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Archive for the ‘Demos, Tutorials and Tips’ 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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SHADOWGUN

Animating skinned mesh along waypoin…

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This post is a guide to importing a skinned mesh with a looping animation and then animating it’s position in Unity. At the end of the guide you should been able to import a skinned mesh, parent it to a position node, animate positions & rotations along waypoints and then edit the animations, duplicate and…

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SharkCap

“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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siggraph2011_bedroom

Art Assets – best practice gui…

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Unity supports textured 3D models from a variety of programs or sources. This short guide has been put together by games artists with developers at Unity, to help you create assets that work better and more efficiently in your Unity project. This will be incorporated into the documentation in due course Scale & Units Set…

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Geom

London Unity User Group 4: All Your …

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At the latest London Unity User Group, the evening kicked off with a beginner talk by Jasper Stocker, and was followed by ‘Open Mic’ talks by myself – demoing a quick Space Shooter demo I made in Unity – and LUUG regular Quickfingers, showing off a game he made for recent Ludum Dare 48 game…

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Unity Hotkeys – keyboard short…

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This page gives an overview of the default Unity Hotkeys

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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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Asset Store Action News – August 2011 Edition!

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Greetings Unity developers & Asset Store users! The recent release of 3.4 brought many awesome new features to Unity.. with it came a ton of new assets and optimizations to the Unity Asset Store! Here’s a quick look at recent and notable additions to the store.  If you haven’t been to the Unity Asset Store…

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Procedural materials tutorial – Substance in Unity

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This guide is designed to briefly explain what Substance is, how to create new substance materials from a substance material asset, apply them to a mesh and edit parameters. What are Substance Materials? Substance materials are procedurally generated assets, from technology developed by Allegorithmic. A ’substance’  is basically a set of maps, defining a whole material with all…

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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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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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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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Linking to the Asset Store

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We launched Unity Asset Store during the Unite keynote on November 10th and to celebrate our 3 months anniversary and over 10,000 registered users, we’ve made a small but important addition to the store. You can now create links to packages in the store and post them on the web. Creating the links is simple….

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Call for all the best Unity game videos

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Do you want your awesome demo video shine at the Unity GDC booth? Well, that’s easy if… You made a good looking game with Unity for any platform; You have a high quality game video that you share with us; You don’t mind that we only use the video fragments we like best. For reference, here…

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Standard Assets Update! part two

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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…

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Standard Assets Update! part one

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I 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…

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Unity 3 Feature Video – Occlusion Culling with Umbra

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After 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…

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Unity 3 Feature Preview – Deferred Rendering

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After 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…

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New Online Learning Resources

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As a follow-up to my Getting Started with Unity blog post, I wanted to bring your attention to three recent tutorial sites: First up is design3, a subscription based site created by Noesis Interactive, who create professional courseware for Universities. They have over 200 Unity specific videos and more on the way. Whether an educator,…

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Unity 3 Preview – “Unity Bootcamp” Demo

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Aquiris has been hard at work finishing up the new demo for Unity 3. Recently they posted a video of one of the playable levels of the demo and I thought people here would enjoy getting a longer look at it then the 20-30 second clips we’ve shown before.

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Unity 3 Feature Preview – Beast Lightmapping

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Alright 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…

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Unity 3 Feature Preview – Cloth Physics

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And 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…

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Unity 3 Feature Preview – Audio

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Time 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!

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Unity 3 Feature Preview – Asset Management

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And 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…

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Image Effects Video

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We would like to share a little Video showing some of the new Image Effects in action. Demoteam out.

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Introducing some of the new Image Effects

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Good 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….

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Animation View Video Tutorial

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Hello all, so I’ve been working for Unity Technologies for the past 10 months and I have finally got round to posting my first blog entry! I recently traveled over to Gotland (an island off the coast of east Sweden) to give a lecture to some of the happy games development students out there. As…

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