A Look Inside: Tracking Bugs By User Pain


Continuing the Release Management Series, let’s talk about how we changed our bug prioritization system for 5.4 and why. In recent times, w... Read more

IL2CPP Optimizations: Avoid Boxing


In this final episode of our IL2CPP micro-optimization miniseries, we’ll explore the high cost of something called “boxing”, and we’ll see h... Read more

ADAM – Assets creation for the real time short film


My name is Plamen (Paco) Tamnev and I was responsible for a lot of the assets used in our demo Adam. I previously worked as a character arti... Read more

IL2CPP Optimizations: Faster Virtual Method Calls


Last time we learned that virtual method calls are slower than direct calls, and we found out how to tell IL2CPP that a given virtual method... Read more

A Look Inside: Unity Release Management Series


I didn’t expect to be writing up this blog post. I initially wrote up an email congratulating the company on our release and highlighting ch... Read more

Unity 5.4 is out – here’s what’s in it


The wait is over, and Unity 5.4 has been released! You can download it here. As we announced in March, we’ve put extra resources into beta... Read more

IL2CPP Optimizations: Devirtualization


The scripting virtual machine team at Unity is always looking for ways to make your code run faster. This is the first post in a three part ... Read more

In Development – Unity Splash Screen tools


As you saw in our recent pricing announcements, part of our new structure allows you as a Plus or Pro subscriber to disable the Splash... Read more

Wait, I’ve changed my mind! State Machine Transition interruptions


I recently investigated a tricky bug reported by a user involving the combination of empty states, override layers, and transition interrupt... Read more

ADAM – Production design for the real-time short film


We are launching a series of articles about the making of our latest demo, ADAM. Over the course of the next several weeks, we will cover va... Read more