Porting to Unity 5 – The Untold Rust Journey

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Facepunch Studio's founder Garry Newman and his team have been porting Rust over to Unity 5. How did it go? This blog post tells the yet unt... Read more

Improving the Unity 5 documentation based on your feedback

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We have been getting requests from users who want to feedback on Unity documentation more easily. So we did an experiment to see how it coul... Read more

Physically Based Shading in Unity 5: A Primer

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What is Physically Based Shading? Physically Based Shading (PBS for short) simulates the interactions between materials and light in a way t... Read more

The future of Web publishing in Unity – an update

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Recently we’ve had a lot of inquiries from game developers who are concerned about the future of gaming on the Web in general and the Unity ... Read more

Unity 5.0 pre-order beta now available!

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We are happy to announce that today Unity 5 pre-order customers and Unity Pro subscribers can download the Unity 5.0 pre-order beta. Unity ... Read more

First Unity game in WebGL: Owlchemy Labs’ conversion of Aaaaa! to asm.js

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Starting today, Aaaaa! for the Awesome is the first commercially available Unity WebGL game! It’s been a long ride for Unity WebGL tools and... Read more

Benchmarking Unity performance in WebGL

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When we port Unity to new platforms, it is always an important question to find out how well it performs on that platform - and to see what ... Read more

In the Labs: Custom Build Configurations

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"In the Labs" is a series of blog posts that put focus on features that have been prototyped internally but are experimental in nature and a... Read more

Expanded Oculus Rift Support in Unity

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More awesome news today as Brendan Iribe, during his Oculus Connect conference keynote, announced that our two companies have extended our p... Read more

Global Illumination in Unity 5

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Unity 5 is receiving a major make-over in terms of graphical fidelity and lighting in particular. Unity has been limited to baked lightmaps ... Read more