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The Global Game Jam 2012

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  Its that time of year again! It seems like a lifetime ago that I was attending my very first Global Game Jam back in early 2009. I doubt I could ever have imagined that in the subsequent years I would be working for the company who’s tools I was using for the 48 hour…

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Unity 3.5 Developer Preview: Expandi…

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The recently released Unity Developer Preview is jam-packed with new features. Among the most exciting of these features are previews of two new export options for publishing to the web: Google Native Client and Flash. In addition to leveraging users’ already-installed software to get them into your games even faster, these platforms will allow Unity…

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Union bringing games to 2012 LG smart TVs

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This week at CES 2012 in Las Vegas, Unity games were playing on an exciting new platform: LG smart TVs. Union is working with LG to bring games to their impressive 2012 line of smart TVs. These aren’t run-of-the-mill TVs—LG’s Magic Remote supports motion control for games, a built-in camera enables Kinect-like gesture control for…

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Unity 3.5 Developer Preview

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Yesterday marked a huge milestone for Unity – releasing a public beta preview of our upcoming version 3.5 (Okay so you’re excited, you somehow missed the home page – go download it here http://unity3d.com/unity/preview). With a huge feature set to show off, and new export targets such as the much talked about Flash and Google…

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Assets to bring detail & fideli…

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When creating compelling video game levels, the idiom ‘God is in the Details’ couldn’t be more true. Detail in your world design is a sign of artistry and aptitude that motivates players to invest interest (and money!) in your game. Often we find that the lush and detailed worlds themselves are as much the star…

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Unity at the Massive Black Workshops…

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Our good friends at Massive Black, who include some of the most accomplished and talented artists in the industry, have invited Unity to participate in their annual workshop! Unity artist reps Joe Robins and Roald Hoyer-Hansen will be on hand to dispense knowledge to help attending artists get the most out of the Unity tools…

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Build Engineering and Infrastructure: How Unity Does It

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Hello!  I’m Na’Tosha and I’m the Build and Infrastructure Developer here at Unity Technologies.  While speaking with users at the awesome Unite 2011, I had several people ask me to write a blog post about how Unity Technologies manages to develop, build, and test Unity. We do this with a combination of: Continuous Integration Automated…

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Asset Store Action News – October 2011!

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Autumn is here.. and for those of us in the northern hemisphere, this means cooler weather, colorful falling leaves, pumpkins and Halloween monsters. And on the Unity Asset Store, you’ll find things are equally cool, colorful, and there’s no shortage of monsters! If you’re not already familiar with the Unity Asset Store, it’s the place…

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London Unity Usergroup 5 & 6

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The London Unity Usergroup had its fifth and sixth events within the last 6 weeks (due to the former being delayed after the london riots), and I was there as always to capture the talks and show you what goes on at the meetups. At MeetUp 5, Russ Morris and his colleague George showed off…

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Tips for water in Unity

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This post will show you how to create water with a custom mesh, adjust the settings and gain some artist insight into making water look nice. To keep up to date with the latest tech this post will primarily concentrate on new Pro water stuff, but later on there are some general tips which should…

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Unite 11 – Its Over

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Unite has just flown by in a complete blur, as it always does. The Unity staff are heading their different ways, all across the world to get back to making more awesome tech. For me personally its been an amazing ride to see the evolution of the conference and the level that we have reached…

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Unite 11 – Day 2

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So day two of Unite 11 has come to a close. At the time of writing I’ve just got home from the Unite Party, it was really cool and I had a great time talking to a few of the many, many attendees. At the party I met people who were working on projects for…

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SHADOWGUN talk at Unite

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Many people were asking for slides from yesterdays “SHADOWGUN: rendering techniques and optimization challenges” talk, so here it is: SHADOWGUN at Unite’11 slides. And sorry for poor projector image.

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Unite 11 – Day 1

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So the first day of Unite 2011 is coming to an end. It really has been a record breaking start to proceedings with 1,200 registered attendees with 41 sessions and 70 speakers. Certainly a long way from the first ever Unite which had only 70 attendees and again almost doubling in size compared to last…

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Mixamo’s Auto-Rigger

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Our friends at Mixamo have been working on new solutions for game developers.  You can already use their animation tools inside the Unity Asset Store, but their latest and greatest innovation is the Mixamo auto-rigger, which totally is the bees knees for artists delivering assets to Unity!  This cutting-edge  solution will change the way you…

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Animating skinned mesh along waypoin…

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This post is a guide to importing a skinned mesh with a looping animation and then animating it’s position in Unity. At the end of the guide you should been able to import a skinned mesh, parent it to a position node, animate positions & rotations along waypoints and then edit the animations, duplicate and…

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“Special Effects with Depth…

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Ole and I promised to share the slides from our talk at the SIGGRAPH 2011 Studio. The presentation covers various graphics techniques that use depth, normals and color buffers. The methods range from improving standard techniques to creating entirely new ones, like approximate volumetric effects or advanced image post-processing. The buffers used are in many cases…

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Art Assets – best practice gui…

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Unity supports textured 3D models from a variety of programs or sources. This short guide has been put together by games artists with developers at Unity, to help you create assets that work better and more efficiently in your Unity project. This will be incorporated into the documentation in due course Scale & Units Set…

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Unity and Flash : a sneak peek.

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Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to the Flash Player. This means that next to the already existing build targets of a Unity project, one will be able to target Flash with Stage3D, announced for Flash…

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London Unity User Group 4: All Your …

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At the latest London Unity User Group, the evening kicked off with a beginner talk by Jasper Stocker, and was followed by ‘Open Mic’ talks by myself – demoing a quick Space Shooter demo I made in Unity – and LUUG regular Quickfingers, showing off a game he made for recent Ludum Dare 48 game…

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Asset Store Road Map

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Hi people. After the roadmap blog post about where we’re taking the core Unity tools, we thought it was time to give you guys a heads-up about what the future holds for the asset store. Like the other road map, this one talks about where we’d like to go – with a focus on editor…

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Unity Hotkeys – keyboard short…

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This page gives an overview of the default Unity Hotkeys

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“Fast Mobile Shaders” talk at SIGGRAPH

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Yes! I did a talk at SIGGRAPH! Ahem. So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, doing talks, meeting people and going to super interesting sessions. Me & ReJ did a long technical session about optimizing graphics for mobile platforms. GPU architectures, shader optimization details, case studies from actual Unity…

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Asset Store Action News – August 2011 Edition!

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Greetings Unity developers & Asset Store users! The recent release of 3.4 brought many awesome new features to Unity.. with it came a ton of new assets and optimizations to the Unity Asset Store! Here’s a quick look at recent and notable additions to the store.  If you haven’t been to the Unity Asset Store…

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Unity Track Day at GDC Europe

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We are hosting another Unity Track Day at next week’s GDC Europe conference in Cologne, Germany! The Unity Track Day is being held on Tuesday, August 16th from 9:30am-6:30pm. If you are attending the conference this year, the sessions are located in Nordliches Sitzungszimmer, 4th Level. Check out our schedule:   Hand’s demonstration on making cross…

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Procedural materials tutorial – Substance in Unity

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This guide is designed to briefly explain what Substance is, how to create new substance materials from a substance material asset, apply them to a mesh and edit parameters. What are Substance Materials? Substance materials are procedurally generated assets, from technology developed by Allegorithmic. A ’substance’  is basically a set of maps, defining a whole material with all…

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Unity at Siggraph

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Hi Friends! Some of us are in Vancouver this week teaching and talking at The Siggraph Studio. If you are attending Siggraph, stop by the Unity area or attend one of our talks. Studio Workshops Monday, August 8th 10:40am- 12:10pm Joe Robins “Creating a Multi-platform, Real-time Portfolio for Your Artwork” 3:45pm- 5:15pm Aras Pranckevicius and…

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Unity 3.4 web player for 64-bit Windows

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While we have been developing Unity 3.4, we have ported the Unity runtime to the x86_64 architecture on Windows. You may have noticed that the Unity 3.4 editor allows “Windows 64-bit” as a new build option in the Standalone build. We have also ported the Unity Web Player to Windows 64-bit. This allows you to…

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Unity 3.4 Released

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Unity Technologies is excited to announce the release of Unity 3.4 – a free update to all existing Unity 3.x users. Through the integration of Allegorithmic’s Substance technology, Unity 3.4 features highly customizable procedural textures that can be adjusted both within the Unity editor and at runtime. Using substances in Unity, developers can stream high…

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London Unity Usergroup (LUUG) 3: Str…

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  London Southbank University, 23rd June 2011 – Unity users, newcomers and developers gather at the third London Unity User Group (LUUG) to see presentations from developer Mike Renwick on his experience with recently launched Augmented Reality solution String (poweredbystring.com) and Jon from agency Preloaded on their experience of developing Boccia, a recent project for…

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