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Vision Summit speaker highlight: Sol Rogers

2017, April 19 - 14:03
Sol Rogers has a history deeply rooted in mixed reality technology as a long time VR/AR evangelist throughout the years. Starting in academia as a university lecturer for 15 years in Digital Animation, VFX and Emerging Technology at the University of Hertfordshire, he later founded REWIND in 2011. Since then, his award-winning VR/AR content production […]

Spotlight on Ultimate FPS: Fast track your game with the ultimate first person framework

2017, April 18 - 18:32
Ultimate FPS is one of the longest-running assets on the Unity Asset Store, with over 1500 reviews and a 5-star rating average. Special Offer: Get UFPS Free For a limited time, Ultimate FPS is included free with Unity Plus subscriptions as part of the Accelerator Pack, which also includes 2 other top-selling productivity assets (normally […]

Unity + Made By Girls VR Workshop and Career Shadow Day

2017, April 17 - 19:35
“Invest in Girls, Change the World” – Girl Scouts On March 31, 2017 we were incredibly proud to partner with Made By Girls (MBG) — a STEM education program dedicated to empowering girls — to organize a VR workshop and career day for girls at the Unity offices in San Francisco. Research tells us how […]

Vision Summit speaker highlight: Bay Raitt

2017, April 13 - 16:00
Bay Raitt is a veteran and pioneer within the digital arts space and joins the keynote lineup at the Vision VR/AR Summit. Raitt’s accomplishments span comics, games, film, and software tools. You may know him best for his work creating the groundbreaking facial animation behind Gollum from the Lord of the Rings trilogy; or at Valve […]

Asset Bundles vs. Resources: A Memory Showdown

2017, April 12 - 13:28
Lately we’ve gotten a lot of inquiries about using Asset Bundles over the old school Resources system and why loading an Asset from the former has a higher memory overhead than the latter. For those of you just looking for the TLDR: They don’t, or rather in the long run Asset Bundles will have a […]

How to see why your draw calls are not batched in 5.6

2017, April 3 - 14:07
I am sure that you know about Unity’s built-in Dynamic and Static Batching, which help reduce the number of draw calls in your game. You can see Batching working in the Stats window when the “Saved by batching” count is greater than zero. But unfortunately it is much harder to tell why Batching is NOT […]

5.6 is now available and completes the Unity 5 cycle

2017, March 31 - 16:30
Our latest release, and the final installment in Unity 5 cycle, includes Progressive Lightmapper preview, new Light Modes, Vulkan support, new video player, support for Facebook Gameroom, Google DayDream and much more. Unity 5 launched two years ago at GDC 2015, and today we conclude the cycle with the release of 5.6. We hope that […]

Vision Summit: First Speakers, Early Bird Ticket Sales End Today

2017, March 28 - 17:49
In just over a month we’ll touch down in Los Angeles for our second North American Vision VR/AR Summit. May 1-2, more than 1,200 founders, artists, programmers, business leaders, publishers, and developers will gather for two days of learning, discussion, and hands-on exploration of what’s new and next in XR. Today we’re pleased to share […]

Unity Connect School Pages Help Showcase Emerging Student Talent

2017, March 24 - 13:41
Today’s college and university classrooms are home to the next generation of talent that is going to take the industry by storm. How will recruiters find this new Unity talent and snatch it up before anyone else gets a chance? Unity Connect, of course. Since launch, over 1100 companies from the games and VR/AR industries […]

A look inside: Bug Bash – Find them all!

2017, March 23 - 14:31
For a long time, we had Exploratory Testing weeks (ET weeks) as one of the major test phases on every Unity release. The whole QA group would split up into pairs and run the prepared testing tours on the riskiest areas. This approach is great and served us well. After our testers became embedded into […]

Fast track your development: get further faster with these free productivity tools

2017, March 21 - 13:19
Making games is not easy. It takes a lot of time and dedication, especially if you are on your own, learning as you go, or a small team. You might feel like you’re spending the little time you have to work on your project trying to figure things out instead of making progress on the […]

TextMesh Pro Joins Unity

2017, March 20 - 12:45
Unity is excited to announce a powerful new addition to our creative tools suite: TextMesh Pro and its creator, Stephan Bouchard, have joined Unity! TextMesh Pro is a replacement for Unity’s existing text components like Text Mesh and UI Text. TextMesh Pro uses Signed Distance Field (SDF) as its primary text rendering pipeline making it […]

Update on Unity Multiplayer, Current and Future

2017, March 17 - 14:31
After a quiet period of fixing bugs, improving docs and stabilizing the foundation layer of the multiplayer feature, we’ve started looking to the future and planning the next improvements to make. In this post we’ll take you through the improvements we’ve made, as well as what can be expected in the immediate future. Fewer bugs, […]

Unity at Cinequest Film & VR Festival

2017, March 16 - 16:28
Film festivals around the world are leaping into virtual reality, from incorporating demos into their official programming to recognizing emerging pioneers in interactive entertainment. Over the past two weeks, in the heart of Silicon Valley, the Cinequest Film & VR Festival has again been a hub for tech-savvy creators looking to get inspired — but […]

EditorVR Contest Submissions Now Open

2017, March 14 - 17:50
At GDC, we announced a contest to find the best tool built for EditorVR, and submissions are now open! We’re looking for the most useful tool for VR developers, and the best demonstration of innovation, experimentation, and creativity — and we’ll make it worth your while. The winner will receive $10,000 — and if you’re […]

Unity Without Borders

2017, March 8 - 00:00
A few weeks back, we announced our support for developers worldwide in response to the United States’ travel and immigration restrictions.  As part of that announcement, we stated our intentions to send 50 developers affected by the restrictions to Amsterdam in June to attend our Unite event. We are excited to now officially launch the […]

The story of Crash Analyzer: The quest of automating crash handling at Unity

2017, March 7 - 15:22
My name is Igor and I am a Toolsmith at Unity, which means I am part of the team that build tools to increase productivity of Devs and QA in Unity with the aim to improve the overall quality of the product and the experience of our Users. What was there before… Let’s start with […]

Unity Devs Shine on Switch

2017, March 3 - 14:28
It’s here! Today we’re celebrating the launch of the Nintendo Switch, Unity’s newest target platform that is now available for purchase. With the option to play docked console-style or handheld on-the-go, the Nintendo Switch offers a compelling opportunity for creators to think a bit differently about their games. And made with Unity devs have done […]

Narrative Design in Virtual Reality [VRDC]

2017, March 1 - 22:58
Yesterday at our VRDC presentation Narrative Design in Virtual Reality, we brought a challenge to the VR industry: create better narratives. The difference between a story (what happens) and a narrative (the representation of what happens) is a crucial distinction for virtual reality — a medium where ‘narrators’ have designed not just the words of […]

Updates from Unity’s GDC 2017 Keynote

2017, February 28 - 20:21
Our GDC 2017 Keynote just ended a few moments ago here in San Francisco. For those who couldn’t join live, you can watch the recording here: CEO John Riccitiello was joined on stage by CTO Joachim Ante, Technical Director Lucas Meijer, Founder David Helgason, along with other Unity Technologies staff and some of our esteemed […]

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