we are looking into how Mecanim handles its default values and wondering if we should change it in the future.
Let’s get a ... Leer más
This post discusses state synchronization in networked Unity games. We begin with a summary of how this is done in the existing (legacy) Uni... Leer más
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... Leer más
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... Leer más
Humanoid Rig and Muscle Space
Mecanim Humanoid Rig and Muscle Space are an alternative solution to the standard skeleton node hierarchies a... Leer más
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... Leer más
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... Leer más
This benchmark project is one among several which helped us identify what improvements of functionality were necessary from an artist’s prod... Leer más
When you do this in Unity:
Unity does something special with the == operator. Instead of what most people would expect, we have a special... Leer más
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... Leer más
Before joining Unity, members of the networking team worked mainly on MMOs such as Ultima Online, Lord of the Rings Online, Dungeons and Dra... Leer más
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... Leer más
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... Leer más
Creado con Unity