The Locomotion System for Unity has previously been briefly mentioned on this blog, but this post will go more in depth with what exactly it can do to bring more life to your animated characters. The Locomotion System is all about making walking and running in games look better and more believable without requiring dozens…
Read the rest of this entryEveryone knows the internet is made up of a series of tubes. Since Unity has such a strong internet component in the webplayer, nothing but the fastest of all tubes are acceptable to deliver Unity webplayers to you and your players. To harness the power of these tubes, Unity Tech has begun working with a…
Read the rest of this entryWith Unity 2.5.1 quickly wrapping up development, the last item on our to-do list is verifying webplayer compatibility. As a team we do systematic testing on a broad range of weplayers. However, we really want 200% confidence instead of a measly 100%. So we’re asking for a little help — from you! If you want…
Read the rest of this entryIf you’re using compressed audio in your iPhone game, then you should grab Unity iPhone 1.0.3. It is a hot fix release with a single purpose – to improve performance of a compressed audio playback under the iPhone OS 3.0. Now some technical bits. Previously we have been using the AmbientSound as an audio session category. The AmbientSound category…
Read the rest of this entryIn early April a discussion started about possibly getting some folks from the Unity community together during or just after WWDC. The thread started nicely but then sort of fell off the radar for a bit, but in early May it was given a new breath of life and we pulled it all together and…
Read the rest of this entryFirst, lets see what is inside new iPhone 3G S. Number of technical sites wrote reviews already (mostly based on well educated guess since real hardware is out of reach for most), so I will be brief: New and shiny ARM Cortex-A8 as main CPU running at 600MHz. New chip maintains 100% backwards compatibility with…
Read the rest of this entryUnity roadmap blog post said: Currently Unity mixes the fixed function pipeline for vertex lit objects and vertex shaders for pixel lit lights. On Direct3D this creates some rendering artifacts on very close or self intersecting surfaces. We want to end this by implementing a full fixed function emulator in vertex shaders. You won’t have…
Read the rest of this entryAs Unity Technologies continues to grow in size one of those things we have an increasing need for is office space. Out here in San Francisco that need has been high for quite some time and finally this week we secured a new office and moved into it just this week! For now the office…
Read the rest of this entryAbout a month ago Ethan posted about the Unity Demo Team and the iPhone tutorial that we have been working on. I’m happy to report that the project has been moving along nicely and it’s almost finished. We just wanted to put something up to show everyone what they can expect from our next tutorial….
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