This Friday we published the Unity engine and editor C# source code on GitHub, under a reference-only license.
It's always b... Ler mais
This is a heads-up of graphics related things we plan to “drop” from future versions of Unity, a.k.a. Dropping of Things for Make Benefit Gl... Ler mais
In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new ... Ler mais
A story about a million shader variants, optimizing using Instruments and looking at the data to optimize some more.
The Bug Report
The bu... Ler mais
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... Ler mais
Have you ever looked at some graphics issue in Unity, and thought “if only I could see how the final frame is rendered, step-by-step?”. I kn... Ler mais
Exciting times for graphics on iOS 8!
At its recent World Wide Developers Conference, Apple introduced Metal, a new graphics API that’s l... Ler mais
A story in several parts. 1) how shader compilation is done in upcoming Unity 4.5; and 2) how it was developed. First one is probably intere... Ler mais
Short summary: Unity’s hardware stats page now has a “mobile” section. Which is exactly what it says, hardware statistics of people playing ... Ler mais
Helloes! We are in the finishing stages of Unity 4.0 release.
So here's the third beta build: unity3d.com/unity/beta/download.
A chang... Ler mais
Unity 4 was just announced, and many of you are probably thinking about if you should upgrade to Unity 4.0 now or later.
Whither Unity 4.... Ler mais
Yes! I did a talk at SIGGRAPH!
So yeah, a bunch of us were at SIGGRAPH 2011 in lovely Vancouver, doing talks, meeting people and... Ler mais
Google's Native Client (NaCl) is a brilliant idea. TL;DR: it allows native code to be run securely in the browser. Here's a collection of de... Ler mais
Rants & Raves