we are looking into how Mecanim handles its default values and wondering if we should change it in the future.
Let’s get a ... 阅读更多
This post discusses state synchronization in networked Unity games. We begin with a summary of how this is done in the existing (legacy) Uni... 阅读更多
The UI Team here at Unity has been hard at work getting the new UI system ready for release in Unity 4.6. While there’s still more work left... 阅读更多
How does it work?
Let’s say that Google releases an amazing new phone, but it requires a small change to Unity’s Android support in order f... 阅读更多
Humanoid Rig and Muscle Space
Mecanim Humanoid Rig and Muscle Space are an alternative solution to the standard skeleton node hierarchies a... 阅读更多
If you are a developer, I assume you have heard about unit tests. Most of you probably even wrote one in your life. But how many of you have... 阅读更多
But before we delve into the future, let’s talk about the present.
Scripting in Unity today
We leverage Mono (and WinRT on Windows Store... 阅读更多
This benchmark project is one among several which helped us identify what improvements of functionality were necessary from an artist’s prod... 阅读更多
When you do this in Unity:
Unity does something special with the == operator. Instead of what most people would expect, we have a special... 阅读更多
In January we merged the QA and Support teams into one organization with me (QA Director) heading them. The main purpose of this merge was t... 阅读更多
Before joining Unity, members of the networking team worked mainly on MMOs such as Ultima Online, Lord of the Rings Online, Dungeons and Dra... 阅读更多
When we want to test something in isolation it means that we want to decouple it. Loose coupling is what we need. It is so easy to embed hid... 阅读更多
A story in several parts. 1) how shader compilation is done in upcoming Unity 4.5; and 2) how it was developed. First one is probably intere... 阅读更多
Made With Unity