Hoy se presenta ¡A toda uva!, un divertido videojuego para dispositivos móviles desarrollado por Spherical Pixel para la empresa productora, importadora y exportadora de uva de mesa Uvasdoce. ¡A toda uva! Es un juego dirigido al público más joven y tiene como objetivo dar a conocer a “Las Imprescindibles”, un exitoso proyecto iniciado por Uvasdoce en 2017 para explicar de […]
Legends of Learning es una plataforma de e-learning que ayuda a los profesores estadounidenses a conseguir que sus aulas sean entornos de aprendizaje divertidos, atractivos y productivos a través de juegos basados en la investigación. En Spherical Pixel siempre hemos interesados en la educación a través de los videojuegos, así que cuando surgió la oportunidad de desarrollar videojuegos para Legends […]
The post Nuestro primer videojuego educativo para Legends of Learning appeared first on Spherical Pixel.
Since the first stable release of Burst Compiler a year ago, we have been working to improve the quality, experience, and robustness of the compiler. As we’ve released a major new version, Burst 1.3, we would like to take this opportunity to give you more insights about why we are excited about it and what’s […]
Catsoft Studios builds essential game creation tools that shave time off production so you can focus your energy where it counts. Every game begins with an idea – a world to build, a compelling game mechanic, a feature that players are bound to fall in love with – but it takes a lot of work to […]
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 […]
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 […]
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 […]
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.