new features in the Visual Studio 2017 version 15.6 stable release, including macOS environment setup and iOS WiFi deployment. We also discuss building AR and ML into your mobile apps, and take a look at how you can add Tizen as […]

The post Podcast: Visual Studio 2017 version 15.6, AR with UrhoSharp, and ML with CoreML appeared first on Xamarin Blog.

Unity Technologies: Photogrammetry in Unity: Making Real-World Objects into Digital Assets

Mon, 12 Mar 2018 12:57:50 GMT

Photogrammetry is the process of using multiple photos of the real-world objects to author game-ready assets. It?s best suited to objects that are time-consuming to produce in 3D sculpting software. This post explains how new Unity features assist you in working with photogrammetry. We?re also sharing our Fontainebleau photogrammetry demo project, including all meshes, textures […]

Unity Technologies: Spotlight Team Best Practices: Making believable visuals in Unity

Fri, 09 Mar 2018 14:00:13 GMT

Being part of the Spotlight Team, I am fortunate to be involved in some very interesting projects. The Spotlight Team at Unity works on games together with our customers and a significant part of my role is to help developers achieve the desired look and quality for their projects. I get to hear many stories […]