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#101
The Unity Security team focuses on helping Unity creators build more trustworthy games and applications. Tune in to this blog series for tips, techniques, and recommendations for creating more secure games and apps with Unity. Today we are launching an ongoing blog series about developing securely with Unity. This series will provide content that Unity [...]
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#102
Play Mode is at the core of what makes Unity fun to work with. But as your projects get more complex, it can take a while to get started. The faster you can enter and exit Play Mode, the faster you can make and test changes. That's why we're introducing Configurable Enter Play Mode in [...]
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#103
Unity provides different types of native memory allocators via the Allocator enum: Persistent, TempJob, and Temp. These names indicate the lifetime of the memory allocation: forever, a few frames, and one frame. They also indicate an underlying algorithm to perform the allocation and deallocation. These algorithms have varied results on our code that uses them, [...]
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#104
Democratizing development using real-time 3D tools is at the heart of what Unity is all about. Today, we're excited to announce that Unity has acquired Obvioos, the creator of Furioos, a cloud-based video streaming service out of Lille, France. Furioos puts the power of real-time 3D into anyone's hands by streaming 3D applications to any [...]
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#105
Are you one of the 10,000 people descending on Las Vegas from November 19-21 for Autodesk's conference? Come check out our instructional demos, talks, panels, classroom sessions, and more. Join us at AU Las Vegas 2019, the conference for those who design, make, and build the world around us, taking place at the Sands Convention [...]
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#106
The Buried Memories Volume 2: Serekh asset pack was released in the Summer of 2019 by Unity's Asset Store and provides AAA quality, high fidelity assets to bring your project to life.     To accompany this stunning asset pack, the Learn Content and Unity Icons Collective teams have crafted a brand new premium learning [...]
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#107
You read it here first: we partnered with iLOGGIKA to create a first-person shooter (FPS) video game template (or "Microgame") to help new users get started in Unity. The FPS Microgame is a simple, already-functional game, and by following the guided tutorials that come with it, you can edit and customize the game to make [...]
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#108
Job structs can't contain managed types like string, class instances, or delegates. This is currently a pain as a lot of the Unity API relies on these and so we're forced to deal with them. Today we'll talk about how we can use managed types in our jobs to bridge the gap. Managed Approach To [...]
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#109
Get up to speed on how digital twin technology is changing how manufactured products and infrastructure projects are designed, brought to market, and maintained. What exactly is a digital twin? A digital twin is a fully working virtual copy of a real-world system. It combines data sets across multiple sources, from design data (e.g., CAD) [...]
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#110
We invited award-winning architecture firm SHoP Architects to share their early impressions of our new product Unity Reflect in our latest webinar. Whether you're a developer or have never touched a line of code, Unity Reflect lets you quickly and easily create real-time BIM experiences to win more projects, conduct immersive design reviews, and connect [...]
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#111
Unity 2019.3 beta brings quite a few updates to our PhysX integration. This will make the current implementation more precise, faster, and more robust. We've upgraded the PhysX library to PhysX 4.1 from PhysX 3.4. For more information, see the section "Migrating from PhysX SDK 3.4 to 4.0" in NVIDIA's PhysX 4.1 SDK Guide. New [...]
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#112
Every Summer, we recruit interns to help us deliver on our mission to empower Unity developers with AI and Machine Learning tools and services. Last summer, the AI@Unity group had four fantastic interns working on impactful projects: Aryan Mann, PSankalp Patro, Ruo-Ping Dong, and Jay Patel. Read on to find out more about their experiences [...]
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#113
Unity Feeds / [Jackson Dunstan] Adding Bit Fields to C#
Octubre 21, 2019, 11:00:55 AM
Bit fields give us the ability to use less than one byte to store an integer. This can be really useful to fit more data into a CPU cache or to reduce memory usage in general. Unfortunately, bit fields aren't built into C#. Today we'll work around that by creating our own! The Goal We [...]
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#114
Current seat subscriptions and current custom agreements are unaffected. Jump to the FAQ below if you have questions. New prices take effect January 1, 2020  Effective January 1, 2020 at 12:00 am UTC, the price for Unity Pro subscriptions will be USD $150/month and Unity Plus subscriptions will be USD $40/month for new seats, additional [...]
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#115
Offtopic / Curiosidad: La Historia de Unity3D
Octubre 17, 2019, 12:13:36 PM
He recuperado un artículo que explica el nacimiento y origen de la compañía y su juego, los cuales evolucionaron hacia lo que hoy en día es Unity3D.
 
Siempre hace gracia conocer los orígenes de las cosas, y el por qué se hicieron de esa forma...
 
 
 
Descarga: https://web.wpi.edu/Pubs/E-project/Available/E-project-030614-143124/unrestricted/Haas_IQP_Final.pdf
#116
We had an amazing time at #GHC19. Read on to discover our favorite moments from the event, what inspired our team the most, and a few pieces of advice for women entering the tech world. Grace Hopper Celebration (GHC) is the "world's largest gathering of women technologists." Every year, over 25,000 people meet to celebrate [...]
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#117
The Input System is available in preview for Unity 2019.1 and later. This new system focuses on ease of use and consistency across devices and platforms. Install it via the Package Manager, give it a try, and join us on the forums with any feedback you have. Unity's current built-in input management system was designed [...]
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#118
Unity Feeds / [Jackson Dunstan] Strongly-Typed Integers
Octubre 14, 2019, 11:00:34 AM
An int can be anything: points, health, currency, time, etc. We often make mistakes using one int where another int was supposed to go. Imagine a function DoDamage(int, int). It's not obvious what the parameters mean. Today we'll use the C# type system to make the code much more readable and less error-prone! Inspiration .NET [...]
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#119
With Presets, you can customize the default state of just about anything in Unity – Components, Importers, Managers – without coding. Presets can benefit development teams of all sizes, from streamlining repetitive tasks or validating design decisions, to enforcing standards and project templating. In this post, we'll dig into many of the features provided by [...]
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#120
We recently introduced Snaps, asset packs designed to help bring your projects to life. Read on to learn how you can benefit from using Snaps to lay out your levels quickly and easily and how to modify the assets to use them in your game. What are Snaps Prototype assets? Snaps Prototypes are modular prototyping assets [...]
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