Leveraging Unity Cloud Build for testing large projects

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This is a story about how we are using Unity Cloud Build internally and how it can make life easier for you, our users, as well. Read on to ... Read more

Unite Europe 2015 Keynote Wrap up

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It’s been awhile since we held a Unite in Europe, so we were thrilled to be hosting another event in beautiful Amsterdam. Against the backdr... Read more

Unity Roadmap

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At Unite Europe 2015, we unveiled our public roadmap. We realize that our users have been wanting more information for some time. To address... Read more

The Blacksmith Releases: Executable, Assets, Tools and Shaders

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Hey. We’ve promised to release the assets and our custom project-specific tools and shaders from The Blacksmith realtime short film. Well, h... Read more

Design-Driven In App Purchases: Creating Sustainable Monetization

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We are in an era on mobile where Freemium has won; but there are many out there who question whether this is a good or bad thing for the pla... Read more

Making of The Blacksmith: Animation, Camera effects, Audio/Video

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In this blog post we’ll be sharing our animation pipeline, and our approach to the post effects and audio and video output in the short film... Read more

Pixel Perfect 2D

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How do I make a pixel art game that looks great? We get that question a lot. If you start your pixel game with all the default settings in U... Read more

WebGL: WebAssembly and Feature Roadmap

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Yesterday, engineers from Google, Microsoft and Mozilla (makers of Chrome, Edge and Firefox) announced that they are working on a new cross-... Read more

Making of The Blacksmith: Scene setup, Shading, Lighting

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In the previous blog posts in this series we have looked at the team that created The Blacksmith, and the art production process that establ... Read more

IL2CPP Internals: Generic sharing implementation

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This is the fifth post in the IL2CPP Internals series. In the last post, we looked at how methods are called in the C++ code generated for t... Read more