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Posts by Aras Pranckevičius

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

Posted
7 Apr 2013
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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

Posted
1 Nov 2012
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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

Posted
24 Jun 2012
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“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

Posted
18 Aug 2011
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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

Posted
2 Jun 2011
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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

Posted
18 Jan 2011
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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

Posted
20 Oct 2010
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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

Posted
17 Jul 2010
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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

Posted
23 Feb 2010
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Four years ago today…

…I took a plane to Copenhagen. Well ok, it all started a bit before:... Continue

Posted
4 Jan 2010
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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

Posted
18 Nov 2009
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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

Posted
23 Aug 2009
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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

Posted
20 Aug 2009
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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

Posted
10 Jun 2009
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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

Posted
16 May 2009
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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

Posted
28 Aug 2008
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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

Posted
1 Aug 2008
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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

Posted
14 Apr 2008
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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

Posted
10 Apr 2008
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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

Posted
22 Jan 2008
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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

Posted
6 Dec 2007
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