We often get requests to explain how we test the engine before we release it. We have previously blogged about it, but none of these posts g... Read more
It’s been 1.5 years since we last did an incident bash, so time was ripe for executing another in order to get some fresh data. Enter the Gr... Read more
Today we have launched a new section on the Unity3d.com site dedicated to the work and happenings in QA. We have long been writing blog post... Read more
We’re delighted to announce a change to the way we will release builds. Previously all bug fixes have been rolled into publicly released upd... Read more
Through the past 2 years Unity QA has expanded and built tools, frameworks, and test rigs for internal use, something we have previously blo... Read more
Due to popular demand, we have decided to open our bug database to the public. Take a look at the issue tracker and vote on the bugs that ar... Read more
When a bug report is sent to us, it becomes a “QA Incoming Incident” (see http://blogs.unity3d.com/2012/08/01/i-like-numbers/) that QA will ... Read more
Recently our CEO David Helgason gave a presentation at Unite Nordic where one of the key points was that Unity is having a huge focus on qua... Read more
Our next upcoming release is Unity 4.2. Without actually going into what it's going to contain in terms of features, let's take a look at th... Read more
We are very close to releasing version 4.1 and I’d like to give you a bit of insight into the changes we have been doing internally for this... Read more
In the aftermath of all the features and goodies Unity 4.0 will give you, I’d like to bring you the story of how the quality assurance, or “... Read more
Time has come for a deeper dive into the number crunching that is also a part of being in quality assurance. I like numbers. I love spreadsh... Read more
Time for the second installment of what testing Unity is like (first one here). As mentioned in the previous post we have STEs (Software Tes... Read more
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