Book of the Dead: Quixel, wind, scene building, and content optimization tricks
In this blog series, we will go over every aspect of the creation of our demo Book of the Dead. Today, we will focus on our partnership with Quixel, our wind system, scene building and content optimization tricks. This is the fourth blog in our ‘Making Of’ blog series. In case you missed it take […]
Will Wright’s Proxi Art Challenge Winners
Will Wright’s Proxi Art Challenge tasked artists to turn their personal memories into 3D game art, and with over a hundred outstanding submissions, we’re excited to announce that the final 8 winners have been selected. Take a look. On March 19, Gallium Artists launched the Proxi Art Challenge on Unity Connect with intent to find […]
New Best Practice Guide – Memory Management in Unity
Here in Enterprise Support, we get to help out on many projects, with all kinds of combinations of Unity features. What we see is that 10 out of 10 games can improve their memory usage. That’s why we put together our newest best practice guide: Memory Management in Unity. When we go on-site, profiling is […]
Solving sparse-reward tasks with Curiosity
We just released the new version of ML-Agents (v0.4), and one of the new features we are excited to share with everyone is the ability to train agents with an additional curiosity-based intrinsic reward. Since there is a lot to unpack in this feature, I wanted to write an additional blog post on it. In […]
Hackweek 2018 — The Unity way
At Unity, we’re out to democratize development by enabling success for creators. As Global R&D HR Director, I’m focused on nurturing our talented people to help attain that goal, and Hackweek’s a big part of that. This year’s event is our biggest ever and will include exciting new initiatives like Women in Gaming, onsite childcare, […]
Bringing connected games within reach with Google Cloud
At Unite Berlin, we announced a strategic alliance with Google Cloud. Together, we are building a suite of features that will help you create, run, and scale your connected games. In this post, I’ll share how we define connected games, what we have been working on with Google Cloud, and give you a peek at […]
Announcing Kinematica: Animation meets machine learning
For years, I’ve been working on a challenging question: what if you could create your game without worrying about building complex animation graphs? What if all that time setting up nested state machines, manually creating those transitions points, and matching poses could be spent instead on the art itself? We set out to create a […]
Introducing new Prefab workflows
One of the top requested additions to Unity is the ability to nest Prefabs. But we know a lot of you need many more changes to the Prefab workflows than that. Therefore, we’re improving the whole system with focus on reusability, control & safety. This is the first in a series of blog posts explaining […]
Connected games, facial mocap, New Prefabs workflow preview and more from Unite Berlin
We kicked off Unite Berlin today! We couldn’t be happier to finally share all of the exciting news that we’ve been working on, from our strategic alliance with Google Cloud to help you make connected games, to a preview build of our improved prefab system. Here’s your handy overview of all the keynote announcements. The […]
Unity ML-Agents Toolkit v0.4 and Udacity Deep Reinforcement Learning Nanodegree
We are happy to announce the release of the latest version of ML-Agents: v0.4. It contains a number of features, which we hope everyone will enjoy. It includes the option to train your environments directly from the editor, rather than as built executables, making iteration time much quicker. In addition, we are introducing a set […]
Book of the Dead: Photogrammetry Assets, Trees, VFX
In this blog series, we will go over every aspect of the creation of our demo “Book of the Dead”. Today, we focus on photogrammetry assets, trees and VFX. This is the fourth blog in the series, take a look back at the last two blogs that go through creating characters and concept art from […]
Multi-platform Handheld AR in 2018: Part 1
We know that many of you are really excited about building handheld Augmented Reality (AR) apps. So we’ve developed a multi-platform API and utilities that will help you solve many of the hard problems that come with AR development. We call it AR Foundation. Unity has always been at the forefront of handheld AR development […]
What’s new in Unity ARKit Plugin for ARKit 2
Apple announced exciting news for AR developers last week at WWDC, including ARKit 2. Unity has worked closely with Apple to allow our developers instant access to all of these new features with an update to Unity ARKit Plugin. In this blog, we’ll get into the technical details of ARKit 2’s new features and how […]
Case Study: A game for conflict-affected youth to learn and grow
Unity enables the creation of a huge range of games and experiences, including innovative tools for learning and training. These range from powerful medical simulations to games that help kids learn critical skills like reading and mathematics by making these subjects engaging and playful. We want to take a moment to highlight a powerful example […]
Unite Berlin 2018: What to expect next week
Unite Berlin kicks off on June 19. That’s only one week away, and we can’t wait to meet many of you at all the sessions, networking opportunities and more! Can’t attend this year? Make sure you join us online by tuning into our keynote and select session livestreams! Don’t miss out on one of the […]
PostFX v2 – Amazing visuals, upgraded
The Post-Processing Stack makes it easy to create and fine-tune high-quality visuals for dramatic and realistic effect. Coming out of beta in 2018.1, we’ve added the most requested features and have fixed as many bugs as possible. We’ve also added mobile-specific paths, volume blending, and a complete framework for custom user-effects. Version 2 (v2) of […]
Book of the Dead: Character and hero assets
In this blog series, we will go over every aspect of the creation of our demo “Book of the Dead”. If you haven’t already, make sure to check our previous posts on the Book of the Dead creation process: Introduction to Unity’s Demo team and Book of the Dead: Concept Art. My name is Plamen ‘Paco’ Tamnev, […]
Procedural patterns to use with Tilemaps – (Part II)
In part 1 we looked at some of the ways we can create top layers procedurally using various methods, like Perlin Noise and Random Walk. In this post, we are going to look at some of the ways to create Caves with procedural generation, which should give you an idea of the possible variations available. […]
Pulling the strings: How Puppet3D brings your games to life
If you’ve ever had the thought: “Wouldn’t it be great if I could do all my skinning, rigging and animation directly in Unity,” you’re not alone. In fact, that’s exactly what was going through the mind of Asset Store publisher, Jamie Niman (AKA Puppetman) when he developed the insanely powerful Puppet2D, and the more recent, […]
How Unity Evangelists enable creator success
Whether at a conference, on social media, or during a livestream, the Unity community often crosses paths with one of our Unity Evangelists. That said, what is an Evangelist and what do they do? As Evangelism Coordinator for the Americas at Unity, I often hear this question from creators during our travels. At the core, […]