Last week, we started talking about Unity 3.2 by giving you a look at one of the updated Standard Assets. We'll have more to show soon, but ... Read more
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 awar... Read more
Testing might not be a part of the romantic picture we all have about game development. Often it’s more seen as a dirty job that someone has... Read more
Unity 3 launched recently, and with Surface Shaders we made it much easier to handle lighting, shadowing & rendering paths pieces of shaders... Read more
After much anticipation we finally have the Occlusion Culling video ready!
Senior QA Specialist Samantha Kalman and the Demo Team have pu... Read more
It's been 5 months since Apple announced the new iOS 4.0 Terms of Service which seemed like they might block out Unity (a... Read more
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 benefi... Read more
Unity 3 is looking to be our biggest release to date — bringing with it source-level debugging, deferred rendering, best-in-class lightmappi... Read more
In Unity you can write your own custom shaders, but it's no secret that writing them is hard, especially when you need shaders that interact... Read more
Alright everyone, it's the preview video that you've all been waiting for... Lightmapping in Unity 3!
Senior QA Specialist Samantha Kalma... Read more
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... Read more
Hello Unity Community. This is my first blog post and I’m happy to be sharing some very exciting news. I joined Unity almost two months ag... Read more
Dear community, once again I'd like to start by offering my thanks to everyone for their patience through an unclear situation. We're gratef... Read more
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