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Unity: Revit Reflect Workflow

Unity: Revit Reflect Workflow

1h 16mIntermediate2020-01-31

Authors

Logan Smith

Logan Smith

Licensed Architect, Certified Passive House Consultant, VR Specialist

Course details

Unity Reflect allows for easy movement of assets between Autodesk Revit and the Unity Game engine, making changes and other critical tasks such as design analysis and metadata processing easier to accomplish by creating a real-time link between the two applications. Join instructor Logan Smith as he shares example use cases in Unity and Reflect and explore how to interact with Revit data in real time.

Topics include:
- Using Reflect with off the shelf apps
- Setting up Revit to work with Reflect
- Reflect as a Unity import pipeline
- Setting up Unity to accept Reflect
- Unity as a design and collaboration tool via Reflect
- Setting up multiuser Unity project
- Live changes in design review session
- Script analysis tools to process metadata
- Reporting data generated in meetings
- Reflect built into runtime applications
- Saving imports and connections for future sessions

Skills covered

Real-TimeGame DevelopmentUnityRevitAutodeskVisualization and Real-TimeAECProduct and ManufacturingSoftware DevelopmentDeep Dive (X:Y)

Concepts

0. Introduction

  • 01 - Easily move between Revit and Unity for real-time visualizations
  • 02 - What you should know
  • 03 - Using the exercise files

1. Reflect for the Users

  • 04 - What can Reflect do for AEC professionals
  • 05 - Setting up Revit to work with Reflect
  • 06 - Using the Unity Reflect Viewer

2. Reflect as a Unity Import Pipeline

  • 07 - Setting up Unity to accept Reflect
  • 08 - Import process and features
  • 09 - Manual overrides
  • 10 - Filtering by metadata
  • 11 - Overriding by metadata
  • 12 - Automated overrides in the editor

3. Unity as a Design, Collaboration, and Analysis Tool via Reflect

  • 13 - Understand Unity as a design tool
  • 14 - Set up a multi-user, multi-Revit Unity project
  • 15 - Clash detection - Recognize intersecting geometries
  • 16 - Clash detection - Highlighting intersections
  • 17 - Continuous clash checking
  • 18 - Setting up to accept runtime imports
  • 19 - Creating a standalone build

Conclusion

  • 20 - Next steps

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