Systems that create ecosystems: Emergent game design - We created a new e-book, The Unity game designer playbook, for game designers who want to learn how to prototype, craft, and test gameplay in Unity. New and experienced game designers can use this guide as they begin to add Unity skills to their profile.
How to come up with a game idea that you'll love working on - I'll give you a step-by-step process for coming up with a game idea that you'll love, that you'll be excited to work on, and that is appropriate for your skill level in game development.
Unity Security’s Public Bug Bounty Program - Today we’re announcing Unity’s bug bounty program is now public, opening it for all individuals to contribute their security findings in Unity products.
Modified Grid - This is the third tutorial in a series about procedural meshes. It introduces a second way to generate a square grid and a way to animate it via a shader.
Introduction to Asynchronous Programming in Unity - Dive deeper into the world of asynchronous programming in Unity by creating a fun town-builder game.
Unity 2022.1 beta is now available - As of today, it includes over two thousand fixes and more than 600 features and changes.
The magic of Cinemachine 2.6 in Unity 2020 LTS: Unparalleled precision, workflows, and more - As part of the 2020 LTS, Cinemachine 2.6 is now a verified package (more on what that means below). We also have several new tools for cinematic creators like you to make the most of this latest version. [UPDATED November 2021 to reflect the latest developments in Cinemachine 2.6]
Sword Slash Shader Breakdown - Hey! This shader uses a technique similar to that of a “soulercoaster” (which are similar to ribbons/trails, commonly used in VFX involving magic spells). It involves panning a texture across a premade mesh, masking sections of it to be visible over time. In this case the mesh is a ring that will surround the player and we’ll be panning two textures - one trianglular shaped one which masks the shape of the slash, and a noise texture to add detail.