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On-Demand QA Testing with Unity Automated QA

Games are incredibly challenging to test. Game developers build games from components, yet the player interacts with a visual and dynamic world that is much more interesting and complex than a sum of components.   Due to the complexity of modern games, even the most sophisticated QA teams have very limited options to scale the QA […] The post On-Demand...

Mortenson releases Unity on Climate Pledge Arena

Mortenson used Unity to create a virtual reality (VR) walkthrough of Climate Pledge Arena, the new home of the Seattle Kraken. The immersive and collaborative virtual environment enables project, sales and marketing, and ownership teams to review designs and give tours before the arena is built. U.S.-based Mortenson is a top-20 builder, developer, and...

Velodyne Lidar and Unity team up to enhance lidar simulation

Data volume is one of the main challenges facing lidar simulation. One leading lidar solution provider is using Unity’s Sensor SDK, System Graph, and High Definition Render Pipeline (HDRP) to simulate the data required to research and produce sensors. In this blog, Peter Desrosier, Multimedia Content Developer at Velodyne Lidar, shares their approach....

Join Unity Pulse, the community at the heart of building a better Unity

Are you interested in providing feedback directly to Unity teams? Sign up to become a member of Unity Pulse, our new product feedback and research community that we created because we believe your experiences and insight into product features are vital to Unity’s evolution. Unity Pulse is a new online feedback community created by the market […] The...

Find out what’s new for the Addressable Asset System

The Addressable Asset System allows you to safely and efficiently manage the content of complex Unity projects. Discover how the Synchronous Addressables API can make switching your project to this flexible system easier than before. The Addressable Asset System (i.e., Addressables) is our recommended tool for projects that require efficient asset and...

Bursting into 2021 with Burst 1.5

Our High Performance C# (HPC#) compiler technology, Burst, just keeps getting better. That’s why we want to unpack some major improvements made in the most recent version, Burst 1.5. In this post, we’ll take you through the headline features and their benefits, so you can make the most of Burst in your projects. Arm Neon […] The post Bursting into...

It’s time to sprint into Spring with the Asset Store

Sprint into Spring Sale 2021 Now through April 30, save 50% on over 500 bestselling assets on the Asset Store and propel your spring projects through the summer. Plus, check out new 24-hour Daily Deals for 70% off valuable assets that will keep you coming back for more. Bestsellers that’ll put a spring in your […] The post It’s time to sprint into...

Boosting computer vision performance with synthetic data

You need a lot of data to train a computer vision model to effectively interpret its surroundings, which can strain resources. Read this guest post to discover how Neural Pocket, an AI solution provider, used synthetic data to enable its computer vision models. Neural Pocket provides end-to-end AI smart city solutions for some of the […] The post...

How indie studio VRFX uses Unity and ArtEngine for real-time filmmaking

Want to know how to use Unity for virtual production and real-time iteration? Read on to discover how this innovative studio helped its clients stay on time and on budget while fine-tuning textures and lighting in real-time. As the pandemic swept the world into chaos, virtual reality (VR) and augmented reality (AR) experiences were in […] The post...

Enter the Boss Room: our new multiplayer sample game

Explore Unity’s new, experimental netcode library and the underlying patterns of a multiplayer game in our small scale cooperative RPG, Boss Room Creating multiplayer games is not easy, and it’s common to feel overwhelmed when exploring the development of a multiplayer game – even with SDK docs provided. You need advice on what to do with […] The...

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