More stories from the adventures of an EMEA field engineer! Today, I wanted to share with you the development of Pollen VR. Mindfield Games ... 더 읽기
Some of you might be wondering what a Software Test Engineer actually does. Testing is a creative process, where the most important delivera... 더 읽기
Hi! A couple of months ago, I wrote a post about the new features we’ve added in Mecanim for Unity 5.0. Today I want to show you some of th... 더 읽기
In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new ... 더 읽기
One of the problems we faced was how could we rename fields without having our users lose data. During our beta period, we wanted to refacto... 더 읽기
Today we announce the public release of Unity 4.6.2, available for download as of right now. It is the first public release with iOS... 더 읽기
Direct3D 12 is a new graphics API with the promise of reducing driver overhead and allowing better use of multi-core systems. In those aspec... 더 읽기
GameObject::AddComponent(string) has been removed in Unity 5.0. The alternatives are two overloads of this API, one taking the component ty... 더 읽기
A story about a million shader variants, optimizing using Instruments and looking at the data to optimize some more.
The Bug Report
The bu... 더 읽기
In December, Unity engineers from all over the world descended on our Seattle office for our first ever Hack Week focused on cloud services.... 더 읽기
I was looking at a curious bug report: “Texture importing got much slower in current beta”. At first look, I dismissed it under “eh, someone... 더 읽기
If you're creating anything procedural, you're almost guaranteed to come in need of random numbers at one point. And if you want to be able ... 더 읽기
With the introduction of Unity 5.0 we are taking the opportunity to clean up / improve some APIs, but since, at the same time, we want to ma... 더 읽기
Made With Unity
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