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In the previous blog posts in this series we have looked at the team that created The Blacksmith, and the art production process that establ... さらに読む
This is the fifth post in the IL2CPP Internals series. In the last post, we looked at how methods are called in the C++ code generated for t... さらに読む
For our second blog post in this series, the team reveals some sources of inspiration behind The Blacksmith, share key concept work, and off... さらに読む
Since showing our short film The Blacksmith at GDC 2015 in March, we've received many questions from our community. Here we introduce the te... さらに読む
Drumroll please! Unity 5.1 is ready for you to download, thereby extending Unity 5’s power, efficiency and multiplatform support. At Unity,... さらに読む
Following the discovery of a security issue in the Unity Web Player plugin that can allow an attacker to use a victim’s credentials to read ... さらに読む
This is the fourth blog post in the IL2CPP Internals series. In this post, we will look at how il2cpp.exe generates C++ code for method call... さらに読む
In Unity 5.0, we shipped the scene and prefab merge tool, and It's been positively received by the Unity Community. However, we’ve since rea... さらに読む
With Google about to complete the deprecation of NPAPI support in their Chrome browser, we’ve been receiving some questions about what the b... さらに読む
Blacksmithの企画初期段階で、組み込みのフォグ機能よりもよいディティールが出せて制御も優れた大気散乱(Atmospheric Scattering)表現のソリューションが欲しいということが分かっていました。特に、映画にあるような広大な景観を撮影したときに出る大気遠近法の表... さらに読む
When planning The Blacksmith short film, we never really prioritized a custom skin shader high enough for it to have any realistic chance of... さらに読む
It was bright and sunny morning. It must have been some time last fall, when we finally got the message we had all been waiting for: a Chall... さらに読む
One of the new features in Unity 5.1 is a new unified OpenGL rendering backend. ... A unified what now? Until now, we had a separate rende... さらに読む
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