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Archive for the ‘Technology’ Category

Build Engineering and Infrastructure: How Unity Does It

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Hello!  I’m Na’Tosha and I’m the Build and Infrastructure Developer here at Unity Technologies.  While speaking with users at the awesome Unite 2011, I had several people ask me to write a blog post about how Unity Technologies manages to develop, build, and test Unity. We do this with a combination of: Continuous Integration Automated…

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Tips for water in Unity

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This post will show you how to create water with a custom mesh, adjust the settings and gain some artist insight into making water look nice. To keep up to date with the latest tech this post will primarily concentrate on new Pro water stuff, but later on there are some general tips which should…

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SHADOWGUN talk at Unite

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Many people were asking for slides from yesterdays “SHADOWGUN: rendering techniques and optimization challenges” talk, so here it is: SHADOWGUN at Unite’11 slides. And sorry for poor projector image.

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Mixamo’s Auto-Rigger

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Our friends at Mixamo have been working on new solutions for game developers.  You can already use their animation tools inside the Unity Asset Store, but their latest and greatest innovation is the Mixamo auto-rigger, which totally is the bees knees for artists delivering assets to Unity!  This cutting-edge  solution will change the way you…

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“Special Effects with Depth…

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Ole and I promised to share the slides from our talk at the SIGGRAPH 2011 Studio. The presentation covers various graphics techniques that use depth, normals and color buffers. The methods range from improving standard techniques to creating entirely new ones, like approximate volumetric effects or advanced image post-processing. The buffers used are in many cases…

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Unity and Flash : a sneak peek.

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Over the last few months here at Unity, we have been hard at work on, amongst many other cool things, the ability to publish from Unity to the Flash Player. This means that next to the already existing build targets of a Unity project, one will be able to target Flash with Stage3D, announced for Flash…

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Asset Store Road Map

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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…

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“Fast Mobile Shaders” talk at SIGGRAPH

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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 long technical session about optimizing graphics for mobile platforms. GPU architectures, shader optimization details, case studies from actual Unity…

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Unity 3.4 web player for 64-bit Windows

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While we have been developing Unity 3.4, we have ported the Unity runtime to the x86_64 architecture on Windows. You may have noticed that the Unity 3.4 editor allows “Windows 64-bit” as a new build option in the Standalone build. We have also ported the Unity Web Player to Windows 64-bit. This allows you to…

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Unity Roadmap 2011

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Unity 3.4 is nearing release, and we wanted to share some the features that will be included and also share with you a roadmap for what we are working on this year. Unity 3.4 We’re about to enter release candidate 1 with Unity 3.4, which is a feature + bugfix release. Here are some highlights:…

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String Augmented Reality Launches

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Today sees the public launch of the excellent Augmented Reality plugin for Unity from String. Focusing intensively on creating their technology for use with Unity, String have been working with a number of respected Unity developers to create showcase material as they have worked through an intensive beta stage over the past year. At today’s…

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Unity and iOS SDK 4.3

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Many of you have reported troubles submitting your applications built with iOS SDK 4.3 to the iOS AppStore. At the time, the problem looked very complex and because all the troubles were happening after application gets post-processed for AppStore on Apple’s side, there were only a few ineffective ways to trace it down. We mailed…

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Advanced Shading and Lighting for Mobile

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  Hello everyone. You have probably already heard about Shadowgun, the new mobile game developed by MADFINGER Games. You might also have seen Shadowgun being demoed at WWDC on stage during the Graphics State of the Union talk. Needless to say, we’re very proud of the next great creation made in Unity, and we love…

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Notes on Native Client & Pepper Plugin API

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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 not very Unity specific). But is it secure? “Bububut, waitaminnit! Native code is not secure by definition” you say. Turns out, that isn’t necessarily true. With…

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Experimenting with TreePad in Unity

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Today I have been having a lot of fun experimenting with the TreePad app for the iPad, with this app you can easily create an awesome looking tree within a short space of time. This can then be exported as an fbx file, and so seemed like an opportunity too good to turn down to…

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Ninja Camp III: Direct3D 11

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Over the NinjaCamp III week I (it’s-a me, Aras!) worked on implementing a Direct3D 11 renderer in Unity. At the beginning of the week I had a standalone player that creates a window, clears it to the correct camera background color and could draw a cube in magenta color. All in full glory of Direct3D…

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NinjaCamp III: More cool stuff

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So we still have more to show and we are collecting together more videos and cool demos of some of the projects that were worked on during the NinjaCamp week. This time, we have a screen shot of the in-editor “Welcome Screen” or “Info Hub” that was cooked up during the week. The idea behind…

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NinjaCamp III: Spline Roads

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Yet another video showing a cool project that was worked on during last week’s Ninja Camp, Spline based mesh extrusion!  

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NinjaCamp III: LOD Groups

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Despite NinjaCamp concluding last friday (25/03/11) We still have plenty of projects that were worked on during the week that we’d like to share with you. Starting with a new component: LOD Group  

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NinjaCamp III: Quick Prefabs

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Lucas has added a really nice, simple improvement, check out the video to see how it works:  

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NinjaCamp III: Foxes and Penguins Unite!

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The Ninjas have assembled and we’ve all been hard at work this week.  We’re surprisingly tired at this point, but all sorts of cool things are popping up around the office. For our NinjaCamp project, Levi, Vytautas, and I (Na’Tosha) decided to pursue our passion for GNU/Linux — we thought we would invest our time…

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NinjaCamp III: Asset Store Game

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For NinjaCamp, Chris and Rob decided to see if two guys could make an adventure game for under $1000 using only Asset Store assets. According to them, the number of art packages available on the Asset Store made level design fun, fast and easy. With no programming experience, they spent the last few days getting…

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NinjaCamp III: Vertex Awesome

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Joe Robins spent a few minutes checking out the coolness Shawn and Jens have been busy with over the last few days. Vertex Color Painting!  

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NinjaCamp III: What references your assets?

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NinjaCamp ninjas are busy working on small, large and almost impossible projects. This one is tiny in comparison, but should be pretty useful. We’re adding a context menu item in the asset window to “Filter References in Scene”. Selecting it will apply a filter to your hierarchy window to find all GameObjects or their children…

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NinjaCamp III: New Script Dialog

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Update: The Create Script Dialog is now on the Asset Store As our NinjaCamp project Bas and I decided on a cause a bit humbler than many of the other projects going on here: We just want to improve the workflow of creating a new script in Unity. The current way to make a new…

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The Ninja Have Assembled

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The Copenhagen office is packed with developers who have gathered for NinjaCamp III. As the name implies, we have done two of these experimental weeks before. Each camp has focused on different aspects of development life at Unity. This time NinjaCamp is an opportunity for developers to work on projects that we would normally either…

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Light probes

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Hello everyone. I wanted to show you something I’ve been working on last couple of FAFFs. The purpose of this post is to interest some of the technical types among you. If you don’t care about a technical discussion about an unfinished feature, you can just read about the basics or jump right to the…

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Unity Android, Available Now.

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Hi 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…

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Unity, Flash & 3D on the web

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These are exciting times. Today, at the Flash Gaming Summit in San Francisco (of which we’re proud Gold Sponsors), Adobe has announced the public availability of a beta version of the Flash Player, codenamed Molehill, that has a very interesting new feature: hardware accelerated 3D support. Molehill exposes a very low-level shader-based interface to the…

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Unity 3.2 is Available!

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We 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…

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