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Multi-material: Using custom Inspectors and Scriptable Objects for UDIM materials

2017, August 1 - 14:23
The Unity Labs team is experimenting with bringing film-quality assets, designed for maximum fidelity but non-realtime rendering, into the 60+ FPS world with Unity. Since film and TV formats and pipelines (such as Ptex, USD & UDIM) are not widely supported in realtime engines, working with these assets requires new techniques and tools. Beyond the […]

Meet the 5 Hottest Artists on Unity Connect

2017, July 28 - 17:00
If you’re an artist, your portfolio is a vital tool which allows you to show off your skills to a wide range of audiences. On Unity Connect we want to make it as easy as possible to showcase your work to our community of talented creators and industry employers with our free online portfolio tool. […]

How to integrate 360 video with Unity

2017, July 27 - 14:09
Since the introduction of the new Video Player component in Unity 5.6, we’ve had a lot of questions about how to integrate 360 video into a Unity project. Over the past months we have slowly been refining our suggested workflow and working on a high quality shader to make it happen. Today, we are pleased […]

Spotlight Team Best Practices: Collision Performance Optimization

2017, July 26 - 13:05
On the Spotlight Team, we work with the most ambitious Unity developers to try to push the boundary of what a Unity game can be. We see all sorts of innovative and brilliant solutions for complex graphics, performance, and design problems. We also see the same set of issues and solutions coming up again and […]

Unity and creating content in a Post-Flash World

2017, July 25 - 17:03
By now, you may have seen that many of our friends – including Adobe, Microsoft, Facebook, Google, and Mozilla – have announced their plans to support a move away from Flash. If you’re a web content creator, this shouldn’t be shocking news. The trend has been moving away from closed browser plugins for a while. […]

Animating Inside VR: Mixing motion capture and keyframes

2017, July 24 - 14:03
In the Unity Labs Authoring Tools Group, we explore the future of content creation, namely around how we can use XR to make 3D content creation faster, easier, and more approachable. We’ve shipped EditorVR, which brings Unity into the headset and minimizes VR development iteration time, and we’re developing Carte Blanche, opening virtual world and […]

Unity’s future of VR ads and how Cinemachine and Timeline will change storytelling as we know it

2017, July 22 - 17:00
Introducing Unity to a whole new audience We recently had a fantastic showing at the VR in the Sky event in New York City. Part of VR Society’s suite of events, VR in the Sky was a 2-day event that brought together content and technology professionals for presentations and demonstrations around VR, AR, 360 and […]

A look inside: Core Foundation team and improving Unity’s testing practices

2017, July 21 - 14:08
Pictured above: Me (right) fighting a developer (left) about our testing practices and standards. As a Software Developer Engineer in Test (SDET) on the Core Foundation team, I would like to share with you our findings from a testing workshop we held recently. Core Foundation is composed of industry veterans with autonomy to focus on […]

Power up your production with an Essentials Pack

2017, July 20 - 17:17
Choose from VR, Art & Design, 2D, and Mobile Essentials Packs (valued at $150+), now included free with Unity Plus and Pro. Pick the pack that’s right for you. Each Essentials Pack includes top-rated assets and tools from the Asset Store that will help boost your skills and get your project over the finish line […]

Unity Awards 2017 Submissions Now Open

2017, July 19 - 17:00
Time to submit your projects for the 2017 Unity Awards! Submissions are officially open and we’re looking forward to feasting on everything that the Unity community has been creating for the past year. As usual, you all have been busy creating a load of amazing games, cinematic experiences, visualizations, and everything else inbetween. The Unity […]

EVO Highlight – Icons: Combat Arena by Wavedash Games

2017, July 16 - 23:30
Wavedash Games, a studio that has their foundation in the grassroots scene of platform fighters, are developing their first title, Icons: Combat Arena, a love letter to the community they stem from. At EVO 2017, the fighting game community and the world finally got to see  Icons: Combat Arena, the result of just over a […]

Calling Unity Creators: Be a part of Sundance 2018

2017, July 15 - 17:03
Many Unity creators have achieved critically acclaimed success by participating in the Sundance Institute’s New Frontier Exhibit. Never heard of New Frontier? New Frontier was created to identify and foster independent artists working at the convergence of film, art, media, live performance, music, and technology. Since 2007, the New Frontier exhibition at the Sundance Film […]

Made With Unity: Fighting the World at EVO 2017

2017, July 14 - 17:56
Today kicks off this year’s largest and longest running fighting game tournament in the world, EVO 2017. The event brings in competitors from around the world for three days full of inspirational comebacks, bewildering upsets, and even Unity developers. Regardless of if you’re a casual player who just enjoys sitting down and mashing out some […]

Spotlight Team Best Practices: Using Realtime Global Illumination with Multiple Scenes

2017, July 12 - 13:21
On the Spotlight Team, we work with the most ambitious Unity developers to try to push the boundary of what a Unity game can be. We see all sorts of innovative and brilliant solutions for complex graphics, performance, and design problems. We also see the same set of issues and solutions coming up again and […]

Introducing Unity 2017

2017, July 11 - 13:02
We’re excited to announce that Unity 2017.1 has been released and is now available for download. We want to thank the Unity community for their valuable contributions during the beta phase. This release marks the debut of the new Unity 2017 cycle, evolving the world’s most popular game engine into an ever-expanding creation engine for […]

Deprecating DirectX 9

2017, July 10 - 14:06
We will be removing support for DirectX 9 on the Windows platforms; as a result Windows XP will no longer be supported by default. When will it happen? Unity 2017.3 Why is this necessary? Due to diminishing hardware numbers and the loss of platform support from Microsoft, we have come to the conclusion that continued […]

Introducing Unity Connect Messenger: Live, real-time access to the Unity community

2017, July 8 - 16:56
‘Community’ is one of the first things we hear when we ask why people chose to create with Unity in the first place. Extremely enthusiastic, passionate, and supportive, the Unity community is truly unique. With Unity Connect, we took an important step toward bringing creators closer together by creating a dedicated space for them to […]

Art and VR at Sotheby’s

2017, July 7 - 13:58
This is a guest post from our VR Artist in Residence, Isaac Cohen, also known as Cabbibo. For more background, you can check our initial announcement post here. When you know you’ll have to make an art piece in one day, you need to be prepared. For a painter this might mean making sure you […]

Get involved in the next generation of Unity with access to the new 2017.2 Beta

2017, July 6 - 22:26
Thanks to everyone who helped us introduce the next generation of Unity by being part of the 2017.1 beta. If you’d like to get involved, get exclusive access to all the new features, and help us deliver a stable product, we are now ready to invite you to help test the 2017.2 beta version. Join […]

Build location-based games or apps with the newly launched WRLD Unity SDK

2017, July 5 - 19:37
We are excited to announce the launch of WRLD Unity SDK, so you can build worlds in Unity using streaming, geo-spatially accurate 3D mapping for your next location-based game, project, or virtual or augmented reality application. WRLD provides a fully textured 3D environment using a real-world global coordinate system so it’s ready to use instantly […]

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