The Australian developer is the more chaotic half of the Doppler Interactive duo. Wife Jessica provides game ideas for their projects as wel... 더 읽기
As promised in my previous blog post Unit testing part 1 – Unit tests by the book, this one is dedicated to designing MonoBehaviours with te... 더 읽기
For a few years, Unity has used TeamCity from JetBrains for automated building and testing. As the R&D team grew here at Unity, the dem... 더 읽기
we are looking into how Mecanim handles its default values and wondering if we should change it in the future.
Let’s get a ... 더 읽기
We've been talking about new forum software in the works for a while now, this may have seemed like forever ago, but the time has now come t... 더 읽기
This post discusses state synchronization in networked Unity games. We begin with a summary of how this is done in the existing (legacy) Uni... 더 읽기
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... 더 읽기
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... 더 읽기
Humanoid Rig and Muscle Space
Mecanim Humanoid Rig and Muscle Space are an alternative solution to the standard skeleton node hierarchies a... 더 읽기
Simon Millard is responsible for designing and implementing the GameAnalytics SDK for Unity. He’s also a passionate independent game develop... 더 읽기
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... 더 읽기
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... 더 읽기
This benchmark project is one among several which helped us identify what improvements of functionality were necessary from an artist’s prod... 더 읽기
Made With Unity
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