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... Подробнее
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... Подробнее
we are looking into how Mecanim handles its default values and wondering if we should change it in the future.
Let’s get a ... Подробнее
This post discusses state synchronization in networked Unity games. We begin with a summary of how this is done in the existing (legacy) Uni... Подробнее
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... Подробнее
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... Подробнее
Humanoid Rig and Muscle Space
Mecanim Humanoid Rig and Muscle Space are an alternative solution to the standard skeleton node hierarchies a... Подробнее
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... Подробнее
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... Подробнее
This benchmark project is one among several which helped us identify what improvements of functionality were necessary from an artist’s prod... Подробнее
When you do this in Unity:
Unity does something special with the == operator. Instead of what most people would expect, we have a special... Подробнее
In January we merged the QA and Support teams into one organization with me (QA Director) heading them. The main purpose of this merge was t... Подробнее
Before joining Unity, members of the networking team worked mainly on MMOs such as Ultima Online, Lord of the Rings Online, Dungeons and Dra... Подробнее
Сделано в Unity