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Upgrading VFX in the FPS Sample with Visual Effect Graph

2019, April 10 - 13:07
Last year, at Unite LA, we unveiled our FPS Sample project and Visual Effect Graph. FPS Sample is aimed to show developers how to set up a first-person shooter. The first release came with effects made using Particle System, the current production-ready solution for particles. Afterward, we upgraded all the visual effects to use the […]

Community Component – Parallax effects, beat detection, beautiful games, and art studies

2019, April 6 - 17:39
Sit back, relax, and enjoy some of what’s going on in the community. Today we’re digging into some resources to help you with parallax effects and audio detection, alongside some stunning looking Unity projects that we came across. Before we get started with our first Community Component, if you have some thoughts for what you […]

Sound Design and Music – Buried Memories Volume 1: Yggdrasil Icon Pack

2019, April 4 - 18:30
The Unity Icon Collective brings together top industry talent to produce high-quality content straight to the Unity Asset Store. Today we dive into the unsung heroes who help build atmosphere, tension, and narrative to any project with the art that is sound design and music. Sound Design The Sound Design and Foley has been done […]

Tips for extending the Unity Editor – Lessons from Project MARS

2019, April 3 - 10:29
The Authoring Tools Group in Unity Labs is developing Project MARS — Mixed and Augmented Reality Studio, a Unity extension that enables users to build and test robust AR experiences. This blog post captures some insights and tips for extending the Editor that have come out of the development of MARS. Keep in mind that […]

Higher fidelity and smoother frame rates with Adaptive Performance

2019, April 1 - 13:10
We recently wrapped up GDC 2019, where we spoke about Adaptive Performance during our Keynote. We’re excited to let you know that the Preview version and the Megacity mobile sample are now available so you can get started exploring this feature. This blog explains more about Adaptive Performance and how to apply it to your […]

How to create & publish a multiplayer game with Sinespace  

2019, March 29 - 15:59
Unity Asset Store partner, Sinespace, is a virtual world platform for developing & publishing multi-user games, apps, and experiences including MMOs, action, racing, casual, and social games. This blog focuses on how to build an FPS using the Sinespace SDK & free Build Kill Repeat templates. Who is Sinespace? Inspired by virtual worlds depicted in […]

Pixar’s Universal Scene Description for Unity out in Preview

2019, March 28 - 13:54
Pixar’s Universal Scene Description (USD) is a file format designed for large-scale asset pipelines, with a particular focus on parallel workflows. Apple also recently adopted this format for augmented reality applications in the form of USDZ. We are excited to announce that the USD Unity SDK is being released as a Preview Package for Unity! […]

David Bowie is in AR: How Planeta built a killer app with Unity

2019, March 26 - 14:52
“David Bowie is” is an app created by creative sound and media studio Planeta. Planeta used Unity to adapt the original museum exhibition for AR, featuring high-resolution captures and immersive settings. Here, Planeta talk about some of their creative and technical challenges. The music world lost a true original with the passing of David Bowie […]

Unity Support for Stadia: Here’s what you need to know

2019, March 19 - 19:53
If you tuned in to Google’s special keynote at GDC earlier today, you probably heard about their new cloud-based game streaming platform, Stadia. Today, we are excited to announce Unity will make Stadia an officially supported platform. One of our core missions is democratizing game development. That means enabling developers to build for the platforms […]

Announcing Unity and Havok Physics for DOTS

2019, March 19 - 09:01
At our GDC Keynote yesterday, we announced our partnership with Havok to build the next-generation physics system of Unity. Today, we want to give you more details on what we’ve been collaborating on. When Worlds Collide When we first set out to build our Data-Oriented Technology Stack (DOTS), we wanted to empower creators to build […]

The Heretic, Megacity release, real-time ray tracing, and more news from GDC 2019

2019, March 19 - 03:36
We kicked off GDC 2019 in the best way possible – with a keynote filled with major announcements, jaw-dropping demos, and appearances from some of the industry’s most storied franchises. Read on to get the highlights. A full overview of all of our GDC activities can be found on our Unity at GDC page.  […]

Isometric 2D Environments with Tilemap

2019, March 18 - 08:01
With the release of Unity 2018.3, we introduced Isometric Tilemap support – closely following Hexagonal Tilemap support which was added in the 2018.2 release. The new Tilemap features provide a fast and performant way to create 2D environments based on isometric and hexagonal grid layouts, the likes of which are seen in many game classics, […]

Next week at GDC: How to stream the Keynote and where to go

2019, March 14 - 16:08
Every year at GDC we make major announcements and debut our latest technologies. We can’t wait to reveal our latest features, jaw-dropping demos, spectacular games made with Unity, and plenty more next week. Here’s how you can stream our keynote, as well as some opportunities to connect with us that you won’t want to miss. […]

2D Pixel Perfect: How to set up your Unity project for retro 8-bits games

2019, March 13 - 12:40
Retro games with simple mechanics and pixelated graphics can evoke fond memories for veteran gamers, while also being approachable to younger audiences. Nowadays, many games are labeled as “retro”, but it takes effort and planning to create a title that truly has that nostalgic look and feel. That’s why we’ve invited the folks from Mega Cat […]

Look closer. That’s the power of real-time 3D for AEC

2019, March 12 - 12:00
In March, we had our first webinar for AEC (Architecture, Engineering, and Construction), allowing audiences to see how to beautify models to make their pitches really stand out. Read on to catch the highlights. By bringing 3D models straight into Unity, you can add textures and lighting, or even create a video for people to […]

Creating Assets with Photogrammetry using a rotating surface

2019, March 11 - 13:02
Photogrammetry empowers you to create realistic high-fidelity Assets at speed from everyday objects. By placing a variety of small objects on a rotating surface, you can capture them from every angle. We recently published an expert guide about that 360° capture process that helps you master the art of photogrammetry. All you need to have […]

Faces of Unity: International Women’s Day

2019, March 8 - 13:01
In celebration of International Women’s Day, we’re highlighting four women across Unity for this month’s Faces of Unity blog. Get to know Timoni West (Director of XR at Unity Labs, San Francisco), Nathalie Ndejuru (Workplace Experience Lead in the Americas, Montreal), Na’Tosha Bard (Technical Director of Core Research and Development, Copenhagen), and Shruti Verma (Head […]

On DOTS: Entity Component System

2019, March 8 - 08:04
This is one of several posts about our new Data-Oriented Tech Stack (DOTS), sharing some insights into how and why we got to where we are today, and where we’re going next. In my last post, I talked about HPC# and Burst as low-level foundational technologies for Unity going forward. I like to refer to […]

Announcing the Unity Global Student Challenge Winners

2019, March 7 - 17:57
After several weeks of design, development, prototyping, and playtesting, we saw amazing student projects from all over the world! Thank you to all who participated! In November, we challenged student creators to come together and show the world what you could do. The development and growth of the projects in this competition really proved that […]

Visual Effect Graph Samples

2019, March 6 - 13:26
Visual Effect Graph empowers you to author next-generation visual effects through its node-based behaviors and GPU-based compute power. For starters, we released an introduction blog post that summarizes the philosophy of the editor. Since the initial preview release at Unite LA 2018, we’ve also been publishing various sample VFXs to our GitHub repository. Take a […]

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