Beginning 3D Game Development with Unity 4 is perfect for those who would like to come to grips with programming Unity.You may be an artist who has learned 3D tools such as 3ds Max, Maya, or Cinema 4D, or you may come from 2D tools such as Photoshop and Illustrator. Creates highly-optimized 2D and 3D games. Windows tools to create your own mobile app. 3D Games Create 2D Games Create 3D Games Develop Game Game. Unity 4.5.0f6 – High-end game development app. Unity delivers a stable and scalable platform for creating captivating content. Content that is efficient to create, and that works on low as well as high-end.
- Unity 4 5 0f6 – High End Game Development Apps
- Unity 4 5 0f6 – High End Game Development Applications
- Unity 4 5 0f6 – High End Game Development Approach
- Unity 4 5 0f6 – High End Game Development Apps
With Unity Game Engine you can make real-time 3D projects for games, animation, film, automotive, transportation, architecture, engineering, manufacturing and construction. Unity also includes powerful new tools, such as Timeline and Cinemachine, empower artists to create cinematic content and gameplay sequences without the need of an engineer. Creators can now spend more time doing, less time queueing.
For beginners, students and hobbyists who want to explore and get started with Unity. Completely free — no royalties, no credit card required You fully own any content you create
Everything you need to get started
Unity Personal is a great place for beginners and hobbyists to get started. It includes access to all core game engine features, continuous updates, beta releases, and all publishing platforms.
Move efficiently from prototyping to full production with a truly flexible editor and intuitive workflows supported by tons of tutorials and ready-made assets to guide your learning and development.
Work with the latest
Continuous updates allow you to develop with all the latest and most advanced features for high-end visuals, audio, animation, physics — everything you need to make any kind of game.
Build for all audiences
Target more devices more easily — with Unity, you can build once and deploy to the largest range of mobile, VR, desktop, Web, Console and TV platforms in the industry with a single click.
Known Issues in 2020.2.2f1
- Packman: Unable to filter on downloaded assets (1307862)
- Input: [Input System] MultiplayerEventSystem throws a warning when more than one MultiplayerEventSystem is active (1303961)
- iOS: UnityWebRequest doesn't work when using a 14.2+ iOS device (1299873)
- Asset Import Pipeline: Prefabs are reimporting every time a code change is made (1294785)
- Global Illumination: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)
- UI Toolkit: Editor Crashes when name of Serialized Sprite variable is edited (1302872)
- Texture: uGUI in Texture2D is different than in the Game view when calling ToTexture2D() method on a RenderTexture (1301378)
- Asset Import Pipeline: UnobservedTaskException:System.Exception: Failed to load an internal asset stored when using LoadInternalResource (1296212)
- Quality of Life: Infinite load when trying to display Lists of custom classes in Inspector (1298594)
- Build Pipeline: [Cache Server] Building process freezes on compiling shader variants when connected to Accelerator (1296800)
- Templates: Editor Crashes when performing Undo and Redo after duplicating Game Object with LEGO Model Asset component (1298503)
- Asset Importers: [Performance Regression] Importing an fbx model is noticeably slower when the model contains Animations (1265275)
- Cloth: Skinned Mesh Renderer's Bounds Extent is set to half of the Transform's Scale when using a Cloth Component (1209765)
- Linux: InputSystem's Mouse delta values do not change when the Cursor lockState is set to Locked (1248389)
- XR: [XR SDK][Oculus] EarlyUpdate.XRUpdate spikes inconsistently (1262597)
- Shadows/Lights: Skybox lighting is not rendered after creating gameobjects in the new scene until the lighting is rebaked (1250293)
- Serialization: Crash on WalkTypeTreeComplete<SerializedProperty::ContainsManagedReferences'::2'::IsManagedReferenceVisitor> (1302360)
- Profiling: Once paused, the Profiler does not resume recording when profiling WebGL player (1271012)
- Scene Management: Crash on StackAllocator::WalkAllocations when loading another Scene whilst in Play Mode (1297307)
- Packman: Package Manager doesn't show available updates (1304459)
- HD RP: Upgrading a HDRP project results in numerous Kernel at index invalid errors (1306116)
- Terrain: Crash on TerrainManager::CullAllTerrains when opening a scene with neighboring terrains (1300660)
- Linux: Linux Editor tooltip shows up in the window switcher as a separate window (1287440)
2020.2.2f1 Release Notes
System Requirements Changes
- AI: Fix NavMeshAgent oscillates across a point when moving close to edges (1274343)
- AI: Fixed a crash that occured during building Navmesh from multi-floor multi-area-type source. (1273805)
- AI: Fixed an editor crash when a mesh used for baking the NavMesh got destroyed. (1070148)
- AI: Fixed exception when requesting a path with a negative agent type ID. (1278829)
- Android: Export gradle project failing when using custom base build.gradle only the first time. (1245249)
- Android: Fix regression in 180 degree rotation reporting. (1273594)
- Android: Fixed a framebuffer fetch on Adreno issue. (1271787)
- Android: Fixed an issue where draws after indirect draw result in corrupt geometry on Adreno. (1271258)
- Android: Fixed issue when Unity Remote system is unable to connect to Android devices due to incorrect adb executable file path. (1251622)
- Animation: Fixed a crash caused by Avatars in Prefabs. (1278233)
- Animation: Fixed crash when calling SamplePlayableGraph with Custom Playable (1272325)
- Asset Bundles: Fixed occasional graphics job related crash when unloading an AssetBundle that contains Shaders (1264580)
- Asset Import: Fixed 'ArgumentOutOfRangeException: StartIndex cannot be less than zero' errors when selecting some specific Models. (1287132)
- Asset Import: Fixed issue where meshes with no material assigned in FBX files are imported with a transparent material. (1290483)
- Asset Import: Fixed wrong pivot conversion when ResampleCurves is disabled in ModelImporter. (1283884)
- Asset Pipeline: Fixed an issuw where previews of assets using SRP were pink when the pipeline hasn't been persisted. (1264676)
- Asset Pipeline: Fixed issue where Assertion failed on expression: 'txn.IsBlacklistEmpty()' was being triggered, due to certain checks not happening before a Refresh was deemed completed. (1247090)
- Audio: In the editor the audio output device is now automatically suspended after a longer duration of inactivity in order to allow the operating system to enter sleep mode. This can be disabled in the audio project settings. (995866)
- Burst: Fixed a bug in LLVM that it would incorrectly convert some memset -> memcpy if both pointers derived from the same memory address, and where one indexed into the 0th element of the pointer.
- Burst: Fixed a failure on linux builds where libdl.so cannot be found.
- Burst: Fixed managed implementation of sub_ss intrinsic.
- Burst: Made math.shuffle compile correctly when non-constant ShuffleComponent's are used.
- DX12: Fixed a crash when executing a CommandBuffer that references a deleted RayTracingAccelerationStructure object. (1296035)
- DX12: Fixed recurring errors in the Console window when using Light Probe mode Off usage and ray tracing. (1291419)
- DX12: Fixed [D3d12 - 'Failed to create a heap!'] message when starting editor in D3D12 mode (1284462)
- Editor: C# scripts containing instructions in disabled conditional sections that are located before preprocessor directives are now correctly imported. (1295088)
- Editor: Fixed a crash occurring in the Recent Scenes menu option when a Scene is unloaded in SceneOpenedCallback. (1294937)
- Editor: Fixed a FileNotFoundException issue when using gzip compression for WebGL on Linux. (1268262)
- Editor: Fixed an issue that would result in the Unity Editor Update Check window opened in an incorrect state followed by the Editor crashing. (1285668)
- Editor: Fixed an issue when pop-up windows like Color Picker closed upon clicking them when they were hovered on immediately after opening. (1239613)
- Editor: Fixed an issue where deselecting floating preview window throws null reference exception and GUI errors. (1278192)
- Editor: Fixed an issue where SearchField showed a clear button when passed a null search text string. (1252262)
- Editor: Fixed array element selection being lost after performing undo. (1292456)
- Editor: Fixed array inspector header not opening a context menu issue. (1282685)
- Editor: Fixed issue where scene visiblity/picking didn't work with objects in the DontDestroyOnLoad scene. (1234777)
- Editor: Fixed missing icon size slider in project browser in one column layout. (1295227)
- Editor: Fixed ReorderableList having wrong label/field width ratio
- Editor: Fixed ReorderableList not being correctly indented while defined in serializable classes and structs (1292183)
- Editor: Fixed Script Execution Order Add Item drop-down menu in Project Setings was not opening in the Windows Editor when there were over 1000 items, prevents drop down menu item insertion when system limit was reached instead of preventing insertion above 1000 item. (1265757)
- Editor: Fixed spurious memory leak warning when using JobHandle.CombineDependencies() with long-running jobs. (1284488)
- Editor: Fixed the null reference exception that occurs each time a user game is recompiled. (1273144)
- Editor: Properly show update check window in the editor on application launch when a new version is available. (1274737)
- Editor: Reverted fontRenderingMode from FontRenderingMode.Smooth back to FontRenderingMode.OSDefault. (1262281)
- Editor: Windows Download Assistant no longer calculates the install size as being the same as the download size (1297868)
- GI: Fixed a crash in Enlighten::CpuUpdateManager::UpdateGpuTexture when starting GI bake after baking previous scene with GPU progressive lightmapper. (1250819)
- GI: Fixed a crash in progressive lightmapper seam stitching when a mesh containing NaNs was added. (1263058)
- GI: Fixed an issue wehre the reflection probe encoding was not independent of convolution type on mobile. (1269207)
- GI: Fixed an issue where realtime textures could be assigned to a customProbe. A warning is now displayed. (1243849)
- Graphics: Added ability to check equality for SwapChainConfiguration.
- Graphics: Added fast bath for ComputeShader.Begin/EndWrite on Console DX11 (1295411)
- Graphics: CPU optimisation for graphics memory allocation/deallocations.
- Graphics: Disabled Texture MipMap Stripping of Crunch Compressed textures. (1295490)
- Graphics: Fix targetTexture rendering black screen when changing it in OnPreRender(). (1274376)
- Graphics: Fixed a crash when optimizing Mesh which contained overlapped indices in sub meshes. (1288561)
- Graphics: Fixed a performance isssue with SRP Batcher ON and very specific highly static batched scene. (1295145)
- Graphics: Fixed a Player crash with Size overflow in allocator from AllocAndFillInstancedData (hybrid v1). (1289613)
- Graphics: Fixed an incorrect rendering order issue by the Particle System when using 'Sorting Fudge'. (1256788)
- Graphics: Fixed an issue where a list of exposed VT formats were out of sync. (1283237)
- Graphics: Fixed an issue where the Editor text on Mac OSX would randomly become corrupted. (1267885)
- Graphics: Fixed assert triggered when using RenderTexture with a VT stack. (1284710)
- Graphics: Fixed cascaded shadows from directional lights suddenly disappearing under certain nearplane/shadow distance constellations. This error was occurring when Stable Fit shadow cascades were used. (1225499)
- Graphics: Fixed data race on constant buffer data on DX12. (1299525)
- Graphics: Fixed GLES device leaking texture IDs in some circumstances (1261513)
- Graphics: Fixed mastertexture limit affecting the miplevel of cubemaps in the player. (1277191)
- Graphics: Fixed Texture2DArray, CubemapArray and SparseTexture being not supported in batch mode (1291999)
- Graphics: terrain tree imposters transparency fix on GLES (1287879)
- Graphics: Using Mesh Compression import setting on non-standard vertex data formats no longer crashes. (1267820)
- Graphics: [VFX] SRP Batcher issues with VFX Shadow-casters (1296980)
- IL2CPP: Fix a case where an interface could be incorrectly removed from a type when no .ctor for that type was marked. (1222808)
- IMGUI: Fixed an issue when Event.mousePosition value was not updated throughout the drag operation while dragging assets in scene. (1287856)
- IMGUI: Fixed the text cursor becoming invisible if an exception was thrown from inside of SelectableLabel. (1293370)
- Kernel: Print info about which allocator Unity engine is using. (1296992)
- License: Client can now parse latest PACL xml schema
- License: Fixed license validation when serial number is empty on macOS (1279866)
- Linux: Fixed an issuw with Invalid window layouts crashing the editor when loaded. (1286251)
- Linux: Fixed game controller and joystick serial numbers (1269974)
- macOS: Fixed Apple silicon DTK freezing when running Unity. (1292999)
- Networking: UnityWebRequest: fix possible data corruption in UploadHandlerFile (1238418)
- Package: The Post-Processing package has been updated to version 3.0.1. See package change log for full details.
- Package Manager: Fixed an issue on startup where assets in immutable packages could be incorrectly logged as having been modified. (1279382, 1287305)
- Package Manager: Fixed an issue when a user switches an account and the package list refresh the new assets, a null ref exception occured.
- Package Manager: Fixed the issue where TextFields added to Package Manager window as extensions being set to readonly by default. (1285806)
- Package Manager: Recommend update to latest version for packages that is not part of the Unity registry and packages that are in preview.
- Particles: Fixed inspector switching from multi edit mode to single edit whilst making changes. (1282252)
- Physics: Added a missing property tooltips for Physics 2D project setting properties of 'Gizmos' and 'Layer Collision Matrix'. (1276423)
- Physics: Ensure that changing a Rigidbody2D constraint on a prefab instance results in the change being indicated by a bold label in the inspector. (1265836)
- Physics: Ensure that changing the Rigidbody2D mass distribution correctly adjusts the center of mass velocity. (1272075)
- Physics: Ensure the 2D per-frame SimulationMode2D correctly runs the simulation after the Update script callback and not before it to match FixedUpdate script callback. (1274820)
- Physics: Fixed an issue when filtering out bad 2D physics collision shapes produced by the internal shape tessellator where occasionally a good shape is filtered out. (1274172)
- Physics: Fixed an issue where OnCollision events wer not happening when the listening script was added to a GameObject after the ArticulationBody component. (1258247)
- Physics: Fixed an occasional crash when destroying a PhysicsScene2D while destroying active contacts or collider-ignore-collision settings. (1268659)
- Playables: Fixed crash in playable graphs when multiple notification receivers callbacks exist and change the source playable graph in a destructive manner (1290690)
- Prefabs: Fixed a distorted UI for Prefab override comparison window when a changed component is selected. (1069062)
- Prefabs: Fixed a regression preventing both required component and the dependent from both being removed from a prefab instance. (1277654)
- Prefabs: Fixed collection of direct dependencies on Prefabs (1178737)
- Prefabs: Fixed lost reference issues when applying added GameObject from context menu. (1237942)
- Prefabs: Improved error handling when loading broken prefab files (1278298)
- Profiler: Fixed a situation when Profiler remains active even with Profiler window closed in play mode. (1249581)
- Profiler: Fixed an issue where Hierarchy Views randomly collapsed (i.e. hiding their children) parts of the sample tree when Editor Only samples were present in a frame and the 'Collapse EditorOnly Samples' option was turned on (default setting is on). (1297955)
- Profiler: Fixed an issue where the Profiler connection dropdown was not showing multiple players running on the same machine. (1271502)
- Profiler: Fixed CPU Module Detailed view sorting when search field is active (1214785)
- Profiler: Fixed visualization of a selected frame which is no longer available in Profiler hierarchy view to unify hierarchy and timeline view behavior. (1242627)
- Scene Manager: Allow scenes to be saved to packages from the save panel. (1276187)
- Scripting: Added an option to disable Signed Assembly version validation. (1193928)
- Scripting: DEVELOPMENT_BUILD is included in Assembly define list when EditorUserBuildSettings.development is set to true (1294142)
- Scripting: Fix minor documentation issue in Player Settings for Get/SetAdditionalCompilerArgumentsForGroup.
- Scripting: Fixed a compilation problem when using Reference assemblies and an assembly has compiler errors, some dependent assemblies might not get recompiled
- Scripting: Fixed a StackOverflow isue when building player in certain cases. (1288883)
- Scripting: Fixed crash during Domain Reloads after modifying scripts. (1262671)
- Serialization: Ensure that SerializedProperty.DataEquals works consistently even on fields prior to an alignment boundary. (1294238)
- Serialization: Fixed crash in player due to corruption in GlobalGameManager caused by usage of UIToolkit package under specific scenario. (1296253)
- Shaders: Exposed Render Queue control on the Standard shader (1287934)
- Shaders: Fixed allocator errors due to orphaned memory when canceling a build during shader compilation. (1224325)
- Shaders: Fixed an Editor failurs due to shader compiler communication issues when using some VPN solutions. (1025558)
- Shaders: Fixed bad GLSL code generation on some cases accessing loop inductor inside the loop. (1267920)
- Shaders: Fixed missing shader warnings when getting the shader variant from cache server. (1283021)
- Shaders: Fixed missing shared compiler warnings when targeting GL/Vulkan/Metal/Switch. (1281243)
- SpeedTree: Fixed an issuw where the button would not appear in Mesh Renderer and LOD Group component inspector if Unity detected wrong SpeedTree shader is used (for instance Nature/SpeedTree8 shader is used for meshes that come from SpeedTree 7 assets, and vice versa), and will correct them if clicked. (1237736)
- UI: Add option to not activate the inputfield on selection. Helpful for controller based platforms where navigating to items is required to navigate UI. (1268708)
- UI: Fallback to non SRP when rendering uGUI's profiler rerender even if SRP is in use. (1275870)
- UI: Fixed an issue where OnDrop callback was not being called when using a TouchScreen. (1279352)
- UI: Fixed an issue where the tiling and offset were no longer applied at the material level. (1287864)
- Universal Windows Platform: Fixed a rare crash within TouchScreenKeyboard caused by a race condition (1286442)
- Universal Windows Platform: Fixed Backspace and Selection not working properly on Xbox and HoloLens (1288229)
- Universal Windows Platform: Fixed old TouchScreenKeyboard and XAML forms from being used in XAML HoloLens apps (1256386)
- Universal Windows Platform: Fixed TouchScreenKeyboard immediately hiding on Xbox One when focusing an InputField (1287100)
- Version Control: Fixed a crash on initial script recompilation when script tried to checkout assets (1275692)
- Video: [macOS][iOS][tvOS] Fixed a Video Player lags issue when Playback Speed is changed. (1168597)
- Virtual Texturing: Fixed a crash that occured during tile extraction of invalid virtual texture stacks.
- WebGL: Fixed a memory error crash when using the 'Convert To Entity' component. (1254779)
- Windows: Fixed an issue where the full Windows 10 version including edition, build (with UTR) Version, and architecture was not logged when running the editor for diagnosis. (1251004)
- XR: Updated the com.unity.xr.legacyinputhelpers to 2.1.7 package. Fixes automation compilation error when URP and HDRP are in the same project and fix for isolation compilation. (1297184)
- Build Pipeline: Added: ContentBuildInterface.CalculatePlayerSerializationHashForType for providing precise per type dependency tracking for incremental rebuild of asset bundles.
Unity 4 5 0f6 – High End Game Development Apps
- Asset Import: When Meshes have no material defined in the imported file, the ModelImporter will now assign the default material to them rather than creating a 'No name' material sub-asset.
- Burst: Preserve the frame pointer when debugging is enabled to aid debugging.
- Package Manager: com.unity.purchasing updated to 2.2.1, adding full support for the implementation of GooglePlay Billing Library v3 library in the Asset Store In-App Purchasing module (includes an essential runtime hotfix over 2.2.0).
- Timeline: Updated Timeline package to version 1.4.5
- UI: Changed the Shader property for soft masking from _MaskSoftnessX / Y to _UIMaskSoftnessX / Y so we dont overlap with TMP's shader properties.
- Graphics: Improved handling of VirtualTexturing enabled state outside of the player settings UI. (1264576)
- WebGL: Added support for PVRTC and RG16 textures. Enable use of high-performance WebGL GPU powerPreference. (1187965)
Magic Wand Tool For mac. System Requirements
- OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)
- CPU: SSE2 instruction set support.
- GPU: Graphics card with DX10 (shader model 4.0) capabilities.
- The rest mostly depends on the complexity of your projects.
- Additional platform development requirements:
- iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.0 or higher.
- Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.
- Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK
For running Unity games
Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:
- OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
- Graphics card with DX10 (shader model 4.0) capabilities.
- CPU: SSE2 instruction set support.
- iOS player requires iOS 10.0 or higher.
- Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.
- WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.
- Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities
- Exported Android Gradle projects require Android Studio 3.4 and later to build
Recent Unity news
- It's also the most-downloaded title in PS Plus history
- No word on when shares will be made available, but it could be before the end of the year
- 10 votesThe Unigine SDK allows the development of 3D graphics software for simulation, visualization, scientific research, video games, virtual reality systems and more.
- 351 votesUnreal Engine is now free. Free for game development. Free for Virtual Reality. Free for education. Free for architecture. Free for film.
Popular apps in Gaming
Offering rich visual fidelity and artist-friendly tools, Unity delivers ultimate performance for your multi‑threaded console and PC games.
Take your visuals to the next level
The Heretic uses a broad range of Unity’s graphics features, including every aspect of the High Definition Render Pipeline (HDRP). With Unity 2020, you can achieve close-to-cinematic visuals in real-time with Unity’s built-in area lights, high-quality shadows, volumetrics, reflections, advanced materials and more.
“A thing that is really great about Unity is that it has native support for the main tools that our artists like to use – Photoshop and Maya.”
“The motivation to move away from our internal technology to Unity was really about challenging some of the perceptions about big game development.”
“Just by implementing Unity’s Entity Component System (ECS), we got a huge performance increase for very little effort.”
“HDRP works beautifully and solves so many problems. Transparency sorting and glass look exactly like they should – thanks to Unity’s built-in solution.”
Fuel your creativity and success with an all‑in‑one platform
The DOTS Sample project demonstrates how all of the DOTS technologies work together in a multiplayer shooter game, including Unity Physics, FPS Netcode, Conversion Workflow, Unity Live Link and more.
In the Valley of Gods
From the makers of Firewatch comes this richly interactive narrative based in 1920s Egypt. To tell an emotional story about friendship, the studio employed hard-working features like the Playables API and Mecanim, ensuring they got the physics, animation and other details just right.
Book of the Dead
This first-person, interactive demo showcases Unity’s capabilities for powering high-end visuals for game productions. The project leveraged the High-Definition Render Pipeline (HDRP) and many other new Unity features.
This modern adventure game features strong storytelling and encourages exploration. Its innovative stop-motion techniques are made possible by various Unity tools like photogrammetry and HDRP, while the combination of Timeline and Cinemachine allowed the studio to employ non-linear filmmaking techniques.
Escape from Tarkov
This 80-person team from Russia chose Unity to create a hardcore first-person shooter. To meet the high expectations of its player audience, the studio used Unity’s Mecanim for lifelike character animation and the Memory Profiler to optimize the game experience for all.
Rick and Morty: Virtual Rick-ality
This is Owlchemy’s first venture into morphing 2D cartoons into 3D interactive universes. In a cutting-edge adventure powered by Unity’s VR tools, Rick and Morty beam into your living room where you get to play as a Morty clone, exploring Rick’s garage, the Smith household and alien worlds.
This multiplayer FPS project is game-ready with full source code and assets available for download. Learn the latest features in Unity by extracting and using the parts you need – or use the full project as a starting point for your own online FPS game for PC or console.
At Unite Los Angeles we presented our progress on ECS and the Burst Compiler. Building on our experiences from the Nordeus demo at Unite Austin, we teamed up with the FPS Sample team and produced a futuristic cityscape using 2018.3 with some modifications that will appear in Unity 2019.
High Definition Render Pipeline (HDRP)
The HDRP is ideal for projects targeting AAA-quality games, demos and apps running on Compute Shader/GPU-compatible devices such as multicore PCs and consoles. It supports both forward and deferred rendering and uses physically based lighting and materials.
Prefabs provide you with efficient and flexible workflows that enable you to work confidently in large teams without the worry of making time-consuming errors. They give you great creative freedom and increase productivity by letting you automatically iterate on multiple game objects on the fly.
Visual Effect Graph
This flexible, artist-friendly system empowers you to create stunning VFX quickly. Just drag-and-drop ready-made nodes for simple effects or have fun experimenting, all in real-time.
Data-Oriented Technology Stack (DOTS)
With DOTS, you get Performance by Default, taking full advantage of today’s multicore processors. Its Entity Component System (ECS) provides a smart, data-oriented approach to game development based on game data, supported by the C# Job System for parallel code and the Burst Compiler for optimization.
With this smart camera system, you can effortlessly craft shots, build rigs and fine-tune your cinematography without painful rework. Cinemachine automates camera behaviors and dynamically triggers the best shots based on scene composition and interaction.
With Timeline, you call the shots and create rich cinematic content, cutscenes, and gameplay sequences by choreographing animations, audio, particles, scene elements, and other game objects. Its multitrack interface lets you build content fast, generating entire scenes on the fly and iterating with a few clicks.
With Unity’s extensive photogrammetry capabilities, you can easily produce high-quality and reusable game-ready digital assets from photos and videos.
Easily author shaders by building them visually instead of having to write code. You create and connect nodes in a network graph and see the results in real-time, thanks to Shader Graph’s open architecture and tools for creating custom nodes.
Unity’s industry-leading real-time development platform gives developers the power to create light, fast experiences using the graphical environment of an extensible Editor.
Extendable and flexible
Unity is unmatched in extensibility and ready to be adapted to your current and evolving needs with a powerful C# scripting system, comprehensive API and extensive documentation. Source code access can be purchased for under-the-hood C++ development.
With its intuitive UI and tools, Unity makes it easy to jumpstart a working prototype and bypass spending time on low-level programming. Changes are easy and instant through the magic of real-time, making it easier to create and iterate.
Unparalleled Platform Support
Maximize your reach with support for 25+ platforms. Unity partners early and deeply with publishing platforms so you can build once and deploy to all major console and PC platforms, as well as mobile.
Unity includes a powerful and well-documented APIs with access to the complete range of Unity systems, including physics, rendering, and communications to enable a rich interaction model and integration with other systems.
Optimal Graphics Performance
Unity’s Scriptable Render Pipeline provides total flexibility for graphics optimization. The High-Definition Render Pipeline offers world-class visual quality on high-end hardware while the Lightweight Render Pipeline maintains responsive performance when scaling for mobile.
Unity 4 5 0f6 – High End Game Development Applications
A Massive Catalog of Assets and Tools
The Unity Asset Store gives you access to the largest marketplace of off-the-shelf assets and productivity tools to jumpstart your project. These building blocks cut down on development time to get you up and running and across the finish line faster.
Multiplayer games are today’s most watched, played and successful. Our cloud-enabled tools and services ensure you and your players both achieve awesome results.
Unity Teams helps you and your team create together, faster. It makes it simple to save, share and sync your Unity projects with anyone, anywhere.
Deliver dynamic user experiences powered by our big data and built-in Analytics toolkit.
The largest community of real-time creators
“Unity Developer” is #7 of the top-10 fastest growing jobs in the US, according to LinkedIn. With the talent pool centralized on Unity Connect, and a certification program to validate skills against a standard of aptitude, it’s easy to find skilled Unity talent to build your team.
For large teams in the gaming industry, we offer custom solutions designed to support your organization’s creative goals.
Unity 4 5 0f6 – High End Game Development Approach
Introduction to the DOTS Sample
Unity 4 5 0f6 – High End Game Development Apps
Take an in-depth look at the networked future of DOTS-powered Unity with this introduction to the DOTS Sample and the Netcode that drives it.
Getting started with HDRP for games
Learn to assess if HDRP is the right tech for your game and how to start using it for production.
Creating VFX with the Visual Effect Graph
Artists of all experience levels can use the Visual Effect Graph to create amazing particle VFX. In this intermediate-level session, our development team provided a sneak peek into how to generate millions of GPU-based particles in real-time using the Visual Effects Graph’s toolset.
Entity Component System (ECS) – Megacity walkthrough
Megacity is built on our Data-Oriented Technology Stack (DOTS) alongside numerous optimizations slated for Unity 2019. The results are jaw-dropping.
- 4.5M Mesh renderers
- 200K Unique objects per building
- 100K Individual audio sources
- 5K Dynamic vehicles
- 60 fps
For large teams in the gaming industry, we provide Premium Support and source-code access – as well as offer a wide range of custom Professional Services – to ensure your organization meets its creative, technical, and market goals.