A Look Inside: Tracking Bugs By User Pain

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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

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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

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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

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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

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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

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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

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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

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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

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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

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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