See the full breakdown of all the blog posts in the Games Focus series.
Rendering that scales with your needs
By Ali Mohebali, Aljosha Demeulemeester, Mathieu Muller, Steven Kent
Our aim with the Scriptable Render Pipelines (SRPs) is to reduce your cost to scale and deliver your games for the widest platform reach, with the best possible visual quality and performance.
This blog post covers the status, upcoming release plans, and future vision for High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP), including new and upcoming features, plus learning resources to help you level up your skills.
Profiling and performance optimization
By Marika Nakamura
When we think about performance at Unity, there are three main areas where we believe we can help:
- Insight: Empowering you to dig into your game’s performance, identify bottlenecks, and pinpoint areas that would benefit from optimization strategies
- Experience: Ensuring that creating your projects feels seamless by raising the performance of the Unity Editor and runtime
- Innovation: Guiding you in new programming techniques and paradigms that have performance in mind from the ground up
Learn what we’ve recently released or are currently working on to boost performance in these three areas.
Reach more players over multiple platforms and form factors
By Nick Rapp, Martin Best, James Stone, Frederic Garnier
The Unity engine is known for its strength on mobile, but we know many of you want your content on all major platforms – from mobile and handhelds to desktops and consoles to XR.
Discover what we’re working on to help you take your game to more platforms.
Extending your reality with XR
By Tarrah Wilson, Scott Flynn, Dave Ruddell, Dorrene Brown, Will McDonald
We’re fortunate enough to enjoy an incredible XR game developer community building up around Unity during a period of rapid growth and evolution in XR technology and hardware.
We anticipate that the XR space will continue to evolve – pushing us and all of you to keep up with new input paradigms alongside ever more capable hardware, world understanding, and user expectations. This post dives into XR Interaction Toolkit (XRI), newly supported hardware, and updates to OpenXR and AR Foundation to show you our recent and upcoming work to simplify XR creation.
How your feedback drives product development
By Andrew Bowell
Your feedback is critical to helping us make the right decisions about our products. We want to share what we do with your feedback, and hopefully encourage you to keep sharing your needs, insights, and experience.
Read how our engineers prioritize and integrate your feedback into product development to direct the work of our engineers, product managers, designers, and QA staff.
Empowering teams for cross-functional collaboration
By Ashley Alicea, Marc-André Ferguson, Marie-Christine Babin, Marc Nelson
Creating ambitious games and RT3D experiences brings complex challenges as teams work to integrate different skill sets, processes, and content. These complexities often grow as teams scale and hire more non-coder roles like artists or designers.
This post gathers several solutions that might not seem to be related – a version control system and other DevOps solutions here, a node-based authoring system for codeless creation there. But these tools are all designed to drive faster, smoother cooperation across teams by shaping better collaborative workflows.
Creating and operating connected games with multiplayer networking
By Kiki Saintonge
Making multiplayer games can be really hard, from designing the mechanics to implementing and testing. This post covers our vision, tools, and future plans for Unity Multiplayer Networking and Netcode for GameObjects.
We’re working to build a netcode solution that’s flexible enough to accommodate every core aspect of your multiplayer game, while also making it easier for you to scale and use third-party tools or services if you need to.
Expanded scale for ambitious games
By Isaac Seah, Laurent Gibert
Starting with Unity 2022.2 Tech Stream, ECS for Unity comes with the following packages:
- Entities, a foundational package that enables ECS in Unity
- Unity Physics and Havok Physics for Unity, for deterministic large-scale simulations
- Netcode for Entities, to create multiplayer games
- Entities Graphics, to batch large amounts of ECS data to Unity Scriptable Render Pipelines
In this edition of the Games Focus series, we talk about the benefits seasoned Unity creators can get with ECS for Unity, how early adopters have created ambitious games with ECS for Unity, and what’s planned for 2023 and beyond.
Understanding Unity’s 2023 roadmap
Discover more resources
Check out these educational resources to help you strengthen your skills in Unity or get inspired by successful game dev stories.