Getting Started in Unity 5.0

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Now that Unity 5.0 is here, many of you have been asking what is actually in Unity 5.0 and how best to learn it. We have a few ways of getti... Read more

Remastering Republique: The Journey to Unity 5

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Greetings, fellow Unity developers! We are Camouflaj, a game studio based near Seattle, WA. We are the folks behind République, an episodic ... Read more

Gorgeous Arch-Viz in Unity 5

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Is it possible to dial up the quality level in Unity 5 high enough to make high-end architectural visualizations? In response Alex Lovett a... Read more

Unity 4.6.3: Metal rendering support and update of IL2CPP for iOS

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Today we shipped the public release of Unity 4.6.3. You can get it on our download page. With this release, we’re bringing iOS Metal renderi... Read more

Working with Physically-Based Shading: a Practical Approach

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Throughout the development of Unity 5, we’ve used our Viking Village project internally as a testing ground for shading and lighting workflo... Read more

Production workflow improvements

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The upcoming release of Unity 5.0 has a myriad of new features coming. It also includes a number of improvements to workflows and production... Read more

Pollen VR: Developing high-end visuals with Unity 5

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More stories from the adventures of an EMEA field engineer! Today, I wanted to share with you the development of Pollen VR. Mindfield Games ... Read more

Testing the Audio Mixer

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Some of you might be wondering what a Software Test Engineer actually does. Testing is a creative process, where the most important delivera... Read more

Having fun with the new Mecanim features

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Hi! A couple of months ago, I wrote a post about the new features we’ve added in Mecanim for Unity 5.0.  Today I want to show you some of th... Read more

Extending Unity 5 rendering pipeline: Command Buffers

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In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new ... Read more