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 ... さらに読む
Unity 3 launched recently, and with Surface Shaders we made it much easier to handle lighting, shadowing & rendering paths pieces of shaders... さらに読む
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... さらに読む
This blog post is written by Sándor Moldán (Nekharoth on forums) who has been working on Terrain Toolkit to help generate realistic terrains... さらに読む
...I took a plane to Copenhagen.
Well ok, it all started a bit before: (さらに…) さらに読む
At end of April 2009, Joachim sent this out to all developers at Unity:
We want to try one more thing... On Friday work on something cool.
This blog post is written by Sándor Moldán who is working on a set of Terrain Erosion tools for Unity. The project is one of four selected p... さらに読む
We have a ton of people at Unity who have been or are involved in the demoscene. Assembly is one of the largest demoscene parties, and this ... さらに読む
Unity roadmap blog post said:
Currently Unity mixes the fixed function pipeline for vertex lit objects and vertex shaders for pixel lit l... さらに読む
For some reason I was browsing through old emails and found some old development screenshots of Unity 2.5.
Unity 2.5 was the first versio... さらに読む
Almost a month ago I said we're preparing reports of Unity Web Player hardware statistics.
Well, here they are: unity3d.com/webplayer/hws... さらに読む
Pretty much everyone knows Valve's hardware survey - it's a very valuable resource that shows what hardware the typical "hardcore PC gamer" ... さらに読む
People have been asking: why built-in shadows don't work on Unity's terrain? (here, here, ...) Yes, right now (Unity 2.0.2) they don't. Why ... さらに読む
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