작성자 Marc Tanenbaum

프리셋을 이용한 워크플로 개선, 디자인 검증 및 오류 방지

+1 10월 11, 201914

프리셋을 이용하면 컴포넌트, 임포터, 관리자 등 Unity의 모든 요소를 코딩 없이도 커스터마이즈할 수 있습니다. 프리셋은 개발팀의 규모와 상관없이 반복 작업을 간소화해주고 디자인 검증을 원활하게 하며, 표준화와 프로젝트 템플릿 구성 등을 도와줍니다.... 더 읽기

Standard Events Explained: Part 2 – Application and Progression

8월 9, 20174

So far in this series, I've introduced the concept of Standard Events and waded into the pool to describe the Onboarding group of events. Th... 더 읽기

Standard Events Explained: Part 1 – Onboarding

6월 9, 20174

In my last post, I wrote about our new Standard Events package, which we've designed to make deep analysis of your game insanely simple. Now... 더 읽기

Introducing Standard Events

5월 12, 20179

"What custom events should I implement?" is a question we get asked a lot at Unity Analytics. Believe it or not, asking this doesn't mark yo... 더 읽기

Hackers, InterWebz, and Fish Tacos

2월 22, 20174

In the harsh chill of a San Diego February... Well, it was a little drizzly and we couldn't wear shorts (most of the time). Anyway... 1... 더 읽기

Stoking the fire: Heatmaps Rekindled

6월 29, 201616

The heat is on! Last year, Unity Analytics released our beta version of the Heatmap system. It arose from a hack week project, which itself... 더 읽기