Last week, we started talking about Unity 3.2 by giving you a look at one of the updated Standard Assets. We'll have more to show soon, but ... Ler mais
Unity 3 launched recently, and with Surface Shaders we made it much easier to handle lighting, shadowing & rendering paths pieces of shaders... Ler mais
In Unity you can write your own custom shaders, but it's no secret that writing them is hard, especially when you need shaders that interact... Ler mais
This blog post is written by Sándor Moldán (Nekharoth on forums) who has been working on Terrain Toolkit to help generate realistic terrains... Ler mais
...I took a plane to Copenhagen.
Well ok, it all started a bit before: (mais…) Ler mais
At end of April 2009, Joachim sent this out to all developers at Unity:
We want to try one more thing... On Friday work on something cool.
... Ler mais
This blog post is written by Sándor Moldán who is working on a set of Terrain Erosion tools for Unity. The project is one of four selected p... Ler mais
We have a ton of people at Unity who have been or are involved in the demoscene. Assembly is one of the largest demoscene parties, and this ... Ler mais
Unity roadmap blog post said:
Currently Unity mixes the fixed function pipeline for vertex lit objects and vertex shaders for pixel lit l... Ler mais
For some reason I was browsing through old emails and found some old development screenshots of Unity 2.5.
Unity 2.5 was the first versio... Ler mais
Almost a month ago I said we're preparing reports of Unity Web Player hardware statistics.
Well, here they are: unity3d.com/webplayer/hws... Ler mais
Pretty much everyone knows Valve's hardware survey - it's a very valuable resource that shows what hardware the typical "hardcore PC gamer" ... Ler mais
People have been asking: why built-in shadows don't work on Unity's terrain? (here, here, ...) Yes, right now (Unity 2.0.2) they don't. Why ... Ler mais