Unity logo
キャンセル
カート
アプリケーション
Sell Assets

11,000 種類を超える 5 つ星アセット

8.5 万人以上の顧客による評価

10 万人を超えるフォーラムメンバーが支持

すべてのアセットを Unity が審査済み

ホーム
ツール
ネットワーク
1/2
Universal self-learning tool for developers VR applications, enabling automated and easy implementation of multiplayer capabilities in VR games on various devices.
SRP との互換性
Unity のスクリプタブルレンダーパイプライン(SRP)は、C# スクリプトを使用してレンダリングを制御できる機能です。SRP は、ユニバーサルレンダーパイプライン(URP)と HD レンダーパイプライン(HDRP)を支えるテクノロジーです。
Unity のバージョンビルトインURPHDRP
2022.3.24f1
互換性がある
互換性がない
互換性がない
互換性に関する追加情報
  • Asset Motion Recognizer requires python 3 installed. More information can be found in the Samples/MVN_MotionRecognition/README.md file
パッケージの依存関係
1
このパッケージが機能するためには、他のアセットストアパッケージが必要です。
LeanTween
LeanTween
(784)
FREE
詳細

The aim of the project is to develop a new product in the form of a universal self-learning tool for VR application developers enabling automated and easy implementation of multiplayer gameplay options in VR games on various devices using advanced artificial intelligence and machine learning algorithms that learn the specifics of a given programmer's work in order to propose the best solutions for a given project specificity.


The developed artificial intelligence algorithms learn the specifics of a given programmer's work in real time designing a multiplayer VR game and generate dynamic hints and recommendations in the selection of the most effective methods and paths of the programmer's conduct in order to save time for implementation, and suggesting the implementation of functions most adequate for a given specificity project. The tool will allow for a significant acceleration of the programmer's work and will facilitate the organization of the source code. The use of machine learning techniques will also increase the realism of mapping the behavior of all characters participating in a multi-person VR experience through the ability to register and automatically create a library of movements based on recorded real player/user movements.


The developed solution will be addressed to development teams and individual creators dealing with programming multiplayer gameplay in VR games and applications. Creation solutions currently available on the market Multiplayer games are not suited to creating VR experiences. Therefore, the creators use them in limited scope, and many functionalities have to be created independently from scratch. The solution proposed in the application It will therefore meet the direct needs of programmers designing multiplayer games in the VR environment.


---


The package contains additional examples added as unitypackage to better organize the file structure. The instructions in the main README file describe how to unpack the given packages.

技術的な詳細
  • Features:
    • Creating your own organizations and applications
    • Manage your applications
    • Create your own rooms, manage rooms and custom properties
  • Supported OS: The application was tested in an editor on Windows. Builds were tested on Windows, Android and WebGL operating systems. Tested using Meta Quest 2, 3, HTC Vive goggles
  • Documentation: https://vagency.smarthost.pl/mvn-doc/
AI を使って作成

A broader description of the use of artificial intelligence in assets is included in the following scientific articles:


Design and implementation of automation - development of an artificial intelligence engine based on training data collected as part of the asset creation, and then validation in a laboratory environment based on the test part of the data (so-called cross-validations). The task will include the selection of architecture, development of the knowledge base structure and development of a proprietary artificial intelligence (SI) algorithm supporting implementation tasks, offering the following scope of functionality:

• Detection and suggestions for correcting common programming errors

• Suggesting ways to implement solutions related to network communication, multiplayer and VR

• Suggesting solutions that ensure scaling, e.g. different solutions for "intimate" online games and others (e.g. distributed) for a larger number of users.


Building the knowledge base will be based on:

• Training the AI ​​engine with the help of existing code containing errors and its corrected and verified version;

• Universal solutions proposed by various programmers regarding network and VR issues;

• taking into account the so-called "good programming techniques" (keeping the program code transparent, using clear variable names, avoiding code repetition, etc.);

• The AI ​​engine should take into account and propose the use of design patterns;

• The suggested solutions should be consistent with the agile software development methodology and take into account rules allowing for the generation of simple, modular and clear program code (KISS, DRY, YAGNI, TDA or SOC principles, etc.).


---


Development of an artificial intelligence engine based on collected test data. In order to identify player behavior patterns, a method will be developed to discover sequence patterns in recorded player behavior. For this purpose, a method for assessing sequence similarity will be developed sequence search method. Recognized behavior patterns will be saved in the database. Then a machine learning mechanism will be developed to enable prediction of the most probable one traffic. As part of the task, proprietary algorithms were developed:

  • player behavior segmentation algorithm: this mechanism will allow mapping of descriptive time sequences player's move into a sequence of individual moves. A single move can be a sequence of changes between the same one player position or between static player positions.
  • movement pattern discovery algorithm: the algorithm will be based on methods for discovering sequence patterns known from data mining methodologies. However, it should be taken into account that the sequences will be descriptive time sequences subsequent player positions, and the need to interpolate movement must be taken into account. For this purpose it is envisaged the use of Big Data methods (clustering) as an unsupervised learning method. This way the system itself will learn movement patterns as patterns defined by discovered cluster points.
  • movement prediction algorithm: based on the analysis of the sequence of movements, the system will acquire knowledge about the most probable movements. It is planned to use the reinforcement learning method here learning). The system will be initially trained with test data, and then, during the programmer's work, with rules decision
  • making will be adjusted according to the programmer's decisions. In terms of initial learning, planning is done using Big Data methods to discover correlations between the order of individual movements or discovering probable sequences of movements. Knowledge will be stored in the system in the form of trees decision
  • making or a set of rules. During the operation of the system, prediction of subsequent movements will be made, the remembered rules will be modified depending on the consistency of the decisions made by the programmer.

MVN - Metaverse Networking for Unity

(評価数が不足しています)
1 users have favourite this asset
(1)
$150
シート
1
更新された価格と消費税/VAT はチェックアウト時に計算
払い戻しポリシー
このアセットは Unity アセットストアの払い戻しポリシーの対象です。詳細については、EULA のセクション 2.9.3 を参照してください。
以下で安全にチェックアウト:
Supported payment methods: Visa, Mastercard, Maestro, Paypal, Amex
高品質なアセット
11,000 種類を超える 5 つ星アセット
信頼がある
8.5 万人以上の顧客による評価
コミュニティが支持
10 万人以上のフォーラムメンバーが支持
Unity logo
言語選択
フィードバック
パートナープログラム
パートナー
USD
EUR
Copyright © 2025 Unity Technologies
全ての表示価格には消費税は含まれていません
USD
EUR