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…
Read the rest of this entryHi Everyone, We are very happy to announce that Unity Android and Unity Android Pro are now available! Head here to download a trial and read on for extra info on what is included. Naturally, Android fits straight into the editor like all the other platforms, so its incredibly simple to take your existing games…
Read the rest of this entryWe are so happy to announce that Unity 3.2 is now live and available to download! Here is a rundown of the major new features and improvements: Image Effects: New Depth of Field with fantastic bokeh, improved bloom and several other image effect tweaks and fixes. New Water: All new Water prefab in standard assets…
Read the rest of this entryHey guys and gals. Super-happy news here from Unity HQ: Unity 3 is nearly ready – the beta testers and preview customers got their hands on the RC1 build a few days ago. This means we’re wrapping up this cycle and shipping soon. It also means that our pre-order rebate is about to expire, so…
Read the rest of this entryJust had to share this: It’s a screenshot from our 3.0 launch demo, lovingly done by the super-talented chaps at Aquiris. (No image effects were applied here – just a Unity-lightmapped scene with crossfade to deferred rendering up close for max performance)
Read the rest of this entryOk, so the iPad is now officially old news. Let me get something out of the way, first: yes, we will support it. Yes, we are aiming for 0-day support. If we get there or not basically depends whether on if Apple can get us early access to the device. With that out of the…
Read the rest of this entryI wanted to take a moment and talk a bit about how we see mobile platforms here at Unity. Any talk about mobile will start with the iPhone – it’s the device that really showed even disbelievers like me that you do want a general-purpose computer-like device in your pocket. The iPhone has been great…
Read the rest of this entrySo, a bunch of us are busy getting everything ready for Unite – check out this people of guys who’s responsible for doing the conference visuals. It’s a pretty sweet setup (and this is just whatever gear they could fit in their hand luggage). The projection image on the wall is the final result of…
Read the rest of this entryHi guys & gals. I’m giving a talk about the inner workings of immediate-mode GUIs at GDC Europe tomorrow (in Cologne). Looking forward to doing it – it’s been my main Unity development area for the past 2 years, so I guess I somehow ended up being an expert on that subject It’s Monday at…
Read the rest of this entryHi guys. I was just going through some old folders sitting in a dusty corner on my hard drive, when I found a backup copy of images I posted to a Danish gamedev forum in the first years of Unity. Thought I should share these: This is Unity running in what I believe to be…
Read the rest of this entryWith 2.5 out the door, I finally got some time to work on new features. I love that part – to me new features are so nice – the first couple of weeks always feels like you’re the world’s fastest coder (after that, reality sets in and you actually have to make it work in…
Read the rest of this entrySemitransparent GUI is all the rage these days. This is usually not a good idea. Here, I’ll go into some of the details why transparency (mostly) sucks. Transparency creates visual noise – our eyes are very good at edge detection, and having transparent stuff increases the number of edges that we have to process. Also,…
Read the rest of this entryA request I’ve gotten from quite a few new users is to have some indicator axes in the Scene View showing you what is up and what is down. There is a reason why they are not there, and it ties into the core of my Job here at UT: GUI design. I’ve wanted to…
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