Unity Engineering Manager for .NET Compilers and Runtimes Josh Peterson walks through some of the recent changes the team has made to marshal string data across the managed/native boundary in a GC-safe way for the new CoreCLR garbage collector.
Efficient streaming of assets in and out of memory is a key element of any quality game. As a consultant on our Professional Services team, I’ve been striving to improve the performance of many customer projects. That’s why I’d like to share some tips on how to leverage the Unity...
With the Input System, you can quickly set up controls for multiple platforms, from mobile to VR. Get started with our example projects and new video tutorials for beginners and intermediate users.
Input is at the heart of what makes your real-time projects interactive. Unity’s ...
Today we are excited to share the next step in automating aspects of the balancing workflow by releasing Metric Validation, a precursor to our upcoming Optimization feature.
We recently shared our roadmap plans for 2021. Now we invite you inside Unity to meet some of the teams working towards these goals. In this second post of our new series, we meet the Performance Optimization team.
Our Unity 2021 roadmap explains our priorities for next year. We...
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