Everything in your Unity project passes through the lens of a camera, so you need to squeeze everything you can out of that camera. While much of this magic is expressed through render pipelines – light, shadow, focus, color – other dimensions are critical: camera position, motion, and timing. Cinemachine is Unity’s virtual camera operator, […]
The post Cinemachine 2.6 brings you precision, improved workflow, and little bits of magic appeared first on Unity Technologies Blog.
If you’re aiming for test-driven development, you need to make sure that your code is getting properly covered by tests as you go. Originally released with 2019.3, the Code Coverage preview package helps you make sure you haven’t missed anything by providing you a birds-eye visual overview of your code. When used with the Test […]
The post Code Coverage: Spot gaps in your tests appeared first on Unity Technologies Blog.
Real-time 3D enables companies to experience an environment before it exists, train without physical constraints, and iterate across teams before the concrete is poured. Join our weekly (and on-demand) AEC Digital Series to learn how Unity for AEC is driving this future and follow along with expert-led walkthroughs on how to build in Unity Pro […]
The post Introduction to Unity for AEC and how to create real-time 3D experiences appeared first on Unity Technologies Blog.
In Unity 2020.1 we have a new Physics component: ArticulationBody. Articulations make it easier than ever to simulate robotic arms and kinematic chains with realistic physics and movement. Along with other improvements from PhysX 4.1, Unity is more capable than ever of simulation for industrial applications. Unity 2020.1: delivering better physics With Unity 2019.3 we […]
The post Use articulation bodies to easily prototype industrial designs with realistic motion and behavior appeared first on Unity Technologies Blog.
At the end of The Heretic, we introduce Morgan, a VFX-based character created with the help of Visual Effect Graph. Now we’re releasing it as a project on the Unity Asset Store, so you can see for yourselves how we have approached the design of this complex character, and manipulate it directly in the Unity […]
The post The Heretic: VFX Character out now appeared first on Unity Technologies Blog.
For Black Horizon Studios, succeeding as a Unity Asset Store publisher has meant striking a balance between being accessible enough for hobbyists and flexible enough for pros. By striving to meet both needs, this small studio has created incredible programming systems for dynamic world-building that take your project to the next level, wherever your skills […]
The post World-building tools and Editor extensions for all skill levels: Meet Black Horizon Studios appeared first on Unity Technologies Blog.
To establish and maintain player engagement, you need to operate on both the macro and the micro levels: adhere to best practices game-wide and tailor messages on a player-by-player basis. The right engagement is what sets games up for long-term success. Without using intelligent engagement strategies to put players first, even the greatest game concepts […]
The post Player-first engagement: Learnings from deltaDNA appeared first on Unity Technologies Blog.
Last month we kicked off Unite Now, a digital programming series that includes inspiring talks, demos, Q&As, and stories from Unity experts and creators. Not sure where to start? Here are some of the most popular sessions to help you create, operate, and monetize your project. Whether you are looking for tips and new tools […]
The post Game on: Level up your Unity skills appeared first on Unity Technologies Blog.
When we revealed our short film The Heretic, the question you asked the most was, “Are you going to release this?” We’re happy to tell you that one of the most requested elements of this production – the Digital Human Character and Technology stack – is now available for you to download. While working […]
The post The Heretic: Digital Human package out now appeared first on Unity Technologies Blog.