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Join a Unity Developer Day near you to enjoy a full day of expert-level talks by Unity staff, development case studies by regional industry leaders, and showcases of amazing games from your local community!

We’re halfway through the 2018 Unity Developer Day tour and we’re so excited to see all of you at our next events! Over a thousand creators and developers have joined us this year from across the Americas & the UK to collectively grow, share, and celebrate their experiences creating with Unity and their local developer communities.

Our tour has already taken us through Montreal, Brighton, and Mexico City – plus we recently wrapped up our biggest UDD yet in São Paulo, Brasil! We’ve had an incredible time connecting with our community and send a huge thanks to everyone who has joined us on tour so far! For those who haven’t, here’s a peek of what our UDD events have been all about and what’s to come for the next cities on our tour – Santiago, New York, Vancouver, & Bogota.

Unity Event, Developer Day, Unity Developer,

Each Unity Developer Day has featured in-depth talk sessions from Unity staff and expert creators in each tour city. Sessions about new Unity features, indie game case studies, and more have amped up attendees (Unity staff included!) to try new development techniques, partner with fellow creators, and discover ways to advance their careers and businesses. Unity staff have presented on the latest engine features like the Job System / Entity Component System, Scriptable Render Pipelines, and Shader Graph. Creators local to each host city have shared their insights on creating Unity tools, AAA game assets, indie business plans, effective workflows, and so much more!

Unity Developer Day guests have also been able to enjoy a slew of awesome indie and professional games created in their local communities through each event’s game showcase. Along with highlighting new or unreleased games, the showcase has provided an excellent opportunity for creators to get to know about local studios and career opportunities in their area.

Don’t miss out on the rest of the tour – limited tickets are still available for the Unity Developer Day events below. We’re looking forward to seeing you on the road!

Upcoming Tour Dates & Regional Information

Unity Developer Day: Chile 2018 | August 25

Unity Developer Day: New York 2018 | September 8

Unity Developer Day: Vancouver 2018 | September 29

Unity Developer Day: Colombia 2018 | November 17

6 replies on “The Unity Developer Day Tour Continues!”

I received an Email with a Code and that I can use the code to get 25 gigs free for 12 months ..
will lo and Behold I get an Error So I could use some help from somebody…Please

Thank you


Mykhaylo, I think you have very different view about looking at the same thing. I believe I’m not only who feels this way from watching others having the same issues over many years. It took me a while to write my observations but it would take forever to talk about specifics.

Since you asked, let me give you one example. How about this? Just browse through most requests features still laying around in Feedback. I was talking to Unity developers long long time ago but it seems that they want us to think Unity way. You will know what I’m talking about if you know the history of uGUI, for an example. The first reply I got was why make another GUI? IMGUI is great. It’s easy, performant and you can do anything and everything with it. It took several years that they realize they will need new GUI. Then it takes another several years to come up with a prototype. Then developers leaves, they start again. I think it took more that 5 years to get somewhat useable version. I think uGUI still have some areas that need improvements but I hardly see any updates.

This is just an example how things are. It can be applied to many other areas. There is long history about network library. UNET came out several years ago with full of bugs but it’s never supported properly. The developer left again and they are starting again. I watched the latest keynote and it seems like they finally realize how important the network games are. I hope for the best but expect the least from Unity unless I see some major shift in thier focus. And I said about shooter as an example game because it’s the game that will push the engine to the limit. Yes, I’m speaking from the experiences. The game is in service on Steam with more than 4000 ccu at one time. It was developed with UE3 20+ people over 5 years. I looked at Unity at that time but it wasn’t really an option for serious project and right now I have another project starting soon and trying to give another chance for Unity. Unfortunately, things haven’t changed much since then but I like C# so much that I want to give another look. I really hope they do a good job delivering on their promises. ECS caught my attention reminding me of early PS2 days where you have to write everything in term of gpu packets to be able run on multiple GPU cores.

I think I don’t have to worry too much about performance department since we can squeeze it out if necessary but I haven’t see much progress on the rest of the engine in terms of usability department. Fundamentally, inspector needs to go into individual custom editor instead of having single inspector doing context switch at all time. We have more screen real-estate that 10 years ago and the best way is to have several custom editor working independently. This again fundamentally different from Unreal Engine where each editor have their own interface and custom inspectors. I didn’t say it’s simple but it’s much easier to work that way. For example, right now in Unity, trying to copy properties between objects are pretty painful. You will have to add new inspector and lock one down, and lock it, unlock it if you want to move to another object and so on. One simple solution is to make only last selected inspector to change the context so that you can quickly select objects without locking/unlocking. This is not really a science to figure it out. They Unity had to work on a game that did this thousand times, they will know where the pain points are. Anyway, I hope you get my point. Cheers!

Hi, guys, I’ve been watching Unity over past 10 years and it’s the first time I ever posted.

Here is how I feel about Unity. Unity does very well on the core stuff but apart from the core stuff, I have to say it’s very poor. I’m not just talking about the Engine itself but in general. Sorry, I had to say something because I care and it happens to this blog. Nothing against the blog post itself.

Well, Unity is very large company and I believe I can expect doing a better job. As an easy illustration, if there were 1000 employees in Unity, it seems that only 10 of them are the core developers and 100 are parttime developers and the rest are just sales and marketing.

It is not to undermine the marketing and Unity does well on marketing and promotion but does very poor job at delivering. It seems like marketing works on their own. When we will ever see a day that you can actually deliver stuff that you are promising? You say something, and delivers few years late but then the original developer leaves and never finish it. The cycles repeat over and over.

I know developing a product such as Unity is not easy but with the company as big as Unity, it has to get a lot better and if necessary, hire more core developers. I still have high hope for Unity and want to see that you guys are focusing on making the product great.

First start with eating your own food. I think the fundamental problem starts because you never developed a large-scale game yourself. Without such experiences, you don’t know what’s missing out and where the pain points are. I wouldn’t even mentioned this if everyone is making stand-alone mobile games. User community has given you very good feedback but it doesn’t seem to be reflected on the product. There are simple but fundamental feature requests laying around over 10 years and it’s still not updated.

And I even think that there are communication problems among Unity employees. Many of the forum ask for feedbacks going back to few years even in the beta forums that are few year old and it never gets an update. It seems like blog posts are also getting less relevant to developers as time goes on. I think the big focus of Unity today is about expanding its business but I’m not sure if that’s the right decision.

If I were to say, I would like Unity go back to fundamentals and focus on getting the solid product and become an Engineering oriented company. Make Unity Editor easy to use. Sure, it’s simple to use but not easy to use. Simple and Easy are not the same. The editor itself hasn’t changed much fundamentally past 10 years and it’s getting really ridiculous that it’s lacking many fundamental features. Once you start a project, you will have to install bunch of assets first and everyone has to do same. It can be very cumbersome for new users to figure out what they are missing. I asked this about 10 years ago. If it’s simple feature and everyone has to install the same asset, why not make it part of Unity. The answer I got was, it was Unity’s philosophy not to have the same feature from the Asset Store assets to avoid the collision.

I have a feeling that Unity is depending on too much business from the Asset sales. Sorry to mention this but it’s pretty much the opposite of Epic Games. They are very much focused on the Engineering and improving the product better much faster rate than Unity. Unreal Engine doen’t really need any 3rd party assets to start a project. Their editor is quite complicated but in many ways, it’s much easier to use than Unity, not to mention that they are quite successful business wise. But I still like Unity better, thanks to C# and it’s much faster to develop a simple game not I can’t say the same thing about large-scale games as it stands currently; no real network libaray to begin with and it explains why we don’t see many AAA shooters. I recently saw some marketing promotion on “The Connected Games” and I hope it’s real.

I really hope someone at Unity who is a decision maker read this and turn it around, focus on the product itself, i.e., improve editor workflow, remove pain points, develop large-scale network games in-house, and deliver on its promises and make sure you follow through. Thank you very much and let’s hope we see some changes. Cheers!


I have carefully read your post and I must say that even though I can feel that you are frustrated and have something to say, you have done a very poor job of saying it. Writing “editor has not changed” and “editor is simple to use but not easy to use” is too broad of a complain and would hardly ever be useful for anyone anywhere to improve an engine. You need to be very specific in your suggestions to get your point across.

So far I have only been able to find 2 specific-enough points in your text:

1. Unity should try making their own game.

2. Unity engine has “no real network library”.

Here is my response:

1. This is a subjective opinion. I personally do not believe it is necessary to build a game to gain a better understanding of the limitations of the engine. But let’s say I am wrong, let’s say they actually should build a game. So imagine they’ve build a massive multiplayer shooter. What have they learned? They’ve learned what limitations their engine have when building a massive multiplayer shooter. Let’s say they fix the limitations. Is it helpful to people who want to build a massive multiplayer strategy game (I hope you know the big network difference there)? Very much not necessarily. Ok so no Unity has to build a massive strategy game… Then a mobile game… Then a horror game. Then you end up with 99% of Unity staff working on making games and not improving engine. And the games they do are crap (cuz good games are products of passion and not business necessity). So the company is loosing money. And not working on the engine. And going out of business. Bad idea. I think the small sketches they do is more than enough to understand what they lack.

2. No networking library. I have a personal opinion, I think that people who write this never tried to make a multiplayer game with Unity. Or lack sufficient knowledge to undertake this massive task (Unreal does not make this task easier in any way). I used Unity to make a client-server multiplayer game and it more than satisfies my needs. Moreover, I am quite in love with the simplistic beauty of the multiplayer code I was able to build with Unity’s library. Again unless you write your specific concerns this argument cannot go anywhere.

And in the end here is my 2 cents on your Unreal comments: I think turning an engine into a bloated cockpit where even the smallest task requires light-years of knowledge is the worst engine design ever created by man. Yes. That is what I think. UE4 has the worst engine design created by mankind. You said that because “everyone has to download the same components” “people may not know what they lack in the engine”. You wanna know what I think? I think that people who “don’t know what they lack in the engine” should not be allowed to make games. Because “not knowing what you lack in the engine” is very close to “not knowing what the hell you are even trying to do”. In fact, having a naked engine in my opinion is much better because it forces you to evaluate your options (what components to install), compare them and ultimately learn what those things even do, which is the knowledge which, in my opinion, many modern developers would hugely benefit from.

In the end I want to tell you a personal story. Half a year ago I found a bug in Unity that led to a crash when you edited the custom shader code in a specific scenario. I filed a bug report and in two months was contacted by a Unity employee to say that the bug has been fixed. I tried the new Unity version and the bug was fixed.

When you state a specific problem and stick with it things can change. If you just say that things are “bad”, there is very little chance it will ever be helpful.

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