Mobile Hardware Statistics (and more)
Short summary: Unity’s hardware stats page now has a “mobile” section. Which is exactly what it says, hardware statistics of people playing Unity games on iOS & Android. Go to stats.... Continue
Unity 4.0 third public beta (including free versio...
Helloes! We are in the finishing stages of Unity 4.0 release. So here’s the third beta build: unity3d.com/unity/beta/download. A change from previous beta builds: now you can test the free ... Continue
Unity 3.x and 4.x going forward
Unity 4 was just announced, and many of you are probably thinking about if you should upgrade to Unity 4.0 now or later. Whither Unity 4.0? We realized that it wasn’t scalable for us to kee... Continue
“Fast Mobile Shaders” talk at SIGGRAPH...
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 lon... Continue
Notes on Native Client & Pepper Plugin API
Google’s Native Client (NaCl) is a brilliant idea. TL;DR: it allows native code to be run securely in the browser. Here’s a collection of developer-centric notes about it (it’s ... Continue
Coming in 3.2: mobile graphics optimizations
Last week, we started talking about Unity 3.2 by giving you a look at one of the updated Standard Assets. We’ll have more to show soon, but in the meantime we wanted to tell you about some ... Continue
Shader Compilation for Multiple Platforms
Unity 3 launched recently, and with Surface Shaders we made it much easier to handle lighting, shadowing & rendering paths pieces of shaders. But Unity can run on so many platforms (some hav... Continue
Unity 3 technology – Surface Shaders
In Unity you can write your own custom shaders, but it’s no secret that writing them is hard, especially when you need shaders that interact with per-pixel lights & shadows. In Unity 3... Continue
Summer of Code: Terrain Toolkit Released!
This blog post is written by Sándor Moldán (Nekharoth on forums) who has been working on Terrain Toolkit to help generate realistic terrains in Unity Editor. The project was one of the four sel... Continue
Four years ago today…
…I took a plane to Copenhagen. Well ok, it all started a bit before:... Continue
Fridays Are For Fun!
At end of April 2009, Joachim sent this out to all developers at Unity: We want to try one more thing… On Friday work on something cool. I think there are a lot of low hanging fruits in Uni... Continue
Summer of Code: Progress of Terrain Erosion Tools
This blog post is written by Sándor Moldán who is working on a set of Terrain Erosion tools for Unity. The project is one of four selected projects that were selected for the Unity Summer of Co... Continue
Presentations from Assembly 2009 demo party
We have a ton of people at Unity who have been or are involved in the demoscene. Assembly is one of the largest demoscene parties, and this year we were sponsoring the event, sent in some folks t... Continue
Fixed function T&L in vertex shaders: impleme...
Unity 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 o... Continue
Blast from the recent past – Unity 2.5
For some reason I was browsing through old emails and found some old development screenshots of Unity 2.5. Unity 2.5 was the first version of the editor running on Windows and eventually was rele... Continue
Hardware of the casual gamer, launched
Almost a month ago I said we’re preparing reports of Unity Web Player hardware statistics. Well, here they are: unity3d.com/webplayer/hwstats Operating system versions, desktop resolutions,... Continue
Hardware of the casual gamer
Pretty much everyone knows Valve’s hardware survey – it’s a very valuable resource that shows what hardware the typical “hardcore PC gamer” has (that is, gamers that... Continue
Terrain lighting & shadows, and the road towa...
People have been asking: why built-in shadows don’t work on Unity’s terrain? (here, here, …) Yes, right now (Unity 2.0.2) they don’t. Why – because we didn’t h... Continue
Sliced bread is overrated
Just had this chat conversation: …Joachim: yeah it’s awesomeJoachim: function Start () { /* super secret code snippet */ }Aras: whoaJoachim: it rocksJoachim: automatically instantiate... Continue
Holy FPU precision, Batman!
One of our customers found an interesting bug the other day: embedding Unity Web Player into a web page makes some javascript animation libraries not work correctly. For example, script.aculo.us ... Continue
Intermediate rendering, or what goes into a featur...
We’ve got a feature we want to do — it’s something we call “intermediate mode render calls”. The idea is that some script could say: Draw( position, rotation, mesh, ... Continue