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2018.1 is now available

2018, May 2 - 13:07
Unity 2018.1 marks the start of a new cycle that introduces a major upgrade to our core technology, which gives artists, developers and engineers the power to express their talents and collaborate more efficiently to make their AAA dreams a reality. Let’s start with a few of the highlights, and then you can dig into […]

How ARCore enables you to create brand new types of user interaction (Part III)

2018, May 1 - 15:01
In part I and part II of our ARCore blog series, we shared how you can leverage ARCore for Unity features, like motion tracking to create a Jenga AR game or light estimation to trigger object behavior. In this post, we want to share some cool ARCore for Unity experiments that show what you can […]

Asset Store May Madness: How we select top assets for our sale

2018, April 30 - 16:37
Thousands of highly-rated assets will be discounted in the Unity Asset Store’s May Madness sale, which started today and continues until May 11. The sale will include 100 top assets at half price, and one daily offer of 70% off. But we wanted to make sure that, in addition to large discounts, every asset offered […]

Flipping Death: Bringing unique 2D puzzlers to Nintendo Switch with Unity

2018, April 27 - 19:00
What does Zoink Games mean when they refer to Flipping Death as the spiritual successor to their previous hit game, Stick It to the Man? They’re referring to the fact that both games are puzzlers with a unique mix of innovative physics and 2D and 3D art. The two games also share supernatural themes, off-the-wall […]

How to get the most out of the new Unity Project Templates in 2018.1

2018, April 26 - 13:05
Project Templates (introduced earlier this year in this blog post) change the way you launch a new project in Unity.  The aim of Unity Project Templates is to improve the majority of users “out of the box” Unity experience. They provide preselected settings based on common best practices for different project types such as mobile, […]

Unite Berlin 2018: First sessions announced!

2018, April 25 - 09:27
Unite Berlin is the perfect opportunity to connect and collaborate with thousands of developers all focusing on technology, creativity, and games. Get ready for advanced hands-on demo workshops, technical sessions–customized for different levels, previews of upcoming Unity tech, the Made with Unity showcase, and of course an after-party with delicious food and plenty of dancing. […]

Inside Tribeca Film Festival: Made with Unity projects debut at Tribeca Immersive

2018, April 24 - 17:45
Of the 27 projects in the Tribeca Immersive program this year, 17 are made with Unity. From multiplayer musical playgrounds to powerful mixed-reality documentaries, the lineup this year was yet another reminder that ambitious design, thematic creativity, and technical innovation are still flourishing within Unity’s global community. Below are just a few of the many […]

Unity recognized as #8 Best Place to Work in the Bay Area

2018, April 20 - 16:02
We’re proud to announce that we’ve been recognized by San Francisco Business Times’ and Silicon Valley Business Journal’s 2018 Best Places to Work List for the second consecutive year! At Unity, we work hard to ensure that all Unity employees come to work feeling comfortable, supported and inspired. In the past year alone, we are […]

Faces of Unity: Sarah Stumbo

2018, April 19 - 17:24
Unity is an amazing place to work fueled by equally amazing people! We hope you will enjoy getting to know our company and our staff a little better through the Faces of Unity blog series. Each post in this series will spotlight an employe whose work plays an integral part in creating the engine you […]

Animation Instancing – Instancing for SkinnedMeshRenderer

2018, April 16 - 16:00
As developers, we’re always aware of performance, both in terms of CPU and GPU. Maintaining good performance gets more challenging as scenes get larger and more complex, especially as we add more and more characters. Me and my colleague in Shanghai come across this problem often when helping customers, so we decided to dedicate a […]

Assets from ADAM Episode 2 and 3 now available for creators to explore on the Unity Asset Store

2018, April 11 - 17:04
Launched just a few months ago, ADAM: Episode 2 and 3 have millions of views and are still generating loads of excitement. To fuel your creativity, Unity is releasing sample packs of ADAM EP2/EP3 characters, scenes, and Timeline assets, as well as an executable version. Oats Studios produced two ADAM sequels inspired by an original […]

Unity Developer Day 2018 Tour

2018, April 10 - 19:00
The Unity Developer Day conference series is returning – now to more cities than ever before! Join Unity evangelists and industry developers across nine cities in the USA, Canada, Mexico, Colombia, Chile and the UK for a full day of expert-level presentations, case studies by local studios, showcases of projects made with Unity, networking lunches, […]

New plans for Unity releases: Introducing the TECH and Long-Term Support (LTS) streams

2018, April 9 - 12:58
At GDC, we announced our new plans for Unity releases, which include what will be known as the TECH stream and the Long-Term Support stream (LTS). The TECH stream will consist of three major releases a year with new features and functionality. The LTS stream will be the last TECH stream release of each year […]

How ARCore enables you to create brand new types of user interaction (Part II)

2018, April 6 - 14:57
In Part I of our ARCore series, we shared some creative ideas on how you can use capabilities like light estimation to unlock new forms of user interaction and gameplay, part II shares some more practical use cases for additional ARCore features like Instant preview and Motion tracking. Can you picture a Jenga game in […]

Creative Scripting for Timeline

2018, April 5 - 12:37
Timeline is a powerful tool for creating cutscenes and short movies. But there’s more to it! Let’s see how we can leverage Timeline to blend gameplay and storytelling, bringing our game to the next level. With the release of 2017.1, Unity added a new and powerful tool to its arsenal: Timeline. You have probably seen […]

Tiny Bubbles: Custom soap-foam physics in Unity

2018, April 2 - 17:59
Veteran indie developer Stu Denman had a grandfather who had worked on the Manhattan Project, and afterward studied the physics of soap bubbles. Half a century later, Stu couldn’t get his grandfather’s bubble work out of his head. This is a story of how he developed custom physics in Unity to make a mesmerizing 2D […]

Will Wright’s Proxi Art Challenge

2018, March 30 - 17:08
Do you have what it takes to land a gig with a legendary game designer? Show us by bringing your memories to life in Will Wright’s Proxi Art Challenge! Will Wright, world-renowned game designer and creator of The Sims, SimCity, and Spore, has announced that his game dev studio, Gallium Artists, which was co-founded by […]

AMD Radeon Rays Integrated into Unity’s GPU Progressive Lightmapper

2018, March 29 - 17:56
As developer marketing manager at AMD, my mission is to enable developers to create ground-breaking experiences. That’s why I am so passionate about GPUOpen — AMD’s open-source initiative to supply game and professional graphics developers with powerful tools to design better GPU-powered applications. In the blog below, I’ll dive into AMD’s Radeon Rays integration with […]

Updated scripting runtime in Unity 2018.1: What does the future hold?

2018, March 28 - 16:56
Unity 2018.1 beta now includes a fully-supported, modern .NET runtime. As the .NET ecosystem continues to evolve, Unity is committed to maintaining feature compatibility with the latest and greatest in the .NET world. How did we get here? In Unity 2017.1, we shipped the first experimental preview of the stable scripting runtime. Throughout the 2017.2 […]

Shader Graph Custom Node API: Using the Code Function Node

2018, March 27 - 16:01
With the recent addition of Shader Graph, it’s now easier than ever to create custom shaders in Unity. However, regardless of how many different Nodes we offer by default, we can’t possibly cater for everything you might want to make. For this reason, we have developed a Custom Node API for you to use to […]

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