March 8, 2019
This is one of several posts about our new Data-Oriented Tech Stack (DOTS), sharing some insights into how and why we got to where we are today, and where we’re going next. In my last post, I talked about HPC# and Burst as low-level foundational technologies for Unity going forwa...
February 26, 2019
This is a brief introduction to our new Data-Oriented Tech Stack (DOTS), sharing some insights in how and why we got to where we are today, and where we’re going next. We’re planning on posting more about DOTS on this blog in the near future. Let’s talk about C++. The language Un...
June 24, 2014
In the spirit of sharing more of the tech behind the scenes, and reasons why some things are the way they are, this post contains an overview of Unity's serialization system. Understanding this system very well can have a big impact on the effectiveness of your development, and t...
June 23, 2014
As the breadth of the Unity feature set keeps on growing, and as we build it with more and more engineers at the same time, the necessity for being able to split up the product in separate modules becomes bigger and bigger. Obviously because it is just sound engineering practice....
May 16, 2014
When you do this in Unity:
if (myGameObject == null) {}
Unity does something special with the == operator. Instead of what most people would expect, we have a special implementation of the == operator. This serves two purposes: 1) When a MonoBehaviour has fields, in the...
March 28, 2012
Lot’s of news around Flash today! Let’s get started:
We’re officially collaborating with Adobe to make Unity and Flash work great together
We are committed to building the best tool there is to create content for the Flash platform, and are doing it with Adobe’s support and bles...