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Meeting Google Play requirements in the future

2017, December 20 - 13:31
Earlier this week Google announced important changes to the Google Play requirements: target API level 26 (Android 8.0 Oreo) or higher will be required for new submissions starting August 2018, and all submissions starting November 2018. 64-bit support becomes mandatory for submissions in August 2019. In this blog post we would like to help you […]

Unity 2017.3 is here

2017, December 19 - 13:15
2017.3 completes the 2017 cycle introducing several new features and improvements across the board for both artists and developers. We’re excited to share all the great new and improved features available today with Unity 2017.3. Before drilling down into the details, though, we wanted to look back at Unity 2017. (If you can’t wait, just […]

Asset Store: A year in review

2017, December 18 - 16:43
This year you could get assets from demos like the real-time rendered Adam films and the TANKS multiplayer tutorial, as well as training and content from Swords & Shovels. We’ve introduced new Unity tools and support plugins like the Unity ARKit and the FBX exporter. And we’ve and seen thousands of great new packages from […]

Best Live Trainings of 2017: Object pooling, shader writing and particle splatting

2017, December 16 - 16:25
This year has been a great year for us in Online Evangelism and next year is shaping up to be even better (and busier!). Coming into the end of the year I thought it might be a good time to take a look back and pick out some of my favorite content which I created […]

Crunch compression of ETC textures

2017, December 15 - 12:17
This blog post describes the basics of Crunch compression and explains in details how the original Crunch algorithm was modified in order to be able to compress ETC1 and ETC2 textures. Introduction to Crunch: Compressing DXT textures. Crunch is an open source texture compression library © Richard Geldreich, Jr. and Binomial LLC, available on GitHub. […]

Available now: OctaneRender for Unity

2017, December 14 - 17:07
OTOY’s cinematic render engine for the Unity editor has arrived! OctaneRender® is the first and fastest path-traced, GPU-accelerated render engine. In Unity, OctaneRender is available for free, or at $20 or $60 for packages that unlock more GPUs and OctaneRender plugins for leading 3D authoring tools. Cinematic rendering in Timeline and Play mode OctaneRender arms Unity […]

Interactive VR ad achieves higher emotional response than traditional formats

2017, December 13 - 12:58
Advertisers, at their core, are storytellers. And VR is the most powerful storytelling medium ever created. Users can be transported into an entire world imagined by the brand and, based on their actions, the story changes and evolves, creating an even deeper connection. If only we already lived in a world where everyone owned a […]

Spectating VR

2017, December 12 - 13:35
A fun game experience is something that players want to show off, record, and share. With VR, seeing what the player sees on a single, rectangular screen doesn’t always convey the entire feeling. This means that spectators can often find the default ‘seeing through a player’s POV’ experience underwhelming. What I wanted to do was […]

Using Machine Learning Agents in a real game: a beginner’s guide

2017, December 11 - 13:59
My name is Alessia Nigretti and I am a Technical Evangelist for Unity. My job is to introduce Unity’s new features to developers. My fellow evangelist Ciro Continisio and I developed the first demo game that uses the new Unity Machine Learning Agents system and showed it at DevGamm Minsk 2017. This post is based […]

Neon Challenge: Cinemachine & Timeline community resources

2017, December 9 - 17:13
Last week, we announced the Neon Challenge, a real-time environment art challenge inspired by Veselin Efremov’s project, Neon. A project that was created in a weekend using the power of Timeline, Cinemachine, Post-Processing and the Unity Asset Store. Take the challenge for a chance to win $20,000 USD. The Unity community is full of brilliant […]

Introducing ML-Agents v0.2: Curriculum Learning, new environments, and more

2017, December 8 - 20:47
The Machine Learning team at Unity is happy to announce the release of a new version of Unity Machine Learning Agents – v0.2 Beta! With this release, we are improving the toolkit on all fronts: 1- adding new features to both the Unity SDK and Python API; 2- new example environments to build on top […]

Lighting tips & tricks in the ADAM films

2017, December 7 - 18:00
Are you curious about how Oats Studios created such high-fidelity sets, characters and costumes in real time for ADAM: The Mirror and ADAM: Episode 3? Read our in-depth, behind-the-scenes blog posts on lighting, Alembic support, clothing simulation, Timeline, shaders, real-time rendering and more. My name is Jean-Philippe Leroux, and I am a senior technical artist […]

Timeline: Keeping the ADAM films on track

2017, December 6 - 17:56
Are you curious about how Oats Studios created such high-fidelity sets, characters and costumes in real time for ADAM: The Mirror and ADAM: Episode 3? Read our in-depth, behind-the-scenes blog posts on lighting, Alembic support, clothing simulation, Timeline, shaders, real-time rendering and more. I’m SerEn (Sean) Low, an Art Tools Engineer specialized in Tools and […]

They are what they wear: Clothing simulation in ADAM

2017, December 5 - 18:07
Are you curious about how Oats Studios created such high-fidelity sets, characters and costumes in real time for ADAM: The Mirror and ADAM: Episode 3? Read our in-depth, behind-the-scenes blog posts on lighting, Alembic support, clothing simulation, shaders, real-time rendering and more. From primitive to high-tech costumes If you’ve seen ADAM: The Mirror and ADAM: Episode […]

ADAM: The evolution of Alembic support in Unity

2017, December 4 - 18:00
Are you curious about how Oats Studios created such high-fidelity sets, characters and costumes in real time for ADAM: The Mirror and ADAM: Episode 3? Read our in-depth, behind-the-scenes blog posts on lighting, Alembic support, clothing simulation, shaders, real-time rendering and more. I’m SerEn (Sean) Low, an Art Tools Engineer specialized in Tools and Pipeline on […]

Create your own animated emojis with Unity!

2017, December 3 - 19:56
With the release of the iPhone X, Apple popularized the use of “Animojis” for sending animated messages and everyone was showing off their newfound karaoke animation skills. Less known was the fact that Apple had released a face tracking API for the iPhone X which allows you to create your own animated emojis. Unity already […]

Neon Challenge: Announcement

2017, December 1 - 16:26
With $20,000 USD on the line, what futuristic real-time environment scene will you create using the power of Unity and the Asset Store? Empowering the community of talented creators to realize their creative visions has always been a core part of our mission at Unity. At Unite Austin we unveiled Neon, a real-time environment scene […]

Learn how Google’s Poly works with Unity EditorXR

2017, November 30 - 17:10
With our launch of Poly for Unity EditorXR and Google’s new Poly Toolkit for Unity, you can now import Poly models directly into your VR project. Get ready to explore thousands of 3D assets on Google’s Poly that will spark your imagination and help you build great experiences. Note that Poly for Unity EditorXR (developed […]

Staff Made With Unity Favorites from 2017

2017, November 29 - 13:57
As the end of the year and the holidays are approaching, we thought it would be fun to share with you some of the exciting Made With Unity content from 2017. Take a peek and see what some of the staff here at Unity have been enjoying this year. Cuphead “Being an old fart of an […]

Introducing the Simple Animation Component

2017, November 28 - 13:03
Or, what am I supposed to do with Animation Playables? Ever since they were introduced as experimental in 5.2, Playables have been mysterious beasts. Many of our users have been curious, and have asked us, “What am I supposed to do with those?” We answered, “Anything!” but we didn’t have any concrete examples to start […]

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