So we are finally ready to unveil the second set of pro standard assets, this time we have some awesome new image effects. Our shader ninja has been hard at work, forging a great new set of effects with a host of exposed settings to allow full customization of your Unity project. In the scene…
Read the rest of this entryLast 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 of the optimizations that have been made to deliver great looking high-performance graphics on iOS and Android. Precision…
Read the rest of this entryI just wanted to give you a quick glance at a little something that is in the pipe for an upcoming Unity release. As you are probably aware, Unity Pro includes water with real-time reflections and refractions. It is a big step up from the Simple Water, but we (and many of you) have…
Read the rest of this entryTesting might not be a part of the romantic picture we all have about game development. Often it’s more seen as a dirty job that someone has to do. At Unity we have a growing team of test engineers who really love their job and take pride in achieving excellence, and I’d like to share…
Read the rest of this entryUnity 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 having very different shader languages), yet you can write a shader once, and somehow it “just works” on all platforms. How do we…
Read the rest of this entryAfter much anticipation we finally have the Occlusion Culling video ready! Senior QA Specialist Samantha Kalman and the Demo Team have put together a quick introduction of how easy it is to set up your games to use Occlusion Culling in Unity 3.0. We first introduced our own Occlusion Culling system in Unity iPhone 1.0…
Read the rest of this entryDear community! It’s been 5 months since Apple announced the new iOS 4.0 Terms of Service which seemed like they might block out Unity (as well as similar technologies) from their AppStore. We commented on this right away (in a first, second, and third installment), and after some deliberation we even invented a workaround that we…
Read the rest of this entryAfter a bit of radio silence we’re back with another Unity 3 feature preview. In this short video Will Goldstone shows some of the benefits of the new deferred rendering path in Unity 3.0 such as being able to have dozens of lights on screen at the same time without a performance hit as well…
Read the rest of this entryUnity 3 is looking to be our biggest release to date — bringing with it source-level debugging, deferred rendering, best-in-class lightmapping and occlusion culling, and a unified editor. As we are getting close to the end of our pre-order window, I decided to asks members of the dev team what features they are most excited…
Read the rest of this entryIn 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, that would be even harder because in addition to all the old stuff, your shaders would have to support the new Deferred…
Read the rest of this entryAlright everyone, it’s the preview video that you’ve all been waiting for… Lightmapping in Unity 3! Senior QA Specialist Samantha Kalman and Demo Team Artist Roald Høyer-Hansen have put together a great introduction of how Beast has been seamlessly integrated into Unity. We hope you enjoy the preview video and are looking forward to all…
Read the rest of this entryAnd the preview videos keep rolling in! We’re running a little behind on the Beast lightmapping video, but until then take a look at some of the new Cloth Physics features in Unity 3. Will Goldstone is back giving us a brief tour of just a few of the things you can do with Cloth…
Read the rest of this entryHello Unity Community. This is my first blog post and I’m happy to be sharing some very exciting news. I joined Unity almost two months ago to assist with commercial and institutional licensing. In my short time here, Unity has maintained a whirlwind pace of product announcements, resource partnerships, tech demos and conference appearances. It…
Read the rest of this entryDear community, once again I’d like to start by offering my thanks to everyone for their patience through an unclear situation. We’re grateful for the dedication and commitment many of you have shown through all this and it once again serves as another reminder of just how awesome our community is. Like everyone else who’s…
Read the rest of this entryAs of Unity 3.0, we are proud to give our users the possibility to use Module files for music and sound in their productions just as any other audio asset. Be sure to check out the preview video on some of the other audio features. When I started testing Unity’s new audio features I had…
Read the rest of this entryTime for another preview video! In this one Will Goldstone gives us a tour of some of the new Audio features in Unity 3. These include a Scene View audio preview, Custom Rolloff Curves, Effects such as Echo and Distortion, Reverb Zones, and MOD file playback. Enjoy!
Read the rest of this entryAnd we’re back with another preview of Unity 3! As we near closer to the release of Unity 3 we hope to keep a steady stream of these feature preview videos coming at you to get everyone up to speed on what cool new stuff is just around the corner. In this video Will Goldstone…
Read the rest of this entryWe would like to share a little Video showing some of the new Image Effects in action. Demoteam out.
Read the rest of this entryGood day, This is Ole from the (in)famous Unity Demo Team ™. I would like to show you a preview of some of our new handcrafted and ready-to-use Image Effects we are planning to release with Unity 3.0. Let’s look at some examples. For this screenshot, i stacked together a total of three different Effects….
Read the rest of this entryHello Unity developers! I have some big news to share with you this week: today, we’re showing two new branches of our technology to the world at Google’s annual developer conference, Google I/O. The first is Unity Android, which we announced this spring. Though we’ve shown some sneak peeks at our Android support in private and…
Read the rest of this entryDear Unity developers. First I want to thank all of you who have expressed support for us in the past weeks. While we can’t yet say exactly how the ToS 3.3.1 will play out, Unity is very different from Flash and we strongly believe that Unity developers will be unharmed. Oh, and awesome Unity games…
Read the rest of this entryI’m very excited to announce that the Demo Team has recently released a car tutorial in collaboration with our friends at Unity Studios. For those who were at Unite ’09, this is the racing game that was demoed when showcasing the new profiler in Unity 2.6 during the keynote. The aim of this tutorial is…
Read the rest of this entryHello Unity Developers! Incredibly, it’s already been more than 3 months since I joined this crew of nuclear-powered toaster engineers and I couldn’t be happier to have this be my first blog to share with you all. Almost unbelievably, the last time we shipped a major version update to Unity, it was with fewer than…
Read the rest of this entryDear Unity developers, I wanted to take a moment today to follow up on my blog post last Friday regarding the recent controversial changes in the the iPhone OS 4.0 beta ToS. The news about this change from Apple has drawn a lot of attention and stirred up very strong emotions in many developer communities,…
Read the rest of this entryHey guys, I just wanted to thank our forum users for their support and thoughtful analyses about Apple’s new ToS (terms of service) for its iPhone OS 4.0, due to be released this summer. As you are probably all aware by now, the new ToS has led to widespread speculation on blogs and in the…
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 entryA long held dream in the development world has been the idea of “author once, deploy anywhere”. To explain what is meant by that is simple, it’s the notion of being able to author your content one time, then through the simple click of a button deploy your content on any platform you like, whether…
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 entry2010 Trends – Unity Technologies CEO David Helgason We’re living in exciting times, and in some ways we here at Unity Technologies are in a unique position to be part of them. Here are the trends that we think are most important for the Unity community as a whole in 2010 along with what you…
Read the rest of this entryIn my other recent blog post I described the webplayer regression rig which we are building. When we find regressions it is extremely helpful if we have access to the project folder used to create the game we have broken. Seeing exactly how assets are handled and the script involved can save us a lot…
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