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Democratizing the Secure Software Development Life Cycle

2019, December 4 - 15:17

Unity is sharing an open version of its internal Secure Software Development Life Cycle (SSDLC) so that others can benefit from our work. Even better, we’re inviting everyone to contribute to improving them so that we can refine standards for best practices together. Unity’s security team documented its SSDLC for developers who work at Unity […]

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Unity opens new possibilities for the anime industry

2019, December 3 - 17:00

Japanese animation studio Craftar took to the stage at Unite Tokyo 2019 to talk about the new possibilities that Unity brings to the Japanese animation industry.  Few Japanese studios have explored the potential of Unity as a production tool for anime because they don’t know if its real-time improvements to their workflow can deliver the […]

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Introducing MarZ: A game created with assets

2019, December 2 - 08:00

Indie devs doorfortyfour used the Asset Store’s Script Inspector, Amplify Shader Editor, and Volumetric Fog and Mist heavily to streamline production and fill in skill gaps for their game MarZ: Tactical Base Defense. Read more about how this two-person team made use of these assets to create the game. MarZ: Tactical Base Defense is a […]

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Accelerating ML Research: Meet us at NeurIPS 2019

2019, November 29 - 16:07

In a few short weeks, Unity will be heading to NeurIPS in Vancouver (December 8–14). We’re sponsoring the main conference and the Women in Machine Learning (WiML) Workshop, as well as co-organizing the NeurIPS 2019 Workshop on Learning Transferable Skills. Learning transferable skills enable intelligent systems to generalize to new domains and tasks easily. This […]

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Creating a third-person zombie shooter with DOTS

2019, November 27 - 14:00
We’re rebuilding the core of Unity with our Data-Oriented Tech Stack, and many game studios are already seeing massive performance wins when using the Entity Component System (ECS), the C# Job System, and the Burst Compiler. At Unite Copenhagen, we had a chance to sit down with Far North Entertainment and go deep into how […]

Achieving theater-quality anime with Unity

2019, November 26 - 17:00
Japanese animation studio Graphinica, Inc., creators of innovative TV and cinema animation productions, set out to discover whether it’s possible to produce theater-quality anime using real-time rendering. We collaborated with the studio to develop a proof of concept, then shared the results at Unite Tokyo. Graphinica, Inc. has been producing 2D and 3D animation projects […]

Black Friday is back!

2019, November 25 - 08:53
This week, save 50% on 400 of this year’s most popular assets to take your Unity project to the next level. Looking to build wild landscapes from scratch? Want to create cinema-quality lighting effects? Need an Editor extension to save time on coding? This week, we’re offering big discounts throughout the Unity Asset Store on […]

How immersive experiences inspire empathy and real-world behavior change

2019, November 22 - 17:02
Fly into an exclusive game that combines ornithology, AR Foundation, and a fair amount of feathers. Krikey is a location-based augmented reality (AR) gaming app where you can explore your neighborhood to unlock AR ecosystems and discover new bird species. The content below is courtesy of Krikey. The power of immersion with mobile augmented reality […]

Normal map compositing using the surface gradient framework in Shader Graph

2019, November 20 - 17:07
A recent Unity Labs paper introduces a new framework for blending normal maps that is easy and intuitive for both technical artists and graphics engineers. This approach overcomes several limitations of traditional methods. Since the introduction of normal mapping in real-time computer graphics, combining or blending normal maps in a mathematically correct way to get […]

Unity Reflect arrives in December

2019, November 19 - 17:30
Unity Reflect, our new real-time 3D product for building information modeling (BIM) workflows, will be released from beta and available for purchase on December 2. Last year at Autodesk University Las Vegas, we unveiled the next phase of our strategic collaboration with Autodesk, bolstering our commitment to achieve full data interoperability between many Autodesk products […]

Faces of Unity – Arturo Núñez

2019, November 15 - 17:00
This year, Unity sent a team to Phoenix, Arizona to connect with over 500 Latinx engineers at the Society of Hispanic Professional Engineers National Convention. As a Technical Evangelist for Games, Arturo Núñez joined the group on the ground to talk more about what it’s like working at Unity. Read on to learn more about […]

Tales from the Optimization Trenches

2019, November 14 - 15:00
As a Developer Relations Engineer in our EMEA Consulting & Development team, I spend most of my time visiting Unity’s largest customers and helping them resolve performance issues on their projects. If you’re interested in learning how we do that so that you can apply this knowledge and techniques to your own projects, please read […]

Level up your VR skills with a free, new course from Unity and Oculus

2019, November 13 - 20:49
We’ve partnered with Oculus to create a free intermediate level course, “Design, develop and deploy for VR.” You’ll learn VR best practices and how to build and launch your own vertical slice of a game from Unity and Oculus experts. We’ve partnered with Oculus, to launch an extensive intermediate level course guiding you through all […]

Sherman behind the screens: How to create cinema-quality lighting in Unity

2019, November 13 - 17:00
Created by the Emmy Award-winning team that brought you Baymax Dreams, Sherman is a new short film crafted with Unity’s High Definition Render Pipeline (HDRP). My name is Jean-Philippe Leroux, and I’m the lighting supervisor for Unity’s Media and Entertainment Innovation Group. I joined Unity two years ago, and I’ve since been lucky enough to […]

Training your agents 7 times faster with ML-Agents

2019, November 11 - 16:57
In version 0.8 of ML-Agents, we introduced the ability to train agents using multiple Unity instances on a single machine. We worked with our partner JamCity to train agents to play levels of their bubble shooter game, Snoopy Pop, and showed that this improvement enabled agents to be trained 7.5x faster than a single instance. […]

Simplify your game testing with our new machine learning product, GameTune

2019, November 8 - 18:00
One of the most exciting announcements at this year’s Unite conference was the beta release of GameTune, our new machine learning tool for game optimization. Releasing new features and events is an integral part of running your game. But how do you make sure that features are working optimally for your players? Many developers A/B […]

The new Asset Import Pipeline: Solid foundation for speeding up asset imports

2019, November 7 - 14:00
As of 2019.3, the new Asset Import Pipeline is the default for new projects, aiming to save you time with faster platform switching and laying the foundation for faster imports. We’re also making the asset pipeline scale better for very large projects. Read on to find out more about the new improvements, and our motivation […]

Havok Physics in Unity

2019, November 6 - 18:08
As announced at Game Developers Conference (GDC) 2019, Havok Physics is now available as a Preview package in the Unity Package Manager. This means that all Unity users can get their hands on the same physics solution that powers more than half of the top titles of this console generation and brings a wealth of […]

How to use URL handlers and OpenURL safely in your Unity app

2019, November 6 - 13:49
The Unity Security team focuses on helping Unity creators build more trustworthy games and applications. Tune in to this blog series for tips, techniques, and recommendations for creating more secure games and apps with Unity. Today we are launching an ongoing blog series about developing securely with Unity. This series will provide content that Unity […]

Enter Play Mode faster in Unity 2019.3

2019, November 5 - 13:00
Play Mode is at the core of what makes Unity fun to work with. But as your projects get more complex, it can take a while to get started. The faster you can enter and exit Play Mode, the faster you can make and test changes. That’s why we’re introducing Configurable Enter Play Mode in […]

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