# Unity

> Develop, deploy, and grow with Unity, the world’s leading 3D game engine. Build for all major platforms from mobile, to PC and console as well as XR, acquire players, monetize your game, and power industrial applications.

## Products

- [Advanced workflows for AR developers | Unity Mars](https://unity.com/products/unity-mars): Improve your augmented reality (AR) workflows with Unity Mars, AR tools that help devs build dynamic apps, AR games and experiences.
- [Aura from Unity: Mobile Device Management Solution | Unity](https://unity.com/products/aura): Aura from Unity empowers you to cost-effectively reach high quality users and engage customers throughout the entire device lifecycle.
- [Download Unity Personal: Get Unity for Free | Unity](https://unity.com/products/unity-personal): Unity’s free plan, Unity Personal, is for individuals and small organizations with less than $100K of revenue and funds raised in the last 12 months.
- [Embedded Platform Support](https://unity.com/products/compare-plans/embedded): Recommended support for Unity on embedded platforms.
- [Free Unity License for Academic Institutions | Unity](https://unity.com/products/unity-education-grant-license): Find out if your institution is qualified to apply for Unity's educator grant to deploy Unity real-time 3D development software in the classroom! Apply today.
- [Game Design & Development Certifications | Unity](https://unity.com/products/unity-certifications): Grow your resume and advance your career in game development & design with Unity Certifications. Browse our certifications & get started today!
- [Get Unity Pro: 2D and 3D Development Platform | Unity](https://unity.com/products/unity-pro): Create and optimize high-end games and interactive experiences. Bring your team’s vision to life with Unity’s real-time development platform.
- [Grow consultation services](https://unity.com/products/consultation-services): From user acquisition to live ops, Unity experts are here to help drive your game’s success
- [Improve the In-App Ad Experience with Ad Quality | Unity](https://unity.com/products/ad-quality): See the ads your users see with Ad Quality, so you can optimize the in-app experience and protect your brand.
- [ironSource Ads direct demand sunset FAQ | Unity](https://unity.com/products/ironsource-ads-sunset): Read Unity’s announcement and FAQs for the ironSource Ads direct demand sunset effective April 30, 2026, including what changes for advertisers and publishers.
- [LevelPlay App Analytics & Insights Platform | Unity](https://unity.com/products/levelplay-analytics): LevelPlay gives you robust analytics reporting so you can make smart decisions for your games and unlock your revenue potential.
- [LevelPlay in-app bidding platform | Unity](https://unity.com/products/levelplay-in-app-bidding): LevelPlay in-app bidding enables multiple ad networks to compete for your ad space in real time, which helps you get the highest revenue for each impression.
- [LevelPlay’s Ads & App A/B Testing Tool | Unity](https://unity.com/products/levelplay-ab-testing): A/B test any element of your monetization strategy in just a few clicks so you can make data-driven optimizations with ease.
- [Mobile User Acquisition Strategy & Software Solution | Unity](https://unity.com/products/unity-ads/user-acquisition): Unity User Acquisition solutions enable you to run ad campaigns easily and be seen by millions on apps and games everyday. See for yourself.
- [Mobile-First Customer Service Platform | Unity Helpshift](https://unity.com/products/helpshift): Helpshift is the world’s only mobile-first customer service platform purpose-built for mobile gaming & in-app player support. Request a free trial from Unity!
- [OctaneRender® 3D Software Rendering Engine | Unity](https://unity.com/products/otoy-octanerender): OctaneRender for Unity is the industry's first & fastest physically accurate GPU accelerated renderer. Buy today to start creating cinematic-quality scenes.
- [Optimize Project Workflows with Odin Enterprise | Unity](https://unity.com/products/odin): Unity Odin Enterprise makes editor customization effortless & provides all the tools to optimize workflows & save thousands of development hours. Buy today.
- [Parsec: Secure, Real-Time Remote Desktop Software | Unity](https://unity.com/products/parsec): Parsec redefines remote desktop. Connect to your work, games, and projects from anywhere at up to 4k at 60FPS with near-zero latency.
- [Pixyz Plugin Licensing](https://unity.com/products/pixyz/faq): As of September 3, 2024, changes will be made to Pixyz Plugin licensing.
- [Professional Artist & Game Design Certification | Unity](https://unity.com/products/unity-certifications/professional-artist): Validate your knowledge of the artistic execution of real-time interactive software with the Unity Professional Artist Certification. Get certified today!
- [Reinvent Your 3D Transformation Pipelines](https://unity.com/products/unity-asset-transformer-sdk): Unlock CAD and 3D data transformations, manage point clouds, and optimize mesh models for real-time interactive experiences. Create compelling 3D visualizations by leveraging the most powerful Asset Transformer toolset ever offered.
- [Rewarded, Banner, Native & Interstitial Ads for Apps & Mobile Games | Unity](https://unity.com/products/levelplay-ad-formats): Seamlessly integrate ads into your app to drive revenue. Leverage the ad formats that complement your in-app economy.
- [SpeedTree | The Industry Standard for Procedural Modeling](https://unity.com/products/speedtree): Create and customize vegetation models with SpeedTree's advanced procedural modeling tools.
- [Supersonic: Mobile Game Publishing Platform | Unity](https://unity.com/products/supersonic): Take your spot at the top with Supersonic, Unity’s mobile game publishing solution. Get industry-leading technology and expert guidance to maximize your game's growth.
- [Tapjoy Campaigns: CPE, CPA & Daily Rewards | Unity](https://unity.com/products/tapjoy-campaigns): The Tapjoy offerwall connects top advertisers with premium publishers and then rewards mobile users for their time.
- [The Tapjoy Offerwall: In-App Rewarded Marketplace | Unity](https://unity.com/products/tapjoy): Offerwall is an in-app rewarded marketplace connecting top advertisers with premium publishers.
- [Transform your 3D Data with Unity Asset Transformer Toolkit | Unity](https://unity.com/products/unity-asset-transformer-toolkit): Install Unity Asset Transformer Toolkit to seamlessly import CAD and 3D data into Unity for real-time applications.
- [UGS Pricing](https://unity.com/products/gaming-services/pricing): Everything you need to launch, manage, and operate your game – at a fair price. Our products are designed to work for AAA studios, indie developers, and everyone in between.
- [Unity Academy | On-Demand Professional Training for Unity](https://unity.com/products/unity-academy): Learn Unity on your schedule. Unity Academy gives professionals and teams access to 350+ hours of expert-built training – self-paced, always current, and built for real-world work.
- [Unity Academy Course Catalog | Unity](https://unity.com/products/unity-academy/course-catalog): Leverage our full collection of professional courses designed for all skill levels and industries to develop and enhance your skillset with Unity.
- [Unity Academy Pro | Structured Training + Certification for Industry](https://unity.com/products/unity-academy-pro): Unity Academy Pro is the premium training subscription for Industry teams using Unity. Learn, practice, and earn official Unity certification all in one structured subscription.
- [Unity Ads Glossary of Terms | Unity](https://unity.com/products/unity-ads/glossary): This glossary contains the most commonly used terms for user acquisition and monetization in mobile advertising.
- [Unity Ads Monetization & UA Platform | Unity](https://unity.com/products/unity-ads): Grow your mobile app with Unity Ads and maximize revenue by attracting the right users.
- [Unity Asset Manager: Digital Asset Management Solution | Unity](https://unity.com/products/asset-manager): Increase content discoverability, reuse, security, and ROI across your organization with Unity’s robust cloud-based 3D digital asset management solution.
- [Unity Asset Transformer Licensing FAQ](https://unity.com/products/unity-asset-transformer/licensing-faq): Unity is transitioning Asset Transformer (formerly Pixyz) products from the legacy licensing system to Unity's standard Licensing System to simplify your experience and align with the broader Unity ecosystem.
- [Unity Asset Transformer Studio: 3D Data & CAD Optimization | Unity](https://unity.com/products/unity-asset-transformer-studio): Transform CAD data into lightweight, optimized meshes with Unity Asset Transformer Studio, a unique 3D data preparation tool featuring a useful tessellation algorithm.
- [Unity Asset Transformer: 3D CAD Data Visualization Software | Unity](https://unity.com/products/unity-asset-transformer): Unlock CAD data, import point clouds, and optimize mesh models. Develop real-time interactive applications and create compelling 3D visualizations with Unity Asset Transformer.
- [Unity Certified Associate | Unity](https://unity.com/products/unity-certifications/associate-game-developer): Showcase your Unity skills and boost your resume as a Certified Associate Game Developer with the Unity Game Developer Certification. Get certified today!
- [Unity Certified Professional: Programmer | Unity](https://unity.com/products/unity-certifications/professional-programmer): Validate your programming skills and boost your resume with the Unity Professional Programmer Certification. Get certified today!
- [Unity Certified User: Associate Artist | Unity](https://unity.com/products/unity-certifications/associate-artist): Start your career as a Unity artist with our Associate Artist certification. Showcase job-ready Unity skills by earning an industry-recognized credential.
- [Unity Certified User: Associate Programmer | Unity](https://unity.com/products/unity-certifications/associate-programmer): Showcase your Unity skills and boost your resume as a Certified Associate Programmer with the Unity Programmer Certification. Get certified today!
- [Unity Certified User: Programmer | Unity](https://unity.com/products/unity-certifications/user-programmer): Jumpstart your career in the real-time 3D ecosystem with the Unity User Programmer Certification. Get certified with Unity today!
- [Unity Certified User: Virtual Reality Developer | Unity](https://unity.com/products/unity-certifications/vr-developer): Showcase your Unity skills and boost your resume as a Certified Virtual Reality Game Developer with the Unity VR Developer Certification. Get certified today!
- [Unity Cloud Frequently Asked Questions | Unity](https://unity.com/products/unity-cloud/faq): The following frequently asked questions address Unity Cloud and the early access period.
- [Unity Educator plan – Prepare your students for a career in VR, AR, game development, and more | Unity](https://unity.com/products/unity-educator): Prepare your students for in-demand careers by teaching them how to use professional tools and workflows to work effectively on a cross-disciplinary team.
- [Unity Engine: 2D & 3D Development Platform | Unity](https://unity.com/products/unity-engine): Build 2D and 3D experiences in any style, for any platform. The Unity engine gives you the power and flexibility to realize your creative vision.
- [Unity Enterprise | Unity](https://unity.com/products/unity-enterprise): Manage complex projects with expert engineering support, source code access, cloud collaboration tools, and extended Long Term Support (LTS) for teams of any size.
- [Unity Essential Success - Customer & Technical Support When You Need It | Unity](https://unity.com/products/unity-essential-success): Unity Essential Success is a support plan offered by Unity. Essential Success ensures you minimize downtime, get answers to your questions, and resolve technical problems quickly.
- [Unity Game Development Consulting Services | Unity](https://unity.com/products/games-consulting): Unlock success with strategic and technical guidance from Unity experts. Get tailored guidance based on your specific goals and challenges.
- [Unity In-App Purchasing (IAP): Sell Across Mobile, Web & PC](https://unity.com/products/iap): Unity IAP lets developers manage in-game purchases across app stores, mobile, web, and PC with one catalog, D2C webshops, and third-party payments.
- [Unity Industry Associate | Unity Certification for Industrial Professionals](https://unity.com/products/unity-certifications/associate-industry): The Unity Industry Associate Certification validates your ability to design, build, and deploy professional Unity applications for industry. Earn a Credly digital badge and prove your skills are job-ready.
- [Unity Industry Consulting Services | Unity](https://unity.com/products/industry-consulting): Innovate your Unity applications faster with expert help.
- [Unity Industry: Transform 3D Data to Build Anything](https://unity.com/products/unity-industry): Get the tools and support you need to transform your CAD and 3D data into immersive, interactive apps and experiences with Unity Industry.
- [Unity LevelPlay: Ad Mediation Platform | Unity](https://unity.com/products/levelplay): Increase app revenue, acquire new players, and take total control of your monetization with LevelPlay, the leading ad mediation platform from Unity.
- [Unity Plans & Pricing: Pro, Personal, Enterprise, Industry | Unity](https://unity.com/products): Explore all of Unity's products and services to find the right set of tools for you. Get more information about our plans and pricing.
- [Unity Playworks: Make Playable Ads & Interactive End Cards | Unity](https://unity.com/products/playworks): Easily create, customize, and test high-performing playable ads and interactive end cards with Unity Playworks. Boost user acquisition without coding!
- [Unity Pricing Changes | Unity](https://unity.com/products/pricing-updates): The latest news and updates related to Unity pricing and subscription plans.
- [Unity Programmatic Solutions: Reach your audience in the state of play | Unity](https://unity.com/products/programmatic-solutions): Brand and performance campaigns that reach gaming audiences from awareness to action
- [Unity Source Code: Understand, optimize & debug code | Unity](https://unity.com/products/source-code): Understand, optimize, and debug code faster, and take projects further by tailoring the engine to your needs.
- [Unity Starter Success: Customer & Technical Support | Unity](https://unity.com/products/starter-success): Unity Starter Success is a technical support plan for Unity Pro users. Get personalized assistance directly from Unity engineers to quickly solve your issues.
- [Unity Student Plan - Free License for Students | Unity](https://unity.com/products/unity-student): Eligible high school & post-secondary school students get free access to Unity's software & workflows used by professionals to create interactive experiences.
- [Unity Studio: Web-Based No-Code Design Editor for 3D Experiences](https://unity.com/products/unity-studio): Unity Studio is an intuitive web-based, no-code 3D editor that lets designers, trainers, and engineers build and share interactive applications.
- [Unity Success Plans](https://unity.com/products/success-plans): Boost your creativity and build projects in Unity with confidence with personalized guidance from our experts. Learn more about Unity Success Plans.
- [Upskill Teams and Optimize Resources | Unity Industry Success](https://unity.com/products/industry-success): A support offering exclusive to Unity Industry that includes rapid response technical support, on-demand training, dedicated point of contact, and customer onboarding engagement.
- [Vector AI connects the right games with the right players | Unity](https://unity.com/products/unity-ads/vector): Built to connect the right players with the right games, Unity Vector AI is designed to leverage data from across the Unity ecosystem to drive growth.
- [Virtual Cloud Collaboration Tool | Unity](https://unity.com/products/syncsketch): Experience secure, real-time collaboration for media files. Review projects offline or online, with stunning visual quality and seamless workflow acceleration.
- [Vivox: In-Game Voice, Text Chat & AI Moderation | Unity](https://unity.com/products/vivox): Vivox brings in-game voice chat, text chat, and AI moderation to any engine. Cross-play, AAA-proven by Riot Games, and free for indies up to 5K PCUs.

## Industries

### Industry

- [Create Real-Time 3D Experiences | Industry Solutions from Unity](https://unity.com/industry/find-your-industry): Unity is your gateway to the metaverse, digital twins, AR, and VR. Explore industry solutions to digitally transform your business.
- [Create Real-Time 3D Experiences | Industry Solutions from Unity](https://unity.com/industry): Unity is your gateway to the metaverse, digital twins, AR, and VR. Explore industry solutions to digitally transform your business.

### Manufacturing

- [AR & VR Digital Solutions for Manufacturing | Unity](https://unity.com/solutions/manufacturing): AR & VR digital manufacturing solutions can help streamline workflows from concept to market-ready products to predictive maintenance. Test, design, and fine-tune products in virtual 3D manufacturing environments.

### Automotive

- [AR, VR & Digital Transformation Solutions for Automotive | Unity](https://unity.com/solutions/automotive): AR & VR help improve automotive tools and workflows, from automotive design and prototyping to interactive metaverse marketing and HMI.

### HMI

- [Embedded Systems, HMI Design & Development Software | Unity](https://unity.com/solutions/human-machine-interface-hmi): Real-time 3D drives innovation in embedded systems and automotive HMI, enabling a connected end-to-end solution for HMI design, development, and deployment.

### Digital Twin

- [Energy digital twins operations demo](https://unity.com/demos/energy-digital-twin): placeholder
- [Top 10 Applications & Use Cases for Digital Twins | Unity](https://unity.com/topics/digital-twin-applications-and-use-cases): Learn how various industries use digital twins and check out inspiring case studies that showcase the real-world impact of this technology.
- [What are Digital Twins and How do They Work? | Unity](https://unity.com/topics/digital-twin-definition): Digital twins connect and visualize real-world assets and data, creating virtual representations of nearly anything. Read more to find out how it all works.
- [What Is a Digital Twin? How It Works and Where It's Used](https://unity.com/glossary/digital-twin): A digital twin is a data-enriched virtual replica that simulates a physical object's real-world behavior for better design, testing, and operations.

### AEC

- [Streamlining communication in AEC with Unity Reflect | Unity](https://unity.com/resources/streamlining-communication-in-aec): Learn how Unity Reflect enables immersive design review and coordination to empower better collaboration and faster decision making, bridging the gap between designers and decision makers.
- [Unity for AEC](https://unity.com/resources/unity-for-aec): This video will explain what real-time BIM is, how it's changing the AEC industry, the vision of Unity for AEC and recent updates to our products and solutions.

## Solutions

- [3D Software for Architecture, Engineering & Construction | Unity](https://unity.com/solutions/architecture-engineering-construction): Unity's 3D software for architecture, engineering, & construction will bring immersive 3D experiences to every phase of your workflows. Try Unity Industry for free!
- [Accelerate Solutions Consultancy Standard Services | Unity](https://unity.com/solutions/accelerate-solutions-games/standardservices): Descriptions and deliverables of Unity’s standard consultancy offerings
- [AR & VR Retail Software to Create Immersive Experiences | Unity](https://unity.com/solutions/retail): Increase conversion, connect with customers, and streamline fulfillment by creating AR & VR shopping and brand experiences.
- [AR & VR Software for Healthcare Industry | Unity](https://unity.com/solutions/healthcare): XR and AI technology can help transform virtual healthcare solutions by enhancing medical training, surgery tools, diagnostics, and patient experience.
- [AR & VR Solutions for Government & Aerospace Industry | Unity](https://unity.com/solutions/government-aerospace): Build and deploy groundbreaking immersive applications with the leading development platform for creating real-time 3D, AR, and VR content.
- [CI/CD Cloud Build Automation & Deployment Tools | Unity](https://unity.com/solutions/ci-cd): Unity Build Automation helps gamedevs make quality games by automating build pipelines in the cloud. Test early and often to keep game development moving.
- [Create Educational Games with EdTech | Unity](https://unity.com/solutions/edtech): Create educational games, apps, and simulations that improve students' skills with the help of Unity's AR/VR tools. Start creating with Unity today!
- [Create Games for PlayStation | Unity](https://unity.com/solutions/playstation): Unity’s toolset and innovative features make it the most ideal game engine for PlayStation game development. Download Unity to find out more.
- [Device management](https://unity.com/solutions/device-management): Drive customer loyalty and revenue throughout the device lifecycle with Aura from Unity.
- [Immersive 3D Visualization: Real-Time Collaboration Tools | Unity](https://unity.com/solutions/immersive-3d-collaboration): Provide collaboration tools to connect data and project stakeholders on any platform, enabling data visualization in real-time to empower better decision-making.
- [Immersive AR & VR Training Software & Programs | Unity](https://unity.com/solutions/immersive-training): Discover Unity’s immersive training solutions to increase workforce knowledge, skills, and competency with interactive, immersive 3D experiences.
- [Immersive Customer Experiences & Interactive Digital Solutions | Unity](https://unity.com/solutions/immersive-customer-experiences): Boost customer experience, engagement and conversions with immersive, real-time 3D experiences. From interactive configurators to virtual showrooms, transform every digital marketing touchpoint.
- [Indie Game Development: Build Indie Games | Unity](https://unity.com/solutions/indie): Access gamedev’s largest community, technical guides, and platform partner programs that offer support and funding opportunities for indie game development.
- [Mobile App Monetization Platform for In-App Revenue | Unity](https://unity.com/solutions/app-monetization): Monetize your mobile app and supercharge your ads revenue with industry-leading technology for iOS and Android apps.
- [Mobile Game Development Software & Engine | Unity](https://unity.com/solutions/mobile): Over 70% of mobile games are built on Unity. Create and scale your mobile game with Unity Pro and our suite of development tools.
- [Mobile User Acquisition Channels for App Downloads | Unity](https://unity.com/solutions/user-acquisition): Find quality users for your iOS & Android apps and grow across multiple channels. Learn more here.
- [Nintendo Switch Game Development | Unity](https://unity.com/solutions/nintendo-switch): Start developing for the Nintendo Switch with the help of Unity's game engine, features, and support tools. Create, launch, and operate your game with Unity.
- [Real-time 3D solutions for Energy | Unity](https://unity.com/solutions/energy): Real-time 3D drives transformation in energy, helping to unlock siloed data , create interoperability, and boost performance through better asset management.
- [Real-Time Graphics & Animations for Embedded Systems | Unity](https://unity.com/solutions/embedded): Learn about how to develop and deploy Unity’s real-time 3D solutions on embedded systems. Power user experiences, visualizations, or simulations.
- [Unity - The Complete Solution for Console Game Development | Unity](https://unity.com/solutions/console): Unity is the complete professional solution for console game development. Over 40% of console games are made with Unity, making it the industry-leading game engine for consoles.
- [Unity Connected TV: Roku CTV Advertising Platform | Unity](https://unity.com/solutions/connected-tv): Bridge the gap between TV and app advertising with Unity CTV on Roku. Convert streamers into high-quality players and maximize your user base.
- [Unity Education: Teach Coding in High School Classrooms | Unity](https://unity.com/solutions/education): Enrich learning and teach real-time 3D skills for high-growth careers in game design, XR development, & more with Unity Education plans and learning resources.
- [Unity Studio Productions: Video Games Development Services | Unity](https://unity.com/solutions/unity-studio-productions): Take your game to the next level and achieve your most ambitious goals with guidance from Unity experts with Unity Studio Productions.
- [VR & Digital Transformation for Transportation & Aerospace | Unity](https://unity.com/solutions/transportation): AR & VR transportation solutions help empower air travel, rail, and other mass transit organizations to enhance operational efficiency & boost safety standards.
- [Xbox Game Development | Unity](https://unity.com/solutions/xbox): Xbox game development with Unity makes creating, launching, and operating your game collaborative and straightforward. Download Unity to start creating today.
- [XR Development in Unity: AR, VR and Spatial Solutions | Unity](https://unity.com/solutions/xr): Build astounding XR games, experiences and industry solutions with Unity’s robust XR tools that also let you easily deploy apps across multiple platforms.
- [XR, VR, AR Game Development Software & Engine | Unity](https://unity.com/solutions/xr/games): Build virtual reality games with Unity from Meta Quest, SteamVR and more. Unity powers more than 60% of VR experiences.

## Blog

- [‘Screens are the new horsepower’: Leading luxury auto brand innovates with Unity](https://unity.com/blog/industry/screens-are-the-new-horsepower-leading-luxury-auto-brand-innovates-with-unity): Unity is partnering with Mercedes-Benz AG to power the infotainment domain of its new operating system, which will roll out across its vehicle portfolio. The first vehicles running MB.OS and Unity hit the road in 2024.
- [‘Wait, I’ve changed my mind’ – State Machine Transition interruptions](https://unity.com/blog/engine-platform/state-machine-transition-interruptions): So let’s dive into some intricate details of State Machine Transitions and interruptions! By default in the animation system, transitions cannot be interrupted: once you start going from one state to the other, there’s no way out. Like a passenger on a transatlantic flight, you’re cozily nestled in your seat until you reach your destination and you can’t change your mind. For most users, this is fine. But if you need more control over transitions, Mecanim can be configured in a variety of ways to meet your needs. If you’re unhappy with your current destination, you can hop in the pilot’s seat and can change plans midway through your flight. This means more responsive animations, but also many opportunities to get lost in the complexity. &nbsp; So let’s walk through a few examples to sort that out. We can begin with a fairly simple state machine with four states, labeled A to D, and triggers hooked to every transition on the state machine.
- [#unitytips Dev Takeover: VFX and shaders with Harry Alisavakis](https://unity.com/blog/games/unitytips-dev-takeover-vfx-and-shaders-with-harry-alisavakis): The #unitytips Dev Takeover is an ongoing series on our @unitygames Twitter account. We’re kicking things off with Harry Alisavakis, tech artist at Jumpship Studio and VFX wizard extraordinaire.
- [#UnityTips: ParticleSystem Performance – Culling](https://unity.com/blog/engine-platform/particlesystem-performance-culling-tips): Culling is only possible when a system has predictable behaviour. Turning on a single module will not only add to that module’s overhead, but may increase the overall systems impact due to switching from procedural to non-procedural mode. Changing values via script will prevent culling. Using custom culling can provide a performance benefit, but only you the developer can decide if and when it is appropriate. Take into consideration the type of effect, if the player may notice it isn’t animating when invisible, and if it is possible to predict the area it will affect?
- [10 Rewarded Video Monetization Lessons from Meta Match-3 Games | Unity](https://unity.com/blog/rewarded-video-monetization-lessons-from-meta-match-3-games): Find out what the most popular rewarded video placements are in the meta match-3 genre, and get inspired for your own game.
- [10 tips for succeeding at GDC](https://unity.com/blog/games/10-tips-succeeding-at-gdc): Are you attending GDC in 2024? Here are some tips to help you navigate the event and prepare yourself to learn and network with the industry’s best.
- [10 ways to speed up your programming workflows in Unity with Visual Studio 2019](https://unity.com/blog/engine-platform/10-ways-to-speed-up-your-programming-workflows-in-unity-with-visual-studio-2019): Visual Studio 2019 offers world-class debugging, and lots of new tools and customization options so that you can set up your coding environment exactly the way you want it. It also comes with a range of powerful features for working with C# in Unity that helps you write and refactor code quicker than before. In this blog post, we will take a look at 10 tips on some of these features which may speed up your workflow too. Our Unity evangelist Arturo Nereu and Abdullah Hamed, program manager for Visual Studio Tools for Unity at Microsoft, recently hosted a Unite Now session sharing tips and tricks on how to get the most out of Visual Studio 2019 when developing in Unity.
- [10-Part Tutorial Series to Integrate Unity Gaming Services into Mobile Games | Unity](https://unity.com/blog/10-part-tutorial-series-unity-gaming-services-mobile-gaming): Learn about how to integrate Unity Gaming Services features into your mobile game with this 10-part tutorial series.
- [10000 Update() calls](https://unity.com/blog/engine-platform/10000-update-calls): void Update() { transform.Translate(0, 0, Time.deltaTime); }For an experienced developer this code is a bit odd. It's not clear how exactly this method is called. It's not clear in what order these methods are called if you have several objects in a scene. This code style doesn't work with intellisense.
- [15 Tips to Get Better Results with Unity Muse Chat | Unity](https://unity.com/blog/muse-chat-prompt-attachment-tips): Muse Chat is a context-aware AI assistant that understands your project. Discover some of our best tips and tricks to help you get the most out of Muse Chat.
- [17th Unity Awards Wrap-up 2025 Winners Revealed](https://unity.com/blog/17th-unity-awards-wrap-up-2025-winners-revealed): After a record 36,000 votes from global developer community, we announce the 2025 Unity Awards winners. Neva wins Best 2D Visual, Blue Prince takes Golden Cube.
- [2018.1 is now available](https://unity.com/blog/engine-platform/2018-1-now-available): Unity 2018.1 marks the start of a new cycle that introduces a major upgrade to our core technology, which gives artists, developers and engineers the power to express their talents and collaborate more efficiently to make their AAA dreams a reality. Let’s start with a few of the highlights, and then you can dig into the details of all the features. The first two highlights described below, the Scriptable Render Pipeline and the C# Job System, represent the first versions of two major features, which will continue to evolve to help you unlock beautiful graphics and increase the runtime performance of Unity. While you go through the list of new features, you can download Unity 2018.1 here. Scriptable Render Pipeline (SRP) Available in Preview with Unity 2018.1, the new Scriptable Render Pipeline (SRP) places the power of modern hardware and GPUs directly into the hands of developers and technical artists, without having to digest millions of lines of C++ engine code. SRP makes it easy to customize the rendering pipeline via C# code and material shaders, giving you maximum control without all the complexity and challenges of writing or modifying a complete C++ rendering pipeline. We are also introducing two out-of-the-box render pipelines to fit your needs. The High-Definition Render Pipeline (HD RP) is for developers with AAA aspirations, and the Lightweight Render Pipeline (LW RP) is for those looking for a combination of beauty and speed, and it also optimizes the battery life for mobile devices and similar platforms. The C# Job System &amp; &nbsp;Entity Component System (ECS) Combined with a new programming model (Entity Component System), the new runtime system enables you to take full advantage of multicore processors without the programming headache. You can use that extra horsepower, for example, to add more effects and complexity to your games or to add AI that makes your creations richer and more immersive. Level design and shaders Unity 2017.x introduced new features that help teams of artists, designers and developers build experiences together. We added powerful visual tools like Timeline, Cinemachine and a new FBX Exporter, which enables smooth round-tripping with Digital Content Creation tools like 3ds Max and Maya. With Unity 2018.1, we are continuing our efforts to help artists, designers and developers collaborate more efficiently by making it possible to create levels, cinematic content, and gameplay sequences without coding. For example, new tools like ProBuilder/Polybrush and the new visual Shader Graph offer intuitive ways to design levels and create shaders without programming skills. Packages Unity 2017.2 introduced the Package Manager, an underlying core modular system and API that enables dynamic loading and updating of new Unity features in your projects. Unity 2018.1 builds on that with the newly released Package Manager User Interface, the Hub and Project Templates, all of which help you get new projects started faster and more efficiently. Several of the features are available in packages. The idea is to make Unity more modular so that it’s easier for us to release features on an ongoing basis. We use the "Preview" label for these new features to indicate that they are not recommended for production nor fully supported just yet. Previews offer you an opportunity to update, modify and experiment with features at an early stage as a separate modularized package, which you may want to use at a later time in productions.
- [2018.2 is now available](https://unity.com/blog/engine-platform/2018-2-now-available): Unity 2018.1 marked the start of a new cycle with two major innovations at the core. Together, the Scriptable Render Pipeline (SRP) and Shader Graph give artists and developers more power, while the C# Job System, Burst Compiler and ECS make it possible to take advantage of multi-core processors without the programming headache. Unity 2018.2 builds on these innovations and adds several new features. This post provides an overview of the most important updates in 2018.2. While you go through the list of new features, you can&nbsp;download Unity 2018.2 here or via the Unity Hub. One of the goals for Unity 2018.2 has been to build on the Scriptable Render Pipelines (SRPs) in order to enable next-level rendering. Another focus area has been to develop a range of features and improvements that will help you succeed in mobile. Let’s take a brief look at what we’ve done in these two areas before going into more detail on the entire release. Unity 2018.2 optimizes the performance of the Lightweight Render Pipeline (LWRP) and enhances the High Definition Render Pipeline (HDRP) to help you achieve high-end visual quality, including multiple improvements to the Shader Graph, which now supports both pipelines (please note that both the LWRP and HDRP are currently in preview.) We also added support for managed code debugging on iOS and&nbsp;Android,&nbsp; Windows, macOS,&nbsp;Nintendo Switch,&nbsp;UWP and PS4 for IL2CPP, and we started adding some mobile optimizations to the Lightweight Render Pipeline (LWRP). For Android projects, 64-bit (ARM64) support gets its final release, and we now let you add Java code to your Unity plugins folder without needing to create libraries in advance. Finally, several new 2D features are available as Preview packages, including the Vector Graphics importer and Pixel Perfect. The Vector Graphics importer makes it easier for you to work with SVG graphics, and Pixel Perfect makes it easier for you to achieve a perfect retro look across different resolutions on a wide range of devices. To get an overview of all the improvements in this release, read on.
- [2018.3 terrain update: Getting started](https://unity.com/blog/engine-platform/2018-3-terrain-update): We now have a team dedicated to terrain, and our initial efforts will soon be publicly available! Unity 2018.3 will ship with an update to the terrain system. This update features improved tools and performance by taking better advantage of the GPU. It also adds support for the HD and LW render pipelines, while being backward compatible with the built-in render pipeline and the existing Unity Terrain system. Get the Unity 2018.3 beta now to get early access to the updates! Please be aware that the user interface and the API are both still subject to change as the beta is still under active development.
- [2021 Unity U.K. binary gender pay gap report](https://unity.com/blog/news/2021-unity-uk-binary-gender-pay-gap-report): Unity is committed to building a fair and equitable workplace, which includes compensating our employees fairly. Today marks the release of Unity’s first U.K. Binary Gender Pay Gap Report. This U.K. government-mandated report outlines the difference between the average earnings of men and women across the U.K. as of April 2021.
- [2024 Roundup and Spotlight on Mobile Game Growth | Unity](https://unity.com/blog/2024-roundup-spotlight-mobile-game-growth): We dive into the customer success stories, reports, and articles that helped shape the state of game growth throughout 2024.
- [2024 Technical Content Roundup | Unity](https://unity.com/blog/2024-technical-content-roundup): We've rounded up the best Unity technical content for the year, including blogs, step-by-step video tutorials, sample projects, and comprehensive e-books.
- [2025 Customer Success Story Round Up: Celebrating a Year of XR Innovation | Unity](https://unity.com/blog/industry-customer-success-stories-2025-round-up): Unwrap 2025’s top stories! See how Unity drove innovation in automotive, healthcare, manufacturing, retail, and more in our holiday year-end customer story review.
- [2025 Unity Technical Content Roundup | Unity](https://unity.com/blog/2025-technical-content-round-up): We've rounded up the best Unity technical content for the year, including step-by-step articles, video tutorials, short videos with useful tips, sample projects, and comprehensive e-books.
- [2026 Unity Game Development Report: How studios are building a sustainable future | Unity](https://unity.com/blog/2026-unity-game-development-report-trends): In this blog, Unity covers the five core trends highlighted in its 2026 Game Development Report. These developer trends signal a shift from planning around survival to building more sustainable businesses.
- [2D game art, animation, and lighting for artists | Unity Blog](https://unity.com/blog/games/our-biggest-e-book-yet-2d-game-art-animation-and-lighting-for-artists): Our most comprehensive 2D game development guide is now available to download for free. Over 120 pages long, it covers all aspects of 2D game development for artists. This includes roundtripping between Unity and your digital content creation (DCC) software, sprite creation, layer sorting for level design, camera setup, animation, lights, plus many optimization tips along the way.
- [2D Pixel Perfect: How to set up your Unity project for retro 16-bit games](https://unity.com/blog/games/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-16-bit-games): This guide covers 2D pixel settings for 16 bit-style graphics, read more to discover how you can best optimize your 16-bit graphic game creations with Unity.
- [2D Pixel Perfect: How to set up your Unity project for retro 8-bit games](https://unity.com/blog/games/2d-pixel-perfect-how-to-set-up-your-unity-project-for-retro-8-bits-games): Many creators want to make a “retro” game but aren't sure how to acquire that look and feel. Read more to find out how to create an 8-bit retro game with Unity.
- [2D Tilemap asset workflow: From image to level](https://unity.com/blog/games/2d-tilemap-asset-workflow-from-image-to-level): In Unity 2017.2, we introduced a new addition to the 2D Feature Set: Tilemaps! Using Tilemaps, you can quickly layout and create 2D levels using a combination of Sprites and GameObjects, and have control over properties such as layer ordering, tilemap colliders, animated tiles and more! In this blogpost, I will explain the full workflow beginning at importing your image file into Unity all the way through to a laid out level for a 2D Platformer! As a TL;DR overview; the workflow can be summarised like this, with each element relating to an Asset or a Component in the Unity Editor: Sprite -&gt; Tile -&gt; Palette -&gt; Brush -&gt; Tilemap From a Non-Unity point of view, these terms could seem a little abstract. Just imagine the process for a real-life painting on a real-life canvas: Color -&gt; Paint -&gt; Tile Palette -&gt; Paint Brush -&gt; Canvas There is similar logic to each step of the process and even similar names for each step! For this post, I will use this ‘GrassPlatform_TileSet’ Image as the main example:
- [3 Challenges in Asset Management & How to Solve Them | Unity](https://unity.com/blog/top-3-asset-management-challenges): Learn how to solve 3 common asset management challenges with strategies to adopt a purpose-built 3d asset management solution to enhance workflow efficiency.
- [3 Key Pokemon Go Takeaways for App Developers | Unity](https://unity.com/blog/key-pokemon-go-takeaways-app-developers): It’s 2016, and Pokemon Fever is back. Here are key takeaways for app developers looking to replicate the success of Pokemon Go.
- [3 KPIs to watch when A/B testing your ad placement strategy | Unity](https://unity.com/blog/3-kpis-to-watch-when-a-b-testing-your-ad-placement-strategy): Learn more about which KPIs to watch when A/B testing your ad placement strategy.
- [3 reasons editors love Parsec for Teams](https://unity.com/blog/industry/3-reasons-editors-love-parsec-for-teams): Remote work and collaboration made easy for 72 Films post-production team: Parsec wins editors’ hearts by delivering superior speed, frictionless setup, and office-like performance.
- [3 reasons why Unity at GDC is all about you](https://unity.com/blog/news/3-reasons-why-unity-at-gdc-is-all-about-you): Wherever you are in the game development lifecycle, the Unity platform is here to help you do more. Find out key ways our team is bringing you to the forefront at GDC 2023, March 20–24.
- [3 Surprise Findings About The State Of In-Game Advertising | Unity](https://unity.com/blog/3-surprise-findings-about-the-state-of-in-game-advertising): Learn key trends impacting the state of in-game advertising
- [3 Tips for Increasing App Retention (What is Retention Marketing?) | Unity](https://unity.com/blog/retention-marketing-how-to-awaken-your-dormant-users): As the mobile market gets increasingly saturated, app owners can no longer ignore the importance of retention marketing today.
- [3 tips for running a killer UA campaign on OEM and carrier traffic | Unity](https://unity.com/blog/3-tips-for-running-a-killer-ua-campaign-with-aura): Jess Overton, Senior Director of Strategic Partnerships at Aura, dives into top tips for ensuring you're getting the most out of your on-device UA campaigns.
- [3 Tips for Scaling UA with the ironSource ROAS Optimizer | Unity](https://unity.com/blog/3-tips-for-scaling-ua-with-ironsources-roas-optimizer): Get 3 Top Tips for Scaling UA with the ironSource ROAS Optimizer.
- [3 Tips to Scale Your Offerwall Ad Campaigns | Unity](https://unity.com/blog/offerwall-campaign-tips-advertiser): Get inside tips from ironSource's Growth Strategy Team on how to scale offerwall campaigns for maximum impact. Learn what to do ahead of special promotions, how to choose the in-game event that'll deliver the highest performance, and best practices for optimizing offerwall campaigns according to their unique ROAS curve.
- [3 Ways Impression Level Revenue Can Grow Your Game | Unity](https://unity.com/blog/3-ways-to-utilize-ad-revenue-measurement-to-grow-your-game-business): Developers in the gaming space are approaching growth in a way they’ve never done before & merging their monetization and user acquisition. Learn more here.
- [3 ways mixed reality is driving change in car development](https://unity.com/blog/industry/3-ways-mixed-reality-is-driving-change-in-car-development): Varjo, Volvo Cars, and Unity share their expert perspectives on the technology behind automotive innovation: mixed reality. Discover what mixed reality will mean for car manufactures now and in the future.
- [3 Ways to Boost Performance with Real Time Pivot Reports | Unity](https://unity.com/blog/optimize-app-performance-with-real-time-pivot-reports): What can you do with real time pivot reports that you can't with traditional reporting platforms? Let's take a look at 3 use cases.
- [3 Ways to Optimize the Ad Experience for Your Users | Unity](https://unity.com/blog/3-ways-to-optimize-the-ad-experience-for-your-users): Learn the best practices for optimizing your ad experience for your users
- [3 Ways Unity Industry Accelerates Real-Time App Development Without Sacrificing Quality | Unity](https://unity.com/blog/3-ways-unity-industry-accelerates-real-time-app-development): Discover how Unity Industry helps companies create real-time applications faster and more cost-effectively.
- [3 Ways you can Manually Impact your App’s Growth in the Automated Economy | Unity](https://unity.com/blog/man-vs-machine-3-ways-you-can-impact-growth): Learn about ways you can manually impact your app’s growth in the automated economy - with tips for custom product pages, A/B tests, and more
- [3 Ways you can Optimize your App Business with App Analytics | Unity](https://unity.com/blog/3-ways-you-can-optimize-your-app-business-with-app-analytics): Learn about three different ways you can optimize your app business using insights from the App Analytics tool
- [3D Object Generator: Create Props and Environment Assets from Text or Images | Unity](https://unity.com/blog/unity-ai-3d-object-generator): Unity's AI tools in beta includes a 3D Object Generator capable of creating static 3D mesh prefabs from text prompts or reference images. Generated objects are single-part, non-rigged props suited to environment details, household items, and decorative assets. Generate directly from the Generators window or through the in-editor AI Assistant using natural language. Results are saved to the Assets folder as prefabs containing a mesh and materials. Requires Unity 6.0+ with the AI beta package installed.
- [4 Analytics Reports to Optimize Your Monetization Strategy | Unity](https://unity.com/blog/how-to-analyze-and-optimize-your-monetization-strategy): Elyse Krumholz shows us how to analyze and optimize your game's monetization strategy with 4 critical analytics reports.
- [4 Hidden Costs of Traditional 3D Tools](https://unity.com/blog/hidden-costs-traditional-3d-tools): Traditional 3D tools hide costs in developer bottlenecks, long iteration cycles, and complex stacks. See how Unity Studio helps teams save time and budget.
- [4 key strategies to drive scale and revenue for your app during the shopping season | Unity](https://unity.com/blog/key-strategies-holiday-season): Dive into key ways to make the seasonal uplift in new users, engagement, and intent work for your app - from optimizing existing channels to expanding into new ones.
- [4 must-see interactive 3D product configurators](https://unity.com/blog/industry/4-must-see-interactive-3d-product-configurators): Interactive 3D product configurators empower customers to fully explore a product and discover, decide, and purchase the features that matter most to them. Discover four ways brands are taking advantage of this cutting-edge, customizable shopping experience.
- [4 Myths About Cross Promotion | Unity](https://unity.com/blog/4-myths-about-cross-promotion): Learn about how to scale your app portfolio with cross promotion and the 4 main misconceptions surrounding it.
- [4 Offerwall Myths, Debunked | Unity](https://unity.com/blog/4-offerwall-myths-debunked): Offerwall ads are being used by the game industry's biggest developers, and it's time for you to level up your own performance with this ad unit.
- [4 things multiplayer gamers want in 2022 and beyond](https://unity.com/blog/games/4-things-multiplayer-gamers-want-2022): We surveyed over 1,400 multiplayer gamers in the US, UK, Japan, and Korea to find out what players want so you can get a head start planning your next project.
- [4 tips for optimizing towards in-app events with ironSource Ads’ tCPA optimizer](https://unity.com/blog/ironsource-ads-tcpa-optimizer): Get four top tips for optimizing your UA strategy towards in-app events with ironSource Ads’ tCPA optimizer
- [4 Tips for Quicker and Easier Creative Optimization | Unity](https://unity.com/blog/4-tips-for-quicker-and-easier-creative-optimization): Read on for 4 tips to improve efficiency and speed while testing creatives so you can stay ahead of competitors and boost performance.
- [4 Ways Advertisers Can Optimize Their 5G On-Device Advertising Strategy | Unity](https://unity.com/blog/4-ways-advertisers-can-optimize-their-5g-on-device-advertising-strategy): ironSource Aura found that customers don’t fully understand the benefits of 5G. Let’s dive into how advertisers can optimize their 5G strategy.
- [4 ways to help your app scale during major sporting events](https://unity.com/blog/4-ways-to-help-your-app-scale-during-major-sporting-events): Global sporting events, like the Olympics, bring billions of viewers - both to TV screens and to their devices. Learn how to leverage this screentime surge.
- [4 Ways To Scale And Optimize Your App's UA Strategy, Backed By Data | Unity](https://unity.com/blog/4-ways-to-scale-and-optimize-your-apps-ua-strategy-backed-by-data): There are many choices to make for each campaign you run. Here are tips based on performance and success stories to help you make data-driven decisions.
- [4 ways to use Muse Chat in your workflow](https://unity.com/blog/engine-platform/use-muse-chat-in-your-workflow): Discover top ways closed beta users have started to rely on Muse Chat, a Unity AI tool, to help improve development workflows in their projects.
- [5 A/B Tests to Increase Revenue and Users for Your Hyper-Casual Game | Unity](https://unity.com/blog/5-a-b-tests-to-increase-revenue-and-users-for-your-hyper-casual-game): 5 A/B tests you can run to increase revenue and users for your Hyper-casual game.
- [5 A/B Tests You Should Run to Increase Your Revenue | Unity](https://unity.com/blog/five-a-b-tests-to-increase-revenue): With ironSource’s monetization A/B testing tool, developers can test different monetization strategies and compare results, allowing them to choose and implement the winning strategy every time. Find out what you can AB test with ironSource.
- [5 common lightmapping problems and tips to help you fix them](https://unity.com/blog/engine-platform/5-common-lightmapping-problems-and-tips-to-help-you-fix-them): Unity Technical Artist for Quality and Lighting Kristijonas Jalnionis unpacks five of the most common lightmapping problems and their solutions.
- [5 Industry Trends for 2026: AI, XR, & More | Unity](https://unity.com/blog/top-trends-redefining-industry-in-2026): Discover the top 5 industry trends for 2026. See how AI, XR, and immersive tech are converging to redefine healthcare, auto, and manufacturing in our report.
- [5 innovative projects tackling pandemic challenges with real-time 3D](https://unity.com/blog/industry/5-innovative-projects-tackling-pandemic-challenges-with-real-time-3d): Learn how enterprises are overcoming COVID-19 challenges by turning to immersive technologies, and how these tools will continue to affect the way we work in 2021. The COVID-19 pandemic took the world by storm, introducing a myriad of unprecedented challenges. From adapting to remote work to the difficulties of social distancing, companies faced workplace and facility interruptions, canceled events, and more.&nbsp; With the physical world upended, teams turned to virtual tools to stay on track: A Unity survey found that 63% of surveyed companies used immersive technologies like real-time 3D, augmented reality (AR), and virtual reality (VR) to navigate the challenges of COVID-19*.&nbsp; On top of a considerable pivot in working conditions during the pandemic, industry experts anticipate that the wide range of ways companies have embraced these tools will continue to shape work in 2021. Learn more about how experts at Unity, Microsoft, Oculus, and NVIDIA predict enterprise adoption of AR, VR, and more will be affected in our 2021 Immersive Technology Trends report. Watch this video to see a snapshot of these trends:
- [5 Key Learnings From The V Rising Playstation®5 Port | Unity](https://unity.com/blog/5-key-learnings-v-rising-playstation-5-port): See how Stunlock Studios ported over V Rising to the PlayStation 5 by reoptimizing game code and assets, and implementing support for the console's unique features.
- [5 Missed Opportunities That Can Destroy Your Playable Ad | Unity](https://unity.com/blog/5-missed-opportunities-that-can-destroy-your-playable-ad): Check out these 5 questions that you should ask before launching your playable to avoid a mistake that could ruin its performance.
- [5 Must Have Features In Your Game's Next Mediation Platform | Unity](https://unity.com/blog/5-must-have-features-in-your-next-mediation-platform): Mediation platforms can help turn a great game into a great business, but how do you choose the right platform for your game?
- [5 myths about playable ads that are ending here and now | Unity](https://unity.com/blog/5-myths-about-playable-ads-that-are-ending-here-and-now): Playable ads can give your UA a significant boost, but some myths about them still exist. Read on as we debunk the 5 most common ones.
- [5 reasons manufacturers need digital twin-based, interactive marketing](https://unity.com/blog/industry/5-reasons-manufacturers-need-digital-twin-interactive-marketing): Discover five reasons interactive, digital twin technology is essential to marketing success in the manufacturing sector.
- [5 takeaways on consumer shopping app engagement | Unity](https://unity.com/blog/5-key-takeaways-on-consumer-engagement-with-shopping-apps): We surveyed consumers and the importance of shopping apps in their lives. Read our summary to get the latest findings.
- [5 Ways to Elevate your Industry XR Applications | Unity](https://unity.com/blog/5-ways-to-elevate-xr-applications-for-industry): Learn 5 strategies to optimize XR applications across manufacturing, automotive, & healthcare. Create immersive experiences with unity.
- [5 ways to speed up your workflows in the Editor](https://unity.com/blog/engine-platform/5-ways-to-speed-up-workflows-in-unity-editor): Achieve more in less time with Shortcuts Manager, Presets, QuickSearch, and more.
- [50 Megatons of real-time collaboration: This student film made with Unity is getting noticed](https://unity.com/blog/industry/50-megatons-of-real-time-collaboration-student-film-made-with-unity): How did a student film on a minimal budget find itself sharing the nominee spotlight with blockbuster productions like The Lion King and The Mandalorian at the VES Awards?
- [6 community videos to get you started with multiplayer in Unity](https://unity.com/blog/games/6-community-videos-to-get-you-started-with-multiplayer): From Code Monkey’s in-depth tutorials to Dapper Dino’s expert insights, discover a wealth of knowledge and inspiration for developers on how to approach building a successful multiplayer game.
- [6 Exclusive ironSource LevelPlay Mediation Features | Unity](https://unity.com/blog/ironsource-levelplay-6-exclusive-products-we-built-into-our-mediation-product): VP Product Nimrod Zuta walks through 6 products exclusive to ironSource LevelPlay which were built to help app developers optimize profit and growth.
- [6 ways ScriptableObjects can benefit your team and your code](https://unity.com/blog/engine-platform/6-ways-scriptableobjects-can-benefit-your-team-and-your-code): ScriptableObjects are often described as data containers, but they can be used for much more: Creating better code architecture by implementing design patterns, speeding up your Unity workflow, and improving collaboration between programmers and artists. Discover six ways they can benefit your next project.
- [6 Ways to Optimize UA With iOS 15 SKAdNetwork | Unity](https://unity.com/blog/6-ways-to-optimize-ua-with-ios-15-skadnetwork): The iOS 15 update includes full transparency into postbacks across all marketing channels. Here's how to adjust your UA strategy for the SKAdNetwork era.
- [7 Questions To Ask Yourself When Evaluating A New User Acquisition Channel | Unity](https://unity.com/blog/7-questions-to-ask-yourself-when-evaluating-a-new-user-acquisition-channel): Learn the 7 questions you should be asking to determine whether or not to buy users on a new user acquisition channel.
- [7 Ways to Earn More Revenue from Merge Games with Rewarded Video | Unity](https://unity.com/blog/merge-games-rewarded-video): Learn about seven different ways that you can earn more revenue from merge games by utilizing rewarded video
- [8 factors to consider when choosing a version control system](https://unity.com/blog/games/8-factors-to-consider-when-choosing-a-version-control-system): While implementing your first version control system or moving to a new one can be challenging, the long-term impact is worth it. Here’s what to consider when choosing a version control system, before you commit.
- [9 Statistics About How Users Engage With Streaming Apps | Unity](https://unity.com/blog/9-statistics-about-how-users-engage-with-streaming-apps): We ran a survey to discover how people use streaming apps on their mobile phones and why they download new ones. Here are some key findings.
- [9 Tips to Boost Your UA Over the Holidays | Unity](https://unity.com/blog/nine-ua-holiday-tips): Boost your UA over the holidays with these 9 tips for maximizing your scale and improving your ROAS this season.
- [9 Verified Solutions on the Unity Asset Store's new AI Marketplace](https://unity.com/blog/news/9-verified-solutions-on-new-unity-asset-store-ai-marketplace): Discover a wide range of third-party solutions for AI-driven development and gameplay enhancements, curated by Unity and available on the Unity Asset Store.
- [A day in the life of an industrial designer running interactive 3D design reviews](https://unity.com/blog/unity-studio-collaborative-design-review-without-endless-revisions): See how industrial designers use Unity Studio to streamline collaborative design reviews, reduce redesign cycles, and align stakeholders faster with interactive 3D workflows.
- [A Guide to Multiplayer Games for 2019 | Unity](https://unity.com/blog/multiplayer-mobile-games): Multiplayer games are becoming increasingly common and popular in the mobile industry. Learn what we can expect for mobile in 2019.
- [A lightning round of great tips for 2D games](https://unity.com/blog/games/a-lightning-round-of-great-tips-for-2d-games): Learn how to use Unity's full suite of 2D Tools efficiently and quickly for your project with tips and tricks from our 2D technical product managers.
- [A look ahead at spatial computing with Owlchemy Labs](https://unity.com/blog/engine-platform/spatial-computing-with-owlchemy-labs): Unity sits down with Andrew Eiche, CEOwl of Owlchemy Labs, to discuss spatial computing and tips for porting a game to Apple Vision Pro.
- [A look at mobile screen reader support in the Unity Engine](https://unity.com/blog/engine-platform/mobile-screen-reader-support-in-unity): Unity game developers can now make mobile games accessible to iOS and Android screen readers with the launch of Mobile Screen Reader support, available from Unity 2023.2 Tech Stream and above. This is the first of many runtime features slated to enhance gamer accessibility.
- [A new Package Manager experience in Unity 2021.1](https://unity.com/blog/engine-platform/new-package-manager-experience-in-2021-1): The Package Manager is a modular system and API designed to speed up your workflows and optimize the size of your runtime by offering Unity-developed features as optional packages.
- [A primer on repeatable random numbers](https://unity.com/blog/engine-platform/primer-on-repeatable-random-numbers): In this article we'll use level/world generation in games as example use cases, but the lessons are applicable to many other things, such as procedural textures, models, music, etc. They are however not meant for applications with very strict requirements, such as cryptography. Why would you want to repeat the same result more than once? Ability to revisit the same level/world. For example a certain level/world can be created from a specific seed. If the same seed is used again, you will get the same level/world again. You can for example do this in Minecraft. Persistent world that's generated on the fly. If you have a world that's generated on the fly as the player moves around in it, you may want locations to remain the same the first and subsequent times the player visit those locations (like in Minecraft, the upcoming game No Man's Sky, and others), rather than being different each time as if driven by dream logic. Same world for everyone. Maybe you want your game world to be the same for everyone who play it, exactly as if it wasn't procedurally generated. This is for example the case in No Man's Sky. This is essentially the same as the ability to revisit the same level/world mentioned above, except that the same seed is always used. We've mentioned the word seed a few times. A seed can be a number, text string, or other data that's used as input in order to get a random output. The defining trait for a seed is that the same seed will always produce the same output, but even the slightest change in the seed can produce a completely different output. In this article we'll look into two different ways to produce random numbers - random number generators and random hash functions - and reasons for using one or the other. The things I know about this are hard earned and don't seem to be readily available elsewhere, so I thought it would be in order to write it down and share it.
- [A vote for a bug](https://unity.com/blog/news/a-vote-for-a-bug): Due to popular demand, we have decided to open our bug database to the public. Take a look at the issue tracker and vote on the bugs that are most important to you&nbsp;here. We want to enable you to search our known bugs easily, so you can identify problems in your games and find workarounds faster. As a user, you can also comment on bugs, vote on bugs that are important to you, suggest workarounds you found or add information. We will use this information in our ongoing prioritization of bugs, so you can have a very real impact on the future of Unity. When you have logged in with your Unity Developer Network account, you will have 10 votes you can place on active bugs. If a bug is resolved or in other ways removed, the vote is returned to you. You can always see a list of your own votes on the site. Privacy has been a huge concern for us, so ANY bug which reveals ANY information about the submitter will NOT be made public. It is a manual task for QA to mark bugs public and the default is that a bug is NOT public. Likewise, we are not sharing projects, logs, attachments or communication on any bug even though it might help others. We simply can't risk any privacy to be invaded. The bugs you will see on the site are all confirmed internally in Unity. They are reproducible and acknowledged. If you have sent a report to us, it will not be visible before we have processed it, so it may not even become public, depending on how we decide to handle it. The fields we use are set specifically by us, so no part of what you write will be public without editing and your email address is nowhere on the site. We are very excited about opening up this new way to communicate with you. We hope it will result in an even tighter and more relevant prioritization of bugs. Enjoy, and use your voting power!
- [AAA vets share advice on setting up a scalable DevOps toolchain](https://unity.com/blog/games/setting-up-scalable-devops-toolchain): Learn how Monster Closet Games maximizes efficiency with engine-agnostic DevOps solutions and automations, including Unity Version Control and Backtrace.
- [Accelerate your Terrain Material painting with the 2019.2 Terrain Tools update](https://unity.com/blog/engine-platform/accelerate-your-terrain-material-painting-with-the-2019-2-terrain-tools-update): After receiving your feedback, we are excited to share some new improvements to Terrain Material painting. Our 2019.2 Terrain Tools package lets you paint complex Terrain with less effort and includes UI changes to help speed up your workflow. This package update enhances the experience of painting Materials on Terrain. In this update, you’ll find new Brush Mask Filters, a revised Paint Texture tool, and improvements to the Terrain Toolbox workflow.
- [Accelerating player builds with an incremental build pipeline](https://unity.com/blog/engine-platform/accelerating-player-builds-with-incremental-build-pipeline): Unity Principal Software Engineer Jonas Echterhoff shares how the team has worked to speed up both the script compilation pipeline and the player build pipeline by making them incremental.
- [Accessing texture data efficiently](https://unity.com/blog/engine-platform/accessing-texture-data-efficiently): Learn about the benefits and trade-offs of different ways to access the underlying pixel data of textures in your Unity project.
- [Achieve better Scene workflow with ScriptableObjects](https://unity.com/blog/engine-platform/achieve-better-scene-workflow-with-scriptableobjects): Managing multiple Scenes in Unity can be a challenge, and improving this workflow is crucial for both the performance of your game and the productivity of your team. Here, we share some tips for setting up your Scene workflows in ways that scale for bigger projects.&nbsp; Most games involve multiple levels, and levels often contain more than one Scene. In games where Scenes are relatively small, you can break them into different sections using Prefabs. However, to enable or instantiate them during the game you need to reference all these Prefabs. That means that as your game gets bigger and as those references take up more space in memory, it becomes more efficient to use Scenes. You can break down your levels into one or multiple Unity Scenes. Finding the optimal way to manage them all becomes key. You can open multiple Scenes in the Editor and at runtime using Multi-Scene editing. Splitting levels into multiple Scenes also has the advantage of making teamwork easier as it avoids merge conflicts in collaboration tools such as Git, SVN, Unity Collaborate and the like.
- [Achievement unlocked: 10 Chambers, The Game Awards, and Unity](https://unity.com/blog/games/achievement-unlocked-10-chambers-game-awards): Discover the made with Unity games that took home big awards during The Game Awards 2023. Plus, find out more about our longstanding collaboration with 10 Chambers, the studio behind GTFO and the just-announced Den of Wolves.
- [Adapting Causa: Into the Dusk for mobile](https://unity.com/blog/adapting-causa-into-the-dusk-for-mobile): In this video, the Niebla Games team explains how they worked with Unity to bring Causa: Into the Dusk, first launched on PC in 2021, to Google Play Pass, which is coming soon. They share how they migrated from Unity 2019 to Unity 6.3, upgraded from the Built-in Render Pipeline to the Universal Render Pipeline (URP) for higher and more consistent frame rates, scaled across devices with Unity Device Simulator, optimized with the latest Unity Profiler, and reduced build size using Unity’s Sprite Atlas system and Atlas Analyzer.
- [Adapting to the Fast Pace of a Live Multiplayer VR Game with PIGIAMA KASAMA | Unity](https://unity.com/blog/pigiama-kasama-pickaboom): Learn how the PIGIAMA KASAMA team overcame networking instability, reconnection failures, performance drops, and the pressure of shipping weekly updates.
- [Addressables: Planning and best practices](https://unity.com/blog/engine-platform/addressables-planning-and-best-practices): In this blog, Unity Senior Technical Product Manager Jeff Riesenmy offers a guide to the most important factors for developers to consider in order to get the most out of the Addressables system on a project.
- [Addressing Addressability: Adapting Your Mobile Programmatic Strategy](https://unity.com/blog/addressability-adapting-your-mobile-programmatic-strategy): Addressing addressability: Learn about how brand marketers can adapt their mobile programmatic strategy according to recent changes
- [Advance your robot autonomy with ROS 2 and Unity](https://unity.com/blog/engine-platform/advance-your-robot-autonomy-with-ros-2-and-unity): Unity is excited to announce our official support of ROS 2, whose robust framework, coupled with simulation, will enable myriad new use cases.
- [Advanced Editor scripting hacks to save you time, part 1](https://unity.com/blog/engine-platform/advanced-editor-scripting-hacks-to-save-you-time-part-1): Unity Developer Jordi Caballol shares advanced Editor scripting hacks that are sure to save you time on your next project in the latest Tech from the Trenches column.
- [Advanced Editor scripting hacks to save you time, part 2](https://unity.com/blog/engine-platform/advanced-editor-scripting-hacks-to-save-you-time-part-2): Unity Developer Jordi Caballol continues to share advanced Editor scripting hacks designed to save you time on your next project with a follow-up to his October 2022 Tech from the Trenches column.
- [Advanced tips for character art production in Unity | Unity Blog](https://unity.com/blog/games/advanced-tips-for-character-art-production-in-unity): VFX artist Sakura Rabbit shares how she approaches digital art production and provides tips for creating realistic characters in Unity.
- [AI model improvements for higher-quality textures in Unity Muse](https://unity.com/blog/engine-platform/ai-model-improvements-higher-quality-muse-textures): Unity Muse is a suite of capabilities to help you explore, ideate, and iterate with greater ease in the Unity Editor. One of these capabilities is Texture. Muse’s texture capability transforms natural language and visual inputs into PBR-enabled materials that can be applied directly to surfaces and objects in your project.
- [All Unity Muse capabilities are now available in the Editor, plus 3 new updates](https://unity.com/blog/engine-platform/unity-muse-ai-capabilities-in-editor-plus-new-updates): Unity Muse users can now use all 5 AI capabilities in the Editor to complement your creative process &amp; streamline development – plus, check out 3 new features.
- [Ambitious art: How Mistwalker fulfilled their magnificent vision for FANTASIAN](https://unity.com/blog/games/ambitious-art-how-mistwalker-fulfilled-their-magnificent-vision-for-fantasian): Mistwalker founder Hironobu Sakaguchi, the creator of the iconic Final Fantasy series, had an ambitious vision for his latest production FANTASIAN. By importing photos of over 150 miniature handcrafted dioramas and innovating photogrammetry techniques, his team set out to create stunning sets and character effects for mobile. We sat down with Sakaguchi and Takuto Nakamura, the director and main programmer of FANTASIAN, to peek behind the curtain at Mistwalker. In this blog, they share insight on how the team brought such a behemoth of an artistic vision to mobile. Check out our recent case study to delve even deeper into Mistwalker’s incredible achievement.
- [An Inside Look At The Japanese Mobile Economy | Unity](https://unity.com/blog/an-inside-look-at-the-japanese-mobile-economy): The mobile industry in Japan is booming, with 85% of the population owning a smartphone. Let's dive into the mobile economy in Japan.
- [An introduction to IL2CPP internals](https://unity.com/blog/engine-platform/an-introduction-to-ilcpp-internals): Almost a year ago now, we started to talk about the future of scripting in Unity. The new IL2CPP scripting backend promised to bring a highly-performant, highly-portable virtual machine to Unity. In January, we shipped our first platform using IL2CPP, iOS 64-bit. The Unity 5 release brought another platform, WebGL. Thanks to the input from our tremendous community of users, we have shipped many patch release updates for IL2CPP, steadily improving its compiler and runtime. We have no plans to stop improving IL2CPP, but we thought it might be a good idea to take a step back and tell you a little bit about how IL2CPP works from the inside out. Over the next few months, we’re planning to write about the following topics (and maybe others) in this IL2CPP Internals series of posts: The basics - toolchain and command line arguments (this post) A tour of generated code Debugging tips for generated code Method calls (normal methods, virtual methods, etc.) Generic sharing implementation P/invoke wrappers for types and methods Garbage collection integration Testing frameworks and usage In order to make this series of posts possible, we’re going to discuss some details about the IL2CPP implementation that will surely change in the future. Hopefully we can still provide some useful and interesting information. What is IL2CPP? The technology that we refer to as IL2CPP has two distinct parts. An ahead-of-time (AOT) compiler A runtime library to support the virtual machine The AOT compiler translates Intermediate Language (IL), the low-level output from .NET compilers, to C++ source code. The runtime library provides services and abstractions like a garbage collector, platform-independent access to threads and files, and implementations of internal calls (native code which modifies managed data structures directly). The AOT compiler The IL2CPP AOT compiler is named il2cpp.exe. On Windows you can find it in the Editor\Data\il2cpp directory. On OSX it is in the Contents/Frameworks/il2cpp/build directory in the Unity installation. The il2cpp.exe utility is a managed executable, written entirely in C#. We compile it with both .NET and Mono compilers during our development of IL2CPP. The il2cpp.exe utility accepts managed assemblies compiled with the Mono compiler that ships with Unity and generates C++ code which we pass on to a platform-specific C++ compiler. You can think about the IL2CPP toolchain like this:
- [An open letter to our community](https://unity.com/blog/an-open-letter-to-our-community): An open letter from Marc Whitten to the Unity community in September 2023.
- [An overview of carriers, OEMs, MVNOs, and how they benefit your on-device strategy](https://unity.com/blog/games/overview-of-carriers-oems-mvnos-and-how-they-benefit-on-device-strategy): Mobile technology is essential to communication today. To reach users effectively through devices, it’s important to understand the bones of the smartphone industry, the difference between carriers, original equipment manufacturers (OEMs), and mobile virtual network operators (MVNOs), and how the wireless telecommunications space has evolved over time. Let’s take a look.
- [An update about Ziva](https://unity.com/blog/news/update-about-ziva): An announcement about changes to Unity’s support for Ziva VFX, Ziva Real-Time, Ziva Face Trainer, and related Ziva products.
- [Analyzing cohort reports: The what, why, when, and how | Unity](https://unity.com/blog/analyzing-cohort-reports-the-what-why-when-and-how): Learn about how to analyze cohort reports: The what, why, when, and how.
- [Analyzing your application’s physical memory footprint using Memory Profiler](https://unity.com/blog/engine-platform/analyzing-physical-memory-footprint-using-memory-profiler): Unity’s Anton Kruglyakov answers your frequently asked questions about memory, covering: calculating application memory footprint, resident memory, and memory footprint analysis.
- [Animation C# Jobs](https://unity.com/blog/engine-platform/animation-c-jobs): In Unity 2018.2, the Animation C# Jobs feature extends the animation Playables with the C# Job System released with 2018.1. It gives you the freedom to create original solutions when implementing your animation system, and improve performance with safe multithreaded code at the same time. Animation C# Jobs is a low-level API that requires a solid understanding of the Playable API. It’s therefore aimed at developers who are interested in extending the Unity animation system beyond its out-of-the-box capabilities. If that sounds like you, read on to find out when is it a good idea to use it and how to get the most out of it! With Animation C# Jobs, you can write C# code that will be invoked at user-defined places in the PlayableGraph, and thanks to the C# Job System, the users can harness the power of modern multicore hardware. For projects which see a significant cost in C# scripts on the main thread, some of the animation tasks can be parallelized. This unlocks valuable performance gains. The user made C# scripts can modify the animation stream that flows through the PlayableGraph.
- [Animation Curves, the ultimate design lever](https://unity.com/blog/games/animation-curves-the-ultimate-design-lever): This is the third blog post by Christo Nobbs in his series for game designers. The series expands on his contributions to The Unity game designer playbook, a 100+ page in-depth guide that instructs game designers how to prototype, craft, and test gameplay in Unity. Links to Christo’s previous blog posts are included at the end of this piece.
- [Announcing our 2022 Unity for Humanity Grant winners](https://unity.com/blog/news/announcing-our-2022-unity-for-humanity-grant-winners): We believe creators are the key to driving change. That’s why we launched the Unity for Humanity Grant, a program designed to support and empower social impact creators using real-time 3D to make our world a better place. Today, we are thrilled to introduce the four winners of the 2022 Unity for Humanity Grant and the winner of the Imagine Grant, who will be awarded a collective total of $500K USD.
- [Announcing the 2025 Unity for Humanity Grant Winners!](https://unity.com/blog/announcing-the-2025-unity-for-humanity-winners): We are thrilled to introduce the 2025 Unity for Humanity Grant winners! This year, we recognize 10 winners and three honorable mentions, with recipients spanning nine countries. The projects address complex global challenges aligned with the UN Sustainable Development Goals. We received a record number of applications, demonstrating the growing global demand for support in using real-time 3D to drive positive change. To meet this increased demand, Unity’s Social Impact Team added an additional $100,000 to the prize pool from the Unity Charitable Fund, bringing the total to $600,000 USD. Funding can be allocated towards the development of the project, building a working prototype, or marketing and distribution. Creators are changemakers and Unity is the platform for bringing their vision for a better world to life. Projects were judged based on vision, impact, inclusion, and viability. Winners will receive the funding, along with technical and marketing support from Unity to help bring their projects to life. This year, we introduced the first ever Student Award category, recognizing two exceptional student-led projects. Additionally, Small Talk ASL by Jubilee Studios received the most votes in our final round and earned the Employees' Choice Award.
- [Announcing the EdTech Creator Challenge winners](https://unity.com/blog/news/announcing-the-edtech-creator-challenge-winners): Real-time 3D powers a vast array of immersive learning platforms and tools designed to advance the technical skills of the next generation, and increase access to quality learning experiences around the world.
- [Announcing the Higher Ed XR Innovation Grant Recipients](https://unity.com/blog/news/announcing-the-higher-ed-xr-innovation-grant-recipients): Discover the 2022 recipients of the Higher Ed XR Innovation Grant, which was formed through a partnership between Unity and Meta and awards over $1 million to higher-education institutions leveraging real-time 3D and immersive technology to make advances in teaching and learning, XR creation, and workforce development.
- [Announcing the Unity for Humanity Rare Impact Challenge winners](https://unity.com/blog/news/announcing-the-unity-for-humanity-rare-impact-challenge-winners): We partnered with Rare Beauty’s Rare Impact in October of 2020 to open a call for immersive experiences that address mental health and well-being. Today, we are proud to introduce the winning projects: Apart of Me and What It’s Like to Be Me.
- [App-Ads.txt Example | Unity](https://unity.com/blog/what-is-app-ads-txt): Learn about ads.txt and app-ads.txt files. Discover why neglecting this file is costing you money. See an example format and take charge of your app now.
- [Applications Now Open for Unity for Humanity 2026 Grant | Unity](https://unity.com/blog/unity-for-humanity-2026-grant-now-open): Apply today for the Unity for Humanity 2026 Grant. We are proud to support creators who harness tech to build a more equitable, inclusive and sustainable world.
- [Applying Gaming Tech in the Auto Industry with VR | Unity](https://unity.com/blog/game-technology-i-car-vr-collision-repair-training): Learn how I-CAR’s Learning Innovation and Technology Team applies game dev principles to develop VR simulation collision repair training for the auto industry.
- [Apps And Games Are A Safe Place For Your Ads, According To Consumer Research | Unity](https://unity.com/blog/apps-and-games-are-a-safe-place-for-your-ads-according-to-consumer-research): Mobile apps, games, and news sites are among the safest channels, with the lowest amount of inappropriate content. Find out why.
- [Architecting Albion Online: Building a PvP MMO to Scale Across Platforms | Unity](https://unity.com/blog/albion-online-cross-platform-pvp-mmo-architecture): Learn about the technical architecture enabling Albion Online, a hardcore PvP MMO, to seamlessly scale across PC, mobile, and console. Get insights from Sandbox Interactive's engineers on their single Unity project, decoupled simulation layer, and cross-platform balancing approach.
- [Are you stereotyping the mobile gamer? | Unity](https://unity.com/blog/are-you-stereotyping-the-mobile-gamer): ironSource VP Sales, US Marketplace Mike Schoelch sat down with Digiday this month at their Gaming Advertising Forum to discuss diversity among mobile gamers and the perceptions (and misconceptions) amongst advertisers.
- [ARPDAU | Unity](https://unity.com/blog/what-is-arpdau): ARPDAU is short for 'average revenue per daily active user'. Learn what this metric tells you about your mobile app, how to calculate it, and more.
- [Art that moves: Creating animated materials with Shader Graph](https://unity.com/blog/engine-platform/creating-animated-materials-with-shader-graph): In Unity 2018.2 we added the “Vertex Position” input to Shader Graph, allowing you to adjust and animate your meshes. In this blog post, I’ll demonstrate how you can create your own vertex animation shaders, and provide some common examples such as a wind and a water shader. If you’re new to Shader Graph you can read Tim Cooper’s blog post to learn about the main features or watch Andy Touch’s “Shader Graph Introduction” talk on the Unity YouTube channel.
- [At Unite 2022: Machine learning research, persistent worlds, and celebrating creators](https://unity.com/blog/news/unite-2022-event-recap): Unite 2022 gathered Unity customers globally for virtual and in-person events – in Austin, Brighton, Copenhagen, Montreal, and San Francisco. Read this recap for highlights from the global streamed sessions, including new developments in machine learning, and local experiences.
- [Atmospheric Scattering in The Blacksmith](https://unity.com/blog/technology/atmospheric-scattering-in-the-blacksmith): Early in the planning phase of The Blacksmith, we knew we wanted an atmospheric scattering solution that would give us a little bit more detail and control than the built-in fog options. In particular, we wanted to emphasize the aerial perspective effect in some of the more expansive shots in the movie.
- [Augment assembly work planning with digital human simulations](https://unity.com/blog/industry/augment-assembly-work-planning-with-digital-human-simulations): Learn how Unity is supporting the MOSIM research project to simulate and analyze complex, realistic human motions for a range of manufacturing use cases.
- [Automate your playtesting: Create virtual players for game simulation](https://unity.com/blog/games/automate-your-playtesting-create-virtual-players-for-game-simulation): It’s easy to automate playtesting by creating a Virtual Player (a game-playing agent), then using Game Simulation to run automated playtests with your Virtual Player at scale.
- [Automotive HMI Template: Take it for a ride](https://unity.com/blog/industry/automotive-hmi-template-take-it-for-a-ride): Want to see how to use Unity to create rich, interactive human-machine interfaces (HMIs) in cars? Check out our new Automotive HMI Template, available for free on the Unity Asset Store, and watch our webinar for an expert-led walkthrough.
- [Awesome Realtime GI on desktops and consoles](https://unity.com/blog/games/awesome-realtime-gi-on-desktops-and-consoles): We've teamed up with Alex Lovett again and built The Courtyard, a demo that puts the Precomputed Realtime GI features in Unity 5 to good use. He previously built the Shrine Arch-viz demo. This time, however, the&nbsp;goal was to build a demo aimed at game developers requiring realtime frame rates. Check out this video:
- [Back To School Shopping Trends For Your App Or Brand In 2023 | Unity](https://unity.com/blog/back-to-school-shopping-trends-for-your-app-or-brand-2023): ironSource from Unity surveyed 7,315 US consumers about their school shopping behaviors and preferences. See what we found.
- [Balancing ad revenue and churn](https://unity.com/blog/ad-revenue-and-churn-a-balancing-act): Ad revenue is vital for a diverse and resilient monetization strategy. But, ads can also cause churn. Here's how to find the right balance.
- [Balancing Animation Fluidity With Player Inputs in Bye Sweet Carole | Unity](https://unity.com/blog/bye-sweet-carole-animation-fluidity-player-inputs): "Bye Sweet Carole" blends classic animation with horror in what creator Chris Darill says "might be one of the most complicated games to animate of in history" Discover how Little Sewing Machine and Dreams Uncorporated overcame animation challenges in Unity to create a visually stunning and responsive gameplay experience at 60 fps.
- [BatchRendererGroup sample: Achieve high frame rate even on budget devices](https://unity.com/blog/engine-platform/batchrenderergroup-sample-high-frame-rate-on-budget-devices): Achieve a high frame rate on a budget phone using GLES 3.0 with BatchRendererGroup, C# Job System, and the Burst compiler.
- [Become a better Unity developer with these tips from the community](https://unity.com/blog/games/become-a-better-unity-developer-with-these-tips-from-the-community): Every Tuesday, Unity users share their best tips on Twitter with the #UnityTips tag. We’ve put together a list of the top tips from the past four months to help you enhance your visuals and improve your workflows. Get ready to take your Unity skills to the next level!
- [Bedroom demo: Archviz with SSRR](https://unity.com/blog/engine-platform/bedroom-demo-archviz-with-ssrr): We also wanted to see how an architectural interior would look in Unity and what level of visual quality we could get from our latest technology. Here is a video preview of the result we got:
- [Best Conferences for Mobile App Developers in 2024 | Unity](https://unity.com/blog/best-conferences-for-mobile-app-developers-in-2024): Too many conferences, not enough time? Check out this handy guide to find out which conferences are can't miss and why.
- [Best practices for bringing AR applications to the field](https://unity.com/blog/industry/best-practices-for-bringing-ar-applications-to-the-field): Learn how industrial giant ABB is using Unity and augmented reality to transform field maintenance procedures into a completely paperless process. We recently invited members of ABB’s IS Innovation and Digital Scouting team, Maciej Włodarczyk and Rafał Kielar, to walk us through how they used Unity to develop a new digital field operator system. This multiplatform application runs on mobile devices and the HoloLens, and it’s designed to improve the efficiency and safety of the field operators maintaining and servicing equipment on industrial sites. Learn more in their presentation on a recent Unity webinar, including their migration process to the HoloLens 2. In the webinar, Microsoft’s Mixed Reality Academy lead engineer Nick Klingensmith also shares how Microsoft’s new device will take AR-enabled training, guidance, and maintenance to the next level. Watch the webinar &nbsp; Let’s explore the problems ABB sought to solve for its clients and some of their key learnings from the development process.
- [Beyond 50: An untapped audience](https://unity.com/blog/beyond-50-an-untapped-audience): Games are a prime place to reach the 50+ demographic. We surveyed 1,533 U.S. adults* aged 50+ to uncover insights into their current mobile gaming habits, advertising preferences, and health considerations.
- [Beyond the State of Play: ironSource LevelPlay Product Philosophy | Unity](https://unity.com/blog/beyond-the-state-of-play-ironsource-levelplay-product-philosophy): Learn about ironSource mediation's product philosophy as well as what features and products are the pipeline.
- [Big Farm Homestead – Inside the Tech Behind a 3D Mobile World | Unity](https://unity.com/blog/new-moon-production-big-farm-homestead): See how New Moon Production tackled worldbuilding and performance challenges to bring a 3D Big Farm world to mobile.
- [Biggest Edition Yet of our URP E-Book for Unity 6 | Unity](https://unity.com/blog/biggest-edition-urp-ebook-unity-6): Unity 6 developers, technical artists, and graphics programmers now have all the updated URP key tips and techniques ready for them in one comprehensive guide.
- [Biggest XR Innovations Across Industries in 2024 | Unity](https://unity.com/blog/2024-industry-xr-innovations): Discover how extended reality (XR) reshaped industries in 2024. Explore standout stories of innovation in automotive, healthcare, retail, and more.
- [Blend virtual content and the real world with Unity’s AR Foundation, now supporting the ARCore Depth API](https://unity.com/blog/technology/blend-virtual-content-and-the-real-world-with-unitys-ar-foundation-now-supporting-the): Unity’s AR Foundation 4.1 supports Google’s new ARCore Depth API. With the addition of this capability, AR Foundation developers can now deliver experiences that blend digital content with the physical world more realistically than ever before. With its extensive feature set and vast reach, Google’s ARCore is one of the most popular and powerful SDKs available to developers of augmented reality (AR) experiences. We have been working closely with Google to ensure Unity users have swift access to newly released ARCore features. The release of the ARCore Depth API is a significant milestone as it enables enhanced understanding of physical surroundings as well as more realistic visuals in AR Foundation-based experiences.&nbsp; ARCore can take advantage of multiple types of sensors to generate depth images. On phones with only RGB cameras, ARCore employs depth-from-motion algorithms that compare successive camera images as the phone moves to estimate the distance to every pixel. This method allows for depth data to be available on hundreds of millions of Android phones. And on devices that include a Time of Flight camera, the depth data is even more precise. AR Foundation now includes the following new features: Automatic occlusion Access to depth images
- [Blockchain Technology is Changing the Gaming Ecosystem, but what Value does it Add for Developers? | Unity](https://unity.com/blog/blockchain-technology-is-changing-the-gaming-ecosystem-but-what-value-does-it-add-for-developers): Blockchain gaming is here, and it brings with it a whole new suite of tools for developers to get value out of their games. Read more.
- [Book of the Dead: Character and hero assets](https://unity.com/blog/industry/book-of-the-dead-character-and-hero-assets): In this blog series, we will go over every aspect of the creation of our demo&nbsp;“Book of the Dead”. If you haven't already, make sure to check our previous posts on the Book of the Dead creation process: Introduction to Unity’s Demo team&nbsp;and Book of the Dead: Concept Art. My name is Plamen ‘Paco’ Tamnev, and I've been working as a Character/Environment artist on the Unity Demo team for the last couple of years. Some of the previous projects I worked on were Adam, The Blacksmith, Viking Village and a few other smaller projects. In this blog I will go through some of the work I did for Book of the Dead, my process and the pipeline for the creation of the characters and hero assets in the demo.
- [Book of the Dead: Concept art](https://unity.com/blog/industry/book-of-the-dead-concept-art): In this blog series, we will go over every aspect of the creation of our demo&nbsp;“Book of the Dead”. After we introduced the Unity Demo team last week, it’s now time for Georgi Simeonov to share his work on the concept art in the teaser we’ve revealed. “Book of the Dead” is a living project with a longer story which we haven’t yet told, so we’ll try not to spoil too much...
- [Book of the Dead: Photogrammetry assets, trees, VFX](https://unity.com/blog/industry/book-of-the-dead-photogrammetry-assets-trees-vfx): In this blog series, we will go over every aspect of the creation of our demo “Book of the Dead”. Today, we focus on photogrammetry assets, trees and VFX. This is the fourth blog in the series, take a look back at the last two blogs that go through creating characters and concept art from “Book of the Dead”. Hello, my name is Zdravko Pavlov and I am a CG and VFX artist with background in VFX, video compositing, editing, graphic design. I’ve been working with Unity’s Demo team since 2014 and contributed various particles, rigid body dynamics and cloth simulations on the demos &nbsp;“Viking village”, “The Blacksmith” and “Adam”. The “Book Of The Dead” demo was a little bit different. A completely new territory for me, since my role for this project would be to create various environment assets using a photogrammetry approach. Outdoor photography is my hobby, so I was more than happy to handle such a task. Creating trees? I mean, how hard can it be, right? In the following blog post I’ll try to describe everything that I learned during the pre-production and development phase of the project.
- [Book of the Dead: Quixel, wind, scene building, and content optimization tricks](https://unity.com/blog/industry/book-of-the-dead-quixel-wind-scene-building-and-content-optimization-tricks): In this blog series, we will go over every aspect of the creation of our demo Book of the Dead. Today, we will focus on our partnership with Quixel, our wind system, scene building and content optimization tricks. This is the fourth blog in our ‘Making Of’ blog series. In case you missed it take a look back at the last three posts that go through the creative process for characters, concept art and photogrammetry assets, trees, and VFX within Book of the Dead. Hi! My name is Julien Heijmans, I work as an Environment Artist as part of the Unity Demo team. I only joined Unity last year, but I have around 7 years of experience in the video game industry. This blog post will provide you some insight into the production of Book of the Dead from my perspective, the perspective of a content creator and an environment artist. I am kind of new in the work of photogrammetry assets, but I remember clearly the day Quixel announced the creation of Megascans several years ago. Ever since, I’ve been eager to get an opportunity to work with their assets. Joining Unity’s Demo team made that happen, as I started to work on The Book of the Dead. If you want to start experimenting with the tools discussed in this blog you can download the Book of the Dead: Environment project now. &nbsp; Download the project
- [Boosting Your Mobile App User Segmentation | Unity](https://unity.com/blog/5-ways-to-boost-ad-monetization-with-user-segmentation): User segmentation lets game developers drive high engagement and revenue by personalizing the experience of each player. Learn how here.
- [Brand Marketing Cheat Sheet for Back-to-School 2025 | Unity](https://unity.com/blog/back-to-school-mobile-shopping-insights): We surveyed over 1,000 parents with children under 18 to uncover how they're using mobile apps and games during this critical shopping season.
- [Break into real-time 3D industries with Unity’s Elevate program](https://unity.com/blog/unity-elevate-rt3d-build-your-career): Unlock your potential in the real time 3D (RT3D) industry with Unity Elevate. Discover Universal Job Profiles and gain insights from industry leaders.
- [Breaking Down How Different Generations Interact With Their Devices | Unity](https://unity.com/blog/breaking-down-how-different-generations-interact-with-their-devices): Let’s break down three generations, and how they interact with their phones and apps so you can better format your on-device advertising strategy to reach your audience.
- [Breaking down the completely destructible world of Deliver At All Costs](https://unity.com/blog/breaking-down-the-completely-destructible-world-of-deliver-at-all-costs): Far Out Games describes how they created the completely destructible gameworld of Deliver At All Costs, where players can smash through and break down assets.
- [Breaking down the walls between teams to improve your app’s UA from all sides | Unity](https://unity.com/blog/breaking-down-the-walls-between-teams-to-improve-your-apps-ua-from-all-sides): Read on to learn how to integrate your creative team to form a seamless feedback loop that improves each part of your operation.
- [Breakout: How to stop an infinite loop in a Unity C# script](https://unity.com/blog/engine-platform/how-to-stop-an-infinite-loop-in-a-unity-c-script): (or what I did at my first Hack Week with Unity)
- [Bring more players into your game with Unity Multiplayer Services](https://unity.com/blog/engine-platform/more-players-unity-multiplayer-services): Learn how we're investing in Unity Multiplayer Services to support the growing number of developers creating incredible multiplayer games with a flexible, extensible suite of tools and services.
- [Bringing My Talking Tom Friends 2 to Life with Animation and Physics | Unity](https://unity.com/blog/bringing-my-talking-tom-friends-2-to-life): Learn how the Outfit7 team optimized performance across devices, built a scalable animation system, and managed content complexity in My Talking Tom Friends 2.
- [Bringing Transparency to Mobile Game Advertising | Unity](https://unity.com/blog/mobile-game-advertising-transparency-unity-core-standards): Discover how Unity Core Standards help brand advertisers and agencies verify premium gaming inventory and invest in mobile game advertising with trust.
- [Build a production-ready multiplayer game with Netcode for GameObjects](https://unity.com/blog/games/build-a-production-ready-multiplayer-game-with-netcode-for-gameobjects): In this roundup of a four-part webinar series from the Multiplayer team, dive into our Boss Room sample game and explore how you can build a production-ready multiplayer game with Unity and Netcode for GameObjects.
- [Build stunning mobile games that run smoothly with Adaptive Performance](https://unity.com/blog/games/build-stunning-mobile-games-that-run-smoothly-with-adaptive-performance): Learn how to use Adaptive Performance to tune your mobile game – balancing frame rates and graphics. Get the latest details on Adaptive Performance’s updates for device simulator, samples and scalers.
- [Building a Flexible Combat System For Aether & Iron | Unity](https://unity.com/blog/building-flexible-combat-system-chaos-theory-games-aether-iron): Learn how Chaos Theory Games created a combat experience that feels strategic and cinematic while staying integrated with the game’s branching narrative.
- [Building A Music-Based Combat System For Fretless: The Wrath of Riffson | Unity](https://unity.com/blog/how-fretless-set-up-fmod-integrations-in-unity): Discover how Ritual Studios used FMOD for Unity to create the unique music-based combat system in Fretless: Wrath of Riffson. Learn about dynamic music, marker callbacks, and programmer instruments.
- [Building better paths while maintaining creative flow with Splines in 2022.2](https://unity.com/blog/engine-platform/building-better-paths-with-splines-in-2022-2): With Unity 2022.2 Tech Stream comes a major update to Splines. Discover everything you need to know in this new tool.
- [Building my first multiplayer game with Netcode for GameObjects](https://unity.com/blog/games/building-a-multiplayer-game-first-time-netcode-for-gameobjects): See how a professional developer new to multiplayer games learned Netcode for GameObjects for the first time and built our game sample, Galactic Kittens.
- [Building Tequila Don Julio’s immersive app on Apple Vision Pro | Unity Blog](https://unity.com/blog/industry/trigger-xr-creating-immersive-experiences-for-don-julio): Discover how Trigger XR, an experienced XR developer and agency, built Tequila Don Julio’s immersive app on Apple Vision Pro.
- [Building the first NFL-licensed VR football franchise with Unity](https://unity.com/blog/games/football-vr-statuspro): Guest blogger StatusPRO takes us behind the scenes of VR gaming with NFL PRO ERA, the first NFL-licensed VR football game.
- [Building Westeros For Mobile in Game of Thrones: Dragonfire | Unity](https://unity.com/blog/building-westeros-for-mobile-in-game-of-thrones-dragonfire): Explore how Warner Bros. Games Boston optimized Game of Thrones: Dragonfire for mobile with scalable multiplayer, faster load times, and Unity tools.
- [Building Workflows in Unity with Odin | Unity](https://unity.com/blog/building-workflows-with-odin): Learn how to choose the right development software and discover how the Odin suite for Unity enables teams to easily build and scale custom editor workflows.
- [Bursting into 2021 with Burst 1.5](https://unity.com/blog/engine-platform/bursting-into-2021-with-burst-1-5): Our High Performance C# (HPC#) compiler technology, Burst, has gone from strength to strength. In the latest version Burst 1.5, we’ve made some major improvements. In this post we’ll take you through the headline features, and show you how to make the most of Burst in your projects.
- [Cairn: Technical Art of “No-Piton Surfaces” with 3D Blendmaps and Compute Shaders | Unity](https://unity.com/blog/cairn-technical-art-rendering-gameplay-rock-materials): Anthony Beyer, technical art director at The Game Bakers, dives into Cairn's technical art and using 3D blendmaps and Compute Shaders in Unity to sync "No-Piton Surfaces" between visuals and gameplay.
- [Celebrate Global Creativity: The 16th Annual Unity Awards Showcase](https://unity.com/blog/the-16th-unity-awards-are-here): Join us for the first-ever global Unity Awards Showcase this fall! For 16 years, we've celebrated the incredible achievements of Unity creators. This year, we're expanding the event with 24 award categories to honor the exceptional talent and creativity of our community. Don't miss the chance to see the winners announced during our live broadcast. Celebrate with us and discover the best in Unity development!
- [Celebrating award-winning Unity games](https://unity.com/blog/celebrating-award-winning-unity-games): We rounded-up the made with Unity games that won big this awards season at The Game Awards, The Golden Joystick Awards, and the 16th Unity Awards.
- [Celebrating launches and Triple-i Initiative highlights](https://unity.com/blog/celebrating-launches-and-triple-i-initiative-highlights): Discover new releases Blue Prince and Thronglets, as well as the Unity game news coming out of the Triple-i Initiative showcase.
- [Celebrating RT3D creators and social change in 2022](https://unity.com/blog/news/rt3d-creators-and-social-change-in-2022): As we look forward to seeing what real-time 3D (RT3D) creators will produce in 2023, the Unity Social Impact team reflects on highlights from the past year across the industry.
- [Celebrating the recent success of our creators](https://unity.com/blog/news/celebrating-the-recent-success-of-our-creators): We’re continually amazed by what you develop, and there’s nothing more rewarding than seeing your games celebrated and enjoyed by players around the world. Let’s take a look at some other Made with Unity game highlights from May and June 2023.
- [Celebrating women trailblazers in technology](https://unity.com/blog/news/celebrating-women-trailblazers-in-technology): Women’s History Month is an annual celebration of women’s often-overlooked contributions to history, culture, and society. In honor of Women’s History Month, we interviewed four trailblazing women – Karen Williams, Gayatri Parameswaran, Kat Cizek, and Susanna Pollack – who are using technology to change the world.
- [Cesium for Unity Brings 3D Geospatial Apps to the Web](https://unity.com/blog/cesium-for-unity-3d-geospatial-web): Learn how the new Cesium for Unity update lets you deploy high-resolution, 3D geospatial applications directly to any web browser with Unity's web platform.
- [Changemakers Showcase: Interviewing Felix Bohatsch of Gibbon: Beyond the Trees](https://unity.com/blog/games/changemakers-showcase-felix-bohatsch-of-gibbon-beyond-the-trees): We spoke with Felix Bohatsch, Game Director of Gibbon: Beyond the Trees to learn more about how he came up with the idea for this Apple Design Award-winning game, and his motivation for raising awareness of gibbon poaching and rainforest destruction.
- [Changing the world with RT3D: Meet the 2023 Unity for Humanity Grant winners](https://unity.com/blog/news/meet-the-2023-unity-for-humanity-grant-winners): Get to know the winners of the 2023 Unity for Humanity Grant. Each is using real-time 3D (RT3D) to drive change in truly innovative ways.
- [Choosing the resolution of your 2D art assets](https://unity.com/blog/engine-platform/choosing-the-resolution-of-your-2d-art-assets): Many Game creators often do not know what resolution their assets should be. The answer to this question depends on a variety of factors, read more to find out.
- [CICD Made Easier with Unity CLI](https://unity.com/blog/cicd-made-easier-with-unity-cli): Discover how the new Unity CLI simplifies CI/CD for game development. Learn how to replace complex custom scripts with a unified command-line interface to easily manage Unity installations, run tests, and execute builds across any CI provider.
- [Cinemachine for 2D: Tips and tricks](https://unity.com/blog/engine-platform/cinemachine-2d-tips-and-tricks): Have you been working on a camera system for your 2D game for ages and wish there was something like Cinemachine for 2D? Not many people know about it, but there already is! This blog post gives you some tips for getting the best out of Cinemachine, and how this tool can benefit and speed up the development of your 2D game significantly. Keep reading to find out more about Cinemachine Virtual Cameras, Confiners and more, specifically for use in 2D games.
- [Clean up your code: How to create your own C# code style](https://unity.com/blog/engine-platform/clean-up-your-code-how-to-create-your-own-c-code-style): While there’s more than one way to format Unity C# code, agreeing on a consistent code style for your project enables your team to develop a clean, readable, and scalable codebase. In this blog, we provide some guidelines and examples you can use to develop and maintain your own code style guide.
- [Come Learn with Learn](https://unity.com/blog/community/come-learn-with-learn): So you’ve decided to download and check out this newfangled “Unity” thing. You open it up, create a project, and are presented with the Unity editor.&nbsp; At this point you’re probably thinking to yourself, “OK, now what?” That’s where we come in. We are the Unity Learn team and our goal in this crazy, hectic world is to labor tirelessly to bring you the best content to learn from and utilize in your games. Of course, now you are probably thinking to yourself, “That’s an interesting claim, faceless-internet-article-writing-man, but certainly your content can’t help me. I make special games!” &nbsp;Nay, I say to you. Our content can help anyone learn to use Unity to make all kinds of games. Just look at what we have to offer (the Learn portion of Unity’s website can be found at Unity3d.com/Learn).
- [Comparing 3 Runtime Asset Loading Options | Unity](https://unity.com/blog/comparing-runtime-asset-loading-technology): Unlock better performance for your RT3D projects. Explore AssetBundles, gITF, and 3DDS runtime asset loading options available in Unity Asset Manager.
- [Context is everything: Cross-domain data mapping for augmented reality](https://unity.com/blog/industry/cross-domain-data-mapping-for-augmented-reality): “Context” refers to a collection of parameters describing a domain that can be encoded into machine-processable data. In the augmented reality (AR) space, three critical domains exist: physical, virtual, and human.
- [Crafting the stunning scenarios in Warhammer 40,000: Warpforge](https://unity.com/blog/games/stunning-scenarios-in-warhammer-40000-warpforge): Warhammer 40,000: Warpforge is an upcoming collectible card game for Steam, iOS, and Android. Discover how the Everguild team leveraged the best elements from earlier games and elevated them for this new title, using the latest development tools.
- [Create next-gen features with AI models using Unity Sentis](https://unity.com/blog/games/create-next-gen-ai-models-with-unity-sentis): Get started with AI models and Unity Sentis and build next-gen features into your latest game or other project in 5 easy steps.
- [Create spellbinding visual effects with our advanced VFX guide | Unity Blog](https://unity.com/blog/games/create-spellbinding-visual-effects-with-advanced-vfx-guide): Our new 120-page e-book, The definitive guide to creating advanced visual effects in Unity, guides artists, designers, and programmers using the Unity 2021 LTS version of VFX Graph.
- [Create state-of-the-art car cockpits with Elektrobit’s EB GUIDE and Unity](https://unity.com/blog/industry/create-state-of-the-art-car-cockpits-with-elektrobits-eb-guide-and-unity): Unity is collaborating with Elektrobit (EB), whose EB GUIDE platform powers in-car UIs for more than 50 million vehicles from manufacturers such as Audi, GM, and Volkswagen. Learn more about the Unity-EB HMI collaboration at our upcoming session during CES 2021.
- [Creating an Immersive 3D Experience for Among Us Fans | Unity](https://unity.com/blog/creating-immersive-3d-experience-among-us-pc-vr): We sat down with the Schell Games team to discuss how they created an up close and personal 3D experience for Among Us fans on PC and VR platforms.
- [Creating an Interactive Vertex Effect using Shader Graph](https://unity.com/blog/engine-platform/creating-an-interactive-vertex-effect-using-shader-graph): We created an example interactive vertex displacement effect with Shader Graph and the Lightweight Render Pipeline to help you use these features to design effects. This post will walk you through our process. Get the demo project with the Shader Graph shader, example scene, and some example game assets from the 3D Game Kit, and follow along! The sphere in the video example below has a shader-based displacement effect that activates when we hit the space bar. In your game, you would assign this to some relevant gameplay event. In this article, we will look at how to create this shader using the Shader Graph package, and integrate the spacebar keypress trigger. The goal is to help you understand how to design effects in Shader Graph, and interact with them from your other C# scripts. The demo project contains the shader, the script that controls the shader, &nbsp;a preconfigured Lightweight Scriptable Render Pipeline (LWRP) Asset, and an example scene for you to get started with. If you prefer to view this tutorial as a video instead of text you can find it on the Unity YouTube channel.
- [Creating games for everyone: Introducing Unity Learn’s new accessibility course](https://unity.com/blog/games/creating-games-for-everyone-introducing-unity-learns-new-accessibility-course): Practical Game Accessibility is a new, free online course for intermediate creators. It’s an introduction to creating games that more players can enjoy. As you work through the course, you’ll learn about prioritizing accessibility while building a game guided by an inclusive design approach.
- [Creating immersive, photorealistic VR experiences with the High Definition Render Pipeline](https://unity.com/blog/technology/creating-immersive-photorealistic-vr-experiences-with-the-high-definition-render): We’re officially bringing virtual reality to the High Definition Render Pipeline (HDRP). In 2019.3.6f1 and after with package version 7.3.1, HDRP is now verified and can be used in VR. This blog post takes a technical dive into using HDRP in your VR project. To learn more about all the possibilities that HDRP offers, take a look at this blog post. VR in HDRP is designed so that: All HDRP features are compatible with VR. HDRP is fully supported with the new Unity XR Plugin Framework. Single-pass (instancing) is the default and recommended rendering solution for VR.
- [Creating safer construction projects with virtual reality](https://unity.com/blog/industry/creating-safer-construction-projects-with-virtual-reality): Laing O’Rourke, one of the largest privately-owned construction companies in the UK, harnessed the power of Unity’s real-time 3D development platform to create an immersive virtual reality (VR) crane simulator to train its lift team before they ever step foot on a project. Safety management and training is a top priority for the construction industry. Involving workers and providing ongoing access to safety training are top aspects of a world-class safety program, according to a Dodge Data &amp; Analytics report. VR is one of the top technologies expected to improve safety in the next three years, but there are already companies leading the charge now. At Unite Copenhagen, we invited Graham Brierley, Head of Digital Engineering from Laing O’Rourke, to share his firm’s experience with Unity and how VR is transforming the architecture, engineering, and construction (AEC) industry. Read on to learn how Laing O’Rourke used Unity to create an interactive VR training program to improve project safety and make the construction industry safer, more productive, and more sustainable.
- [Creative collective: The power of community](https://unity.com/blog/news/collective-power-of-community): Find out how Unity educators and creators are spearheading alternatives to four-year degree programs.
- [Creepy, cute, compelling: The recipe for smash hit, Cult of the Lamb | Unity Blog](https://unity.com/blog/games/recipe-behind-smash-hit-cult-of-the-lamb): Find out how independent studio Massive Monster mashed up genres to create the cult classic, Cult of the Lamb, a Made with Unity game.
- [Cross-platform HDR display support in Unity 2023](https://unity.com/blog/engine-platform/cross-platform-hdr-display-support): High dynamic range (HDR) displays are increasingly available and capable of reproducing images with higher peak brightness and a wider color gamut for better contrast and color saturation. The Unity Editor and Standalone Players now provide cross-platform support for HDR output and full compatibility with the Universal and High Definition Render Pipelines.
- [Crunch compression of ETC textures](https://unity.com/blog/engine-platform/crunch-compression-of-etc-textures): This blog post describes the basics of Crunch compression and explains in details how the original Crunch algorithm was modified in order to be able to compress ETC1 and ETC2 textures.
- [Cryptical Path: When Developing a Roguelike Feels Like Playing One | Unity Blog](https://unity.com/blog/old-skull-games-cryptical-path-developing-a-roguelike): In a guest post on the Unity Blog, Old Skull Games reflect on developing their roguelike dungeon-crawler, Cryptical Path, and provide tips and advice on how to find your game’s unique selling point.
- [CTV and mobile gaming: How brands are closing the second-screen gap | Unity](https://unity.com/blog/capturing-second-screen-attention-with-ctv-and-mobile-gaming): Viewers second-screen during TV moments. Here's how brands are using mobile gaming to close the attention gap and get more from their CTV investments.
- [Custom == operator, should we keep it?](https://unity.com/blog/engine-platform/custom-operator-should-we-keep-it): 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 editor only[1], we do not set those fields to "real null", but to a "fake null" object. Our custom == operator is able to check if something is one of these fake null objects, and behaves accordingly. While this is an exotic setup, it allows us to store information in the fake null object that gives you more contextual information when you invoke a method on it, or when you ask the object for a property. Without this trick, you would only get a NullReferenceException, a stack trace, but you would have no idea which GameObject had the MonoBehaviour that had the field that was null. With this trick, we can highlight the GameObject in the inspector, and can also give you more direction: "looks like you are accessing a non initialised field in this MonoBehaviour over here, use the inspector to make the field point to something". purpose two is a little bit more complicated. 2) When you get a c# object of type "GameObject"[2], it contains almost nothing. this is because Unity is a C/C++ engine. All the actual information about this GameObject (its name, the list of components it has, its HideFlags, etc) lives in the c++ side. The only thing that the c# object has is a pointer to the native object. We call these c# objects "wrapper objects".&nbsp;The lifetime of these c++ objects like GameObject and everything else that derives from UnityEngine.Object is explicitly managed. These objects get destroyed when you load a new scene. Or when you call Object.Destroy(myObject); on them. Lifetime of c# objects gets managed the c# way, with a garbage collector. This means that it's possible to have a c# wrapper object that still exists, that wraps a c++ object that has already been destroyed. If you compare this object to null, our custom == operator will return "true" in this case,&nbsp;even though the actual c# variable is in reality not really null. While these two use cases are pretty reasonable, the custom null check also comes with a bunch of downsides. It is counterintuitive. Comparing two UnityEngine.Objects to eachother or to null is slower than you'd expect. The custom ==operator is not thread safe, so you cannot compare objects off the main thread. (this one we could fix). It behaves inconsistently with the ?? operator, which also does a null check, but that one does a pure c# null check, and cannot be bypassed to call our custom null check. Going over all these upsides and downsides, if we were building our API from scratch, we would have chosen not to do a custom null check, but instead have a myObject.destroyed property you can use to check if the object is dead or not, and just live with the fact that we can no longer give better error messages in case you do invoke a function on a field that is null. What we're considering is wether or not we should change this. Which is a step in our never ending quest to find the right balance between "fix and cleanup old things" and "do not break old projects". In this case we're wondering what you think. For Unity5 we have been working on the ability for Unity to automatically update your scripts (more on this in a subsequent blogpost). Unfortunately, we would be unable to automatically upgrade your scripts for this case. (because we cannot distinguish between "this is an old script that actually wants the old behaviour", and "this is a new script that actually wants the new behaviour"). We're leaning towards "remove the custom == operator", but are hesitant, because it would change the meaning of all the null checks your projects currently do. And for cases where the object is not "really null" but a destroyed object, a nullcheck used to return true, and will if we change this it will return false. If you wanted to check if your variable was pointing to a destroyed object, you'd need to change the code to check "if (myObject.destroyed) {}" instead. We're a bit nervous about that, as if you haven't read this blogpost, and most likely if you have, it's very easy to not realise this changed behaviour, especially since most people do not realise that this custom null check exists at all.[3] If we change it, we should do it for Unity5 though, as the threshold for how much upgrade pain we're willing to have users deal with is even lower for non major releases. What would you prefer us to do? give you a cleaner experience, at the expense of you having to change null checks in your project, or keep things the way they are? Bye, Lucas (@lucasmeijer) [1] We do this in the editor only. This is why when you call GetComponent() to query for a component that doesn't exist, that you see a C# memory allocation happening, because we are generating this custom warning string inside the newly allocated fake null object. This memory allocation does not happen in built games. This is a very good example why if you are profiling your game, you should always profile the actual standalone player or mobile player, and not profile the editor, since we do a lot of extra security / safety / usage checks in the editor to make your life easier, at the expense of some performance. When profiling for performance and memory allocations, never profile the editor, always profile the built game. [2] This is true not only for GameObject, but everything that derives from UnityEngine.Object [3] Fun story: I ran into this while optimising GetComponent&lt;T&gt;() performance, and while implementing some caching for the transform component I wasn't seeing any performance benefits. Then @jonasechterhoff&nbsp;looked at the problem, and came to the same conclusion. The caching code looks like this: private Transform m_CachedTransform public Transform transform { get { if (m_CachedTransform == null) m_CachedTransform = InternalGetTransform(); return m_CachedTransform; } }Turns out two of our own engineers missed that the null check was more expensive than expected, and was the cause of not seeing any speed benefit from the caching. This led to the "well if even we missed it, how many of our users will miss it?", which results in this blogpost :)
- [Custom lighting in Shader Graph: Expanding your graphs in 2019](https://unity.com/blog/engine-platform/custom-lighting-in-shader-graph-expanding-your-graphs-in-2019): With the release of Unity Editor 2019.1, the Shader Graph package officially came out of preview! Now, in 2019.2, we’re bringing even more features and functionality to Shader Graph.
- [Customizing performance metrics in the Unity Profiler](https://unity.com/blog/engine-platform/customizing-performance-metrics-in-the-unity-profiler): Optimizing your application requires being able to accurately measure how your project consumes hardware resources. Extending the Unity Profiler with your own performance metrics enables you to better understand your application’s unique performance story. In this post, we will cover new Profiler extensibility features in Unity 2021 LTS.
- [Customizing Snaps Prototype assets with ProBuilder](https://unity.com/blog/games/customizing-snaps-prototype-assets-with-probuilder-2): We recently introduced Snaps,&nbsp;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.
- [Data-oriented design roundtable: Your questions, answered | Unity Blog](https://unity.com/blog/engine-platform/dots-webinar-roundtable-q-a): Hear from Unity experts and devs using DOTS in production, and learn best practices and hard-won tips about using data-oriented design in your game.
- [Dealing with latency in your multiplayer game](https://unity.com/blog/games/dealing-with-latency-in-your-multiplayer-game): This latest guide covers key tricks and patterns to deal with latency in your multiplayer game.
- [Debugging memory corruption: Who wrote ‘2’ into my stack?!](https://unity.com/blog/engine-platform/debugging-memory-debugging-memory-corruption-who-wrote-2-into-my-stack-who-the-hell): Several weeks ago we received a bug report from a customer that said their game was crashing when using IL2CPP scripting backend. QA verified the bug and assigned it to me for fixing. The project was quite big (although far from the largest ones); it took 40 minutes to build on my machine. The instructions on the bug report said: “Play the game for 5-10 minutes until it crashes”. Sure enough, after following instructions, I observed a crash. I fired up WinDbg ready to nail it down. Unfortunately, the stack trace was bogus: 0:049&gt; k # Child-SP RetAddr Call Site 00 00000022`e25feb10 00000000`00000010 0x00007ffa`00000102 0:050&gt; u 0x00007ffa`00000102 L10 00007ffa`00000102 ?? ??? ^ Memory access error in 'u 0x00007ffa`00000102 l10' Clearly, it tried executing an invalid memory address. Although the stacktrace had been corrupted, I was hoping that only a part of the whole stack got corrupted and that I should be able to reconstruct it if I look at memory contents past the stack pointer register. Surely enough, that gave me an idea where to look next: 0:049&gt; dps @rsp L200 ............... 00000022`e25febd8 00007ffa`b1fdc65c ucrtbased!heap_alloc_dbg+0x1c [d:\th\minkernel\crts\ucrt\src\appcrt\heap\debug_heap.cpp @ 447] 00000022`e25febe0 00000000`00000004 00000022`e25febe8 00000022`00000001 00000022`e25febf0 00000022`00000000 00000022`e25febf8 00000000`00000000 00000022`e25fec00 00000022`e25fec30 00000022`e25fec08 00007ffa`99b3d3ab UnityPlayer!std::_Vector_alloc&lt;std::_Vec_base_types&lt;il2cpp::os::PollRequest,std::allocator&lt;il2cpp::os::PollRequest&gt; &gt; &gt;::_Get_data+0x2b [ c:\program files (x86)\microsoft visual studio 14.0\vc\include\vector @ 642] 00000022`e25fec10 00000022`e25ff458 00000022`e25fec18 cccccccc`cccccccc 00000022`e25fec20 cccccccc`cccccccc 00000022`e25fec28 00007ffa`b1fdf54c ucrtbased!_calloc_dbg+0x6c [d:\th\minkernel\crts\ucrt\src\appcrt\heap\debug_heap.cpp @ 511] 00000022`e25fec30 00000000`00000010 00000022`e25fec38 00007ffa`00000001 ............... 00000022`e25fec58 00000000`00000010 00000022`e25fec60 00000022`e25feca0 00000022`e25fec68 00007ffa`b1fdb69e ucrtbased!calloc+0x2e [d:\th\minkernel\crts\ucrt\src\appcrt\heap\calloc.cpp @ 25] 00000022`e25fec70 00000000`00000001 00000022`e25fec78 00000000`00000010 00000022`e25fec80 cccccccc`00000001 00000022`e25fec88 00000000`00000000 00000022`e25fec90 00000022`00000000 00000022`e25fec98 cccccccc`cccccccc 00000022`e25feca0 00000022`e25ff3f0 00000022`e25feca8 00007ffa`99b3b646 UnityPlayer!il2cpp::os::SocketImpl::Poll+0x66 [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\os\win32\socketimpl.cpp @ 1429] 00000022`e25fecb0 00000000`00000001 00000022`e25fecb8 00000000`00000010 ............... 00000022`e25ff3f0 00000022`e25ff420 00000022`e25ff3f8 00007ffa`99c1caf4 UnityPlayer!il2cpp::os::Socket::Poll+0x44 [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\os\socket.cpp @ 324] 00000022`e25ff400 00000022`e25ff458 00000022`e25ff408 cccccccc`ffffffff 00000022`e25ff410 00000022`e25ff5b4 00000022`e25ff418 00000022`e25ff594 00000022`e25ff420 00000022`e25ff7e0 00000022`e25ff428 00007ffa`99b585f8 UnityPlayer!il2cpp::vm::SocketPollingThread::RunLoop+0x268 [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\vm\threadpool.cpp @ 452] 00000022`e25ff430 00000022`e25ff458 00000022`e25ff438 00000000`ffffffff ............... 00000022`e25ff7d8 00000022`e25ff6b8 00000022`e25ff7e0 00000022`e25ff870 00000022`e25ff7e8 00007ffa`99b58d2c UnityPlayer!il2cpp::vm::SocketPollingThreadEntryPoint+0xec [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\vm\threadpool.cpp @ 524] 00000022`e25ff7f0 00007ffa`9da83610 UnityPlayer!il2cpp::vm::g_SocketPollingThread 00000022`e25ff7f8 00007ffa`99b57700 UnityPlayer!il2cpp::vm::FreeThreadHandle [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\vm\threadpool.cpp @ 488] 00000022`e25ff800 00000000`0000106c 00000022`e25ff808 cccccccc`cccccccc 00000022`e25ff810 00007ffa`9da83610 UnityPlayer!il2cpp::vm::g_SocketPollingThread 00000022`e25ff818 000001c4`1705f5c0 00000022`e25ff820 cccccccc`0000106c ............... 00000022`e25ff860 00005eaa`e9a6af86 00000022`e25ff868 cccccccc`cccccccc 00000022`e25ff870 00000022`e25ff8d0 00000022`e25ff878 00007ffa`99c63b52 UnityPlayer!il2cpp::os::Thread::RunWrapper+0xd2 [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\os\thread.cpp @ 106] 00000022`e25ff880 00007ffa`9da83610 UnityPlayer!il2cpp::vm::g_SocketPollingThread 00000022`e25ff888 00000000`00000018 00000022`e25ff890 cccccccc`cccccccc ............... 00000022`e25ff8a8 000001c4`15508c90 00000022`e25ff8b0 cccccccc`00000002 00000022`e25ff8b8 00007ffa`99b58c40 UnityPlayer!il2cpp::vm::SocketPollingThreadEntryPoint [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\vm\threadpool.cpp @ 494] 00000022`e25ff8c0 00007ffa`9da83610 UnityPlayer!il2cpp::vm::g_SocketPollingThread 00000022`e25ff8c8 000001c4`155a5890 00000022`e25ff8d0 00000022`e25ff920 00000022`e25ff8d8 00007ffa`99c19a14 UnityPlayer!il2cpp::os::ThreadStartWrapper+0x54 [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\os\win32\threadimpl.cpp @ 31] 00000022`e25ff8e0 000001c4`155a5890 ............... 00000022`e25ff900 cccccccc`cccccccc 00000022`e25ff908 00007ffa`99c63a80 UnityPlayer!il2cpp::os::Thread::RunWrapper [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\os\thread.cpp @ 80] 00000022`e25ff910 000001c4`155a5890 ............... 00000022`e25ff940 000001c4`1e0801b0 00000022`e25ff948 00007ffa`e6858102 KERNEL32!BaseThreadInitThunk+0x22 00000022`e25ff950 000001c4`1e0801b0 00000022`e25ff958 00000000`00000000 00000022`e25ff960 00000000`00000000 00000022`e25ff968 00000000`00000000 00000022`e25ff970 00007ffa`99c199c0 UnityPlayer!il2cpp::os::ThreadStartWrapper [ c:\users\tautvydas\builds\bin2\il2cppoutputproject\il2cpp\libil2cpp\os\win32\threadimpl.cpp @ 26] 00000022`e25ff978 00007ffa`e926c5b4 ntdll!RtlUserThreadStart+0x34 00000022`e25ff980 00007ffa`e68580e0 KERNEL32!BaseThreadInitThunk Here’s a rough reconstructed stacktrace: 00000022`e25febd8 00007ffa`b1fdc65c ucrtbased!heap_alloc_dbg+0x1c [...\appcrt\heap\debug_heap.cpp @ 447] 00000022`e25fec28 00007ffa`b1fdf54c ucrtbased!_calloc_dbg+0x6c [...\appcrt\heap\debug_heap.cpp @ 511] 00000022`e25fec68 00007ffa`b1fdb69e ucrtbased!calloc+0x2e [...\appcrt\heap\calloc.cpp @ 25] 00000022`e25feca8 00007ffa`99b3b646 UnityPlayer!il2cpp::os::SocketImpl::Poll+0x66 [...\libil2cpp\os\win32\socketimpl.cpp @ 1429] 00000022`e25ff3f8 00007ffa`99c1caf4 UnityPlayer!il2cpp::os::Socket::Poll+0x44 [...\libil2cpp\os\socket.cpp @ 324] 00000022`e25ff428 00007ffa`99b585f8 UnityPlayer!il2cpp::vm::SocketPollingThread::RunLoop+0x268 [...\libil2cpp\vm\threadpool.cpp @ 452] 00000022`e25ff7e8 00007ffa`99b58d2c UnityPlayer!il2cpp::vm::SocketPollingThreadEntryPoint+0xec [...\libil2cpp\vm\threadpool.cpp @ 524] 00000022`e25ff878 00007ffa`99c63b52 UnityPlayer!il2cpp::os::Thread::RunWrapper+0xd2 [...\libil2cpp\os\thread.cpp @ 106] 00000022`e25ff8d8 00007ffa`99c19a14 UnityPlayer!il2cpp::os::ThreadStartWrapper+0x54 [...\libil2cpp\os\win32\threadimpl.cpp @ 31] 00000022`e25ff948 00007ffa`e6858102 KERNEL32!BaseThreadInitThunk+0x22 00000022`e25ff978 00007ffa`e926c5b4 ntdll!RtlUserThreadStart+0x34 Alright, so now I knew which thread was crashing: it was the IL2CPP runtime socket polling thread. Its responsibility is tell other threads when their sockets are ready to send or receive data. It goes like this: there’s a FIFO queue that socket poll requests get put in by other threads, the socket polling thread then dequeues these requests one by one, calls select() function and when select() returns a result, it queues a callback that was in the original request to the thread pool. So somebody is corrupting the stack badly. In order to narrow the search, I decided to put “stack sentinels” on most stack frames in that thread. Here’s how my stack sentinel was defined:
- [Delivering personalized marketing experiences for consumer electronics with Unity Forma](https://unity.com/blog/industry/delivering-personalized-marketing-experiences-for-consumer-electronics-with-unity-forma): By relying on Unity’s product portfolio for marketing professionals, Onanoff, a global leader in safe, kid-friendly audio equipment, levelled up their digital marketing and customer experience with Unity’s product portfolio for marketing professionals.
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- [Digging into Terrain Paint Holes in Unity 2019.3](https://unity.com/blog/engine-platform/digging-into-terrain-paint-holes-in-unity-2019-3): Unity 2019.3 continues to bring more exciting updates to Unity’s Terrain system, including – by popular demand – the ability to create holes in your Terrain! Using the new Paint Holes brush tool, you can mask out areas in the mesh of your Terrain Tiles, and even manipulate these masks through your code. This makes it easier than ever to add terrain characteristics like holes, portals, or even caves by taking advantage of in-Editor tools like ProBuilder, ProGrids, and Polybrush. Let’s take a look at how we can create a simple cave using this process.
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- [Digital twins to industrial AI foundation for AI Agents in manufacturing | Unity](https://unity.com/blog/digital-twin-building-machine-information-system): Learn how digital twins, machine information systems, MCP, and AI agents are helping manufacturers build the foundation for grounded industrial AI.
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- [Download our new 2D sample project: Lost Crypt](https://unity.com/blog/games/download-new-2d-sample-project-lost-crypt): Learn how Lost Crypt revolutionized Unity's full suite of 2D tools through its engaging gameplay and visuals for projects and teams of all sizes.
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- [Dunk Dunk: From Hobby Project to Published Game | Unity](https://unity.com/blog/dunk-dunk-7-years-from-hobby-project-to-published-game): BadgerHammer Limited’s NickG and NickH unpack the seven-year development journey of their multiplayer basketball brawler, Dunk Dunk – a Made with Unity game.
- [eCPM Calculation, Formula & Meaning | Unity](https://unity.com/blog/what-is-ecpm): eCPM is a metric used to measure an app publisher’s ad monetization performance. Here is how to calculate it and 3 ways you can increase your eCPM.
- [Embedding real-time 3D in your digital marketing strategy](https://unity.com/blog/industry/embedding-real-time-3d-in-your-digital-marketing-strategy): Customer acquisition has become a formidable challenge in the digital age. Our latest webinar shares how a major auto brand stands out from the crowd by using immersive technologies to complement every stage of the customer journey. Augmented reality (AR) and virtual reality (VR) – collectively known as mixed reality (XR) – are becoming an integral part of digital marketing. There’s a reason for that. As consumer buying behavior evolves and expectations for personalized, frictionless experiences increase, every brand needs to find new and compelling ways to engage prospective customers. With real-time 3D, you can tell your story in an immersive way, anywhere, on any device and platform. Auto OEMs are deploying this technology across their product lifecycle for a wide range of use cases, including changing the way customers experience and purchase their vehicles. In our latest webinar, “Embedding XR &amp; Real-time 3D in the Digital Marketing Strategies of Automotive Leaders,” we invited Frantz Lasorne and David Castañeda, co-founders of Visionaries 777, to share how INFINITI disrupted the traditional showroom experience with AR and VR. Missed the live showing? Watch it on demand now. &nbsp; Watch the webinar
- [Empowering Honda’s designers to create beautiful interactive presentations in 1 day](https://unity.com/blog/industry/empowering-honda-designers-to-create-interactive-presentations-in-1-day): Learn how Honda took advantage of Unity’s extensibility and Unity Scripting API to create a custom, simplified version of the Unity Editor.
- [Emulate sensors and mechatronics systems with Unity SystemGraph](https://unity.com/blog/industry/emulate-sensors-and-mechatronics-systems-with-unity-systemgraph): Unity SystemGraph is a new graph-based authoring tool that represents systems through its components, such as lidar sensors and cameras, right in Unity.
- [Enhanced Aliasing with Burst](https://unity.com/blog/technology/enhanced-aliasing-with-burst): The Unity Burst Compiler transforms your C# code into highly optimized machine code. Since the first stable release of Burst Compiler a year ago, we have been working to improve the quality, experience, and robustness of the compiler. As we’ve released a major new version, Burst 1.3, we would like to take this opportunity to give you more insights about why we are excited about a key performance focused feature - our new enhanced aliasing support. The new compiler intrinsics Unity.Burst.CompilerServices.Aliasing.ExpectAliased and Unity.Burst.CompilerServices.Aliasing.ExpectNotAliased allow users to gain deep insight into how the compiler understands the code they write. These new intrinsics are combined with extended support for the [Unity.Burst.NoAlias] attribute, we've given our users a new superpower in the quest for performance.
- [Enhancing mobile performance with the Burst compiler](https://unity.com/blog/engine-platform/enhancing-mobile-performance-with-the-burst-compiler): As part of a recent session at Unite Now, we discussed how technology in the Burst compiler enables developers who are building projects with Unity to take advantage of the Arm Neon instruction set. You can use the Burst compiler when targeting Android devices to improve the performance of Unity projects supported by Arm architecture. Unity and Arm have formed a partnership to enhance the mobile game development experience for the billion-plus Arm-powered mobile devices in the Android ecosystem.&nbsp; For game developers, performance is paramount. Year after year, Arm invests in improving its CPU and GPU technologies to provide the advances in performance and efficiency needed to build richer experiences. Recently, Arm announced two new products, Cortex-A78, which provides greatly improved power efficiency, and the even more impressive Cortex-X1. These hardware developments are complemented by advances in compiler technology for the Arm architecture. Compilers ensure that when you develop high-performance games, they are translated and optimized into efficient binaries that make the best use of the Arm architecture’s features.
- [Enter Play Mode faster in Unity 2019.3](https://unity.com/blog/engine-platform/enter-play-mode-faster-in-unity-2019-3): 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 Unity 2019.3 beta as an experimental feature. Currently, when you enter Play Mode in the Editor, Unity does two things: it resets the scripting states (Domain Reload) and reloads the Scene. This takes time, and the more complex your project gets, the longer you need to wait to test out new changes in Play Mode. Starting with Unity 2019.3 beta, however, you’ll have an option to disable either, or both, of the “Domain Reload” and “Scene Reload” actions. Based on our test results, this can save you up to 50-90% of waiting time, depending on your project.
- [Enter the Boss Room: our new multiplayer sample game](https://unity.com/blog/games/enter-the-boss-room-our-new-multiplayer-sample-game): Explore Unity’s new, experimental netcode library and the underlying patterns of a multiplayer game in our small scale cooperative RPG, Boss Room
- [Entertainment innovation with Unity at Carnegie Mellon Thailand](https://unity.com/blog/news/entertainment-innovation-at-carnegie-mellon-thailand): Carnegie Mellon Thailand (CMKL) was established in 2017 as a collaboration between Carnegie Mellon University and Unity Academic Alliance member institution King Mongkut's Institute of Technology Ladkrabang. CMKL University provides cutting-edge education and brings world-class partnerships into a local context, making technology more accessible and driving innovation for the benefit of Thailand, the Southeast Asian region, and beyond. Through its various programs, CMKL tackles the challenges necessary to power future development.
- [Esoteric Ebb: Tackling The Challenge of Interactive Writing | Unity](https://unity.com/blog/interactive-writing-challenges-for-nonlinear-rpg-design): Christoffer Bodegård, developer of the massive, nonlinear CRPG Esoteric Ebb, unpacks the eight-year process for interactive writing, managing player choices and designing a complex, dialog-based narrative spanning 50 hours of gameplay.
- [Everyone is a Gamer: The Mobile Audience Opportunity | Unity](https://unity.com/blog/everyone-is-a-gamer-mobile-audience-advertising-opportunity): The mobile gaming audience isn't a niche—it's everybody. Learn why brands are shifting strategies to reach this diverse, high-intent demographic.
- [Everything you need to know about Memory Profiler 1.0.0](https://unity.com/blog/engine-platform/everything-you-need-to-know-about-memory-profiler): Discover what’s inside the new Memory Profiler 1.0.0, which delivers improvements to the profiling suite, offers a more complete view of memory usage, and makes it easier to optimize performance or detect memory issues.
- [Evolution of our products and pricing](https://unity.com/blog/news/evolution-of-our-products-and-pricing): Firstly, our move to subscription had some of you asking why?! We’ve explained the rationale in the follow-up blog post by Joachim -&nbsp;Subscription! Why?. If you haven’t read it yet, check it out. Secondly, some of you raised major concerns with the new pricing: Some of you have been customers for a long time and have made use of upgrade discounts to your perpetual licenses. Those averaged to a yearly cost that was lower than the new subscription costs. If you develop for desktop only, the new all-platform cost is significantly higher than your old yearly cost. For those of you hit hard by this, we think we've found a good solution. Now, we don't want to go back to the old model of having iOS and Android be paid add-ons, while desktop is included in the base cost. This was always rather arbitrary. Developing and maintaining our desktop platforms is a real cost for us, just like for our mobile platforms, and yet mobile developers have been paying more. Now we're committed to making the price the same regardless of which platforms you target. We hope you understand and are with us in this decision. At the same time, a lot of customers are telling us that the new prices are a very good deal. Some have the privilege to even say it's too cheap, though these people, being happy with the new prices, have not been as vocal in comments and social media. The objective for us is to make everyone as happy as is possible given a rapidly growing global group of developers using Unity for many, many different things. We want paid versions of Unity to be affordable for developers big and small who want to go beyond Unity Personal, or are required to due to the revenue cap. So with this goal in mind we are going to make these changes to what we announced previously: We're making the Unity splash screen in Unity Plus optional, like it is in Unity Pro. We're raising the revenue cap in Unity Plus from $100k to $200k so that more of you are able to take advantage of it. In order to be able to do this, we removed the option to subscribe to Unity Plus without a one-year commitment. We also restricted Pay to Own to only apply to Unity Pro and not Unity Plus (see Pay to Own details further down). We let these things go from Unity Plus in order to be able to introduce the new advantages. We know this is not going to change things for all of you. If your revenue is beyond the $200k cap for Unity Plus, and you are already a Unity user, we're announcing Transition offers below. We hope though that these changes will make Unity a great choice to those of you who might otherwise have had difficulties affording it.
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- [Extend Your Holiday Success: Q5 Strategies for Mobile User Acquisition | Unity](https://unity.com/blog/q5-strategies-mobile-user-acquisition): Learn how Q5 offers a unique opportunity for mobile advertisers due to increased user activity and cost-effective advertising.
- [Extended Q&A: Optimizing memory and build size with Addressables](https://unity.com/blog/engine-platform/extended-q-a-optimizing-memory-and-build-size-with-addressables): In this extended question-and-answer (Q&amp;A) from February’s Accelerate Success webinar, discover the community’s most pressing questions – and our team’s answers – about optimizing memory and build size for Addressables.
- [Extending Timeline: A practical guide](https://unity.com/blog/engine-platform/extending-timeline-practical-guide): Unity launched Timeline along with Unity 2017.1 and since then, we have received a lot of feedback about it. After talking with many developers and responding to users on the forums, we realized how many of you want to use Timeline for more than as a simple sequencing tool. I have already delivered a couple of talks about this (for instance, at Unite Austin 2017) and wrote a blog post on how to use Timeline for non-conventional uses. Read this blog post to find out about how Timeline can drive dialogues, support branching, or even connect with the AI systems of your game. Timeline was designed with extensibility as a main goal from the beginning; the team which designed the feature always had in mind that users would want to create their own clips and tracks in addition to the built-in ones. As such, there are a lot of questions about scripting with Timeline. The system on which Timeline is built upon is powerful, but it can be difficult to work with for the non-initiated. But first, what’s Timeline? It is a linear editing tool to sequence different elements: animation clips, music, sound effects, camera shots, particle effects, and even other Timelines. In essence, it is very similar to tools such as Premiere®, After Effects®, or Final Cut®, with the difference that it is engineered for real-time playback. For a more in-depth look at the basics of Timeline, I advise you to visit the Timeline documentation section of the Unity Manual, since I will make extensive use of those concepts.
- [Extending Unity 5 rendering pipeline: Command buffers](https://unity.com/blog/engine-platform/extending-unity-5-rendering-pipeline-command-buffers): In Unity 5 we've been adding many user-visible graphics features (new Standard shader, realtime global illumination, reflection probes, new lightmapping workflow and so on), but we've also worked on rendering internals. Besides typical things like "optimizing it" (e.g. multithreaded light culling) and "making it more consistent" (e.g. more consistently between Linear &amp; Gamma color spaces), we've also looked at how to make it&nbsp;more extensible. Internally and within the beta testing group we've discussed various approaches. A lot of ideas were thrown around: more script callbacks, assembling small "here's a list of things to do" buffers, ability to create complete rendering pipelines from scratch, some sort of visual tree/graph rendering pipeline construction tools and so on. For Unity 5, we settled on ability to create "list of things to do" buffers, which we dubbed "Command Buffers". A command buffer in graphics is a low-level list of commands to execute. For example, 3D rendering APIs like Direct3D or OpenGL typically end up constructing a command buffer that is then executed by the GPU. Unity's multi-threaded renderer also constructs a command buffer between a calling thread and the "worker thread" that submits commands to the rendering API. In our case the idea is very similar, but the "commands" are somewhat higher level. Instead of containing things like "set internal GPU register X to value Y", the commands are "Draw this mesh with that material" and so on. From your scripts, you can create command buffers and add rendering commands to them&nbsp;(“set render target, draw mesh, …”). Then these command buffers can be set to execute at various points during camera rendering. For example, you could render some additional objects into&nbsp;deferred shading&nbsp;G-buffer after all regular objects are done. Or render some clouds immediately after skybox is drawn, but before anything else. Or render custom lights (volume lights, negative lights etc.) into deferred shading light buffer after all regular lights are done. And so on; we think there are a lot of interesting ways to use them. Take a look at CommandBuffer and CameraEvent pages in the scripting API documentation.
- [Eyes, hands, simulation, and samples: What’s new in Unity XR Interaction Toolkit 2.3](https://unity.com/blog/engine-platform/whats-new-in-xr-interaction-toolkit-2-3): XRI 2.3 offers full support for hand interaction, poking, eye gaze, and audiovisual affordances, as well as improved two-handed interaction and a fully revamped device simulator to help test your apps without a headset.
- [Faces of Unity – Carol Carpenter](https://unity.com/blog/news/faces-of-unity-carol-carpenter): In this Faces of Unity post, we’re welcoming Unity’s new Chief Marketing Officer, Carol Carpenter. Read on to learn more about Carol’s passion for marketing, introduction to RT3D, love of fried foods, and more.
- [Faces of Unity – Manuel Sainsily](https://unity.com/blog/news/faces-of-unity-manuel-sainsily): In this Faces of Unity post, we’re spotlighting Unity’s Design Manager for Digital Twins in Montreal, Manuel Sainsily. Read on to learn more about Manuel’s career journey, childhood influences, and a special passion project inspired by his cultural roots.
- [Feature preview: IL2CPP Full Generic Sharing in Unity 2022.1 beta](https://unity.com/blog/engine-platform/il2cpp-full-generic-sharing-in-unity-2022-1-beta): Full Generic Sharing allows you to write code that’s more expressive and easier to test. Learn how it eliminates scripting errors and ensures that code on platforms like mobile devices and consoles behave more predictably.
- [Find a treasure trove of lighting and visual effects in our new match-3 sample Gem Hunter Match](https://unity.com/blog/engine-platform/2d-puzzle-match-3-sample-gem-hunter-match): Gem Hunter Match, a new official Unity sample, shows you how a 2D puzzle match-3 game can stand out from the competition with eye-catching lighting and visual effects created in the Universal Render Pipeline (URP) in Unity 2022 LTS.
- [Find the right AI model for your game with Unity and Hugging Face](https://unity.com/blog/games/hugging-face-ai-models-and-more-sentis-updates): Our neural engine for bringing AI models to Unity – Unity Sentis – announces a new integration with Hugging Face, plus some product updates for the tool.
- [Fixing Time.deltaTime in Unity 2020.2 for smoother gameplay: What did it take?](https://unity.com/blog/engine-platform/fixing-time-deltatime-in-unity-2020-2-for-smoother-gameplay): Unity 2020.2 beta introduces a fix to an issue that afflicts many development platforms: inconsistent Time.deltaTime values, which lead to jerky, stuttering movements. Read this blog post to understand what was going on and how the upcoming version of Unity helps you create slightly smoother gameplay. div.post-full div.content ul li:before { content: "\2022"; font-size: 1em; position: absolute; top: 0px; left: 0; color: #002835; } div.post-full div.content ul li { font-size: 1.2rem; } div.code { white-space: pre; font-family: consolas, Menlo, Monaco, Lucida Console, Liberation Mono, DejaVu Sans Mono, Bitstream Vera Sans Mono, Courier New, monospace, serif; font-size: 1em; overflow-x: auto; margin-bottom: 1em; color:#000000; } div.code br { display:none } span.code { font-family: consolas, Menlo, Monaco, Lucida Console, Liberation Mono, DejaVu Sans Mono, Bitstream Vera Sans Mono, Courier New, monospace, serif; } Since the dawn of gaming, achieving framerate-independent movement in video games meant taking frame delta time into account: void Update() { transform.position += m_Velocity * Time.deltaTime; } This achieves the desired effect of an object moving at constant average velocity, regardless of the frame rate the game is running at. It should, in theory, also move the object at a steady pace if your frame rate is rock solid. In practice, the picture is quite different. If you looked at actual reported Time.deltaTime values, you might have seen this: 6.854 ms 7.423 ms 6.691 ms 6.707 ms 7.045 ms 7.346 ms 6.513 ms This is an issue that affects many game engines, including Unity – and we’re thankful to our users for bringing it to our attention. Happily, Unity 2020.2 beta begins to address it. So why does this happen? Why, when the frame rate is locked to constant 144 fps, is Time.deltaTime not equal to 1⁄144 seconds (~6.94 ms) every time? In this blog post, I’ll take you on the journey of investigating and ultimately fixing this phenomenon.
- [Free e-book for Worldbuilding in XR with Unity | Unity Blog](https://unity.com/blog/worldbuilding-xr-free-technical-ebook): Discover some of the topics that are covered in our new, technical e-book about crafting immersive and interactive VR, MR, and AR experiences in Unity.
- [Free VFX image sequences and flipbooks](https://unity.com/blog/engine-platform/free-vfx-image-sequences-flipbooks): It is not so common to have either resources or budget to author smoke, fire and explosion flipbooks in video game industry. Here are some image sequences we want to share with you under&nbsp;CC0 license. Feel free to use them in your projects. At Unity Labs Paris, we are working on Real Time VFX R&amp;D tools and as such we authored over the time some sequences using Houdini to try out our tools. Today, we release some of these sequences under&nbsp;CC0 license&nbsp;so you can use them in your projects. These sequences comes in various flavors: either as raw frames sequences you can import and assemble into flipbooks using our&nbsp;experimental&nbsp;VFX Toolbox Image Sequencer*, or already assembled flipbook texture sheets (done by us using this same tool). Image sequences are available in zip packages of two flavors, either as HDR Linear EXR* or as Uncompressed TGA *Please note that EXR support and the Image Sequencer are compatible with Unity 5.5 and newer
- [From AI to code style: The best of Unity on YouTube in 2023](https://unity.com/blog/news/best-of-unity-youtube-2023): Rediscover the best Unity tutorials, livestreams, and session recordings on YouTube from 2023. Plus, learn more about Unity Muse’s generative AI features.
- [From camping in the classroom, to a real game dev studio](https://unity.com/blog/community/from-camping-in-the-classroom-to-a-real-game-dev-studio): The following post was written by Steffen Kabbelgaard, CEO of indie studio BetaDwarf. At the end of this post you can watch a short video interview with Steffen from Unite Nordic 2013 Hi, I’m Steffen Kabbelgaard. My partner Kenneth and I started BetaDwarf 2 ½ years ago while studying for our master degrees at Aalborg University in Denmark. We had nothing at the time—no money, no experience—but we’re here today with a studio, a successful Kickstarter campaign under our belt, finishing up our first game, Forced. &nbsp;At Unite Nordic I told our story of starting with nothing and ending up with everything we hoped for, and I thought it could be fun to share what we’ve learned so far with the wider Unity community. We knew what we wanted to do from the start Kenneth and I wanted to found a start-up studio with a team of around 10 people. We wanted to make big, ambitious games. Kenneth dedicated himself to becoming a badass programmer; I focused on becoming a design and business guru. I spent months planning a team structure, what kind of people we needed and what they would do. I also wrote a game bible for our game, which was always changing, but it allowed us to have a detailed fundament. Now, we just needed to find the rest of the team. Then we set out to get exactly who we wanted We were teacher assistants at the time, so we knew who the brightest and best were in our classes. We had to get the right people interested in our idea. We had to motivate them to work hard without an immediate pay-off. We invited some exceptional students to an exclusive meeting. We told them we had chosen them to join our special project, based on their awesome dedication and skill. We shared our vision of making games with them. And we told them that we couldn’t pay them. At the end of that first meeting we already had a team of 9 and it was time to start developing our game.
- [From Core to Meta Gameplay: 8 Ad Placements to Boost your Hyper-Casual Game’s LTV | Unity](https://unity.com/blog/8-ad-placements-to-boost-your-hyper-casual-ltv-meta-gameplay): Learn about 8 different ad placements to boost your hyper-casual game’s LTV - from core gameplay to meta gameplay
- [From design model to real-time 3D configurator: The canVERSE and Arksen workflow](https://unity.com/blog/industry/from-design-model-to-real-time-3d-configurator-the-canverse-and-arksen-workflow): Wide-ranging industries are deploying real-time 3D configurators, as more businesses strive to engage their customers with interactive and immersive presales and marketing activities. Unity Forma, part of the family of Unity marketing solutions, provides an efficient, cost-effective solution to meet that need.
- [From In-App Purchases to Hybrid Monetization: A Player-First Approach](https://unity.com/blog/iap-to-hybrid-monetization): In-app purchases are the primary monetization strategy for many free-to-play gaming apps.But relying solely, or even mostly, on IAPs has trade-offs that could affect the long-term success of your game.
- [From pixels to high-fives: LG U+ fosters real connections for virtual offices](https://unity.com/blog/industry/lg-u-plus-fosters-connections-for-virtual-offices): Discover how LG U+ has used Unity to develop a virtual office for the metaverse in an effort to help customers address the changing business world and related needs.
- [Future-proofing addressability and combatting signal loss: Unity Exchange Integrates ID5](https://unity.com/blog/id5-integration-combatting-signal-loss-in-mobile-gaming): Discover how Unity Exchange's integration with ID5 helps advertisers combat signal loss and scale addressability in mobile gaming without cookies or MAIDs
- [Gaining Visibility into the User Experience: The Metrics to Focus On | Unity](https://unity.com/blog/user-experience-metrics): Learn how you can gain visibility into your user's in-app experience by focusing on key metrics: clicks, ad duration, and churn
- [Game Development Trends: 8 Expert Insights for 2025 | Unity](https://unity.com/blog/game-development-trends-8-expert-insights-2025): Discover how leading studios adapt to industry changes with lean development, diversification, & strategic partnerships. Unlock your game's potential today!
- [Game programming patterns with Unity 6 | Unity](https://unity.com/blog/game-programming-patterns-update-ebook): Explore our updated e-book on design patterns and SOLID principles in Unity 6. Download now and elevate your game development skills!
- [Game Studios Discuss 2025 Gaming Industry Trends | Unity](https://unity.com/blog/game-studios-discuss-2025-gaming-industry-trends): Unity interviewed game developers to learn their thoughts on the biggest trends for 2025.
- [Games Focus: Creating and operating connected games with multiplayer networking](https://unity.com/blog/engine-platform/games-focus-creating-and-operating-connected-games-with-multiplayer-networking): This is the eighth installment of Unity's Games Focus series, which highlights key product development initiatives now and into the future. In this blog, we cover the status, upcoming release plans, and future vision for Unity Multiplayer Networking.
- [Games Focus: Profiling and performance optimization](https://unity.com/blog/engine-platform/games-focus-profiling-and-performance-optimization): In the third installment of our Games Focus series, we cover the status, upcoming release plans, and future vision for profiling and performance at Unity.
- [Games made with Unity: 2024 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-2024-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in 2024.
- [Games made with Unity: 2025 in review | Unity Blog](https://unity.com/blog/games/games-made-with-unity-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in 2025.
- [Games made with Unity: April 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-april-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in April 2025.
- [Games Made With Unity: April 2026 In Review | Unity](https://unity.com/blog/games-made-with-unity-april-2026-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in April 2026.
- [Games made with Unity: August 2024 in Review | Unity Blog](https://unity.com/blog/games/games-made-with-unity-august-2024-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in August 2024. Learn more!
- [Games made with Unity: August 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-august-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in August 2025.
- [Games made with Unity: August 2026 in review | Unity](https://unity.com/blog/games-made-with-unity-august-2026-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in August 2026.
- [Games made with Unity: December 2024 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-december-2024-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in December 2024.
- [Games made with Unity: December 2025 in review | Unity Blog](https://unity.com/blog/games/games-made-with-unity-december-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in December 2025.
- [Games made with Unity: February 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-february-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in February 2025.
- [Games made with Unity: February 2026 in review | Unity](https://unity.com/blog/games/games-made-with-unity-february-2026-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in February 2026.
- [Games made with Unity: January 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-january-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in January 2025.
- [Games made with Unity: January 2026 in review | Unity](https://unity.com/blog/games/games-made-with-unity-january-2026-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in January 2026.
- [Games Made with Unity: July 2024 in review | Unity Blog](https://unity.com/blog/games/games-made-with-unity-july-2024-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in July 2024. Learn more!
- [Games made with Unity: July 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-july-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in July 2025.
- [Games made with Unity: July 2026 in review | Unity](https://unity.com/blog/games-made-with-unity-july-2026-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in July 2026.
- [Games Made with Unity: June 2024 in review | Unity Blog](https://unity.com/blog/games/games-made-with-unity-june-2024-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in June 2024. Learn more!
- [Games made with Unity: June 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-june-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in June 2025.
- [Games Made With Unity: June 2026 In Review | Unity](https://unity.com/blog/games-made-with-unity-june-2026-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in June 2026.
- [Games made with Unity: March 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-march-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in March 2025.
- [Games Made With Unity: March 2026 In Review | Unity](https://unity.com/blog/games-made-with-unity-march-2026-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in March 2026.
- [Games Made with Unity: May 2024 in review](https://unity.com/blog/games/games-made-with-unity-may-2024-releases): Games Made with Unity: May 2024 in review
- [Games made with Unity: May 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-may-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in May 2025.
- [Games Made With Unity: May 2026 In Review | Unity](https://unity.com/blog/games-made-with-unity-may-2026-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in May 2026.
- [Games made with Unity: November 2024 | Unity Blog](https://unity.com/blog/games-made-with-unity-november-2024-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in November 2024.
- [Games made with Unity: November 2025 in review | Unity Blog](https://unity.com/blog/games/games-made-with-unity-november-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in November 2025.
- [Games made with Unity: October 2024 in Review | Unity Blog](https://unity.com/blog/games-made-with-unity-october-2024-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in October 2024. Learn more!
- [Games made with Unity: October 2025 in review | Unity Blog](https://unity.com/blog/games/games-made-with-unity-october-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in October 2025.
- [Games made with Unity: Scary, Horror Games for Halloween | Unity](https://unity.com/blog/games-made-with-unity-horror): Stay updated with the latest creations from the Unity community. Explore our list of scary, horror games made with Unity.
- [Games made with Unity: September 2024 in Review | Unity Blog](https://unity.com/blog/games/games-made-with-unity-september-2024-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in September 2024. Learn more!
- [Games made with Unity: September 2025 in review | Unity Blog](https://unity.com/blog/games-made-with-unity-september-2025-releases): Stay updated with the latest creations from the Unity community. Explore our list of standout games made with Unity in September 2025.
- [Games to play during Steam Next Fest](https://unity.com/blog/what-to-play-steam-next-fest-feb-2025): Find great Unity games and upcoming indie hits with this list of Steam Next Fest demos available to play until March 3rd.
- [Gaming Audiences, Everywhere: Unity & Index Exchange Unlock Omnichannel Activation | Unity](https://unity.com/blog/unlocking-omnichannel-activation-gaming-audiences-index-exchange): Unity has partnered with Index Exchange to bring mobile gaming inventory and first-party data into programmatic workflows — giving brands a measurable path to reach high-intent gaming audiences across mobile, CTV, and premium environments.
- [GDC 2024: Trends, the Unity 6 roadmap, multiplayer, AI, and more](https://unity.com/blog/games/gdc-2024-recap): At this year’s Game Developers Conference (GDC), we went deeper into the tech and tools. Read up on industry trends, get a look at the roadmap featuring Unity 6, download a new multiplayer sample, experiment with Unity Muse’s latest AI capabilities, and join in celebration of games that are made with Unity.
- [GDC 2025 Recap: Trends, Engine Roadmap, & Celebrating Games | Unity](https://unity.com/blog/gdc-2025-recap): At the 2025 Game Developers Conference, Unity connected with the community, dived deeper into the technology, and acknowledged the best games among indie devs.
- [Genies: AI Avatars and UGC Tools | Unity](https://unity.com/blog/genies-x-unity-bringing-ai-avatars-and-ugc-tools-to-developers): Making Genies' Smart Avatar Framework and UGC tools available to developers everywhere.
- [Get acquainted with HDRP settings for enhanced performance](https://unity.com/blog/engine-platform/get-acquainted-with-hdrp-settings-for-enhanced-performance): Learn how to leverage High Definition Render Pipeline (HDRP) settings to maximize performance and achieve powerful graphics all at once.
- [Get over 80 tips to speed up in Unity with our latest productivity e-book](https://unity.com/blog/engine-platform/tips-to-speed-up-in-unity-productivity-ebook): Pick up 80+ time-saving tips and workflows from across Unity 2022 LTS toolsets and systems with our new productivity e-book.
- [Get started developing mixed reality for Meta Quest 3 with Unity](https://unity.com/blog/engine-platform/get-started-developing-for-quest-3-with-unity): Mixed reality development with Meta Quest 3 and Unity is here. Create captivating, cross-platform, immersive experiences that blend the real with digital content.
- [Get Started: Crazy Web Game Jam 2024 | Unity Blog](https://unity.com/blog/crazy-web-game-jam-2024): From November 1–7, Crazy Games will be hosting a game jam that challenges developers across the world to join forces and create a game just for the web in Unity.
- [Get the Industry Fundamentals in-Editor Template | Unity Blog](https://unity.com/blog/industry-fundamentals-template-build-interactive-3d-applications): The Unity Industry Fundamentals in-Editor tutorial walks you through building an interactive industrial application in Unity 6.4 using Asset Transformer Toolkit, UI Toolkit, NavMesh, and more.
- [Get to know Dragon Crashers – our latest 2D sample project](https://unity.com/blog/games/get-to-know-dragon-crashers-our-latest-2d-sample-project): Discover how Dragon Crashers used Unity's suite of native 2D Tools to fulfill their ambitious goals for animation, inverse kinematics, level design, and more!
- [Get to know Unity’s Employee Resource Groups and the steps they’re taking to foster inclusion](https://unity.com/blog/news/get-to-know-unity-employee-resource-groups): Get to know Unity’s nine Employee Resource Groups (ERGs) and take a look back at all they’ve accomplished in 2022 and what’s in store for the year ahead at Unity.
- [Get your game on at Unite 2022](https://unity.com/blog/news/get-your-game-on-at-unite-2022): Registration is now open for Unite 2022. Whether you join in person or online, the event is an opportunity to celebrate accomplishments alongside fellow game developers and learn from the Unity community.
- [Getting started in interactive 360 video: Download our sample project](https://unity.com/blog/games/getting-started-in-interactive-360-video-download-our-sample-project): The release of Unity 2017.3 marked another step in our commitment to empowering filmmakers to create truly interactive 360 videos. Creators can now bring a 360 2D or 3D video into Unity and play it back on the Skybox Panoramic Shader to create standalone 360 video experiences targeting VR platforms. Additionally, Unity now offers built-in support for both 180- and 360-degree videos in either an equirectangular layout (longitude and latitude) or a cubemap layout (6 frames). With Unity you can build real-time effects, interactions and UI on top of your videos to achieve a highly immersive and interactive experience. To make this process even easier, we have just released the Interactive 360 Video Sample Project on the Asset Store. It’s a free download and we encourage creators interested in making interactive 360 videos to give it a try. The Sample Project contains scenes, Prefabs, code, and video files that can be used by anyone who wants to learn how to build interactive 360 video experiences for mobile or desktop VR. The project shows you how to use Unity’s UI system and Video Player, and how to get input data from VR controllers. In the project are two ready-to-build scenes for gaze-based interactions, which work with Oculus, OpenVR (Vive), Android (Samsung Gear VR, Google Daydream, Google Cardboard) and iOS (Cardboard). The project also includes sample scenes for Oculus+Touch and Google Daydream controller configurations.
- [Getting Started With A Game Engine: Why Some People Quit | Unity](https://unity.com/blog/why-some-beginners-quit-game-engines): Game dev onboarding isn't hard because you're bad at it. Here's where beginners actually drop off, why, and how that's starting to change.
- [Getting Started With Offerwall: Why It's Important And How To Succeed | Unity](https://unity.com/blog/getting-started-with-offerwall-why-its-important-and-how-to-succeed): Dan McAdams, Sr. Director, Developer Relations at Tapjoy, shares his insights on why apps should implement an offerwall. Read more.
- [Getting started with Unity’s 2D Animation package](https://unity.com/blog/engine-platform/getting-started-with-2d-animation-package): Have you been looking for an easy way to create skeletal animation for your 2D sprites? We're introducing our own 2D Animation package, which allows you to rig 2D sprites, paint bone weights, and create skeletal animation, all in-editor! On top of that, there is support for Inverse Kinematics as well. You can check the feature out right now - it’s been available as a package in preview since &nbsp;2018.1. Read on to learn how to use it effectively in your projects right now.
- [Giving game developers a head start](https://unity.com/blog/games/giving-game-developers-a-head-start): Catsoft Studios builds essential game creation tools that shave time off production so you can focus your energy where it counts.&nbsp; Every game begins with an idea –&nbsp;a world to build, a compelling game mechanic, a feature that players are bound to fall in love with – but it takes a lot of work to bring that idea into fruition. Catsoft Studios creates tools to help make the journey from idea to playable game a lot smoother. Built around the studio’s core product, Game Creator, this hard-working Unity Asset Store publisher has produced a slew of tools, templates, and systems designed to help you bring your ideas closer to reality.&nbsp; “Game Creator acts as a bridge between game programming and design,” says Marti Nogue Coll, the main force behind Barcelona-based Catsoft Studios, describing the ethos that drives the publisher’s Asset Store offerings.&nbsp; “I like to think of the game development cycle as a set of layers. When you create your game from scratch, you start from the lowest level and have to make your way up to the top. Unity gives you a tremendous head start,” he explains. “Game Creator aims to push this even further. When you want a character to move to a certain position, you don’t want to deal with direction vectors, acceleration formulas, lerping between animations or obstacle avoidance. You want to move a character from A to B. That’s what Game Creator is all about: making game development more human-friendly.” Game Creator is the base, a core package of common, genre-agnostic systems, including cameras, characters, variables, and a high-level visual scripting solution. Modules add and extend these features with gameplay elements from managing inventory to defining melee fight systems to crafting quests. The Stats module helps you to create intricate RPG attribute systems, while the Dialogue add-on is a system for managing complex branching conversations between characters. Each integrates closely with Game Creator to boost developers’ freedom and productivity, and the visual scripting system can be extended with free custom nodes shared on the Game Creator Hub. The Game Creator ecosystem includes features with appeal for game designers as well as developers –&nbsp;really, Marti claims, his tools are for “anyone with a game idea.”
- [Globe-Trotter takes luxury shopping to new heights](https://unity.com/blog/industry/globe-trotter-takes-luxury-shopping-to-new-heights): Building a connection between consumers and products has become more important than ever. Discover how luxury luggage manufacturer Globe-Trotter delivered a new digital marketing experience to help customers create one-of-a-kind memories.
- [Going deep with IMGUI and Editor customization](https://unity.com/blog/engine-platform/imgui-and-editor-customization): Strange timing, you might think. Why care about the old UI system now that the new one is available? Well, while the new UI system is intended to cover every in-game user interface situation you might want to throw at it, IMGUI is still used, particularly in one very important situation: the Unity Editor itself. If you're interested in extending the Unity Editor with custom tools and features, it's very likely that one of the things you'll need to do is go toe-to-toe with IMGUI.
- [Going off Autopilot in Ad Monetization: 4 Innovative Strategies to Start Implementing | Unity](https://unity.com/blog/going-off-autopilot-in-ad-monetization-samantha-benjamin): At Appfest 2022, Samantha Benjamin explains how to get off autopilot in ad monetization and offers four strategies to start implementing.
- [Google Play Indie Games Fund 2024 Winners - Games Made with Unity | Unity](https://unity.com/blog/google-play-indie-games-fund-2024-winners): Discover the 2024 Google Play Indie Games Fund winners from LATAM. These developers showcase creativity with Unity’s support.
- [GPU Lightmapper: A Technical Deep Dive](https://unity.com/blog/technology/gpu-lightmapper-a-technical-deep-dive): The design goal of the GPU Lightmapper was to offer the same features of the CPU Lightmapper&nbsp;while achieving higher performance: Unbiased interactive lightmapping Feature parity between CPU and GPU backends Compute based solution Wavefront path tracing for maximum performance
- [Graphics and rendering tips from Survival Kids](https://unity.com/blog/graphics-and-rendering-tips-from-survival-kids): Get tips on creating stylized paint-style shadows, using Adaptive Probe Volumes, Ambient Occlusion, and more to achieve performant game visuals.
- [Grow with Unity: How Unity helped fuel Black Drive Studio’s growth | Unity blog](https://unity.com/blog/gwu-black-drive-studio): Mike Nightingale, CEO and founder of Black Drive Studio, an indie studio based in Ukraine, discusses his journey from car enthusiast to building racing simulator games that have driven over 5 million downloads on Google Play.
- [Grow your career at Unity](https://unity.com/blog/news/grow-your-career-at-unity): Unity is growing quickly and we want our employees to grow with us. One way we promote this is by offering an Internal Mobility program.
- [Growing Global Game Revenue With Unity IAP](https://unity.com/blog/growing-global-game-revenue-with-unity-iap): In this video, Unity’s Rambod Kermanizadeh, along with SciPlay’s Forrest Stowe and Timothy Moore, discusses how the latest advancements in Unity’s in-app purchase (IAP) product help developers reclaim their margins, navigate complex regional regulations, and streamline the player experience. This video explores how moving beyond traditional platform walled gardens and adopting a direct-to-consumer strategy can change your game's economy.
- [Hand Tracking in Unity: XR Hand Capture & Simulation](https://unity.com/blog/hand-tracking-tools-for-unity-xr): Build hands-first XR in Unity: record real hand poses as reusable gestures with XR Hand Capture, and test hand tracking right in the Editor — no headset required.
- [Happy Harvest demo: See the latest 2D techniques](https://unity.com/blog/games/happy-harvest-demo-latest-2d-techniques): Our new sample, Happy Harvest, shows new techniques for creating 2D lights, shadows, animation, and VFX with the Universal Render Pipeline in Unity 2022 LTS.
- [Harness the Ray Tracing capabilities of Unity's HDRP with NVIDIA](https://unity.com/blog/engine-platform/harness-the-ray-tracing-capabilities-of-unitys-hdrp-with-nvidia): For lighting scenarios, Ray Tracing consists in shooting rays from the cameras or surfaces towards other surfaces and light structures, notably outside the camera view, to generate the lighting. Film production and high-end visualization use Ray Tracing extensively.
- [Havok Physics for Unity is now supported for production](https://unity.com/blog/engine-platform/havok-physics-now-supported-for-production): With the prerelease of ECS for Unity 2022.2 comes Havok Physics for Unity – available for all Unity Pro, Enterprise, and Unity Industrial Collection customers.
- [Here’s what’s in the brand-new Unity 2019.2](https://unity.com/blog/technology/heres-whats-in-the-brand-new-unity-2019-2): We have over 1000 developers dedicated to extending and improving Unity for you. In this release, you get more than 170 new features and enhancements for artists, designers, and programmers. We’ve updated ProBuilder, Shader Graph, 2D Animation, Burst Compiler, UI Elements, and many more. Read on for the highlights.
- [High-performance physics in Unity 5](https://unity.com/blog/technology/high-performance-physics-in-unity-5): We’ve been using PhysX 2.8.3 for a while now. We’ve not just used the plain stock PhysX, but extended it with numerous patches made by Unity engineers over the years. It’s been so long, and we say thanks to PhysX 2 for all the fish. As announced at GDC’14, Unity 5.0 features an upgrade to PhysX 3.3. Let’s give it a closer look. PhysX SDK 3 is a radical redesign of the good old PhysX SDK 2.x. Basically, the PhysX team have taken the best ideas and best approaches from 2.x and rewritten the whole SDK from scratch. That means the entire codebase is different, all the interfaces are different and most of the functionality is different. Now let’s give you a taste of how it feels to use Unity 5.0 physics. To start with something simple, we’ve made the adaptive force switchable and off by default. Adaptive force is a special technique in PhysX to compensate for numerical errors when simulating stacks. However, feedback from Unity developers tells us that adaptive force contributes a lot to overall instability in game content. Expect your stack-like things to behave better in future.
- [Higher fidelity and smoother frame rates with Adaptive Performance](https://unity.com/blog/technology/higher-fidelity-and-smoother-frame-rates-with-adaptive-performance): We recently wrapped up GDC 2019, where we spoke about Adaptive Performance during our Keynote. We’re excited to let you know that the Preview version and the Megacity mobile sample are now available so you can get started exploring this feature. This blog explains more about Adaptive Performance and how to apply it to your own projects.&nbsp;
- [Highlights from the Unite 2025 Keynote](https://unity.com/blog/highlights-from-unite-2025-keynote): Today’s Keynote packed in over an hour of new features and workflows to help you develop, deploy, and grow your games, plus dev success stories from the teams behind PEAK, PGA TOUR 2K25, and more, plus a special guest visit from Epic Games Founder and CEO Tim Sweeney.
- [How 4 Developers Ported Their Apps Over to Android XR with Unity 6 | Unity](https://unity.com/blog/porting-apps-games-over-android-xr-unity-6): We sat down with developers from 4 industry-leading XR studios to hear more about their experiences porting apps and creating new experiences in Android XR.
- [How à la mode games Opened a New Game Studio | Unity Blog](https://unity.com/blog/a-la-mode-games-opening-new-game-studio): We interview à la mode games developers about their experiences coming into game development from other industries and producing the unexpected hit game, Sorry We’re Closed.
- [How a new workforce development program is propelling real-time 3D careers in Ontario](https://unity.com/blog/news/new-workforce-development-program-propelling-real-time-3d-careers-in-ontario): The Ontario Skills Development Fund’s Centres of Excellence program is helping hundreds of underserved learners bounce back from the COVID-19 pandemic and build the Unity skills to create without limits in today's workforce. Learn more about this exciting program and what it has done participants so far.
- [How a small team leveraged Distributed Authority to power co-op play and meet community demand](https://unity.com/blog/how-to-leverage-distributed-authority-for-multiplayer-co-op-games): Read how the Distributed Authority feature in Unity 6 enabled the small team behind Dagger Directive add scalable multiplayer features to the game.
- [How Agencies Can Drive Incremental Growth Through Mobile On-Device Campaigns | Unity](https://unity.com/blog/how-agencies-can-drive-incremental-growth-through-mobile-on-device-campaigns): On-device advertising is a largely untapped market, making it a valuable channel to spend your budget and expand your strategy. Learn why and how.
- [How AI Enables the Creation of High-Quality Ads | Unity](https://unity.com/blog/creating-ads-with-ai): See how AI has improved Unity’s ad design studio’s efficiency at every stage of the creative process, resulting in impactful, high-quality ads.
- [How Aiming used Tapjoy Offerwall to Boost Engagement Rate by 80% | Unity](https://unity.com/blog/aiming-tapjoy-offerwall): Learn about why Aiming chose ironSource rewarded video and the Tapjoy offerwall how they boosted their engagement rate 80% in the process.
- [How Boss Fight Brought Squid Game: Unleashed to Life | Unity](https://unity.com/blog/how-boss-fight-brought-squid-game-unleashed-to-life): Unity sits down with Boss Fight, a Netflix Games Studio, to learn how the team turned the television series Squid Game into a video game.
- [How creators launch and scale multiplayer games with Unity](https://unity.com/blog/games/how-creators-launch-scale-multiplayer-games-with-unity): See how teams at Innersloth, Respawn Entertainment, and more scaled their games with Unity Game Server Hosting to save time and money.
- [How Daimler uses Unity across its automotive lifecycle](https://unity.com/blog/industry/how-daimler-uses-unity-across-its-automotive-lifecycle): Unity powers Daimler to create mixed reality experience across the automotive lifecycle
- [How Devs are Adapting in 2025: Unity Gaming Report is Here | Unity](https://unity.com/blog/2025-unity-gaming-report-launch): Get insights into the latest game development trends, including how devs are managing economic headwinds & where leading studios see the industry heading next.
- [How dialog-driven video layering shapes the surreal world of ENA: Dream BBQ](https://unity.com/blog/ena-dream-bbq-video-layering): The team behind the super-trippy ENA: Dream BBQ video game describe a few of the unusual techniques they used to bring the game's surreal world to life, including dialog-driven video layers, non-Euclidean space, and unusual ways of building standard game elements like inventories.
- [How digital twins are transforming large-scale airports](https://unity.com/blog/industry/how-digital-twins-are-transforming-large-scale-airports): Discover how large-scale airports are taking the lead in embracing digital twin technology to improve operations, meet sustainability, and Reconciliation goals.
- [How Fika Productions set sail with their peer-to-peer multiplayer hit Ship of Fools](https://unity.com/blog/games/couch-co-op-multiplayer-ship-of-fools): Learn how Fika Productions overcame development hurdles to transition Ship of Fools from a local couch co-op into an engaging multiplayer roguelite.
- [How FLAT28 Uses HDRP to Build Atmosphere In Glasshouse | Unity](https://unity.com/blog/glasshouse-flat28-building-atmosphere-hdrp): FLAT28's lead technical artist, Andrea Marinelli, shares how the team used Unity's High Definition Render Pipeline (HDRP) to create the unique "feudalpunk" visual style of their upcoming CRPG, Glasshouse. Learn how they leveraged volumetric lighting, light cookies, and cloth simulation to build atmospheric environments.
- [How ForgeFX uses Unity’s XRITK for Immersive Training | Unity](https://unity.com/blog/forgefx-industry-xr-immersive-training): Discover how immersive training solutions reduce high training costs and logistical challenges while equipping operators with an engaging learning environment.
- [How Frankenstein Bikes Inspired Wheel World | Unity](https://unity.com/blog/how-frankenstein-bikes-inspired-wheel-world): Discover how Messhof's Wheel World was inspired by "Frankenstein bikes" and DIY culture. Learn about the unique physics, world design, and AI systems in this anticipated cycling adventure game.
- [How Galderma is sculpting the future of anatomy training](https://unity.com/blog/industry/how-galderma-is-sculpting-the-future-of-anatomy-training): Effective training of healthcare professionals translates to satisfied patients. We invited creative agency Sector 5 Digital (S5D) to tell us more about their work to build an innovative training application used by more than 50,000 healthcare workers to date with Galderma, the world’s largest independent dermatological pharmaceutical company.
- [How Gaming Audiences Unlock Incremental Programmatic Performance](https://unity.com/blog/layering-gaming-audiences-to-unlock-programmatic-ad-performance): Category-based buying works — but layering Unity Audience Hub data on top drives measurable lift. Discover the results across interactive formats, brand campaigns, and more.
- [How Ghost Town Makes VR Movement Feel Natural](https://unity.com/blog/how-ghost-town-makes-vr-movement-feel-natural): In this video, Fireproof Studios producer Tom Seed and director Barry Meade explain how they evolved their VR design in Unity for Ghost Town. They show how soft guidance and detailed environments support free-form navigation and deepen player immersion. See how high frame rates and customizable comfort settings improve accessibility for more players in Ghost Town, launched in 2025 on Meta Quest, PC VR, and PlayStation VR2.
- [How Half Past Yellow Created a Unique Visual Identity for Tempest Tower | Unity](https://unity.com/blog/half-past-yellow-creating-enemy-visuals-tempest-tower): In this guest post on the Unity Blog, Half Past Yellow shares the secrets behind the “crisp, clayish look” for the enemies in their new tower defense game, Tempest Tower.
- [How I achieved my dream career with Unity Learn Pathways](https://unity.com/blog/games/how-i-achieved-my-dream-career-with-unity-learn-pathways): Robbie Coey, founder and director of Holomoon Games, sits down with our team to share the story of how Unity Learn helped him achieve career goals.
- [How Kluge Interactive Punched Up VR Gesture Recognition in FINAL FURY | Unity](https://unity.com/blog/how-kluge-interactive-punched-up-vr-gesture-recognition-in-final-fury): Unity interviews Kluge Interactive to learn how the team built gesture and camera systems to balance immersion and pace in the VR game FINAL FURY.
- [How KO_OP uses version control to foster better teamwork](https://unity.com/blog/games/koop-case-study): KO_OP turned to Plastic SCM for version control, cross-team collaboration, and source code management on their biggest project yet.
- [How Louisiana is training real-time 3D educators with help from Unity](https://unity.com/blog/news/louisiana-economic-development-training-real-time-3d-educators): Unity teamed up with Louisiana Economic Development to boost the availability and quality of real-time 3D education across the state. Learn how educators are now receiving the training they need to prepare students for success in tomorrow’s economy.
- [How Mattel163 Lifted Phase 10 LTV with Vector | Unity](https://unity.com/blog/mattel163-phase-10-vector-roas): How Mattel163 scaled Phase 10 with Unity Ads and Unity Vector. Optimizing D7 IAP ROAS campaigns drove a 100% boost in LTV and helped the studio scale spend 20x.
- [How Mega Cat Studios Developed Accessibility Features in Unity | Unity](https://unity.com/blog/mega-cat-studios-accessibility-five-nights-at-freddys): Learn about how Mega Cat Studios developed 20+ accessibility features in Unity for their game Five Nights at Freddy’s: Into the Pit.
- [How Mega Cat Studios Used Unity to Reimagine Backyard Baseball in 3D ❘ Unity Blog](https://unity.com/blog/reimagining-backyard-baseball-3d-level-design-and-environment-art): Learn how Mega Cat Studios used Unity, readable level design, decals, lighting, and VFX to bring Backyard Baseball 2026 into 3D.
- [How much do media buyers know about mobile gamers? | Unity](https://unity.com/blog/how-much-do-media-buyers-know-about-mobile-gamers): Find out how well advertisers understand the gaming audience with findings from our recent survey.
- [How Night School Helped Netflix Hatch Black Mirror: Thronglets | Unity](https://unity.com/blog/how-night-school-helped-netflix-hatch-black-mirror-thronglets): Unity sits down with Night School: A Netflix Game Studio, to learn how the team created a game based on a Black Mirror episode.
- [How Norconsult improves collaboration with Unity Reflect Review and Quest 2](https://unity.com/blog/industry/how-norconsult-improves-collaboration-with-unity-reflect-review-and-quest-2): Unity Reflect Review is now available on Meta Quest 2 to unlock the power of virtual reality (VR), creating a fully immersive viewing environment to interact and contextualize 3D data.
- [How Offerwall and CPE Make High-Engagement Ads Cost Effective | Unity](https://unity.com/blog/user-acquisition-offerwall-cpe): The key to getting both quality and scale in your user acquisition campaigns is to combine the right ad unit with the right campaign metrics.
- [How on-demand rendering can improve mobile performance](https://unity.com/blog/technology/how-on-demand-rendering-can-improve-mobile-performance): It’s not always desirable to render a project at the highest frame rate possible, for a variety of reasons, especially on mobile platforms. Historically, Unity developers have used Application.targetFrameRate or Vsync count to throttle the rendering speed of Unity. This approach impacts not just rendering but the frequency at which every part of Unity runs. The new on-demand rendering API allows you to decouple the rendering frequency from the player loop frequency.
- [How Oxobox Games Built a Data-Driven Board to Power Sente’s Six-Player Strategy | Unity](https://unity.com/blog/data-driven-board-six-player-strategy-sente): How Oxobox Games used Unity's Timeline and a data-driven board system to build Sente, a six-player, simultaneous-turn strategy game.
- [How PlaySide Studios Built KILL KNIGHT's Visual Identity | Unity](https://unity.com/blog/how-playside-studios-built-kill-knight-visual-identity): Learn how the PlaySide Studios' team created their art pipeline and overcame development challenges while building KILL KNIGHT.
- [How Playtika and Supersonic Approach Cross Promotion | Unity](https://unity.com/blog/how-to-build-the-ultimate-cross-promotion-strategy): Learn how Playtika and Supersonic run successful cross promotion campaigns - and make sure it. Read the transcript for their tips.
- [How Purdue University is Enhancing Education with XR | Unity](https://unity.com/blog/purdue-university-enhancing-education-with-xr): Learn how Purdue University uses XR to drive student engagement by delivering immersive experiences and broadening access to advanced interactive learning tools.
- [How QubicaAMF Is Revolutionizing Bowling Entertainment with Unity](https://unity.com/blog/qubicaamf-unity-bowling-entertainment): Discover how QubicaAMF partnered with Unity to transform the bowling experience, using a real-time 3D engine to deliver immersive, interactive entertainment.
- [How Rephobia uses VR to Help Patients Overcome Fears & Phobias | Unity](https://unity.com/blog/rephobia-therapy-led-vr-technology-overcome-phobias): Discover how Rephobia is creating safe, therapist-led environments that make confronting and overcoming phobias more accessible and effective.
- [How Rubber Duck Games developed a boss fight in Evil Wizard](https://unity.com/blog/games/how-rubber-duck-games-developed-evil-wizard-boss-fight): In this guest blog, the Rubber Duck Games team breaks down the journey to developing a boss fight for Evil Wizard – from design and prototyping to animation, testing, balancing, and finalizing the visual effects.
- [How SEGA and Rovio Built Sonic Rumble For Speed, Scale, and Stability | Unity](https://unity.com/blog/how-sega-and-rovio-built-sonic-rumble-for-speed-scale-and-stability): Learn how SEGA and Rovio tackled cross-platform optimization, high-speed gameplay at scale, and the challenges of supporting live-service content across multiple devices.
- [How Solo Dev SlugGlove Built 102 Million Spell Combinations for Rhell: Warped Worlds & Troubled Times | Unity](https://unity.com/blog/building-102-million-spell-combinations-prefab-variants-rhell): Learn how solo developer SlugGlove used prefab variants to build a modular magic system with 102 million spell combinations for their RPG, Rhell: Warped Worlds & Troubled Times.
- [How solutions engineers build interactive demos with Unity Studio](https://unity.com/blog/solutions-engineers-guide-interactive-product-demos-unity-studio): See how a solutions engineer uses Unity Studio to build interactive product demos without coding, tailor experiences, and validate ideas before development.
- [How Sounds Hannam used Unity to turn a complex cultural space into an interactive 3D environment](https://unity.com/blog/industry/how-sounds-hannam-turned-a-complex-space-into-an-interactive-3d-environment): The Sounds Hannam Project is an architectural visualization project that digitally created Sounds Hannam, a complex cultural space in Seoul, using HDRP in Unity.
- [How Specto Medical Uses 3D Visualization for Pre-Surgical Planning | Unity](https://unity.com/blog/specto-medical-immersive-medical-imaging-visualization): Discover how Specto Medical is redefining pre-surgical planning and patient communication through immersive 3D visualization.
- [How SpiraTec is Redefining Manufacturing | Unity](https://unity.com/blog/spiratec-virtual-commissioning): Discover how SpiraTec created an open source initiative to create a truly collaborative and accessible solution for virtual commissioning.
- [How StoryToys Customized LEGO Bluey’s Design By Age | Unity](https://unity.com/blog/tailoring-digital-play-by-age-how-storytoys-built-the-lego-bluey-app): See how StoryToys created an early-learning app for kids of different ages and levels of motor skills, emotional intelligence, problem-solving, and humor.
- [How Synergiz Harbor Innovates Student Learning through Mixed Reality | Unity](https://unity.com/blog/synergiz-harbor-innovates-student-learning-mixed-reality): Learn how Synergiz used Unity to develop Harbor, a no-code software suite designed to create mixed reality experiences to advance learning outcomes.
- [How Titanium Court’s storylet system powers big stories](https://unity.com/blog/titanium-court-storylet): An interview with solo developer AP Thomson about how he uses a storylet system on top of Unity to power dynamic, complex storytelling in his new game Titanium Court.
- [How to A/B Test Subscription Apps' Monetization Strategy | Unity](https://unity.com/blog/how-and-what-to-a-b-test-for-your-apps-monetization-strategy): Learn which 3 A/B tests you absolutely need to run to improve your subscription app's monetization, plus more tips for success.
- [How to Acquire Users for Your App | Unity](https://unity.com/blog/mobile-user-acquisition-tips): Learn these 7 tips from industry experts on mobile app user acquisition. Read about strategic data sources, high quality users, communication and more.
- [How to add VR support to your Universal Render Pipeline project](https://unity.com/blog/engine-platform/how-to-add-vr-support-to-your-universal-render-pipeline-project): Learn how to quickly add VR support to your existing Universal Render Pipeline (URP) project by taking advantage of the XR Plug-in Management and XR Interaction (XRI) Toolkit packages.
- [How To Attract Users To Your Rapid Delivery App And Hang On To Them | Unity](https://unity.com/blog/how-to-attract-users-to-your-rapid-delivery-app-and-hang-on-to-them): Learn the best strategies for attracting and retaining users on your rapid delivery app
- [How to Author Scenes and Prefabs with Version Control](https://unity.com/blog/author-scenes-and-prefabs-with-verson-control): Master authoring scenes and Prefabs in Unity while managing version control. Learn best practices to avoid merge conflicts. Click to read our expert guide.
- [How to Balance Creativity and Performance | Unity](https://unity.com/blog/how-to-balance-creativity-and-performance): Cracking creatives can help your game scale quickly and profitably. Try these tips for optimizing your creative strategy.
- [How To Boost Revenue With Your App's Onboarding Experience | Unity](https://unity.com/blog/how-to-boost-revenue-with-your-apps-onboarding-experience): You should invest heavily into your onboarding experience to ensure long term growth. Learn how to master your onboarding experience.
- [How to Build a Conversion Value Strategy to Optimize iOS Campaigns | Unity](https://unity.com/blog/how-to-build-a-conversion-value-strategy): Learn about the two most common conversion value strategies game developers are using to measure and optimize their UA campaigns on iOS.
- [How to Build a Winning Creative Team for Your Game Studio | Unity](https://unity.com/blog/how-to-build-a-winning-creative-team-in-your-mobile-game-studio): Learn how to build a winning creative team for your mobile game studio - from key traits to the operational structure and culture needed to help them thrive.
- [How to Build Games at Rapid Speed: Indie Dev Spotlight with Rappid Studios | Unity](https://unity.com/blog/indie-gamedev-spotlight-qa-with-rappid-studios): Learn how indie game devs from Rappid Studios approach building and growing games.
- [How To Choose A Programmatic Video Advertising Platform: 8 Considerations | Unity](https://unity.com/blog/how-to-choose-a-programmatic-video-advertising-platform-8-considerations): What should go into choosing the right video programmatic advertising solution? Let's break down key factors for advertisers and publishers.
- [How to choose the right netcode for your game](https://unity.com/blog/games/how-to-choose-the-right-netcode-for-your-game): Every multiplayer game has to account and solve for inherent network-related challenges that impact the game experience, such as latency, packet loss, and scene management. Games solve these challenges in a variety of ways. Use this guide to find the right netcode solution for your game, regardless of genre.
- [How To Create Atmospheric Environments On A Budget | Unity](https://unity.com/blog/how-to-create-atmospheric-environments-on-a-budget): Learn how Alfonso Caparrini, developer at Lapsus Games, created cinematic and atmospheric environments for NODE: The Last Favor of the Antarii in Unity, using HDRP and volumetric lighting while maintaining 60 FPS performance.
- [How to create retention in playable ads | Unity](https://unity.com/blog/create-retention-playable-ads): With playables, the ad experience can be broken down into several touch points, just as you would when designing a mobile game. Find out how to create retention as you implement playable ads.
- [How to cultivate trust and safety: A primer for online communities](https://unity.com/blog/games/trust-and-safety-primer-for-game-communities): Evil Mojo Games and Hi-Rez Studios’s Tony Jones shares tips for cultivating trust and safety within online communities.
- [How to Design and Optimize Creatives for Mobile Apps | Unity](https://unity.com/blog/design-and-optimize-creatives-mobile-apps): Learn the best ways to design and optimize your creatives for mobile apps.
- [How To Develop A Winning Indie Title: Q&A With Evgeny Grishakov From Garden Of Dreams | Unity](https://unity.com/blog/garden-of-dreams): ironSource sat down with Evgeny Grishakov, CEO at Garden of Dreams to get his insight on game development. Read on for some tips.
- [How to Fix 3 Monetization Mistakes in Strategy Games | Unity](https://unity.com/blog/3-monetization-mistakes-your-strategy-game-is-making-and-5-must-have-rewarded-video-placements): Learn about common monetization mistakes made in strategy games plus the best rewarded video ad placements you can integrate in your game.
- [How To Get Started Licensing IPs For Your Games | Unity](https://unity.com/blog/how-to-get-started-licensing-ips-for-your-games): As game studios look to diversify the ways they acquire users in an increasingly competitive market, they’re turning to the world’s top IPs.
- [How to immerse your players through effective UI and game design](https://unity.com/blog/games/how-to-immerse-your-players-through-effective-ui-and-game-design): In an excerpt from the upcoming e-book, User interface design and implementation, veteran game designer Christo Nobbs examines the interplay between UI and game design.
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- [IL2CPP internals: A tour of generated code](https://unity.com/blog/engine-platform/il2cpp-internals-a-tour-of-generated-code): This is the second blog post in the IL2CPP Internals series. In this post, we will investigate the C++ code generated by il2cpp.exe. Along the way, we will see how managed types are represented in native code, take a look at runtime checks used to support the .NET virtual machine, see how loops are generated and more! We will get into some very version-specific code that is certainly going to change in later versions of Unity. Still, the concepts will remain the same. Example project I’ll use the latest version of Unity available, 5.0.1p1, for this example. As in the first post in this series, I’ll start with an empty project and add one script file. This time, it has the following contents: &nbsp; using UnityEngine; public class HelloWorld : MonoBehaviour { private class Important { public static int ClassIdentifier = 42; public int InstanceIdentifier; } void Start () { Debug.Log("Hello, IL2CPP!"); Debug.LogFormat("Static field: {0}", Important.ClassIdentifier); var importantData = new [] { new Important { InstanceIdentifier = 0 }, new Important { InstanceIdentifier = 1 } }; Debug.LogFormat("First value: {0}", importantData[0].InstanceIdentifier); Debug.LogFormat("Second value: {0}", importantData[1].InstanceIdentifier); try { throw new InvalidOperationException("Don't panic"); } catch (InvalidOperationException e) { Debug.Log(e.Message); } for (var i = 0; i &lt; 3; ++i) { Debug.LogFormat("Loop iteration: {0}", i); } } }&nbsp; I’ll build this project for WebGL, running the Unity editor on Windows. I’ve selected the Development Player option in the Build Settings, so that we can get relatively nice names in the generated C++ code. I’ve also set the Enable Exceptions option in the WebGL Player Settings to Full. Overview of the generated code After the WebGL build is complete, the generated C++ code is available in the Temp\StagingArea\Data\il2cppOutput directory in my project directory. Once the editor is closed, this directory will be deleted. As long as the editor is open though, this directory will remain unchanged, so we can inspect it. The il2cpp.exe utility generated a number of files, even for this small project. I see 4625 header files &nbsp;and 89 C++ source code files. To get a handle on all of this code, I like to use a text editor which works with Exuberant CTags. CTags will usually generate a tags file quickly for this code, which makes it easier to navigate. Initially, you can see that many of the generated C++ files are not from the simple script code, but instead are the converted version of the code in the standard libraries, like mscorlib.dll. As mentioned in the first post in this series, the IL2CPP scripting backend uses the same standard library code as the Mono scripting backend. Note that we convert the code in mscorlib.dll and other standard library assemblies each time il2cpp.exe runs. This might seem unnecessary, since that code does not change. However, the IL2CPP scripting backend always uses byte code stripping to decrease the executable size. So even small changes in the script code can cause many different parts of the standard library code to be used or not, depending on the situation. Therefore, we need to convert the mscorlib.dll assembly each time. We are researching better ways to do incremental builds, but we don’t have any good solutions yet. How managed code maps to generated C++ code For each type in the managed code, il2cpp.exe will generate one header file for the C++ definition of the type and another header file for the method declarations for the type. For example, let’s look at the contents of the converted UnityEngine.Vector3 type. The header file for the type is named UnityEngine_UnityEngine_Vector3.h. The name is created based on the name of the assembly, UnityEngine.dll followed by the namespace and name of the type. The code looks like this: &nbsp; // UnityEngine.Vector3 struct Vector3_t78 { // System.Single UnityEngine.Vector3::x float ___x_1; // System.Single UnityEngine.Vector3::y float ___y_2; // System.Single UnityEngine.Vector3::z float ___z_3; };&nbsp; The il2cpp.exe utility has converted each of the three instance fields, and done a little bit of name mangling to avoid conflicts and reserved words. By using leading underscores, we are using some reserved names in C++, but so far we’ve not seen any conflicts with C++ standard library code. The UnityEngine_UnityEngine_Vector3MethodDeclarations.h file contains the method declarations for all of the methods in Vector3. For example, Vector3&nbsp;overrides the Object.ToString method: // System.String UnityEngine.Vector3::ToString() extern "C" String_t* Vector3_ToString_m2315 (Vector3_t78 * __this, MethodInfo* method) IL2CPP_METHOD_ATTRNote the comment, which indicates the managed method this native declaration represents. I often find it useful to search the files in the output for the name of the managed method in this format, especially for methods with common names, like ToString. Notice a few interesting things about all methods converted by il2cpp.exe: These are not member functions in C++. All methods are free functions, where the first argument is the "this" pointer. For static functions in managed code, IL2CPP always passes a value of NULL for this first argument. By always declaring methods with the "this" pointer as the first argument, we simplify the method generation code in il2cpp.exe and we make invoking methods via other methods (like delegates) simpler for generated code. Every method has an additional argument of type MethodInfo* which includes the metadata about the method that is used for things like virtual method invocation. The Mono scripting backend uses platform-specific trampolines to pass this metadata. For IL2CPP, we’ve decided to avoid the use of trampolines to aid in portability. All methods are declared extern “C” so that il2cpp.exe can sometimes lie to the C++ compiler and treat all methods as if they had the same type. Types are named with a “_t” suffix. Methods are named with a “_m” suffix. Naming conflicts are resolved by appended an unique number to each name. These numbers will change if anything in the user script code changes, so you cannot depend on them from build to build. The first two points imply that every method has at least two parameters, the "this" pointer and the MethodInfo pointer. Do these extra parameters cause unnecessary overhead? While they clearly do add overhead, we haven’t seen anything so far which suggests that those extra arguments cause performance problems. Although it may seem that they would, profiling has shown that the difference in performance is not measurable. We can jump to the definition of this ToString method&nbsp;using Ctags. It is in the Bulk_UnityEngine_0.cpp file. The code in that method definition doesn’t look too much like the C# code in the&nbsp;Vector3::ToString() method. However, if you use a tool like ILSpy to reflect the code for the Vector3::ToString() method, you’ll see that the generated C++ code looks very similar to the IL code. Why doesn’t il2cpp.exe generate a separate C++ file for the method definitions for each type, as it does for the method declarations? This Bulk_UnityEngine_0.cpp file is pretty large, 20,481 lines actually! We found the C++ compilers we were using had trouble with a large number of source files. Compiling four thousand .cpp files took much longer than compiling the same source code in 80 .cpp files. So il2cpp.exe batches the methods definitions for types into groups and generates one C++ file per group. Now jump back to the method declarations header file and notice this line near the top of the file: &nbsp; #include "codegen/il2cpp-codegen.h"&nbsp; The il2cpp-codegen.h file contains the interface which generated code uses to access the libil2cpp runtime services. We’ll discuss some ways that the runtime is used by generated code later. Method prologues Let’s take a look at the definition of the Vector3::ToString() method. Specifically, it has a common prologue that is emitted in all methods by il2cpp.exe. StackTraceSentry _stackTraceSentry(&amp;Vector3_ToString_m2315_MethodInfo); static bool Vector3_ToString_m2315_init; if (!Vector3_ToString_m2315_init) { ObjectU5BU5D_t4_il2cpp_TypeInfo_var = il2cpp_codegen_class_from_type(&amp;ObjectU5BU5D_t4_0_0_0); Vector3_ToString_m2315_init = true; }&nbsp; The first line of this prologue creates a local variable of type StackTraceSentry. This variable is used to track the managed call stack, so that IL2CPP can report it in calls like Environment.StackTrace. Code generation of this entry is actually optional, and is enabled in this case by the --enable-stacktrace option passed to il2cpp.exe (since I set Enable Exceptions option in the WebGL Player Settings to Full). For small functions, we found that the overhead of this variable has a negative impact on performance. So for iOS and other platforms where we can use platform-specific stack trace information, we never emit this line into generated code. For WebGL, we don’t have platform-specific stack trace support, so it is necessary to allow managed code exceptions to work properly. The second part of the prologue does lazy initialization of type metadata for any array or generic types used in the method body. So the name ObjectU5BU5D_t4 is the name of the type System.Object[]. This part of the prologue is only executed once and often does nothing if the type was already initialized elsewhere, so we have not seen any adverse performance implications from this generated code. Is this code thread safe though? What if two threads call Vector3::ToString() at the same time? Actually, this code is not problematic, since all of the code in the libil2cpp runtime used for type initialization is safe to call from multiple threads. It is possible (maybe even likely) that il2cpp_codegen_class_from_type function will be called more than once, but the actual work it does will only occur once, on one thread. Method execution won’t continue until that initialization is complete. So this method prologue is thread safe. Runtime checks The next part of the method creates an object array, stores the value of the x field of Vector3 in a local, then boxes the local and adds it to the array at index zero. Here is the generated C++ code (with some annotations): // Create a new single-dimension, zero-based object array ObjectU5BU5D_t4* L_0 = ((ObjectU5BU5D_t4*)SZArrayNew(ObjectU5BU5D_t4_il2cpp_TypeInfo_var, 3)); // Store the Vector3::x field in a local float L_1 = (__this-&gt;___x_1); float L_2 = L_1; // Box the float instance, since it is a value type. Object_t * L_3 = Box(InitializedTypeInfo(&amp;Single_t264_il2cpp_TypeInfo), &amp;L_2); // Here are three important runtime checks NullCheck(L_0); IL2CPP_ARRAY_BOUNDS_CHECK(L_0, 0); ArrayElementTypeCheck (L_0, L_3); // Store the boxed value in the array at index 0 *((Object_t **)(Object_t **)SZArrayLdElema(L_0, 0)) = (Object_t *)L_3;The three runtime checks are not present in the IL code, but are instead injected by il2cpp.exe. The NullCheck code will throw a NullReferenceException if the value of the array is null. The IL2CPP_ARRAY_BOUNDS_CHECK code will throw an IndexOutOfRangeException if the array index is not correct. The ArrayElementTypeCheck code will thrown an ArrayTypeMismatchException if the type of the element being added to the array is not correct. These three runtime checks are all guarantees provided by the .NET virtual machine. Rather than injecting code, the Mono scripting backend uses platform specific signaling mechanism to handle these same runtime checks. For IL2CPP, we wanted to be more platform agnostic and support platforms like WebGL, where there is no platform-specific signaling mechanism, so il2cpp.exe injects these checks. Do these runtime checks cause performance problems though? In most cases, we’ve not seen any adverse impact on performance and they provide the benefits and safety which are required by the .NET virtual machine. In a few specific cases though, we are seeing these checks lead to degraded performance, especially in tight loops. We’re working on a way now to allow managed code to be annotated to remove these runtime checks when il2cpp.exe generates C++ code. Stay tuned on this one. Static Fields Now that we’ve seen how instance fields look (in the Vector3 type), let’s see how static fields are converted and accessed. Find the definition of the HelloWorld_Start_m3 method, which is in the Bulk_Assembly-CSharp_0.cpp file in my build. From there, jump to the Important_t1 type (in theAssemblyU2DCSharp_HelloWorld_Important.h file): &nbsp; struct Important_t1 &nbsp;: public Object_t { // System.Int32 HelloWorld/Important::InstanceIdentifier int32_t ___InstanceIdentifier_1; }; struct Important_t1_StaticFields { // System.Int32 HelloWorld/Important::ClassIdentifier int32_t ___ClassIdentifier_0; };&nbsp; Notice that il2cpp.exe has generated a separate C++ struct to hold the static field for this type, since the static field is shared between all instances of this type. So at runtime, there will be one instance of the Important_t1_StaticFields type created, and all of the instances of the Important_t1 type will share that instance of the static fields type. In generated code, the static field is accessed like this: int32_t L_1 = (((Important_t1_StaticFields*)InitializedTypeInfo(&amp;Important_t1_il2cpp_TypeInfo)-&gt;static_fields)-&gt;___ClassIdentifier_0);The type metadata for Important_t1 holds a pointer to the single instance of the Important_t1_StaticFields type, and that instance is used to obtain the value of the static field. Exceptions Managed exceptions are converted by il2cpp.exe to C++ exceptions. We have chosen this path to again avoid platform-specific solutions. When il2cpp.exe needs to emit code to raise a managed exception, it calls the il2cpp_codegen_raise_exception function. The code in our HelloWorld_Start_m3 method to throw and catch a managed exception looks like this: &nbsp; try { // begin try (depth: 1) InvalidOperationException_t7 * L_17 = (InvalidOperationException_t7 *)il2cpp_codegen_object_new (InitializedTypeInfo(&amp;InvalidOperationException_t7_il2cpp_TypeInfo)); InvalidOperationException__ctor_m8(L_17, (String_t*) &amp;_stringLiteral5, /*hidden argument*/&amp;InvalidOperationException__ctor_m8_MethodInfo); il2cpp_codegen_raise_exception(L_17); // IL_0092: leave IL_00a8 goto IL_00a8; } // end try (depth: 1) catch(Il2CppExceptionWrapper&amp; e) { __exception_local = (Exception_t8 *)e.ex; if(il2cpp_codegen_class_is_assignable_from (&amp;InvalidOperationException_t7_il2cpp_TypeInfo, e.ex-&gt;object.klass)) goto IL_0097; throw e; } IL_0097: { // begin catch(System.InvalidOperationException) V_1 = ((InvalidOperationException_t7 *)__exception_local); NullCheck(V_1); String_t* L_18 = (String_t*)VirtFuncInvoker0&lt; String_t* &gt;::Invoke(&amp;Exception_get_Message_m9_MethodInfo, V_1); Debug_Log_m6(NULL /*static, unused*/, L_18, /*hidden argument*/&amp;Debug_Log_m6_MethodInfo); // IL_00a3: leave IL_00a8 goto IL_00a8; } // end catch (depth: 1)&nbsp; All managed exceptions are wrapped in the C++ Il2CppExceptionWrapper type. When the generated code catches an exception of that type, it unpacks the C++ representation of the managed exception (which has type Exception_t8). In this case, we’re looking only for a InvalidOperationException, so if we don’t find an exception of that type, a copy of the C++ exception is thrown again. If we do find the correct type, the code jumps to the implementation of the catch handler, and writes out the exception message. Goto!?! This code brings up an interesting point. What are those labels and goto statements doing in there? These constructs are not necessary in structured programming! However, IL does not have structured programming concepts like loops and if/then statements. Since it is lower-level, il2cpp.exe follows lower-level concepts in generated code. For example, let’s look at the for loop in the HelloWorld_Start_m3 method: &nbsp; IL_00a8: { V_2 = 0; goto IL_00cc; } IL_00af: { ObjectU5BU5D_t4* L_19 = ((ObjectU5BU5D_t4*)SZArrayNew(ObjectU5BU5D_t4_il2cpp_TypeInfo_var, 1)); int32_t L_20 = V_2; Object_t * L_21 = Box(InitializedTypeInfo(&amp;Int32_t5_il2cpp_TypeInfo), &amp;L_20); NullCheck(L_19); IL2CPP_ARRAY_BOUNDS_CHECK(L_19, 0); ArrayElementTypeCheck (L_19, L_21); *((Object_t **)(Object_t **)SZArrayLdElema(L_19, 0)) = (Object_t *)L_21; Debug_LogFormat_m7(NULL /*static, unused*/, (String_t*) &amp;_stringLiteral6, L_19, /*hidden argument*/&amp;Debug_LogFormat_m7_MethodInfo); V_2 = ((int32_t)(V_2+1)); } IL_00cc: { if ((((int32_t)V_2) &lt; ((int32_t)3))) { goto IL_00af; } }&nbsp; Here the V_2 variable is the loop index. Is starts off with a value of 0, then is incremented at the bottom of the loop in this line: &nbsp; V_2 = ((int32_t)(V_2+1)); &nbsp; The ending condition in the loop is then checked here: if ((((int32_t)V_2) &lt; ((int32_t)3)))As long as V_2 is less than 3, the goto statement jumps to the IL_00af label, which is the top of the loop body. You might be able to guess that il2cpp.exe is currently generating C++ code directly from IL, without using an intermediate abstract syntax tree representation. If you guessed this, you are correct. You may have also noticed in the Runtime checks section above, some of the generated code looks like this: float L_1 = (__this-&gt;___x_1); float L_2 = L_1;Clearly, the L_2 variable is not necessary here. Most C++ compilers can optimize away this additional assignment, but we would like to avoid emitting it at all. We’re currently researching the possibility of using an AST to better understand the IL code and generate better C++ code for cases involving local variables and for loops, among others. Conclusion We’ve just scratched the surface of the C++ code generated by the IL2CPP scripting backend for a very simple project. If you haven’t done so already, I encourage you dig into the generated code in your project. As you explore, keep in mind that the generated C++ code will look different in future versions of Unity, as we are constantly working to improve the build and runtime performance of the IL2CPP scripting backend. By converting IL code to C++, we’ve been able to obtain a nice balance between portable and performant code. We can have many of the nice developer-friendly features of managed code, while still getting the benefits of quality machine code that C++ compiler provides for various platforms. In future posts, we’ll explore more generated code, including method calls, sharing of method implementations and wrappers for calls to native libraries. But next time we will debug some of the generated code for an iOS 64-bit build using Xcode.
- [IL2CPP internals: Debugging tips for generated code](https://unity.com/blog/engine-platform/il2cpp-internals-debugging-tips-for-generated-code): This is the third blog post in the IL2CPP internals series. In this post, we will explore some tips which make debugging C++ code generated by IL2CPP a little bit easier.
- [IL2CPP internals: Garbage collector integration](https://unity.com/blog/engine-platform/il2cpp-internals-garbage-collector-integration): As with all of the posts in this series, this post deals with implementation details that can and likely will change in the future. In this post we will specifically look at some internal APIs used by the runtime code to communicate with the garbage collector. These APIs are not publicly supported, and you should not attempt to call them from any code in a real project. But, this is a post about internals, so let’s dig in.
- [IL2CPP Internals: Generic sharing implementation](https://unity.com/blog/engine-platform/il2cpp-internals-generic-sharing-implementation): Note that generic sharing is not a new idea, both Mono and .Net runtimes use generic sharing as well. Initially, IL2CPP did not perform generic sharing. Recent improvements have made it even more robust and beneficial. Since il2cpp.exe generates C++ code, we can see where the method implementations are shared. We will explore how generic method implementations are shared (or not) for reference types and value types. &nbsp;We will also investigate how generic parameter constraints affect generic sharing. Keep in mind that everything discussed in this series are implementation details. The topics and code discussed here are likely to change in the future. We like to expose and discuss details like this when it is possible though! What is generic sharing? Imagine you are writing the implementation for the List&lt;T&gt; class in C#. Would that implementation depend on the type T is? Could you use the same implementation of the Add method for List&lt;string&gt; and List&lt;object&gt;? How about List&lt;DateTime&gt;? In fact, the power of generics is just that these C# implementations can be shared, and the generic class List&lt;T&gt; will work for any T. But what happens when List is translated from C# to something executable, like assembly code (as Mono does) or C++ code (as IL2CPP does)? Can we still share the implementation of the Add method? Yes, we can share it most of the time. As we’ll discover in this post, the ability to share the implementation of a generic method depends almost entirely on the size of that type T. If T is any reference type (like string or object), then it will always be the size of a pointer. If T is a value type (like int or DateTime), its size may vary, and things get a bit more complex. The more method implementations which can be shared, the smaller the resulting executable code is. Mark Probst, the developer who implemented generic sharing Mono, has an excellent series of posts on how Mono performs generic sharing. We won’t go into that much depth about generic sharing here. Instead, we will see how and when IL2CPP performs generic sharing. Hopefully this information will help you better analyze and understand the executable size of your project. What is shared by IL2CPP? Currently, IL2CPP shares generic method implementations for a generic type SomeGenericType&lt;T&gt; when T is: Any reference type (e.g. string, object, or any user defined class) Any integer or enum type IL2CPP does not share generic method implementations when T is a value type because the size of each value type will differ (based on the size of its fields). Practically, this means that adding a new usage of SomeGenericType&lt;T&gt;, where T is a reference type will have a minimal impact on the executable size. However, if T is a value type, the executable size will be impacted. This behavior is the same for both the Mono and IL2CPP scripting backends. If you want to know more, read on, it’s time to dig into some implementation details! The setup I’ll be using Unity 5.0.2p1 on Windows, and building for the WebGL platform. I’ve enabled the “Development Player” option in the build settings, and the “Enable Exceptions” option is set to a value of “None”. The script code for this post starts with a driver method to create instances of the generic types we will investigate: public void DemonstrateGenericSharing() { var usesAString = new GenericType&lt;string&gt;(); var usesAClass = new GenericType&lt;AnyClass&gt;(); var usesAValueType = new GenericType&lt;DateTime&gt;(); var interfaceConstrainedType = new InterfaceConstrainedGenericType&lt;ExperimentWithInterface&gt;(); }Next, we define the types used in this method: class GenericType&lt;T&gt; { public T UsesGenericParameter(T value) { return value; } public void DoesNotUseGenericParameter() {} public U UsesDifferentGenericParameter&lt;U&gt;(U value) { return value; } } class AnyClass {} interface AnswerFinderInterface { int ComputeAnswer(); } class ExperimentWithInterface : AnswerFinderInterface { public int ComputeAnswer() { return 42; } } class InterfaceConstrainedGenericType&lt;T&gt; where T : AnswerFinderInterface { public int FindTheAnswer(T experiment) { return experiment.ComputeAnswer(); } }And all of code is nested in a class named HelloWorld derived from MonoBehaviour. If you view the command line for il2cpp.exe, note that it does not contain the --enable-generic-sharing option, as described in the first post in this series. However, generic sharing is still occurring. It is no longer optional, and happens in all cases now. Generic sharing for reference types We’ll start by looking at the most often occurring generic sharing case: reference types. Since all reference types in managed code derive from System.Object, all reference types in the generated C++ code derive from the Object_t type. All reference types can then be represented in C++ code using the type Object_t* as a placeholder. We’ll see why this is important in a moment. Let’s search for the generated version of the DemonstrateGenericSharing method. In my project it is named HelloWorld_DemonstrateGenericSharing_m4. We’re looking for the method definitions for the four methods in the GenericType class. Using Ctags, we can jump to the method declaration for the GenericType&lt;string&gt; constructor, GenericType_1__ctor_m8. Note that this method declaration is actually a #define statement, mapping the method to another method, GenericType_1__ctor_m10447_gshared. Let’s jump back, back and then find the method declarations for the GenericType&lt;AnyClass&gt; type. If we jump to the declaration of the constructor, GenericType_1__ctor_m9, we can see that it is also a #define statement, mapped to the same function, GenericType_1__ctor_m10447_gshared! If we jump to the definition of GenericType_1__ctor_m10447_gshared, we can see from the code comment on the method definition that this method corresponds to the managed method name HelloWorld/GenericType`1&lt;System.Object&gt;::.ctor(). This is the constructor for the GenericType&lt;object&gt; type. This type is called the fully shared type, meaning that given a type GenericType&lt;T&gt;, for any T that is a reference type, the implementation of all methods will use this version, where T is object. Look just below the constructor in the generated code, and you should see the C++ code for the UsesGenericParameter method: extern "C" Object_t * GenericType_1_UsesGenericParameter_m10449_gshared (GenericType_1_t2159 * __this, Object_t * ___value, MethodInfo* method) { { Object_t * L_0 = ___value; return L_0; } }In both places where the generic parameter T is used (the return type and the type of the single managed argument), the generated code uses the Object_t* type. Since all reference types can be represented in the generated code by Object_t*, we can call this single method implementation for any T that is a reference type. In the second blog post in this series (about generated code), we mentioned that all method definitions are free functions in C++. The il2cpp.exe utility does not generate overridden methods in C# using C++ inheritance. However, il2cpp.exe does use C++ inheritance for types. If we search the generated code for the string “AnyClass_t” we can find the C++ representation of the C# type AnyClass: struct &nbsp;AnyClass_t1 &nbsp;: public Object_t { };Since AnyClass_t1 derives from Object_t, we can pass a pointer to AnyClass_t1 as the argument to the GenericType_1_UsesGenericParameter_m10449_gshared function without problems. What about the return value though? We can’t return a pointer to a base class where a pointer to a derived class is expected, right? Take a look at the declaration of the GenericType&lt;AnyClass&gt;::UsesGenericParameter method: #define GenericType_1_UsesGenericParameter_m10452(__this, ___value, method) (( AnyClass_t1 * (*) (GenericType_1_t6 *, AnyClass_t1 *, MethodInfo*))GenericType_1_UsesGenericParameter_m10449_gshared)(__this, ___value, method)The generated code is actually casting the return value (type Object_t*) to the derived type AnyClass_t1*. So here IL2CPP is lying to the C++ compiler to avoid the C++ type system. Since the C# compiler has already enforced that no code in UsesGenericParameter does anything unreasonable with type T, then IL2CPP is safe to lie to the C++ compiler here. Generic sharing with constraints Suppose that we want to allow some methods to be called on an object of type T? Won’t the use of Object_t* prevent that, since we don’t have many methods on System.Object? Yes, this is correct. But we first need to express this idea to the C# compiler using generic constraints. Take a look again in the script code for this post at the type named InterfaceConstrainedGenericType. This generic type uses a where clause to require that it type T be derived from a given interface, AnswerFinderInterface. This allows the ComputeAnswer method to be called. Recall from the previous blog post about method invocation that calls on interface methods require a lookup in a vtable structure. Since the FindTheAnswer method will make a direct function call on the constrained instance of type T, then the C++ code can still use the fully shared method implementation, with the type T represented by Object_t*. If we start at the implementation of the HelloWorld_DemonstrateGenericSharing_m4 function, then jump to the definition of the InterfaceConstrainedGenericType_1__ctor_m11 function, we can see that this method is again a #define, mapping to the InterfaceConstrainedGenericType_1__ctor_m10456_gshared function. If we look just below that function for the implementation of the InterfaceConstrainedGenericType_1_FindTheAnswer_m10458_gshared function, we can see that indeed, this is the fully shared version of the function, taking an Object_t* argument. It calls the InterfaceFuncInvoker0::Invoke function to actually make the call to the managed ComputeAnswer method. extern "C" int32_t InterfaceConstrainedGenericType_1_FindTheAnswer_m10458_gshared (InterfaceConstrainedGenericType_1_t2160 * __this, Object_t * ___experiment, MethodInfo* method) { static bool s_Il2CppMethodIntialized; if (!s_Il2CppMethodIntialized) { AnswerFinderInterface_t11_il2cpp_TypeInfo_var = il2cpp_codegen_class_from_type(&amp;AnswerFinderInterface_t11_0_0_0); s_Il2CppMethodIntialized = true; } { int32_t L_0 = (int32_t)InterfaceFuncInvoker0&lt;int32_t&gt;::Invoke(0 /* System.Int32 HelloWorld/AnswerFinderInterface::ComputeAnswer() */, AnswerFinderInterface_t11_il2cpp_TypeInfo_var, (Object_t *)(*(&amp;amp;amp;___experiment))); return L_0; } }This all hangs together in the generated C++ code code because IL2CPP treats all managed interfaces like System.Object. This is a useful rule of thumb to help understand the code generated by il2cpp.exe in other cases as well. Constraints with a base class In addition to interface constraints, C# allows constraints to be a base class. IL2CPP does not treat all base classes like System.Object, so how does generic sharing work for base class constraints? Since base classes are always reference types, IL2CPP uses the fully shared version of the generic methods for these types. Any code which needs to use a field or call a method on the constrained type is performs a cast in C++ to the proper type. Again, here we rely on the C# compiler to correctly enforce the generic constraint, and we lie to the C++ compiler about the type. Generic sharing with value types Let’s jump back now to the HelloWorld_DemonstrateGenericSharing_m4 function and look at the implementation for GenericType&lt;DateTime&gt;. The DateTime type is a value type, so GenericType&lt;DateTime&gt; is not shared. We can jump to the declaration of constructor for this type, GenericType_1__ctor_m10. There we see a #define, as in the other cases, but the #define maps to the GenericType_1__ctor_m10_gshared function, which is specific to the GenericType&lt;DateTime&gt; class, and is not used by any other class. Thinking about generic sharing conceptually The implementation of generic sharing can be difficult to understand and follow. The problem space itself is fraught with pathological cases (e.g. the curiously recurring template pattern). It can help to think about a few concepts: Every method implementation on a generic type is shared Some generic types only share method implementations with themselves (e.g. generic types with a value type generic parameter, GenericType above) Generic types with a reference type generic parameter are fully shared - they always use the implementation with System.Object for all type parameters. Generic types with two or more type parameters can be partially shared if at least one of those type parameters is a reference type. The il2cpp.exe utility always generates the fully shared method implementations for any generic type. It generates other method implementations only when they are used. Sharing of generic methods Just as method implementations on generic types can be shared, so can method implementation for generic methods. In the original script code, notice that the UsesDifferentGenericParameter method uses a different type parameter than the GenericType class. When we looked at the shared method implementations for the GenericType class, we did not see the UsesDifferentGenericParameter method. If I search the generated code for “UsesDifferentGenericParameter” I see that the implementation of this method is in the GenericMethods0.cpp file: extern "C" Object_t * GenericType_1_UsesDifferentGenericParameter_TisObject_t_m15243_gshared (GenericType_1_t2159 * __this, Object_t * ___value, MethodInfo* method) { { Object_t * L_0 = ___value; return L_0; } }Notice that this the fully shared version of the method implementation, accepting the type Object_t*. Although this method is in a generic type, the behavior would be the same for a generic method in a non-generic type as well. Effectively, il2cpp.exe attempts to always generate the least code possible for method implementations involving generic parameters. Conclusion Generic sharing has been one of the most important improvements to the IL2CPP scripting backend since its initial release. It allows the generated C++ code to be as small as possible, sharing method implementations where they do not differ in behavior. As we look to continue to decrease binary size, we will work to take advantage of more opportunities to share method implementations. In the next post, we will explore how p/invoke wrappers are generated, and how types are marshaled from managed to native code. We will be able to see the cost of marshaling various types, and debug problems with marshaling code.
- [IL2CPP internals: Method calls](https://unity.com/blog/engine-platform/il2cpp-internals-method-calls): This is the fourth blog post in the IL2CPP Internals series. In this post, we will look at how il2cpp.exe generates C++ code for method calls in managed code. Specifically, we will investigate six different types of method calls: Direct calls on instance and static methods Calls via a compile-time delegate Calls via a virtual method Calls via an interface method Calls via a run-time delegate Calls via reflection In each case, we will focus on what the generated C++ code is doing and, specifically, on how much those instructions will cost. As with all of the posts in this series, we will be exploring code that is subject to change and, in fact, is likely to change in a newer version of Unity. However, the concepts should remain the same. Please take everything discussed in this series as implementation details. We like to expose and discuss details like this when it is possible though! Setup I’ll be using Unity version 5.0.1p4. I’ll run the editor on Windows, and build for the WebGL platform. I’m building with the “Development Player” option enabled, and the “Enable Exceptions” option set to a value of “Full”. I’ll build with a single script file, modified from the last post so that we can see the different types of method calls. The script starts with an interface and class definition: interface Interface { int MethodOnInterface(string question); } class Important : Interface { public int Method(string question) { return 42; } public int MethodOnInterface(string question) { return 42; } public static int StaticMethod(string question) { return 42; } }Then we have a constant field and a delegate type, both used later in the code: private const string question = "What is the answer to the ultimate question of life, the universe, and everything?"; private delegate int ImportantMethodDelegate(string question);Finally, these are the methods we are interested in exploring (plus the obligatory Start method, which has no content here): private void CallDirectly() { var important = ImportantFactory(); important.Method(question); } private void CallStaticMethodDirectly() { Important.StaticMethod(question); } private void CallViaDelegate() { var important = ImportantFactory(); ImportantMethodDelegate indirect = important.Method; indirect(question); } private void CallViaRuntimeDelegate() { var important = ImportantFactory(); var runtimeDelegate = Delegate.CreateDelegate(typeof (ImportantMethodDelegate), important, "Method"); runtimeDelegate.DynamicInvoke(question); } private void CallViaInterface() { Interface importantViaInterface = new Important(); importantViaInterface.MethodOnInterface(question); } private void CallViaReflection() { var important = ImportantFactory(); var methodInfo = typeof(Important).GetMethod("Method"); methodInfo.Invoke(important, new object[] {question}); } private static Important ImportantFactory() { var important = new Important(); return important; } void Start () {}&nbsp; With all that defined, let’s get started. Recall that the generated C++ code will be located in the Temp\StagingArea\Data\il2cppOutput directory in the project (as long as the editor remains open). And don’t forget to generate Ctags on the generated code, to help navigate it. Calling a method directly The simplest (and fastest, as we will see) way to call a method, is to call it directly. Here is the generated code for the CallDirectly method: Important_t1 * L_0 = HelloWorld_ImportantFactory_m15(NULL /*static, unused*/, /*hidden argument*/&amp;HelloWorld_ImportantFactory_m15_MethodInfo); V_0 = L_0; Important_t1 * L_1 = V_0; NullCheck(L_1); Important_Method_m1(L_1, (String_t*) &amp;_stringLiteral1, /*hidden argument*/&amp;Important_Method_m1_MethodInfo);The last line is the actual method call. Note that it does nothing special, just calls a free function defined in the C++ code. Recall from the earlier post about generated code, that il2cpp.exe generates all methods as C++ free functions. The IL2CPP scripting backend does not use C++ member functions or virtual functions for any generated code. It follows then that calling a static method directory should be similar. Here is the generated code from the &nbsp;CallStaticMethodDirectly method: Important_StaticMethod_m3(NULL /*static, unused*/, (String_t*) &amp;_stringLiteral1, /*hidden argument*/&amp;Important_StaticMethod_m3_MethodInfo);We could say there is less overhead calling a static method, since we don’t need to create and initialize an object instance. However, the method call itself is exactly the same, a call to a C++ free function. The only difference here is that the first argument is always passed with a value of NULL. Since the difference between calls to static and instance methods is so minimal, we’ll focus on instance methods only for the rest of this post, but the information applies to static methods as well. Calling a method via a compile-time delegate What happens with a slightly more exotic method call, like an indirect call via delegate? We’ll first look at a what I’ll call a compile-time delegate, meaning that we know at compile time which method will be called on which object instance. The code for this type of call is in the CallViaDelegate method. It looks like this in the generated code: &nbsp; // Get the object instance used to call the method. Important_t1 * L_0 = HelloWorld_ImportantFactory_m15(NULL /*static, unused*/, /*hidden argument*/&amp;HelloWorld_ImportantFactory_m15_MethodInfo); V_0 = L_0; Important_t1 * L_1 = V_0; // Create the delegate. IntPtr_t L_2 = { &amp;Important_Method_m1_MethodInfo }; ImportantMethodDelegate_t4 * L_3 = (ImportantMethodDelegate_t4 *)il2cpp_codegen_object_new (InitializedTypeInfo(&amp;ImportantMethodDelegate_t4_il2cpp_TypeInfo)); ImportantMethodDelegate__ctor_m4(L_3, L_1, L_2, /*hidden argument*/&amp;ImportantMethodDelegate__ctor_m4_MethodInfo); V_1 = L_3; ImportantMethodDelegate_t4 * L_4 = V_1; // Call the method NullCheck(L_4); VirtFuncInvoker1&lt; int32_t, String_t* &gt;::Invoke(&amp;ImportantMethodDelegate_Invoke_m5_MethodInfo, L_4, (String_t*) &amp;_stringLiteral1);&nbsp; I’ve added a few comments to indicate the different parts of the generated code. Note that the actual method called here is not part of the generated code. The method VirtFuncInvoker1&lt;int32_t, String_t*&gt;::Invoke is located in the GeneratedVirtualInvokers.h file. This file is generated by il2cpp.exe, but it doesn’t come from any IL code. Instead, il2cpp.exe creates this file based on the usage of virtual functions that return a value (VirtFuncInvokerN) and those that don’t (VirtActionInvokerN), where N is the number of arguments to the method. The Invoke method here looks like this: &nbsp; template &lt;typename R, typename T1&gt; struct VirtFuncInvoker1 { typedef R (*Func)(void*, T1, MethodInfo*); static inline R Invoke (MethodInfo* method, void* obj, T1 p1) { VirtualInvokeData data = il2cpp::vm::Runtime::GetVirtualInvokeData (method, obj); return ((Func)data.methodInfo-&gt;method)(data.target, p1, data.methodInfo); } };&nbsp; The call into libil2cpp GetVirtualInvokeData looks up a virtual method in the vtable struct generated based on the managed code, then it makes a call to that method. Why don’t we used C++11 variadic templates to implement these VirtFuncInvokerN methods? This looks like a situation begging for variadic templates, and indeed it is. However, the C++ code generated by il2cpp.exe has to work with some C++ compilers which don’t yet support all C++ 11 features, including variadic templates. In this case at least, we did not think that forking the generated code for C++11 compilers was worth the additional complexity. But why is this a virtual method call? Aren’t we calling an instance method in the C# code? Recall that we are calling the instance method via a C# delegate. Look again at the generated code above. The actual method we are going to call is passed in via the MethodInfo* (method metadata) argument: ImportantMethodDelegate_Invoke_m5_MethodInfo. If we search for the method named "ImportantMethodDelegate_Invoke_m5" in the generated code, we see that the call is actually to the managed Invoke method on the ImportantMethodDelegate type. This is a virtual method, so we need to make a virtual call. It is this ImportantMethodDelegate_Invoke_m5 function which will actually make the call to the method named Method in the C# code. Wow, that was certainly a mouth-full. By making what looks like a simple change to the C# code, we’ve now gone from a single call to a C++ free function to multiple function calls, plus a table lookup. Calling a method via a delegate is significantly more costly than calling the same method directly. Note that in the process of looking at a delegate method call, we’ve also seen how a call via a virtual method works. Calling a method via an interface It’s also possible to call a method in C# via an interface. This call is implemented by il2cpp.exe similar to a virtual method call: Important_t1 * L_0 = (Important_t1 *)il2cpp_codegen_object_new (InitializedTypeInfo(&amp;Important_t1_il2cpp_TypeInfo)); Important__ctor_m0(L_0, /*hidden argument*/&amp;Important__ctor_m0_MethodInfo); V_0 = L_0; Object_t * L_1 = V_0; NullCheck(L_1); InterfaceFuncInvoker1&lt; int32_t, String_t* &gt;::Invoke(&amp;Interface_MethodOnInterface_m22_MethodInfo, L_1, (String_t*) &amp;_stringLiteral1);Note the actual method call here is done via the InterfaceFuncInvoker1::Invoke function, which is in the GeneratedInterfaceInvokers.h file. Like the VirtFuncInvoker1 class the InterfaceFuncInvoker1 class does a lookup in a vtable via the il2cpp::vm::Runtime::GetInterfaceInvokeData function in libil2cpp. Why does an interface method call need to use a different API in libil2cpp from a virtual method call? Note that the call to InterfaceFuncInvoker1::Invoke is passing not only the method to call and its arguments, but also the interface to call that method on (L_1 in this case). The vtable for each type is stored so that interface methods are written at a specific offset. Therefore, il2cpp.exe needs to provide the interface in order to determine which method to call. The bottom line here is that calling a virtual method and calling a method via an interface have effectively the same overhead in IL2CPP. Calling a method via a run-time delegate Another way to use a delegate is to create it at runtime via the Delegate.CreateDelegate method. This approach is similar to a compile-time delegate, except that it be modified at runtime in a few more ways. We pay for that flexibility with an additional function call. Here is the generated code: &nbsp; // Get the object instance used to call the method. Important_t1 * L_0 = HelloWorld_ImportantFactory_m15(NULL /*static, unused*/, /*hidden argument*/&amp;HelloWorld_ImportantFactory_m15_MethodInfo); V_0 = L_0; // Create the delegate. IL2CPP_RUNTIME_CLASS_INIT(InitializedTypeInfo(&amp;Type_t_il2cpp_TypeInfo)); Type_t * L_1 = Type_GetTypeFromHandle_m19(NULL /*static, unused*/, LoadTypeToken(&amp;ImportantMethodDelegate_t4_0_0_0), /*hidden argument*/&amp;Type_GetTypeFromHandle_m19_MethodInfo); Important_t1 * L_2 = V_0; Delegate_t12 * L_3 = Delegate_CreateDelegate_m20(NULL /*static, unused*/, L_1, L_2, (String_t*) &amp;_stringLiteral2, /*hidden argument*/&amp;Delegate_CreateDelegate_m20_MethodInfo); V_1 = L_3; Delegate_t12 * L_4 = V_1; // Call the method ObjectU5BU5D_t9* L_5 = ((ObjectU5BU5D_t9*)SZArrayNew(ObjectU5BU5D_t9_il2cpp_TypeInfo_var, 1)); NullCheck(L_5); IL2CPP_ARRAY_BOUNDS_CHECK(L_5, 0); ArrayElementTypeCheck (L_5, (String_t*) &amp;_stringLiteral1); *((Object_t **)(Object_t **)SZArrayLdElema(L_5, 0)) = (Object_t *)(String_t*) &amp;_stringLiteral1; NullCheck(L_4); Delegate_DynamicInvoke_m21(L_4, L_5, /*hidden argument*/&amp;Delegate_DynamicInvoke_m21_MethodInfo);&nbsp; This delegate requires a good bit of code for creation and initialization. But the method call itself has even more overhead, too. First we need to create an array to hold the method arguments, then call the DynamicInvoke method on the Delegate instance. If we follow that method in the generated code, we can see that it calls the VirtFuncInvoker1::Invoke function, just as the compile-time delegate does. So this delegate requires one more function call then the compile-time delegate does, plus two lookups in a vtable, instead of just one. Calling a method via reflection The most costly way to call a method is, not surprisingly, via reflection. Let’s look at the generated code for the CallViaReflection method: &nbsp; // Get the object instance used to call the method. Important_t1 * L_0 = HelloWorld_ImportantFactory_m15(NULL /*static, unused*/, /*hidden argument*/&amp;HelloWorld_ImportantFactory_m15_MethodInfo); V_0 = L_0; // Get the method metadata from the type via reflection. IL2CPP_RUNTIME_CLASS_INIT(InitializedTypeInfo(&amp;Type_t_il2cpp_TypeInfo)); Type_t * L_1 = Type_GetTypeFromHandle_m19(NULL /*static, unused*/, LoadTypeToken(&amp;Important_t1_0_0_0), /*hidden argument*/&amp;Type_GetTypeFromHandle_m19_MethodInfo); NullCheck(L_1); MethodInfo_t * L_2 = (MethodInfo_t *)VirtFuncInvoker1&lt; MethodInfo_t *, String_t* &gt;::Invoke(&amp;Type_GetMethod_m23_MethodInfo, L_1, (String_t*) &amp;_stringLiteral2); V_1 = L_2; MethodInfo_t * L_3 = V_1; // Call the method. Important_t1 * L_4 = V_0; ObjectU5BU5D_t9* L_5 = ((ObjectU5BU5D_t9*)SZArrayNew(ObjectU5BU5D_t9_il2cpp_TypeInfo_var, 1)); NullCheck(L_5); IL2CPP_ARRAY_BOUNDS_CHECK(L_5, 0); ArrayElementTypeCheck (L_5, (String_t*) &amp;_stringLiteral1); *((Object_t **)(Object_t **)SZArrayLdElema(L_5, 0)) = (Object_t *)(String_t*) &amp;_stringLiteral1; NullCheck(L_3); VirtFuncInvoker2&lt; Object_t *, Object_t *, ObjectU5BU5D_t9* &gt;::Invoke(&amp;MethodBase_Invoke_m24_MethodInfo, L_3, L_4, L_5);&nbsp; As in the case of the runtime delegate, we need to spend some time creating an array for the arguments to the method. Then we make a virtual method call to MethodBase::Invoke (the MethodBase_Invoke_m24 function). This function in turn invokes another virtual function, before we finally get to the actual method call! Conclusion While this is no substitute for actual profiling and measurement, we can get some insight about the overhead of any given method invocation by looking at how the generated C++ code is used for different types of method calls. Specifically, it is clear that we want to avoid calls via run-time delegates and reflection, if at all possible. As always, the best advice about making performance improvements is to measure early and often with profiling tools. We’re always looking for ways to optimize the code generated by il2cpp.exe, so it is likely that these method calls will&nbsp;look different in a later version of Unity. Next time we’ll delve deeper in to method implementations and see how we share the implementation of generic methods to minimize generated code and executable size.
- [IL2CPP internals: P/Invoke Wrappers](https://unity.com/blog/engine-platform/il2cpp-internals-pinvoke-wrappers): I’ve written a good bit of managed to native interop code in my days, but getting p/invoke declarations right in C# is still difficult, to say the least. Understanding what the runtime is doing to marshal my objects is even more of a mystery. Since IL2CPP does most of its marshaling in generated C++ code, we can see (and even debug!) its behavior, providing much better insight for troubleshooting and performance analysis. This post does not aim to provide general information about marshaling and native interop. That is a wide topic, too large for one post. The Unity documentation discusses how native plugins interact with Unity. Both Mono and Microsoft provide plenty of excellent information about p/invoke in general. As with all of the posts in this series, we will be exploring code that is subject to change and, in fact, is likely to change in a newer version of Unity. However, the concepts should remain the same. Please take everything discussed in this series as implementation details. We like to expose and discuss details like this when it is possible though!
- [IL2CPP internals: Testing frameworks](https://unity.com/blog/engine-platform/il2cpp-internals-testing-frameworks): The IL2CPP team has a strong test-first development mentality. Much of the code for IL2CPP is written using the practice of Test Driven Development (TDD), and very few pull requests are merged to the IL2CPP code without significant test coverage. Since IL2CPP has a finite (although rather large) set of inputs - the ECMA 335&nbsp;spec- the process of developing it fits nicely with TDD concepts. Most of tests are written before production code, and these tests always need to fail in an expected way before the code to make them pass is written. This process helps to drive the design of IL2CPP, but it also provides the development team with a large bank of tests which run rather quickly and exercise nearly all of the existing behavior in IL2CPP. As a development team, this test suite provides two important benefits. Confidence: Most changes to refactor code in IL2CPP can be made with high confidence. If the tests pass, it is very unlikely that a regression has been introduced. Troubleshooting: Since the code in IL2CPP behaves as we expect it to, bugs are almost always unimplemented sections of the code or cases we have not yet considered. By scoping down the space of possible causes of a given bug this way, we can correct bugs much more quickly.
- [IL2CPP optimizations: Devirtualization](https://unity.com/blog/engine-platform/il2cpp-optimizations-devirtualization): Modern compilers are excellent at performing many optimizations to improve run time code performance. As developers, we can often help our compilers by making information we know about the code explicit to the compiler. Today we’ll explore one micro-optimization for IL2CPP in some detail, and see how it might improve the performance of your existing code.
- [Immersive tech takes off for enterprises: 7 takeaways from a new study](https://unity.com/blog/industry/immersive-tech-for-enterprises-7-takeaways-from-new-study): Unity commissioned Forrester Consulting to survey over 300 business and technology leaders, gathering insights into how immersive technologies helped them navigate these challenges and, in the process, accelerate their digital transformations.
- [Implementing ads without cannibalizing subscription conversions: A brief guide by ad format | Unity](https://unity.com/blog/implementing-ads-guide-format): With the savvy implementation of an ad-based tier, subscription cannibalization can be avoided. What you need to know about implementing ads without cannibalizing subscription conversions, broken down by ad format.
- [Improve Your Mobile Game Creatives With These 4 Expert Tips | Unity](https://unity.com/blog/level-up-your-mobile-game-creatives-with-these-4-expert-tips): Devising an innovative creative strategy that makes an impact by attracting and engaging users is essential for an effective campaign.
- [Improvements to shader build times and memory usage in 2021 LTS](https://unity.com/blog/engine-platform/2021-lts-improvements-to-shader-build-times-and-memory-usage): Find out how Unity has addressed user feedback on project build times and shader memory usage via improvements to its Shader System. This blog also provides info on shader variant compilation and stripping, recent optimizations, and a rough outline of future plans.
- [Improving Burst Inspector search performance](https://unity.com/blog/engine-platform/improving-burst-inspector-search-performance): Discover ways to use the Unity Profiler to investigate performance bottlenecks in your program and how to fix them.
- [Improving job system performance scaling in 2022.2 – part 1: Background and API](https://unity.com/blog/engine-platform/improving-job-system-performance-2022-2-part-1): In this two-part article, Software Engineer Kevin Vacheresse looks at job system overhead users had with Unity’s former job system and how the engineering team has addressed this in the 2022.2 Tech Stream release. For part one, get to know some of the background on this parallelism and job systems.
- [Improving job system performance scaling in 2022.2 – part 2: Overhead](https://unity.com/blog/engine-platform/improving-job-system-performance-2022-2-part-2): In the second installment of this two-part article, Software Engineer Kevin Vacheresse looks at job system overhead from Unity’s former job system and how the engineering team has addressed this in the 2022.2 Tech Stream release. With part two, discover the latest changes made to the job system to reduce overhead and improve performance scaling.
- [In parameters in Burst](https://unity.com/blog/engine-platform/in-parameters-in-burst): The Unity Burst Compiler transforms your C# code into highly optimized machine code. One question that we get often from our amazing forum users like @dreamingimlatios surrounds in parameters to functions within Burst code. Should developers use them and where? We’ve put together this post to try and explain them a bit more in detail.
- [In-App Mobile Gaming Advertising at Scale | Unity](https://unity.com/blog/scaling-mobile-in-app-video-reach-nexxen-partnership): As cookie-dependent web inventory declines, Unity and Nexxen are giving programmatic buyers a durable, high-attention alternative — mobile gaming at scale, built for where the industry is headed.
- [Inclusion starts here: Why a year spent supporting representation was the best of my career (so far)](https://unity.com/blog/news/inclusion-starts-here-hbcu-msi-pilot-program): Spurred by a Unity-funded grant, Senior Solutions Engineer Krystal Cooper shares her path to becoming the first Expert in Residence (EIR) in Atlanta and launching a pilot program aimed at serving underrepresented creators from within Historically Black Colleges and Universities (HBCUs) and Minority Serving Institutions (MSIs).
- [Increase Holiday Shopping Season App Downloads | Unity](https://unity.com/blog/holiday-season-shopping-app-downloads): The period between Black Friday and the holidays is not just a frenzy of purchases; it's a golden opportunity for app marketers to reach high-quality users.
- [Indie GameDev Spotlight: Q&A with NimbleBit | Unity](https://unity.com/blog/indie-spotlight-q-and-a-with-nimble-bit): Check out this Q&A with NimbleBit for deep insights into one of the longest running indie game dev studios on mobile.
- [Indie GameDev Spotlight: Q&A with NimbleBit | Unity](https://unity.com/blog/q-and-a-with-virede-studio): Get to know Virede, the two-person game studio based in Ukraine and the developers behind Idle Law Firm.
- [Industry Perspectives on 2025 Mobile Gaming Trends | Unity](https://unity.com/blog/2025-mobile-gaming-trends-industry-perspectives): Learn about emerging trends in user-level customization, which genres are positioned to gain traction and AI’s growing role in game development.
- [Industry Trends 2025: Immersive Tech Is Changing the Game | Unity](https://unity.com/blog/industry-trends-report-2025): Explore Unity’s Industry Trends Report for expert insights on immersive tech. Learn why leaders in automotive, healthcare, & retail embrace real-time 3D.
- [Inside Google's First Android XR Hackathon For XREAL AURA](https://unity.com/blog/inside-google-s-first-xr-hackathon): At Google's first Android XR hackathon 19 teams built for XREAL AURA in two days, and four of five finalists chose Unity. See who won and why.
- [Inside Spirit of the Island’s Cross-Platform Mobile Port | Unity](https://unity.com/blog/inside-spirit-of-the-island-cross-platform-mobile-port): We interviewed Brave Zebra and META Publishing to learn how they overcame hurdles while porting to mobile and implementing cross-platform functionality.
- [Inside Survival Kids: Tackling Split Screen and GameShare Networking](https://unity.com/blog/split-screen-and-gameshare-networking-in-survival-kids): A deep dive into the multiplayer setup of Survival Kids. Learn how the team enabled split-screen and GameShare play on Nintendo Switch 2.
- [Inside Sweatcoin's Ad Monetization Strategy | Unity](https://unity.com/blog/ad-monetization-qa-with-sweatcoin): There's a growing trend toward implementing ad monetization into apps beyond games - but Sweatcoin's been there from the start. Read the full Q&A for their tips, tricks, and strategy.
- [Inside the Survival Kids Multiplayer Network Architecture](https://unity.com/blog/inside-the-survival-kids-multiplayer-network-infrastructure): Learn how the Unity Studio Productions team tackled the challenges of developing a multiplayer network architecture that would support several multiplayer play modes and setups for a yet-to-be-released console in Unity 6.
- [Inside the VR Crafting Chaos of Prison Boss Prohibition](https://unity.com/blog/inside-prison-boss-prohibition): Discover how Trebuchet built one of their most ambitious projects yet: Prison Boss Prohibition, a fully tactile VR simulation layered with shared-space multiplayer, mixed reality features, and cross-platform support across all major VR headsets.
- [Inspecting memory with the new Memory Profiler package](https://unity.com/blog/engine-platform/inspecting-memory-with-the-new-memory-profiler-package): Discover five key workflows in the new Memory Profiler package that you can use to diagnose and examine memory-related issues in your game.
- [Interstitial Ads Best Practices | Unity](https://unity.com/blog/best-practices-for-maximizing-revenue-from-interstitial-ads-in-your-app): Learn how to maximize revenue from interstitial ads without damaging the user experience, using A/B testing, segmentation, capping, and more.
- [Introducing Enemies: The latest evolution in high-fidelity digital humans from Unity](https://unity.com/blog/news/introducing-enemies-the-latest-evolution-in-high-fidelity-digital-humans-from-unity): Advancing the foundational work they did on The Heretic – seen by four million viewers – our award-winning Demo team now presents Enemies, a brand-new cinematic teaser featuring major advances for photorealistic eyes, hair, skin, and more – all rendered in real-time and running in 4K resolution. See it live at Game Developers Conference (GDC), March 21–25.
- [Introducing Funnels & SQL Data Explorer: Meaningful insights to grow your game](https://unity.com/blog/games/introducing-funnels-sql-data-explorer-meaningful-insights-to-grow-your-game): Check out two new Analytics features, and learn how they can help you dig deeper into data to better understand your player base.
- [Introducing new Prefab workflows](https://unity.com/blog/technology/introducing-new-prefab-workflows): One of the top requested additions to Unity is the ability to nest Prefabs. But we know a lot of you need many more changes to the Prefab workflows than that. Therefore, we’re improving the whole system with focus on reusability, control &amp; safety. This is the first in a series of blog posts explaining the upcoming changes. If you haven’t done so already during yesterday’s Unite Berlin keynote,&nbsp;get the&nbsp;preview Unity build with the new Prefab system here. Let’s start by recapping the basics of what Prefabs are in Unity. Fundamentally, a Prefab Asset is like a template of a GameObject and its children. You can use instances of a Prefab Asset to create many copies of a GameObject throughout your Scenes. If the Prefab Asset is changed, all the Prefab instances are automatically updated accordingly. We talked to a wide range of indie and AAA studios to dig deep into how you all work with Prefabs at the moment. An issue we found was that when you wanted to edit a Prefab Asset, you had to drag it to an open Scene in the Hierarchy to modify it, apply the changes and then remember to delete it again. Another big issue was the Apply button for Prefab instances in the Inspector. With this button, you could accidentally apply changes to the Prefab Asset that you had no good way of getting an overview of. To address these issues we have introduced a range of new features. We have implemented a backwards compatible Prefab backend that now supports nesting and inheritance. We have improved the visualization of property and object overrides for Prefab instances, and added the ability to apply overrides on multiple levels of granularity: per property, per Component/GameObject, or, as before, the entire Prefab instance. Lastly, we have added Prefab Mode to be able to edit a Prefab Asset in isolation.
- [Introducing our new e-book: Unity’s Data-Oriented Technology Stack (DOTS) for advanced developers](https://unity.com/blog/engine-platform/new-ebook-understanding-unity-dots): Unlock Unity DOTS secrets with this free e-book, perfect for advanced devs.
- [Introducing the all-new Unity LevelPlay | Unity](https://unity.com/blog/introducing-all-new-unity-levelplay): Learn how new Unity LevelPlay product updates are designed to help you drive more revenue, connect with high-quality users, and streamline the experience from game creation to growth.
- [Introducing the Metaverse Minute: How AR, VR, and XR are changing every industry](https://unity.com/blog/industry/introducing-the-metaverse-minute): We’re kicking off a new monthly series, The Metaverse Minute, to celebrate a few industry leaders building digital twins and advancing the metaverse now.
- [Introducing Unity 2017](https://unity.com/blog/technology/introducing-unity-2017): We’re excited to announce that Unity 2017.1 has been released and is now available for download. We want to thank the Unity community for their valuable contributions during the beta phase. This release marks the debut of the new Unity 2017 cycle, evolving the world’s most popular game engine into an ever-expanding creation engine for gaming and real-time entertainment, with a strong focus on helping teams work better and enabling success. We want to equip artists, designers and developers with powerful new visual tools that let the whole team contribute more and collaborate efficiently. We also want to help you to produce amazing AAA experiences by improving graphics quality and runtime performance. Regarding performance, we want to help you stay ahead of the curve on the latest and emerging platforms (desktop, console, mobile, VR, AR, TVs) and to take advantage of the latest GPU and native Graphics APIs. With this in mind, we are building on Unity’s strong multiplatform “build once, deploy anywhere” foundation. We work closely with our technology partners so you can reach users everywhere and maximize your chances of success. Success includes revenue, and built-in solutions (Ads, IAP) and Live-Ops Analytics in Unity 2017 contribute in this area. They bring more opportunities to optimize the performance of your live games in real-time, without redeployment, helping to maximize revenue using the power of data. Unity 2017.1 is available to all users with an active subscription plan (Personal, Plus and Pro). If you have Unity 5 perpetual license(s), Unity 5.6 the last update in the 5.x cycle. To continue receiving all updates, go to the Unity Store and choose the plan that fits your needs. We are really excited about the amazing content our community will create with Unity 2017! Check out the roadmap, and keep reading to get all the info on Unity 2017.1, our first release in this new cycle.
- [Introducing Unity 2018.3](https://unity.com/blog/technology/introducing-unity-2018-3): Unity 2018.3 introduces improved Prefab workflows, including nesting, as well as enhancements to our Scriptable Render Pipeline, Terrain system and scripting runtime, and a preview of the Visual Effect Graph. Over the years, one of the features we’ve heard you requesting most often has been the ability to nest Prefabs. After conducting numerous interviews, usability tests and research at game jams, however, we found out that a lot of you also needed several other changes to the Prefab workflows. Therefore, we have been improving the whole system with a focus on reusability, control and user-friendliness. The new Prefab workflows allow you to split up scenes and Prefabs on a granular level. They give you greater flexibility, increase your productivity and enable you to work confidently without worrying about making time-consuming errors. Continuing our focus on workflow improvements, Unity 2018.3 now has unified Settings windows for Project Settings and Preferences. The new windows are dockable and searchable, which makes it much more convenient to quickly find and change settings. The default scripting runtime is now .NET 4.x. The old .NET 3.5 runtime has been deprecated and support for it will soon be dropped. Projects that target the .NET 4.x scripting runtime will be able to use the open-source Roslyn compiler. In this release, we also added a PhysX 3.4 upgrade that comes with improvements to stability and performance as well as support for multiple worlds and C# Job queries. The world-building 2D Tilemap tool now enables you to build isometric Tilemaps, which makes it easier to create 2D projects such as strategy, tycoons and simulation games. Unity 2018.3 also ships with an update to the Terrain system, which marks the beginning of a larger overhaul. In this update, our focus has been not only to set the foundation for further improvements with a few tweaks to the UI and tools but also to improve performance. We also added High-Definition Render Pipeline (HDRP) and Lightweight Render Pipeline (LWRP) support. Unity 2018.3 includes a number of improvements to the HDRP (preview). This version adds preliminary support for VR and multisample anti-aliasing and improves support for PC, Mac, XBox One and PS4. The UI of various Inspectors of HDRP elements is now updated: Camera, Lights, Reflections Probe, and Material. Finally, we added a new lighting model, so you can author more complex materials. We are also introducing the GPU Progressive Lightmapper in Preview for Windows and several improvements to lighting. Our new Visual Effect Graph, which ships in Preview as a package, enables you to create beautiful effects using a node-based system that is both easy to use and flexible. Inspired by leading VFX software tools for films, it empowers artists to create stand-out visual effects for games and other projects with millions of particles running on the GPU. Unity 2018.3 also includes several new features for the existing Particle System. For example, there are Particle Meshes that can now be flipped just like with billboards, Particle Lights that now support Real-time Global Illumination, and the new Ringbuffer Mode, which makes it easier to create persistent effects like footprints or bullet holes by keeping particles visible after their lifetime expires and until they are replaced. Mobile improvements include Dynamic Resolution Scaling support for Vulkan and Metal, Android AppBundle generation support and faster APK package build times on Android with APKzlib. For XR, we added Native Support for Daydream Controllers, Haptics APIs for VR controllers, and updates to the AR Foundation as well as XR Performance Testing. And in our Developer services, we added several improvements to Collaborate and Cloud Build. Performance Reporting, renamed Cloud Diagnostics, now also tracks user-submitted reports. Finally, 2018.3 comes with a number of smaller changes and bug fixes. You can begin downloading the full release from our update page or through your Unity Hub before digging into all the details. &nbsp; Download Unity 2018.3
- [Introducing Unity 2019.1](https://unity.com/blog/engine-platform/introducing-unity-2019-1): The first TECH Stream release of the year – Unity 2019.1 – is now available. It includes many new production-ready features such as the Burst Compiler, the Lightweight Render Pipeline (LWRP), and Shader Graph. Also, there are numerous innovations for animators, mobile developers, and graphics experts, and multiple updates that streamline project workflows and simplify Editor tasks. In the next few weeks we will also release the 2018.4 Long-Term Support (LTS) version of Unity for those of you with projects about to ship and thus who wish to lock-in their production on a rock-solid foundation for an extended period. Unity 2019.1 is packed with more than 283 new features and improvements. At the beginning of this post you will find a summary, followed by a detailed walk-through, of the major new features. If you’re eager to install and begin using Unity 2019.1, consider starting the download (click the button below or access via the Unity Hub) while you read this post. &nbsp; DOWNLOAD 2019.1
- [Introducing Unity 2021 LTS](https://unity.com/blog/engine-platform/introducing-unity-2021-lts): Unity 2021 LTS delivers powerful improvements to workflows, rendering capabilities, and platform support to help you realize your creative ambitions. New enhancements prioritize quality, productivity, and performance for any platform, genre, or artistic style.
- [Introducing Unity Forma: Reimagine marketing with real-time 3D](https://unity.com/blog/engine-platform/introducing-unity-forma-reimagine-marketing-with-real-time-3d): Unity Forma empowers marketing professionals to quickly create and publish marketing content and interactive experiences from 3D product data – without needing to learn the intricacies of Unity or how to code.&nbsp;Learn more.
- [Introducing Unity Industry: Create and scale your real-time 3D vision](https://unity.com/blog/industry/introducing-unity-industry): Unity Industry enables creators in automotive, manufacturing, government, architecture, energy, and retail to build and deliver custom real-time 3D experiences.
- [Introducing Unity Machine Learning Agents Toolkit](https://unity.com/blog/engine-platform/introducing-unity-machine-learning-agents): Our two previous blog entries implied that there is a role games can play in driving the development of Reinforcement Learning algorithms. As the world’s most popular creation engine, Unity is at the crossroads between machine learning and gaming. It is critical to our mission to enable machine learning researchers with the most powerful training scenarios, and for us to give back to the gaming community by enabling them to utilize the latest machine learning technologies. As the first step in this endeavor, we are excited to introduce Unity Machine Learning Agents&nbsp;Toolkit. &nbsp;
- [Introducing Unity Mars – a first-of-its-kind solution for intelligent AR](https://unity.com/blog/engine-platform/introducing-unity-mars-solution-for-intelligent-ar): Unity Mars provides augmented reality (AR) creators everywhere with specialized tools and a streamlined workflow to deliver responsive, location-aware AR experiences into users’ hands.
- [Introducing Unity’s latest sample game, Gigaya](https://unity.com/blog/games/introducing-unitys-latest-sample-game-gigaya): At GDC 2022, we highlighted a glimpse of our upcoming puzzle-platformer sample game, Gigaya. Gigaya is still in active development, but when it’s done, it will be a free downloadable project designed to help developers learn from its creation process.
- [Introducing Vector-Powered D28 IAP ROAS Campaigns and Simplified ROAS Onboarding | Unity Ads](https://unity.com/blog/uads-march-updates): Launch smarter with Unity Ads. Optimize for Day 28 IAP ROAS to capture higher-retention, high-LTV users, and streamline setup with simplified ROAS campaign onboarding powered by Vector.
- [Introducing: Unity Robotics Visualizations Package](https://unity.com/blog/engine-platform/introducing-unity-robotics-visualizations-package): With this toolkit for visualizing and debugging the internal state of robotics simulations, Unity can be used as an all-in-one ROS simulation and visualization tool.
- [ironSource Expands In-App Ad Exchange with Powerful New Tools | Unity](https://unity.com/blog/ironsource-expands-its-ad-exchange-with-powerful-new-tools): Part of ironSource for many years, the ironSource in-app ad exchange has already generated significant revenue for publishers. Learn more.
- [ironSource Expands LevelPlay with Ad Quality Product | Unity](https://unity.com/blog/ironsource-ad-quality-levelplay): Learn about the Ad Quality tool and how it's now available to easily access for all developers using LevelPlay
- [Isometric 2D environments with Tilemap](https://unity.com/blog/engine-platform/isometric-2d-environments-with-tilemap): Unity's Isometric Tilemap system allows game creators to customize and iterate detailed 2D-level designs with hexagonal grid layouts, brush tools, and more!
- [It takes a village: The path to a global creative workforce](https://unity.com/blog/news/the-path-to-a-global-creative-workforce): See how Unity is tackling the challenge of preparing future generations by helping to bridge the gap between education and the workforce.
- [It’s all in here: The ultimate guide to creating UI interfaces in Unity](https://unity.com/blog/games/ultimate-guide-to-creating-ui-interfaces): Our biggest e-book yet, User interface design and implementation in Unity, is available to download. Check out this preview of what’s inside.
- [It’s here: The complete overview of Unity toolsets and workflows for technical artists](https://unity.com/blog/engine-platform/complete-overview-of-unity-toolsets-workflows-for-technical-artists): The first-of-its-kind, Unity for technical artists: Key toolsets and workflows, compiles detailed summaries of all Unity systems, features, and workflows for experienced technical artists. Preview the guide and download it today.
- [It’s official: Parsec is now part of Unity](https://unity.com/blog/news/parsec-is-now-part-of-unity): Parsec has officially joined Unity, helping us accelerate toward the goal of democratizing access to all of the tools and software needed to build &amp; enjoy interactive 3D experiences.
- [Join Unity Pulse, the community at the heart of building a better Unity](https://unity.com/blog/news/join-unity-pulse-the-community-at-the-heart-of-building-a-better-unity): Are you interested in providing feedback directly to Unity teams? Sign up to become a member of Unity Pulse, our new product feedback and research community that we created because we believe your experiences and insight into product features are vital to Unity’s evolution.
- [Just in time for the holidays: How to get the most out of currency sales](https://unity.com/blog/games/just-in-time-for-the-holidays-how-to-get-the-most-out-of-currency-sales): In-app promotional offers can spark positive feelings for your game and earn you extra money to boot. But how do you get the most out of such campaigns? Here’s a few best practices to follow for maximizing currency sale promotions. "Q4 with its various festivities and celebrations is the perfect quarter to benefit from video ads" &nbsp;Jacob Krüger (Head of Marketing, Social Point)
- [Keeping a VR Giant Fresh: Gorilla Tag’s Two-week Live Ops Cadence | Unity](https://unity.com/blog/another-axiom-gorilla-tag): Learn how Another Axiom uses Unity to ship Gorilla Tag’s two-week live ops cadence across VR platforms.
- [Key Performance and Engagement Metrics for Your Mobile App | Unity](https://unity.com/blog/key-metrics-to-measure-your-apps-success): From engagement to business, the challenge remains in understanding the power of app metrics to improve user acquisition.
- [Kinetic Publishing: Indie teams get guidance from the Phasmophobia team](https://unity.com/blog/kinetic-publishing-indie-games): A short interview with Daniel Knight and Asim Tanvir about Kinetic Games's new venture, Kinetic Publishing. Learn what the team is looking for in a game, why now, and why they are doubling down on the indie space.
- [Learn and Build Multiplayer Games this Summer with Unity 6 | Unity Blog](https://unity.com/blog/games/multiplayer-summer): This summer, create unique multiplayer experiences with Unity 6 and upskill with our free webinar series and Twitch streams helmed by Unity experts.
- [Learn the Input System with updated tutorials and our sample project, Warriors](https://unity.com/blog/technology/learn-the-input-system-with-updated-tutorials-and-our-sample-project-warriors): With the Input System, you can quickly set up controls for multiple platforms, from mobile to VR. Get started with our example projects and new video tutorials for beginners and intermediate users. Input is at the heart of what makes your real-time projects interactive. Unity’s system for input standardizes the way you implement controls and provides new advanced functionality. It’s verified for Unity 2019 LTS and newer versions (see the documentation for a full list of supported input devices).&nbsp; Our new tutorial content can help you to get started quickly, even if you’re completely new to developing for multiple platforms. If you’re already familiar with the workflows, learn more about how to use the Input System to drive (other) Unity tools like Cinemachine or Unity UI with Warriors, our main example project. This Meet the Devs session from March explains why we created this new system and includes&nbsp; a demo that outlines workflows for setting up local multiplayer, quickly adding gamepad controls, spawning new players, and implementing mobile controls. Rene Damm, the lead developer of the Input System, also answers questions from the audience about tooling and the team’s roadmap.
- [Learn to save memory usage by improving the way you use AssetBundles](https://unity.com/blog/engine-platform/learn-to-save-memory-usage-by-improving-the-way-you-use-assetbundles): The information outlined in this post is about how AssetBundles affect runtime memory. Read more to discover how to get the best possible project results.
- [Learn Unity update no. 2](https://unity.com/blog/news/learn-unity-update-2): Here at Unity we've been working hard on an entirely new area of the website to help you learn game development with Unity. We've posted twice so far about this, and given you an outline of how the system is going to work. Take a look at our first two posts if you're unfamiliar with what we're working on - https://blogs.unity3d.com/2012/08/29/learn-unity-coming-soon/ https://blogs.unity3d.com/2012/09/11/learn-unity-update-1/ So hopefully you know that we're working on a Retro-futuristic sci-fi game world, in which we'll base all of our tutorials. To flesh this out, I wanted to share some of the concepts of the world, to get you excited about the environments and learning content we have planned.
- [Learn, connect, and celebrate at the Unity for Humanity Summit](https://unity.com/blog/news/learn-connect-and-celebrate-at-the-unity-for-humanity-summit): The Unity for Humanity Summit is back for its third year on Wednesday, November 2. Learn more about what you can expect from the event and make your plans to join us for a virtual celebration of real-time 3D creators using Unity to change the world.
- [Level layout and terrain workflows in Survival Kids](https://unity.com/blog/level-layout-and-terrain-workflows-in-survival-kids): Learn how the Survival Kids dev team created terrain and level-building workflows that prioritized easy iteration and less reworks so they could deliver on-time.
- [Level up your code with game programming patterns](https://unity.com/blog/games/level-up-your-code-with-game-programming-patterns): If you have experience with object-oriented programming languages, then you’ve likely heard of the SOLID principles, MVP, singleton, factory, and observer patterns. Our new e-book highlights best practices for using these principles and patterns to create scalable game code architecture in your Unity project.
- [Lexus opens the door for virtual production in Unity](https://unity.com/blog/lexus-opens-the-door-for-virtual-production-in-unity): Car buyers increasingly expect rich and unique online experiences during their purchase journeys. In this post, learn how Lexus is using Unity to reimagine the production process for advertising/marketing content – ultimately paving the way for the automaker and its creative partners to create high-fidelity imagery and videos faster, more cost-effectively, and at an unprecedented scale.&nbsp; We recently collaborated with Lexus and its agency Team One to create a real-time configurator showcasing the Lexus ES MY19. While you may be familiar with consumer-focused car configurators – commonly seen in web-based “build and price” tools – this new process provides richer capabilities for industry professionals.&nbsp; First, it was purpose-built for developing virtual productions that are too difficult or too expensive to create in the real world. Additionally, instead of providing a generic user experience, it opens up a full-scale vehicle in real-time – with interactive components – letting Lexus and Team One tailor the car’s appearance, setting, perspective, time of day and more. With this new process, professionals can switch move through configurations, switching trims and paint colors on the fly. View the car at night or from any angle. Ditto for swapping out interior options. When they’ve tailored and staged their ideal vehicle, they can capture the perfect shot through a virtual single-lens reflex (SLR) camera. And that spells innovation for Lexus.
- [Lifetime value: How app developers can maximize LTV | Unity](https://unity.com/blog/lifetime-value-maximize-ltv): LTV, or lifetime value, is a critical metric which app developers use to measure overall app success. It does this by quantifying the value of a user cohort throughout their lifetime within an app. Learn more about LTV, why it's so important and how app developers can increase it with ironSource.
- [Lighting & Environment HRDP Updates in Unity 6 | Unity](https://unity.com/blog/lighting-and-environments-hdrp-updates-unity-6): In Unity 6, HDRP delivers physically accurate lighting, high-fidelity materials, and cinematic effects to make your scenes more immersive.
- [Lihuhu’s Monetization Strategy for Match Triple 3D | Unity](https://unity.com/blog/breaking-down-match-triple-3d): With over 10 million mobile downloads, Lihuhu’s Match Triple 3D sets the standard in the puzzle game genre - particularly for its winning monetization strategy.
- [List View Framework](https://unity.com/blog/technology/list-view-framework): In order to implement project Carte Blanche’s card system, we developed an extensible framework for creating dynamic, scrollable lists of objects. This article discusses the structure and contents of this framework. The code and sample scenes are available as a&nbsp;Unity Asset Store package&nbsp;and a&nbsp;public repository&nbsp;for the developer community. Project Carte Blanche&nbsp;(PCB) is Unity Lab's research initiative on VR-in-VR authoring tools for non-technical users. As illustrated in the&nbsp;concept video, its user interface is based on a playing cards metaphor. Central to the design of Carte Blanche is the idea that objects and actions are represented by virtual cards which users grab and place on a virtual table. The user will physically interact with cards by using tracked motion controllers. PCB’s cards are a more complex version of conventional scrollable lists. List Views are common widgets provided in many GUI toolkits.&nbsp;Unity’s UI system&nbsp;includes several layout components and customizable controls to make dynamic lists which are scrollable and have hover states. A&nbsp;GridLayout&nbsp;or&nbsp;VerticalLayout&nbsp;will get most of the work done, and there’s even a&nbsp;handful&nbsp;of&nbsp;packages&nbsp;on the Asset Store just for lists. However, the existing solutions we found required the lists to be inside of a canvas and exist within the UI system. PCB requires cards to animate in and out of existence and to let the user touch them. Furthermore, performance in VR is critical. One common drawback of "classic" UI list views is that the full list is represented by scene objects which are only masked. If the list structure changes, or perhaps an item is expanded to take up more space, the system must re-evaluate all of the items in the list. We also want to avoid instantiating and destroying scene objects if possible, because this can be costly. Finally, for reusability and consistency of look and feel, we need an extensible solution that allows us to create similar behavior in other UI elements. We developed a general framework for creating list views, which serves as the foundation of PCB’s card system. Since there are also broad use-cases for such a framework, we decided to release it as an Asset Store package for the community.
- [Looking to Boost Your Game LTV? Try an On-Device Campaign | Unity](https://unity.com/blog/boost-game-ltv-on-device-advertising-campaign): Most games looking to boost LTV focus on monetization. But UA plays a big part. Get 3 tips for boosting LTV with on-device ad campaigns.
- [Made with Unity August 2023 roundup: Sea of Stars skyrockets, Phasmophobia spikes, and awards are in the air](https://unity.com/blog/news/made-with-unity-monthly-roundup-august-2023): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from August 2023.
- [Made With Unity Games In 2024 | Unity Blog](https://unity.com/blog/2024-unity-games-content-roundup-2024): Check out some amazing made with Unity games and explore video, deep-dive case study, and blog feature articles about the people who made them and the tech they used.
- [Made with Unity July 2023 roundup: Dave the Diver, Football Manager, and other games on top](https://unity.com/blog/news/made-with-unity-monthly-roundup-july-2023): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from July 2023.
- [Made with Unity Monthly: April 2023 roundup](https://unity.com/blog/news/made-with-unity-monthly-april-2023-roundup): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from April 2023.
- [Made with Unity Monthly: December 2022 roundup](https://unity.com/blog/news/made-with-unity-monthly-december-2022-roundup): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from December 2022.
- [Made with Unity Monthly: February 2023 roundup](https://unity.com/blog/news/made-with-unity-monthly-february-2023-roundup): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from February 2023.
- [Made with Unity Monthly: January 2023 roundup](https://unity.com/blog/news/made-with-unity-monthly-january-2023-roundup): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from January 2023.
- [Made with Unity Monthly: June 2023 roundup](https://unity.com/blog/news/made-with-unity-monthly-june-2023-roundup): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from June 2023.
- [Made with Unity Monthly: March 2023 roundup](https://unity.com/blog/news/made-with-unity-monthly-march-2023-roundup): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from March 2023.
- [Made with Unity Monthly: May 2023 roundup](https://unity.com/blog/news/made-with-unity-monthly-may-2023-roundup): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from May 2023.
- [Made with Unity October/November 2023 roundup: Meme-ification, year-end celebration, and a $1B milestone](https://unity.com/blog/news/made-with-unity-monthly-roundup-october-november-2023): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from October and November of 2023.
- [Made with Unity September 2023 roundup: Awards voting opens and other community highlights](https://unity.com/blog/news/made-with-unity-monthly-roundup-september-2023): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from September 2023.
- [Made with Unity: 2022 in review](https://unity.com/blog/games/made-with-unity-2022-in-review): It can be hard for us – let alone all of you – to keep up with everything that the Unity community is creating at any given moment. Sit back, relax, and enjoy this roundup of highlights of Made with Unity games from 2022.
- [Made with Unity: 2023 in review](https://unity.com/blog/games/made-with-unity-2023-review): It can be hard to keep up with everything the Unity community is creating. Sit back, relax, and enjoy this roundup of highlights of games made with Unity in 2023.
- [Made with Unity: Creating and training a robot digital twin](https://unity.com/blog/industry/creating-and-training-a-robot-digital-twin): Our Made with Unity: AI series showcases Unity projects made by creators for a range of purposes that involve our artificial intelligence products. In this example, we feature a recent submission to the OpenCV Spatial AI competition that showcases robotics, computer vision, reinforcement learning, and augmented reality in Unity in an impressive suite of examples.
- [Made with Unity: January/February 2024 highlights](https://unity.com/blog/games/made-with-unity-monthly-roundup-january-february-2024): Keep up with everything that the Unity community is creating (and achieving) with this roundup of highlights from January and February 2024.
- [Made with Unity: Soccer robots with ML-Agents](https://unity.com/blog/games/made-with-unity-soccer-robots-with-ml-agents): Our Made with Unity: AI series showcases Unity projects made by creators for a range of purposes that involve our artificial intelligence products. In this example, ML-Agents empowered AI developers by allowing them to quickly and easily set up machine learning environments and to train an agent how to play soccer before finally transferring that agent to a real robot.
- [Making A Killing: The Playful 2D Terror of Psycasso | Unity](https://unity.com/blog/making-a-killing-psycasso-2d): The team behind pixel art horror game Psycasso® describes how they approached 2D lighting and shadows.
- [Making Fire Feel Alive: Real-time Fluid Simulation in Ignitement | Unity](https://unity.com/blog/real-time-fluid-simulation-fire-vfx-ignitement-breakdown): Solo developer Sørb explains how he uses real-time 2D fluid simulation to create dynamic, gameplay-driven fire VFX in Unity for his upcoming action roguelite, Ignitement.
- [Making of The Heretic: Digital Human Character Gawain](https://unity.com/blog/technology/making-of-the-heretic-digital-human-character-gawain): Gawain is the main character from The Heretic, the real time short film made in Unity, written and directed by Veselin Efremov. This article will cover the creation of the character and give some insight into the different aspects of his production.
- [Making of The Heretic: The VFX-driven character Morgan](https://unity.com/blog/technology/making-of-the-heretic-the-vfx-driven-character-morgan): Creating a character with the help of Visual Effects Graph was an interesting challenge for the Unity Demo team. As someone who spent a lot of time in his career waiting for renders to finish, Demo team’s Technical Artist Adrian Lazar has appreciation for the creative options made possible by real-time authoring. Read the post below for his detailed breakdown of the process behind the character Morgan, as well as useful tips for anyone doing VFX in Unity. My name is Adrian Lazar and I’ve been working in the computer-generated graphics industry for the last 18 years or so, starting with post-production in advertising and transitioning to real-time graphics with game development in 2009. I have a generalist background and in the last few years I’ve been taking more technical art tasks - this helped me ship my own indie title together with a small, but talented team. When I joined Unity’s Demo Team in early 2019 as a technical artist, we were getting ready to release the first part of The Heretic so I helped with some finishing effects. Soon after that we started talking about Morgan, the god-like, VFX-driven character introduced in the short film 2nd part. On the storytelling side, Vess (Veselin Efremov, writer, director and creative director of The Heretic) had some clear requirements: Morgan needed to morph between multiple states, calm and angry, female and male or a combination of these, grow in height multiple times over, crumble, catch fire, and more. Regarding the appearance, on the other hand, Vess intentionally left it quite open for exploration and experimentation. We had some early concepts created by our former colleague Georgi Simeonov, but those didn’t get into the vfx and shape-shifting aspect of the character, both fundamental to the final look - this meant that I had a pretty blank slate to start which was challenging but fun!
- [Making robots more accessible with Forge/OS and Unity](https://unity.com/blog/industry/making-robots-more-accessible-with-forgeos-and-unity): We’ve seen our robotics customers do some really amazing things using Unity—from testing and training a robot in simulation to operating a real-life robot. Learn how READY Robotics is using Unity with Forge/OS to enable more robotics creators in this guest post by READY’s Co-Founder and Chief Innovation Officer, Kel Guerin, and their VP of Marketing, Erik Bjørnard.
- [Making the most of TextMesh Pro in Unity 2018](https://unity.com/blog/technology/making-the-most-of-textmesh-pro-in-unity-2018): Whether you’re working on an FPS, a puzzle game or a VR experience, one of the aspects you have to take care of is User Interface. Luckily enough, as of March 2017, TextMesh Pro has joined the Unity family. This means that making your UI in Unity look great has become much easier and faster! For those of you who haven’t followed these developments, TextMesh Pro is a replacement for Unity’s default text components. It is just as performant (even more, in some cases) and it uses a completely different rendering technique called Signed Distance Field (SDF), originally used by Valve in Team Fortress 2. Together with having the power to make your text look great without much effort, TextMesh Pro also provides you with a much more advanced control over it, via inspector or scripting. In this post, we’re going to take a look at how to make the most out of this incredible tool! There are two main reasons why it is a great idea to start your projects using TextMesh Pro. First, visual improvements. Thanks to SDF rendering, it’s easy to change the way your text looks without having to recreate its font. Every TextMesh Pro component has a material attached to it that you can tweak in order to modify the style of your text. Second, better control. The TextMesh Pro component includes all variables you can find in the ordinary text component, plus a lot more. And if this wasn’t enough, just know that TextMesh Pro is currently used by over a quarter of a million developers around the world!
- [Making The Most Of Your In-App Advertising Campaigns: Q&A With Liftoff | Unity](https://unity.com/blog/making-the-most-of-your-in-app-advertising-campaigns-qa-with-liftoff): ironSource sat down with Matt Fisher, Group Product Manager at Liftoff. Read on to learn best practices for optimizing your in-app advertising campaigns.
- [Making VR education accessible to the next generation of creators](https://unity.com/blog/news/making-vr-education-accessible-with-meta): Find out how Unity and Meta are breaking down barriers and championing equity by partnering to help educators and institutions overcome barriers to VR.
- [Mapping what’s next for in-car navigation experiences](https://unity.com/blog/industry/mapping-whats-next-for-in-car-navigation-experiences): We’re teaming up with HERE Technologies, the world’s leading location platform that collects data from over 100,000 sources and powers maps in over 150 million vehicles, to reimagine in-car experiences. Check out our shared vision for the future of embedded automotive human-machine interfaces (HMIs) in a new demo made with Unity and featuring HERE 3D city-data.
- [Marketing products in hyper-realistic ways with Unity ArtEngine](https://unity.com/blog/industry/marketing-products-in-hyper-realistic-ways-with-unity-artengine): How does an office furniture manufacturer leverage 3D product visualization technologies to improve its customer experience? Given the bespoke nature of its products, Flokk decided it was time to revamp its entire web platform with Unity ArtEngine.
- [Mars Attracts: Building A Tycoon-style Game With Maximum Retro Appeal | Unity](https://unity.com/blog/outlier-mars-attracts-interview): Learn how a small team built a tycoon-style theme park simulator in Unity. Outlier’s technical director talks about landing an iconic IP and bringing it to life with complex AI and retro-style graphics powered by URP.
- [Master Your 3D Strategy: 3 Playbooks for Enterprise Success | Unity](https://unity.com/blog/3-playbooks-enterprise-success-scale-3d-strategy): Unlock the full potential of your 3D data. Discover strategies for asset management, interactive creation, and deployment in our comprehensive guides.
- [Mazda and Unity: Pioneering a new future for automotive cockpit HMI](https://unity.com/blog/industry/mazda-unity-partnership-automotive-cockpit-hmi): Join us in exploring Mazda's collaboration with Unity to shape the future of automotive cockpit HMI. Gain insights from Seiji Goto, Mazda's General Manager of Infotainment and Control Model Development Department on how Unity is revolutionizing in-vehicle experiences.
- [MCP Servers and Game Development: What They Are and Why They Matter | Unity](https://unity.com/blog/mcp-servers-game-development): Learn what an MCP server is, how it gives AI tools real-time access to your game engine's scene hierarchy, and why it can improve many processes in game development.
- [Mecanim humanoids](https://unity.com/blog/engine-platform/mecanim-humanoids): This post explains the technology behind Mecanim Humanoids. How it works, strengths and limitations, why some choices were made and hopefully some hints on how to get the best out of it. Please refer to Unity Documentation &nbsp;for general setup and instructions. Humanoid Rig and Muscle Space Mecanim Humanoid Rig and Muscle Space are an alternative solution to the standard skeleton node hierarchies and geometric transforms to represent humanoid body and animations. The Humanoid Rig is a description on top of a skeleton node hierarchy. It identifies a set of human bones and creates a Muscle Referential for each of those. A Muscle Referential is essentially a pre and post rotation with a range and a sign for each axis. A Muscle is a normalized value [-1,1] that moves a bone for one axis between range [min,max]. Note that the Muscle normalized value can go below or over [-1,1] to overshoot the range. The range is not a hard limit, instead it defines the normal motion span for a Muscle. A specific Humanoid Rig can augment or reduce the range of a Muscle Referential to augment or reduce its motion span. The Muscle Space is the set of all Muscle normalized values for the Humanoid Rig. It is a Normalized Humanoid pose. A range of zero (min= max) for a bone axis means that there is no Muscle for it. For example, the Elbow does not have a muscle for its Y axis, as it only stretches in and out (Z-Axis) and roll in and out (X-Axis). In the end, the Muscle Space is composed of at most 47 Muscle values that completely describe a Humanoid body pose. One beautiful thing about Muscle Space, is that it is completely abstracted from its original or any skeleton rig. It can be directly applied to any Humanoid Rig and it always create a believable pose. &nbsp;Another beautiful thing is how well Muscle Space interpolates. Compare to standard skeleton pose, Muscle Space will always interpolate naturally between animation key frames, during state machine transition or when mixed in a blend tree. Computation-wise it also performs as the Muscle Space can be treated as a vector of a scalar that you can linearly interpolate as opposed to quaternions or Euler angles. An approximation of human body and human motion Every new skeleton rig built for a humanoid character or any animation captured will be an approximation of the human body and human motion. No matter how many bones or how good your MOCAP hardware is, the result will be an approximation of the real thing. Riggers, game companies, schools or software firms will propose their own version of what they thinks best represent the human body and motion and what will best fit their production needs. The elaboration of Mecanim Humanoid Rig and Muscle Space was confronted to some hard choices. We had to find a compromise between fast runtime and animation quality or openness and standard definition. 2 Spine bones This is a tough one. Why 2, not 3? or an arbitrary number of spines bones? &nbsp;Lets discard the latest, it is not about biomedical research. (Note that you can always use a Generic Rig if you absolutely need this level of precision). One spine bone is clearly under defined. Adding a second one brings you most of the way. A third or even a forth one will only give a small contribution to the final human pose. Why is this? When looking at how a human spine bends, you will notice that the part of spine that is on the rib cage is almost rigid. What remains, is a main flexion point at the base of the spine and one other at the base of the rib cage. So there are two main flexion points. Looking at a contortionist even in extreme poses clearly show this. Considering all of this we decided to have 2 spine bones for the Humanoid Rig. 1 Neck Bone This one is easier than for spine. Note that many game skeleton rigs don’t even have a neck bone and manage to do the job with only a head bone. Rotation DoF As with most skeleton rigs (it is even more often the case for games), the Mecanim Humanoid Rig only supports rotation animation. The bones are not allowed to change their local translation relative to their parent. Some 3D packages induce a certain amount of translation on bones to simulate elasticity of articulations or squash and stretch animation. We are currently looking at adding translation DoF as it is a relatively cheap way in term of computation performance to compensate for animation quality on less detailed skeleton rigs. It would also allow users to create retargetable squash and stretch animation. No twist bones Twist bones are often added to skeleton rigs to prevent skin deformation problems on arms and legs when they are in extreme twist configuration. Twist bones help to distribute the deformation induced by twist from start to end of the limb. In the Muscle Space, the amount of twist is represented by a Muscle and it is always associated with the parent bone of a limb. Ex: The twist on the forearm happens at the elbow and not on the wrist. Humanoid Rigs don’t support twist bones, but Mecanim solver let you specify a percentage of twist to be taken out of the parent and put onto the child of the limb.It is defaulted at 50% and greatly helps to prevent skin deformation problem. Humanoid Root and Center of mass Now, what would be the best way to represent the position and orientation of human body in world space? The top most bone in hierarchy (usually hips, pelvis or whatever it is called) is where lies the world space position and orientation curves in a standard skeleton rig. While this works fine for a specific character, it becomes inappropriate when doing retargeting since from one skeleton rig to another the top most bone usually have a different position and rotation relative to the rest of the skeleton. The Muscle Space uses the humanoid center of mass to represent its position in world space. The center of mass is approximated using a human average body parts mass distribution. We do the assumption that, after scale adjustments, the center of mass for a humanoid pose is the same for any humanoid character. It is a big assumption, but it has shown to work very well for a wide set of animations and humanoid characters. It is true that for standing up or walking animations, the centre of mass lies around hips, but for more dynamic motion like a back flip, you can see how body moves away from the centre of mass and how the centre of mass feels like the most stable point over the animation. Body orientation Similar to what the centre of mass does for Muscle Space world space position, we use an average body orientation for world space orientation. The average body orientation up vector is computed out of the hips and shoulders middle points. The front vector is then the cross product of the up vector and average left/right hips/shoulders vectors. It is also assumed that this average body orientation for a humanoid pose is the same for all humanoid rigs. As for the centre of mass, an average body orientation tends to be a stable referential as lower and upper body orientation naturally compensates when walking, running, etc. Root Motion A more in depth paper about root motion will follow, but as an introduction, the projection of the centre of mass and average body orientation is used to automatically create root motion. The fact that the centre of mass and average body orientation are stable properties of humanoid animation leads to a stable root motion that can be used for navigation or motion prediction. The scale One thing is still missing in Muscle Space to be a completely normalized humanoid pose… the overall size of it. Again we are looking for a way to describe the size of a humanoid that does not rely on a specific point like head bone position since it is not consistent from rig to rig. The center of mass height for a humanoid character in T-Stance is directly used as its scale. The center of mass position of the Muscle Space is divided by this scale to produce the final normalized humanoid pose. Said in another way, the Muscle Space is normalized for a humanoid that has a centre of mass height of 1 when in T-Stance. All the positions in the Muscle Space are said to be in normalized meters. Original hands and feet position When applying a Muscle Space to a Humanoid Rig, hands and feet may end up in different position and orientation from the original animation, due to the difference in proportions of Humanoid Rigs. This may result in feet sliding or hands not reaching properly. &nbsp;This is why Muscle Space optionally contains the original position and orientation of hands and feet. The hands and feet position and orientation are normalized relative to Humanoid Root (center of mass, average body rotation and humanoid scale) in the Muscle Space. Those original positions and orientations can be used to fix the retargeted skeleton pose to match the original world space position using an IK pass. IK Solver The main goal of IK Solver on arms and legs is to reach the original hands and feet position and orientation optionally found in the Muscle Space. &nbsp;This is what happens under the hood for feet when “Foot IK” toggle is enabled in a Mecanim Controller State. In these cases, the retargeted skeleton pose is never very far from the original IK goals. The IK error to fix is small since it is only induced by difference in proportion of humanoid rigs. The IK solver will only modify the retargeted skeleton pose slightly to produce the final pose that matches original positions and orientations. Since the IK only modifies slightly the retargeted skeleton pose, it will rarely induce animation artefacts like knee or elbow popping. Even then, there is a Squash and Stretch solver, part of IK solver, that is there to prevent popping when arms or legs come close to maximum extension. By default the amount of squash and stretch allowed is limited to 5% of the total length of the arm or leg. An elbow or knee popping is more noticeable (and ugly) than a 5% or less stretch on arm or leg. Note that squash and stretch solve can be turned off by setting it to 0%. A more in depth paper about IK rigs will follow. It will explain how to handle props, use multiple IK passes, interaction with environment or between humanoid characters, etc. Optional Bones The Humanoid Rig has some bones that are optional. This is the case for Chest, Neck, Left Shoulder, Right Shoulder, Left Toes and Right Toes. Many existing skeleton rigs don’t have some of the optional bones, but we still wanted to created valid humanoids with those. The Humanoid Rig also supports LeftEye and RightEye optional bones. &nbsp;Eye bones have two Muscles each, one that goes up and down and one to move in and out. The Eye bones also work with Humanoid Rig LookAt solver that can distribute look at adjustments on Spine, Chest, Neck, Head and Eyes. There will be more about LookAt solver in the upcoming Humanoid IK rig paper. Fingers Finally, the Humanoid Rig supports fingers. Each finger may have 0 to 3 digits. 0 digit simply means that this finger is not defined. The are two Muscles (Stretch and Spread) for the first digit &nbsp;and one Muscle (Stretch) for 2nd and last digit. Note that there is no solver overhead for fingers when no fingers are defined for a hand. Skeleton rig requirements In-between bones In many case, skeleton rigs will have more bones than the ones defined by the Humanoid Rig. In-between bones are bones that are between humanoid defined bones. For example, a 3rd spine bone in a 3DSMAX Biped will be treated as an in-between bone. Those are supported by Humanoid Rig, but keep in mind that in-between bones won’t get animated. They will stay at their default position and orientation relative to their parent defined in the Humanoid Rig. Standard Hierarchy The skeleton rig must respect a standard hierarchy to be compatible with our Humanoid Rig. The skeleton may have any number of in-between bones between humanoid bones, but it must respect the following pattern: Hips - Upper Leg - Lower Leg - Foot - Toes Hips - Spine - Chest - Neck - Head Chest - Shoulder - Arm - Forearm - Hand Hand - Proximal - Intermediate - Distal The T-Stance The T-Stance is the most important step of Humanoid Rig creation since muscles setup is based on it. The T-Stance pose was chosen as reference pose since it is easy conceptualize and that there is not that much room for interpretation of what it should be: - Standing straight facing z axis - Head and eyes facing z axis - Feet on the ground parallel to z axis - Arms open parallel to the ground along x axis - Hands flat, palm down parallel to the ground along x axis - Fingers straight parallel to the ground along x axis -Thumbs straight parallel to the ground half way (45 degrees) between x and z axis When saying “straight”, it does not mean bones necessarily need to be perfectly aligned. It depends on how skin attaches to skeleton. Some rig may have the skin that looks straight, but underneath skeleton is not. So it is important that the T-Stance be set for final skinned character. In the case you are creating a Humanoid Rig to retarget MOCAP data, it is good practice to capture at least of few frames of a T-Stance done by the actor in the MOCAP suite. Muscle range adjustments By default muscle ranges are set to values that best represent human muscle ranges. Most of the time, they should not be modified. For some more cartoony character you may want to reduce the range to prevent arms entering body or augment it to exaggerate legs motion. If you are creating a Humanoid Rig to retarget MOCAP data you should not modify the ranges since the produced animation clip will not respect default. Retargeting and Animation Clip Mecanim retargeting is split into two phases. The first phase consists of converting a standard skeleton transforms animation to a normalized humanoid animation clip (or Muscle Clip). This phase happens in the editor when the animation file is imported. It is internally called “RetargetFrom”. The second phase happens in play mode when Muscle Clip is evaluated and applied to the skeleton bones of a Humanoid Rig. It is internally called “RetargetTo”.There are two big advantages of splitting retargeting into two phases. The first one is solving speed. Half of the retargeting process is done offline, only the other half is done at runtime. The other advantage is scene complexity and memory usage. Since the Muscle Clip is completely abstracted for its original skeleton, the source skeleton does not need to be included in runtime to perform the retargeting. The second phase is straight forward. Once you have a valid Humanoid Rig, you simply apply Muscle Clip to it with RetargetTo solver. This is done automatically under the hood. The first phase, converting a skeleton animation to a Muscle Clip, may be a bit trickier. The skeleton animation clip is sampled at a fixed rate. For each sample, the skeleton pose is converted to a muscle space pose and a key is added to the Muscle Clip. Not all the skeleton rig will fit, there are so many different ways a skeleton rig can be built and animated. Some skeleton rig will produce a valid output, but with possible loss of information. We will now review what is needed to create a lossless normalized humanoid animation… the Muscle Clip. Note: By lossless we mean that retargeting from a skeleton rig to Muscle Clip and then retargeting back to the same skeleton rig will preserve the animation intact. In fact, it will be almost intact. The original twist on arms and legs will be lost and replaced by what the Twist solver computes. As explained earlier in this document, there is no representation of twist repartition in Muscle Space. The local position of bones must be the same in the humanoid rig and in the animation file. It happens that&nbsp;the&nbsp;skeleton&nbsp;used&nbsp;to create the Humanoid Rig differs&nbsp;from the one in the animation file. Be sure to use&nbsp;exactly&nbsp;the same&nbsp;skeleton. Warnings will be sent to&nbsp;the&nbsp;console at import,&nbsp;if it is not the case. In-between bones must have no animation. This often happen for&nbsp;a&nbsp;3DSMAX skeleton where the 3rd spine bone has both translation and rotation animation on it. It also happens when Bip001 is used as Hips and that Pelvis has some animation on it. Warnings will be sent to console at import if it is not the case. The local orientation of&nbsp;the&nbsp;in-between bone must be the same in&nbsp;the&nbsp;Humanoid Rig and in the animation file. This may happen when using Humanoid Auto Configure that relies on Skin Bind Pose to create T-Stance. Make sure that Skin Bind Pose rotation for in-between bones is the same that one found in the animation file. Warnings will be sent to console at import if it is not the case. Except for Hips, translation animation is not supported on bones. 3DSMAX Biped sometimes&nbsp;puts&nbsp;translation animation on spine bones. Warnings will be sent to console at imp or if it is not the case. The 3DSMAX Biped is pointed as a problematic rig here. It is probably because of its popularity and the fact that we had to support many cases of it being used with Mecanim. Note that if you are going to create new animations to be used with Mecanim Humanoid Rig, you should follow the rules stated above from the start. If you want to use already existing animation that break some of the rules, it is still possible, the Mecanim retarget solver is robust and will produce valid output, but the lossless conversion can’t be guarantied. Note that if you are going to create new animations to be used with&nbsp;the&nbsp;Mecanim Humanoid Rig, you should follow the rules stated above from the start. If you want to use already existing animation that breaks&nbsp;some of the rules, it is still possible&nbsp;as&nbsp;the Mecanim retarget solver is robust and will produce valid output, but the lossless conversion can’t be&nbsp;guaranteed.
- [Meet Smart Locks, a new way to reduce merge conflicts with Unity Version Control](https://unity.com/blog/engine-platform/unity-version-control-smart-locks): Smart Locks, a new feature of Unity Version Control, enables artists to use file locks among branching to greatly reduce merge conflicts.
- [Meet the 2024 Unity for Humanity Grant winners](https://unity.com/blog/games/meet-the-2024-unity-for-humanity-grant-winners): After reviewing nearly 500 projects, we are excited to share the winners of the 2024 Unity for Humanity Grant. All creators receiving funding this year are using real-time 3D to drive change in truly innovative ways that embody Unity’s Social Impact mission.
- [Meet the Unity CLI: manage Unity from your terminal](https://unity.com/blog/meet-the-unity-cli): Install editors, automate CI, and drive a running Editor or dev build from the terminal. The Unity CLI and com.unity.pipeline package give scripts and AI agents a fast, structured way to operate Unity.
- [Metaverse Minute: 3 ways XR is helping to tackle climate change](https://unity.com/blog/industry/metaverse-minute-3-ways-xr-is-helping-to-tackle-climate-change): When our team at Unity says, “We believe the world is a better place with more creators in it,” it isn’t just a catchy tagline – we mean it. To effect change at scale, we need to come up with solutions across a wide array of sectors, fueled by creative thought. And this is especially critical in the case of climate change.
- [Metaverse Minute: 4 sales and marketing trends you can jump on now](https://unity.com/blog/industry/metaverse-minute-4-sales-and-marketing-trends-you-can-jump-on-now): In this edition of the Metaverse Minute, we break down some applications of Unity that could be a window into the future of marketing and sales techniques.
- [Metaverse Minute: 9 women who are building the metaverse](https://unity.com/blog/industry/metaverse-minute-9-women-building-the-metaverse): Despite the efforts of many forward-thinking organizations, women are still severely underrepresented in technological fields. In honor of Women’s History Month, this Metaverse Minute features nine stories of wonder women building Web3 and the Metaverse. Find out how they #BreakTheBias (this year’s theme for International Women’s Day) in moving us toward a gender-equal world that is diverse, equitable and inclusive.
- [Metaverse Minute: How digital twins are revolutionizing medicine](https://unity.com/blog/industry/the-metaverse-minute-celebrating-american-heart-month-with-medi-verse-applications): As you’ll see throughout our Metaverse Minute series, many organizations are already using the industrial metaverse to simulate and discover solutions to real-world problems. For example, the healthcare industry is realizing an overwhelmingly positive impact with immersive tech.
- [Metaverse Minute: The versatility of VR featuring Cas and Chary](https://unity.com/blog/industry/metaverse-minute-the-versatility-of-vr-featuring-cas-and-chary): More than virtual reality’s reigning cutest couple, Cas and Chary are deeply passionate about showing how technology can improve our lives today – and shape the future. In this blog, discover applications of Unity that demonstrate the ways VR is not limited to just gaming.
- [Microsoft and Unity announce HoloLens 2 Development Edition](https://unity.com/blog/industry/microsoft-unity-announce-hololens-2-development-edition): Releasing later this year alongside the launch of HoloLens 2, the all-new HoloLens 2 Development Edition offers even more value to jump-start your mixed reality development plans by combining the HoloLens 2 mixed reality device with $500 in free Azure credits, and 3-month free trials of both Unity Pro and the PiXYZ Plugin. “By bringing together HoloLens 2, Azure MR services, and the Unity platform, we are making it easier than ever for developers to get started building the real-time 3D experiences that are driving this 3rd wave of computing.” - Matt Fleckenstein, Senior Director, Mixed Reality, Microsoft
- [Mixed Reality Is Transforming Burn Care Training with Project Ember](https://unity.com/blog/project-ember-mixed-reality-transforming-burn-care-training): Discover how Project Ember uses mixed reality to make burn care training more realistic, inclusive, scalable, and accessible for surgeons worldwide.
- [Mixed reality surgical training with the VirtaMed LaparoS simulator](https://unity.com/blog/industry/mixed-reality-surgical-training-with-the-virtamed-laparos-simulator): Recognized as cutting-edge medical technology, the VirtaMed LaparoS uses Unity’s real-time 3D digital twin technology and integrated haptic feedback to provide hyperrealistic surgical training.
- [ML-Agents plays DodgeBall](https://unity.com/blog/engine-platform/ml-agents-plays-dodgeball): We are excited to share a new open-source environment to further demonstrate what ML-Agents can do. DodgeBall is a competitive team vs. team shooter-like environment where agents compete in rounds of Elimination or Capture-the-Flag.
- [ML-Agents v2.0 release: Now supports training complex cooperative behaviors](https://unity.com/blog/engine-platform/ml-agents-v20-release-now-supports-training-complex-cooperative-behaviors): Today, we’re delighted to announce the v2.0 release of the ML-Agents Unity package, currently on track to be verified for the 2021.2 Editor release.
- [Mobile Ad Mediation & Mediation Platforms | Unity](https://unity.com/blog/what-is-mobile-ad-mediation): Learn how mobile ad mediation can help you manage multiple ad networks with a single SDK to maximize ad revenue from your app.
- [Mobile Ad Metrics for Creatives| Unity](https://unity.com/blog/3-in-ad-data-metrics-to-optimize-in-your-mobile-game-ad-creative-and-how): Optimizing ad creatives is key to any successful UA campaign. Here are the metrics you should focus on & the tests you can do to optimize a creative's performance
- [Mobile Advertising Strategies for 2024 Holiday Season | Unity](https://unity.com/blog/mobile-advertising-strategies-holiday-season): Explore mobile insights for optimizing holiday ads based on shoppers' gaming habits, shopping behaviors, and ad perception this 2024 holiday season.
- [Mobile App Retention Strategies | Unity](https://unity.com/blog/mobile-app-retention-best-practices): Why do some users drop off and not return? And what app developers can do to fix that? Check out these top user retention tips and strategies.
- [Mobile Game Advertising: Key Insights From Cannes 2026](https://unity.com/blog/cannes-2026-mobile-game-advertising): Industry leaders from across the advertising ecosystem at Cannes 2026 share why mobile game advertising is a premium, full-funnel programmatic channel.
- [Mobile Game Creative Trends to Supercharge Your UA | Unity](https://unity.com/blog/mobile-game-creative-trends-to-supercharge-your-apps-ua): Creatives are one of UA managers' best tools to reach new users. Here, we analyze the top trends in them to help you get the most out of yours.
- [Mobile Game KPIs, Analytics & Metrics | Unity](https://unity.com/blog/mobile-game-kpis-analytics-and-metrics): Learn about mobile game KPIs, analytics & metrics that every developer should be paying attention to
- [Mobile Games Video Advertising | Unity](https://unity.com/blog/mobile-games-a-premium-video-advertising-channel): There are three key factors that objectively contribute to quality user experience in the mobile advertising space.
- [Mobile Gaming At All Hours: How Users Engage With Their Phones | Unity](https://unity.com/blog/mobile-gaming-at-all-hours-7-facts-about-how-users-engage-with-their-phones): We ran a survey using our proprietary market research solution to discover how users spend time on their mobile phones in 2023. Learn more.
- [Mobile Gaming Industry 2024 | Unity](https://unity.com/blog/mobile-gaming-trends-2024): What happened in 2023 and what can we expect from 2024? From new business models, to consolidation, we share 6 predictions for mobile gaming
- [Mobile Gaming’s Shift from Hyper to Hybrid-Casual Games | Unity](https://unity.com/blog/mobile-gaming-shift-hyper-hybrid-casual): In this interview, read what the mobile gaming industry’s shift from hyper-casual to hybrid-casual games means for publishers and advertisers.
- [Mobile multiplayer 101: Your ideal tech stack](https://unity.com/blog/games/mobile-multiplayer-101-your-ideal-tech-stack): This blog takes a look at the impact of the pandemic-driven growth in multiplayer games, what players want to see in a game, and the tech that studios need to think about to support that.
- [Mobile performance optimization with Adaptive Performance 4.0](https://unity.com/blog/engine-platform/mobile-performance-optimization-with-adaptive-performance-40): Download Unity 2022.1 Tech Stream and discover Adaptive Performance 4.0. Push Android performance even further on Samsung devices with four more scalers that cover physics, decals, customization, and layer culling – plus support for visual scripting to optimize app performance.
- [Mobile Recap: New Tools for Performance in Unity 6.1 | Unity](https://unity.com/blog/mobile-recap-new-tools-for-performance-in-unity-6-1): This blog highlights new tools in Unity 6.1 for better performance on mobile.
- [Monster Prom: Building a Dialog System For A Multiplayer Dating Sim | Unity](https://unity.com/blog/monster-prom-building-a-dialog-system-for-a-dating-sim): Go behind the scenes of the Monster Prom series. Learn how developer Beautiful Glitch built custom Unity Editor tools and complex branching dialog system for their popular competitive dating sim series.
- [More capabilities to make your multiplayer game even better](https://unity.com/blog/games/more-multiplayer-capabilities-for-games): A year after launching a self-serve experience for Game Server Hosting (Multiplay) and Matchmaker, discover the latest tools and features to help you build and run better multiplayer games.
- [more8bit’s Bleak Sword showcases a minimalist approach to mobile game design | Unity Blog](https://unity.com/blog/games/more8bit-bleak-sword-minimalist-mobile-game-design): See how more8bit kept development streamlined with a clear vision and smart prototyping to launch Bleak Sword, an Apple Arcade hit.
- [Mortenson releases Unity on Climate Pledge Arena](https://unity.com/blog/industry/mortenson-releases-climate-pledge-arena-vr-walkthrough): Mortenson used Unity to create a virtual reality (VR) walkthrough of Climate Pledge Arena, the new home of the Seattle Kraken. The immersive and collaborative virtual environment enables project, sales and marketing, and ownership teams to review designs and give tours before the arena is built.
- [Mr Carton - The world's first cartoon series MadeWithUnity](https://unity.com/blog/technology/mr-carton-the-worlds-first-cartoon-series-madewithunity): My name is Mathieu Muller and I am a Field Engineer in EMEA and a film specialist at Unity. Last November, during Unite Los Angeles, I organized a panel called “Unity For film”, presenting various usage of Unity in the cinematic industry (The Gift by Marza Animation Planet, Disney’s Jungle Book Previz, the Adam short by Unity, the short Sonder by Soba Productions, on set video playback for the movie Passengers and the animated series Mr Carton by Tant Mieux Productions) together with some of the people who worked on these projects. This week, Mr. Carton, the first cartoon series produced for television #MadeWithUnity is launching on the national french TV website. Today, Michaël Bolufer, the creator, designer, co-director, co-scenarist, main lighter, and fireman animator of the 13 episodes of the two&nbsp;minute series, is my guest to talk about this production.
- [Multiplayer resource roundup: Get the latest templates, samples, and demos](https://unity.com/blog/engine-platform/multiplayer-resource-roundup): While multiplayer game development poses challenges, it’s never been simpler to build multiplayer games with Unity. Browse this curated list of resources to get familiar with the latest multiplayer demos, samples, and templates.
- [Neon](https://unity.com/blog/games/neon): Neon is a small environment created by our Demo team’s creative director Veselin Efremov in just a couple of days, with Unity 2017.1 and models from the Asset Store. In this blog post he will be sharing some thoughts around the project and how it came about.
- [Networking a Physics Co-op Game: LEGO Voyagers | Unity](https://unity.com/blog/light-brick-studio-lego-voyagers): Learn how the Light Brick Studio team retrofit online co-op into a physics-heavy project late in development.
- [New Best Practice Guide - Memory Management in Unity](https://unity.com/blog/technology/new-best-practice-guide-memory-management-in-unity): Here in Enterprise Support, we get to help out on many projects, with all kinds of combinations of Unity features. What we see is that 10 out of 10 games can improve their memory usage. That’s why we put together our newest best practice guide: Memory Management in Unity. When we go on-site, profiling is always the first order of the day. Whether we’re uncovering coding patterns that add small but unnecessary burdens to the CPU or substantial issues that cause memory fragmentation and Asset duplication, profiling your game early and often is the best way to keep tabs on application health. The most successful teams profile their projects’ memory. Memory is an exceptionally scarce resource (particularly on mobile devices with up to 1GB of memory, which represent 30% of the market today), so it is absolutely essential that you know where your memory is going and why. With memory being managed differently across platforms, it’s not always trivial to understand where memory is being consumed and what influence it has on CPU and GPU performance. But fear not! We’ve created a new best practice guide: Memory Management in Unity. This guide introduces the wide variety of tools available for memory profiling, and dives into the details of how to use them effectively. By using the techniques in this guide in conjunction with the best practices for minimizing memory usage, you will be able to effectively identify and fix problem areas. So you read all of the above and are still itching to dive into more juicy best practices? You’re in luck! While Memory Management in Unity is the latest installment, you can also check out all the other Best Practice Guides we’ve put together, each containing a number of tips and strategies to win back performance and make your project the best it can be: Understanding Optimization in Unity Asset Bundles + Resources Optimizing Unity UI Memory Management in Unity Lighting in Unity Making believable visuals in Unity We update and add to these guides regularly, so be sure to check back once in a while to see what has changed!
- [New possibilities with VFX Graph in 2020 LTS and beyond](https://unity.com/blog/engine-platform/new-possibilities-with-vfx-graph-in-2020-lts-and-beyond): In 2020 LTS and 2021.1, VFX Graph’s updates have primarily focused on stabilization, performance optimization, better integration with gameplay using the new CPU event output, and more possibilities to spawn particles from meshes.
- [New Shader Graph feature examples in 2022 LTS](https://unity.com/blog/engine-platform/shader-graph-feature-examples-2022-lts): The new Shader Graph Feature Examples sample set is now available to import now from the Package Manager to help you create a wide range of effects and techniques using Shader Graph.
- [New Shader Graph Node Reference Samples](https://unity.com/blog/engine-platform/new-shader-graph-node-reference-samples): Announcing the new Shader Graph Node Reference Samples – a set of samples, examples, and reference assets that help new Shader Graph users learn faster and enable advanced users to gain a deeper understanding of the tool.
- [New UI Toolkit demos for programmers and artists | Unity Blog](https://unity.com/blog/engine-platform/new-ui-toolkit-demos-for-programmers-artists): Two new and updated samples are now available to support programmers and artists/designers in creating professional in-game UI with Unity’s UI Toolkit.
- [New Unity Learn Course: Getting started with Discord SDK | Unity](https://unity.com/blog/discord-sdk-for-unity): This step-by-step, comprehensive course is designed specifically for Unity developers who want to harness the full power of Discord's social features.
- [Now available: 12 recipes for popular visual effects using the Universal Render Pipeline](https://unity.com/blog/engine-platform/12-recipes-for-popular-visual-effects-using-universal-render-pipeline): The all-new URP cookbook provides 12 recipes for popular visual effects that can be applied to a wide range of games, art styles, and platforms. If you work with stencils, instancing, real-time ambient occlusion, decals, and more, then this is the resource for you.
- [Now available: Spaceship Demo project using VFX Graph and HDRP](https://unity.com/blog/games/now-available-spaceship-demo-using-vfx-graph-high-definition-render-pipeline): Last year, at Unite LA, we released a video showcasing the brand-new Visual Effect Graph in action through a First-Person Game walkthrough, using Unity 2018.3. This demo was rendered using the High-Definition Render Pipeline and showcases High-Definition assets, lighting, and effects. This year, Visual Effect Graph will come out of preview with Unity 2019.3. In order to explore how this project was made, we upgraded the effects to take full advantage of the latest features and released and documented the Spaceship demo project. You can already download, open and learn from it, starting today, using Unity 2019.2. Watch the video of the Spaceship demo.
- [Occlusion culling in Unity 4.3: Best practices](https://unity.com/blog/engine-platform/occlusion-culling-best-practices-unity-4-3): The following blog post was written by&nbsp;Jasin Bushnaief of Umbra Software to explain the updates to occlusion culling in Unity Pro 4.3. This is the second post in a three-post series. In the previous post, I discussed how the new occlusion culling system works in Unity 4.3. I went over the basic usage and parameters that you need to know in order to get the best out of occlusion culling. In case you missed it, check it out here. This post gives you a list of general recommendations and tips that should help you get the best results out of occlusion culling.
- [Occlusion culling in Unity 4.3: The basics](https://unity.com/blog/engine-platform/occlusion-culling-basics-unity-4-3): The following blog post was written by&nbsp;Jasin Bushnaief of Umbra Software to explain the updates to occlusion culling in Unity Pro 4.3. Unity 4.3 includes a plethora of improvements. One of the completely re-implemented subsystems is occlusion culling. Not only has the interface been simplified and the culling runtime itself revamped, a number of new features have also been added. In this series of three posts, I’m going to go over how the new occlusion culling system works in Unity 4.3. This first post goes through the basics of how occlusion culling is done and what the basic usage is like with the user interface. The second post focuses on best practices to get the most out of occlusion culling. The third and final post focuses on some common problem scenarios and how to resolve them.
- [Occlusion culling in Unity 4.3: Troubleshooting](https://unity.com/blog/engine-platform/occlusion-culling-troubleshooting-unity-4-3): The following blog post was written by&nbsp;Jasin Bushnaief of&nbsp;Umbra Software&nbsp;to explain the updates to occlusion culling in Unity Pro 4.3. This is the last post in a three-post series. In the first one, I described the new occlusion culling system in Unity 4.3 and went through the basic usage and parameters. In the second one, I gave a list of best practices and general recommendations for getting the most out of Umbra. This last post deals with troubleshooting some common issues people tend to encounter when using Umbra.
- [Offerwall for Mobile Games | Unity](https://unity.com/blog/what-kinds-of-games-work-best-with-an-offerwall): Offerwall can benefit your app’s entire monetization ecosystem, from boosting IAPs to increasing ad engagement rates. Learn more here!
- [Offload project builds with Unity Build Server](https://unity.com/blog/games/offload-project-builds-with-unity-build-server): Unity Build Server is a new way to offload project builds to dedicated hardware, so studios can build projects at scale and improve team productivity. Building projects may not be the first thing people think about when they choose Unity, but figuring out how to handle project builds can be a significant problem as projects grow in size and complexity. It’s frustrating when you’re partway into development and you realize you can’t get enough project builds rolling for all the different stakeholders to test at a rate that can keep up with the speed at which a project gets updated. Or worse, you realize your development team has to use their own workstation to build a project and they are losing serious productivity time while waiting for a build to complete.
- [On DOTS: C++ & C#](https://unity.com/blog/engine-platform/on-dots-c-c): 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 Unity is written in today. One of many advanced game programmers’ problems at the end of the day is that they need to provide an executable with instructions the target processor can understand, that when executed will run the game. For the performance critical part of our code, we know what we want the final instructions to be. We just want an easy way to describe our logic in a reasonable way, and then trust and verify that the generated instructions are the ones we want. In our opinion, C++ is not great at this task. I want my loop to be vectorized, but a million things can happen that might make the compiler not vectorize it. It might be vectorized today, but not tomorrow if a new seemingly innocent change happens. Just convincing all my C/C++ compilers to vectorize my code at all is hard. We decided to make our own “reasonably comfortable way to generate machine code”, that checks all the boxes that we care about. We could spend a lot of energy trying to bend the C++ design train a little bit more in a direction it would work a little bit better for us, but we’d much rather spend that energy on a toolchain where we can do all of the design, and that we design exactly for the problem that game developers have. What checkboxes do we care about? Performance is correctness. I should be able to say “if this loop for some reason doesn’t vectorize, that should be a compiler error, not a ‘oh code is now just 8x slower but it still produces correct values, no biggy!’” Cross-architecture. The input code I write should not have to be different for when I target iOS than when I target Xbox. We should have a nice iteration loop where I can easily see the machine code that is generated for all architectures as I change my code. The machine code “viewer” should do a good job at teaching/explaining what all these machine instructions do. Safety. Most game developers don’t have safety very high on their priority list, but we think that the fact that it’s really hard to have memory corruption in Unity has been one of its killer features. There should be a mode in which we can run this code that will give us a clear error with a great error message if I read/write out of bounds or dereference null. Ok, so now that we know what things we care about, the next step is to decide on what the input language for this machine code generator is. Let’s say we have the following options: Custom language Some adaption/subset of C or C++ Subset of C# Say What C#? For our most performance critical inner loops? Yes. C# is a very natural choice that comes with a lot of nice benefits for Unity: It’s the language our users already use today. Has great IDE tooling, both editing/refactoring as well as debugging. A C#-&gt;intermediate IL compiler already exists (the Roslyn C# compiler from Microsoft), and we can just use it instead of having to write our own. We have a lot of experience modifying intermediate-IL, so it’s easy to do codegen and postprocessing on the actual program. Avoids many of C++’s problems (header inclusion hell, PIMPL patterns, long compile times) I quite enjoy writing code in C# myself. However, traditional C# is not an amazing language from a performance perspective. The C# language team, standard library team, and runtime team have been making great progress in the last two years. Still, when using C# language, you have no control over where/how your data is laid out in memory. And that is exactly what we need to improve performance. On top of that, the standard library is oriented around “objects on the heap”, and “objects having pointer references to other objects”. That said, when working on a piece of performance critical code, we can give up on most of the standard library, (bye Linq, StringFormatter, List, Dictionary), disallow allocations (=no classes, only structs), reflection, the garbage collector and virtual calls, and add a few new containers that you are allowed to use (NativeArray and friends). Then, the remaining pieces of the C# language are looking really good. Check out Aras’s blog for some examples from his path tracer toy project for some examples. This subset lets us comfortably do everything we need in our hot loops. Because it’s a valid subset of C#, we can also run it as a regular C#. We can get errors on out of bounds access, with great error messages, debugger support and compilation speeds you forgot were possible when working in C++. We often refer to this subset as High-Performance C# or HPC#.
- [On DOTS: Entity Component System](https://unity.com/blog/engine-platform/on-dots-entity-component-system): 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 forward. I like to refer to this level of our stack as the “game engine engine”. Anyone can use this stack to write a game engine. We can. We will. You can too. Don’t like ours? Write your own, or modify ours to your liking.
- [On Hunting the Uncommon Elephant](https://unity.com/blog/technology/on-hunting-the-uncommon-elephant): Hunting bugs is fun. &nbsp;And every now and then you get away alive with a story to bore your grandkids with ("In my days, we still hunted bugs with sticks and stones" and all).
- [On the road: My year of conferences on Unity’s Diversity Recruiting team](https://unity.com/blog/news/my-year-of-conferences-for-unity-diversity-recruiting): Kaylynn Castleman, of Unity’s Diversity Recruiting team, shares a recap of her team’s experiences at various conferences in 2022.
- [On-Device Advertising 101: A Report By Singular And ironSource Aura | Unity](https://unity.com/blog/on-device-advertising-101-a-report-by-singular-and-ironsource-aura): Singular and ironSource Aura partnered on a report highlighting everything you need to know about why and how to master on-device advertising
- [On-Device Advertising 101: A Report By Singular And ironSource Aura | Unity](https://unity.com/blog/what-is-programmatic-video-advertising): Singular and ironSource Aura partnered on a report highlighting everything you need to know about why and how to master on-device advertising
- [Optimize your mobile game performance: Expert tips on graphics and assets](https://unity.com/blog/games/optimize-your-mobile-game-performance-expert-tips-on-graphics-and-assets): Our Integrated Success team supports Unity customers with their complex technical issues. We sat down with this team of senior software engineers and asked them to share some of their expertise on mobile game optimization.
- [Optimize your mobile game performance: Get expert tips on physics, UI, and audio settings](https://unity.com/blog/games/optimize-your-mobile-game-performance-get-expert-tips-on-physics-ui-and-audio-settings): Our Integrated Success team supports Unity customers with their complex technical issues. We sat down with this team of senior software engineers and asked them to share some of their expertise on mobile game optimization.
- [Optimize your mobile game performance: Tips on profiling, memory, and code architecture from Unity’s top engineers](https://unity.com/blog/games/optimize-your-mobile-game-performance-tips-on-profiling-memory-and-code-architecture-from): Our Accelerate Solutions team knows the source code inside out and supports a plethora of Unity customers so they can get the most out of the engine. In their work, they dive deep into creator projects to help identify points where performance could be optimized for greater speed, stability, and efficiency. We sat down with this team, made up of Unity’s most senior software engineers, and asked them to share some of their expertise on mobile game optimization.
- [Optimizing Battery Life in Monster Walk](https://unity.com/blog/optimizing-battery-life-in-monster-walk): Discover how the developers of Monster Walk, launched in October 2025 on iOS and Android, used Unity to bridge fitness and gaming by turning real-world steps into gameplay. In this video, Talofa Games CEO Jenny Xu explains the technical challenges and development decisions behind creating a seamless, background experience, including how the team uses Unity hooks for OnApplicationFocus and OnApplicationPause to save game state.
- [Optimizing Controls, Memory, and Build Size for Greak: Memories of Azur’s Android Port | Unity](https://unity.com/blog/optimizing-controls-memory-and-build-size-for-greak-memories-of-azur-android-port): Unity interviews Navegante to learn how the team overcame the challenges they faced while bringing Greak: Memories of Azur to Android.
- [Optimizing Godforge: 200+ heroes, million-polygon worlds](https://unity.com/blog/optimizing-godforge-200-heroes-million-polygon-worlds): In this video, the Fateless team share how working in Unity helped them successfully reduce memory usage from 4 GB to 1.3 GB and achieve a 57% increase in frame rate.
- [Optimizing loading performance: Understanding the Async Upload Pipeline](https://unity.com/blog/engine-platform/understanding-the-async-upload-pipeline): Nobody likes loading screens. Did you know that you can quickly adjust Async Upload Pipeline (AUP) parameters to significantly improve your loading times? This article details how meshes and textures are loaded through the AUP. This understanding could help you speed up loading time significantly - some projects have seen over 2x performance improvements! Read on to learn how the AUP works from a technical standpoint and what APIs you should be using to get the most out of it.
- [Optimizing Performance for Thrive: Heavy Lies the Crown | Unity](https://unity.com/blog/optimizing-performance-thrive-heavy-lies-the-crown): Unity interviews Zugalu Entertainment to learn how the team built a custom vegetation system to optimize performance in Thrive: Heavy Lies the Crown.
- [Our first-ever e-book for level designers is here](https://unity.com/blog/games/e-book-for-level-designers): Our introduction to game level design e-book is filled with tips on how to use the Unity tools that are most relevant to worldbuilding.
- [Our first-ever guide about animation in Unity | Unity Blog](https://unity.com/blog/games/first-guide-animation-in-unity): Our new e-book aims to provide animators and technical artists with an in-depth understanding of the animation features in Unity.
- [Outbound’s Clip Shader Approach: Precise Foliage Discarding For Real-Time Environments | Unity](https://unity.com/blog/outbound-square-glade-games-foliage-discarding-solution): How do you stop grass clipping through the floor of your game's vehicle? Square Glade Games programmers Tony Fial and Michiel Procé offer a detailed look at how they approached and ultimately solved this problem by building a custom shader clip solution for their upcoming release, Outbound.
- [Overview of On-Device Advertising this Past Year | Unity](https://unity.com/blog/overview-of-on-device-advertising-trends): Let's take a look at the biggest trends in on-device advertising from the past year - from CTV to AI, and more.
- [P&O Fundamentals: Busting the Myths Surrounding Player Ownership | Unity](https://unity.com/blog/po-fundamentals-busting-the-myths-surrounding-player-ownership): Player ownership has huge benefits for developers and players alike, but there are some myths holding back its adoption that need debunking.
- [P2E vs. P&E: Models for Using Blockchain Technology in Gaming | Unity](https://unity.com/blog/p2e-vs-pe-models-for-using-blockchain-technology-in-gaming): In the second part of our blockchain series, dive deeper into the technology and discover the two main frameworks currently in play.
- [Performance benchmarking in Unity: How to get started](https://unity.com/blog/engine-platform/performance-benchmarking-in-unity-how-to-get-started): As a Unity developer, you want your users to love playing your games, enjoying a smooth experience across all the platforms they may play on. What if I told you that we just made it easier to create performance benchmarks? If you want to learn how to develop games or Unity tools with an eye on performance, please read on! In this post, I explain how to use a couple of Unity tools that give you an easy way to start collecting performance metrics and creating benchmarks with them: the Unity Test Runner that ships with the Unity Editor, the Unity Performance Testing Extension, and the Unity Performance Benchmark Reporter.
- [Performance Reporting is now Cloud Diagnostics](https://unity.com/blog/technology/performance-reporting-is-now-cloud-diagnostics): Better name, new features, and now accessible to Unity Personal Edition users! If you’re familiar with Performance Reporting, then Unity Cloud Diagnostics is everything you knew about it, but better. It has more tools to help you find and respond to user issues fast and in real time, and it’s now accessible to everyone!
- [Persistent data: How to save your game states and settings](https://unity.com/blog/games/persistent-data-how-to-save-your-game-states-and-settings): Saving data is critical for any game. Whether you need to save high scores, preferences, or a game state, Unity offers a variety of methods – from PlayerPrefs to serializing data, encrypting it, and writing to a file.
- [Photogrammetry in Unity: Making real-world objects into digital assets](https://unity.com/blog/engine-platform/photogrammetry-real-world-objects-into-digital-assets): Photogrammetry is the process of using multiple photos of the real-world objects to author game-ready assets. It’s best suited to objects that are time-consuming to produce in 3D sculpting software. This post explains how new Unity features assist you in working with photogrammetry. We’re also sharing our Fontainebleau photogrammetry demo project, including all meshes, textures and materials. Last year at Siggraph 2017, we revealed a highly detailed field guide for professional artists. It takes you through the entire process, step-by-step, for producing high-quality, reusable, and game-ready digital assets from photos and video. Part of this workflow, the team released the De-Lighting tool on the Asset Store. It enables artists and developers to remove lighting information from photogrammetry textures, so that the final assets can be used under any lighting condition. We also gave a talk at Siggraph about an overview of the photogrammetry workflow and shared technical details about the De-Lighting tool.
- [Pick up these helpful tips on advanced profiling](https://unity.com/blog/games/pick-up-these-helpful-tips-on-advanced-profiling): Experts from Unity, Arm, and SYBO Games shared a number of profiling tips and strategies during a recent webinar roundtable. In this post, we answer additional questions that were not covered during the event.
- [Plan Your First 3D Project: 10 Questions for 3D Design Tools Without Coding Complexity](https://unity.com/blog/10-questions-first-no-code-3d-project): Learn 10 questions to ask before your first interactive 3D project, covering goals, audience, assets, and tools, with examples using 3D design tools without coding complexity.
- [Playable Ads: Creation, Examples & Tutorial | Unity](https://unity.com/blog/the-what-how-and-why-of-playable-ads): Playable Ads: Creation, Examples & Tutorial | ironSource
- [Playrix Q&A: ROAS Optimization With Unity Vector](https://unity.com/blog/playrix-township-roas-optimization-vector): Discover how Playrix scaled user acquisition for Township using Vector AI and D28 IAP ROAS optimization to achieve better long-term retention and revenue.
- [Podcast: Marketplace Morning Report’s ‘Skin in the Game’](https://unity.com/blog/news/marketplace-morning-report-skin-in-the-game-podcast): Unity’s Jessica Lindl shares background on a recent podcast roundtable she participated in for American Public Media’s Marketplace Morning Report on representation in gaming.
- [Porting Unity to CoreCLR](https://unity.com/blog/engine-platform/porting-unity-to-coreclr): Unity Engineering Manager for .NET Compilers and Runtimes Josh Peterson walks through the latest efforts the team has gone through to allow the CoreCLR GC to work hand in hand with native engine code.
- [Prepare future creators for in-demand careers with the Unity Workforce Grant](https://unity.com/blog/news/prepare-future-creators-for-in-demand-careers-with-the-unity-workforce-grant): Unity Social Impact has partnered with Jobs for the Future (JFF) to launch the Unity Workforce Grant. Learn more about this new funding initiative and who is eligible to apply.
- [Procedural patterns to use with Tilemaps, part 2](https://unity.com/blog/engine-platform/procedural-patterns-to-use-with-tilemaps-part-2): In part 1 we looked at some of the ways we can create top layers procedurally using various methods, like Perlin Noise and Random Walk. In this post, we are going to look at some of the ways to create Caves with procedural generation, which should give you an idea of the possible variations available. Everything we are going to talk about in this blog post is available within this project. Feel free to download the assets and try out the procedural algorithms.
- [Procedural patterns you can use with Tilemaps, part 1](https://unity.com/blog/engine-platform/procedural-patterns-you-can-use-with-tilemaps-part-1): Many creators have used procedural generation to add some diversity to their game. Some notable mentions include the likes of Minecraft, or more recently, Enter the Gungeon and Descenders. This post explains some of the algorithms you can use with Tilemap, introduced as a 2D feature in Unity 2017.2, and RuleTile. With procedurally created maps, you can make sure that no two plays of your game are the same. You can use various inputs, such as time or the current level of the player to ensure that the content changes dynamically even after the game has been built.
- [Procedural Stochastic Texturing in Unity](https://unity.com/blog/engine-platform/procedural-stochastic-texturing-in-unity): Have you ever tried using tileable textures to cover large surfaces or add fine-scale detail to your meshes? If so, you’re probably familiar with the visible repetition pattern that quickly emerges with higher tiling values. At Unity Labs, we have developed a new texturing technique that avoids this issue, Procedural Stochastic Texturing.
- [Production Verifying Unity IAP](https://unity.com/blog/production-verifying-unity-iap): In this video, Unity’s Rambod Kermanizadeh outlines the strategic advantages and expansion of Unity IAP, emphasizing how it provides studios with greater control over their in-game economies and revenue streams. He also discusses production verifying the tech and working with SciPlay.
- [Profiling in Unity 2021 LTS: What, when, and how](https://unity.com/blog/engine-platform/profiling-in-unity-2021-lts-what-when-and-how): Developing expertise with Unity’s suite of profiling tools is one of the most useful skills you can add to your game development toolbox. Thorough profiling can massively boost the performance of your game, so we want to help you get started with key tips from our newly released e-book, Ultimate guide to profiling Unity games.
- [Profiling with Instruments](https://unity.com/blog/engine-platform/profiling-with-instruments): In the Enterprise Support team, we see a lot of iOS projects. At some point, in any iOS development, developers often end up running their game and sitting there thinking “Why the hell is this running so slowly?”. There are some great sets of tools for analysing performance out there and, one of the best is Instruments. Read on to find out how to use it to find your issues! &nbsp;&nbsp; To use Instruments, or any of XCode’s debugging tools, you will need to build a Unity project for the iOS Build Target (with the Development Build and Script Debugging options unchecked). Then you will need to compile the resultant XCode project with XCode in Release mode and deploy it to an attached iOS device. After starting Instruments (by either a long press on the play button, or selecting Products&gt;Profile), select the Time Profiler. To begin a profiling run, select the built application from the application selector, then press the red Record button. The application will launch on the iOS device with Instruments connected, and the Time Profiler will begin recording telemetry. The telemetry will appear as a blue graph on the Instruments timeline.
- [Programmatic Video Advertising The Complete Guide | Unity](https://unity.com/blog/programmatic-video-advertising-the-complete-guide): Programmatic video can connect you directly with your audience and maximize ROAS. Learn what makes it work, how to pick a platform, and key trends inside.
- [Project Xavier: Real-Time 3D for Adaptive Sports | Unity](https://unity.com/blog/limbitless-solutions-facial-powered-play-adaptive-sports-wheelchair-mobility): Discover how Limbitless Solutions’ Project Xavier uses Unity and facial muscle controls to make adaptive sports and wheelchair mobility training accessible.
- [Puppo, The Corgi: Cuteness overload with the Unity ML-Agents Toolkit](https://unity.com/blog/engine-platform/puppo-the-corgi-cuteness-overload-with-the-unity-ml-agents-toolkit): Building a game is a creative process that involves many challenging steps including defining the game concept and logic, building assets and animations, specifying NPC behaviors, tuning difficulty and balance and, finally, testing the game with real players before launch. We believe machine learning can be used across the entire creative process and in today’s blog post we will focus on one of these challenges: specifying the behavior of an NPC. Traditionally, the behavior of an NPC is hard-coded using scripting and behavior trees. These (typically long) lists of rules process information about the surroundings of the NPC (called observations) to dictate its next action. These rules can be time-consuming to write and maintain as the game evolves. Reinforcement learning provides a promising, alternative framework for defining the behavior of an NPC. More specifically, instead of defining the observation to action mapping by hand, you can simply train your NPC by providing it with rewards when it achieves the desired goal.
- [Q&A: How Moonee boosted eCPM using ironSource in-app bidding and Vungle’s bidding network | Unity](https://unity.com/blog/qa-how-moonee-boosted-ecpm-using-ironsource-in-app-bidding-and-vungles-bidding-network): Learn how hyper-casual developer Moonee uses ironSource in-app bidding to increase revenue and grow its portfolio of hit games
- [Raising your game with Burst 1.7](https://unity.com/blog/engine-platform/raising-your-game-with-burst-1-7): The latest version of the Burst package comes with some great improvements to both iteration time and the Burst Inspector. In this post, we’ll look at what’s changed and how our High Performance C# (HPC#) compiler technology can now help you improve performance on all platforms with even greater ease.
- [RampID is Now Available Across Unity Exchange | Unity](https://unity.com/blog/unity-exchange-rampid-addressable-buying-mobile-gaming): Identity strategies shape how teams buy media, but mobile gaming hasn't always fit those workflows. RampID is now available across Unity Exchange, letting you activate identity-based audiences in brand-safe gaming environments.
- [Raph Koster on alternative funding and why Playable Worlds is “kick finishing” Stars Reach](https://unity.com/blog/raph-koster-playable-worlds-stars-reach-kickstarter): An interview with Raph Koster from Playable Worlds on why the team is using a Kickstarter campaign to help fund their massive new MMORPG sandbox game, Stars Reach.
- [Rapid design iteration in Breachers using AssetPostprocessor and Blender](https://unity.com/blog/games/rapid-design-iteration-in-breachers-using-assetpostprocessor-and-blender): Triangle Factory’s Jel Sadones and Pieter Vantorre walk through their Blender-to-Unity pipeline and how they brought the VR tactical FPS title Breachers to life.
- [Real-time 3D collaboration in Unity Studio for faster feedback](https://unity.com/blog/unity-studio-real-time-collaboration): Unity Studio real-time collaboration lets teams review, co-edit, and align in shared 3D drafts with live presence, follow mode, and real-time updates.
- [Real-time action: Creators make the world a better place at Unity for Humanity Summit 2022](https://unity.com/blog/news/unity-for-humanity-summit-2022-recap): Relive our favorite moments, highlights, and takeaways from Unity for Humanity Summit 2022. Plus today we opened the next Unity for Humanity Grant for applications.
- [Realistic smoke lighting with 6-way lighting in VFX Graph](https://unity.com/blog/engine-platform/realistic-smoke-with-6-way-lighting-in-vfx-graph): With the 2022.2 Tech Stream, Unity has introduced an end-to-end workflow that allows realistic real-time rendering of smoke from baked simulations and scales on all platforms. In this blog, get a breakdown of the corresponding new tools and features.
- [Reality vs illusion](https://unity.com/blog/industry/reality-vs-illusion): In March, Unity announced real-time ray tracing support for NVIDIA RTX technology. Real-time ray tracing introduces photorealistic lighting qualities to Unity’s High-Definition Render Pipeline (HDRP), unlocking new potential in Unity’s visual capabilities. Preview release of NVIDIA RTX in Unity is planned for 2019.3. To show off this new lighting technology, we took on the challenge to match a CG Unity-rendered BMW to a real BMW 8 Series Coupe that we filmed in a warehouse. The final project incorporated both the live interactive demo and a pre-rendered 4K video, cutting between the real car and the CG car. We challenged viewers to distinguish between the two. Our final video featured 11 CG BMW shots.
- [Realizing rapid conceptual design with kitbashing](https://unity.com/blog/games/realizing-rapid-conceptual-design-with-kitbashing): Our small team quickly mashed up Snaps, KitBash3D, and other Asset Store packages to demonstrate what can be achieved with a little work and a whole lot of prefabs.
- [Redefining immersion: How Signal Space Lab merged live-action and VR in Human Within | Unity](https://unity.com/blog/redefining-immersion-signal-space-lab-human-within): Signal Space brought FMV to VR in the immersive branching-narrative experience Human Within. Learn how they blended film and gameplay to push the boundaries of what immersive experiences can be.
- [Reduce User Churn with Aura Remarketing | Unity](https://unity.com/blog/reduce-user-churn-aura-remarketing): Discover how to re-engage inactive users with a direct and effective way to bring users back to your app with Aura Remarketing.
- [Refining & Adapting Train Valley 2 for Mobile Gaming | Unity](https://unity.com/blog/refining-size-controls-and-monetization-for-train-valley-2-mobile-port): META Publishing and GameOn Production discuss the difficulties they had in reducing build size, adapting controls, and building the optimal monetization strategy.
- [Reflections on my first year leading inclusion and diversity at Unity](https://unity.com/blog/news/reflections-on-my-first-year-leading-inclusion-and-diversity-at-unity): Unity Global Inclusion Lead Tai Wingfield (she/her) shares reflections on her first year supporting diversity, equity, and inclusion (DEI) efforts at the company.
- [Reimagining community with digital twin technology](https://unity.com/blog/industry/reimagining-community-with-digital-twin-technology): Advanced 3D modeling and digital twins are transforming the way cities are planned, built, and operated. Learn about how one city in Norway has been working to model their future. Advanced 3D modeling and digital twins are transforming the way cities are planned, built, and operated. Learn about how one city in Norway has been working to model their future.
- [Reimagining Paris with the help of an urban digital twin](https://unity.com/blog/industry/reimagining-paris-with-the-help-of-an-urban-digital-twin): With the power of real-time 3D, Vectuel is supporting a more efficient and collaborative future through its digital twin of Paris – aiming to empower citizens to help envision and develop the future of the communities they live in.
- [Rendering at 500 km/h in Gear.Club Unlimited 3 | Unity](https://unity.com/blog/eden-games-gear-club-unlimited-3): Eden Games breaks down the rendering tech behind Gear.Club Unlimited 3, from GPU-driven architecture to ray tracing and 60 fps at 500 km/h.
- [Rendering at scale: Efficient strategies for massive object counts](https://unity.com/blog/rendering-at-scale-efficient-strategies-for-massive-object-counts): Rendering at scale: Efficient strategies for massive object counts
- [Responsible AI and enhanced model training at Unity](https://unity.com/blog/engine-platform/responsible-ai-and-enhanced-model-training): In this blog post, we share how Muse generates results, unpack our model training methodologies, and introduce our two new foundation models.
- [Rewarded ad systems: Are they right for your game and how to implement them | Unity](https://unity.com/blog/rewarded-ad-systems): In order to effectively monetize in this new hybrid ecosystem, publishers and studios need players who will stay and play for longer. Here's how rewarded ads can help you deliver a positive user experience.
- [Rewarded Ads: Shaping Mobile Game Monetization](https://unity.com/blog/rewarded-ads-how-value-exchange-shapes-mobile-monetization): Rewarded ads and offerwalls are reshaping mobile game monetization. Explore how the value exchange model benefits publishers, advertisers, and players alike.
- [Rewarded Video Ad Placements: Strategy & Best Practices | Unity](https://unity.com/blog/the-fundamentals-of-rewarded-video-ad-placements): Learn how to implement rewarded video ads into your mobile game, from the best types of placements to A/B testing strategy. Learn more
- [Ringing the NYSE bell together: How Unity put the “U” in UPO](https://unity.com/blog/news/ringing-the-nyse-bell-together-how-unity-put-the-u-in-upo): Real-time 3D takes center stage during our IPO. Learn how we transformed our IPO into an employee-centered virtual event celebrated by thousands.
- [ROAS Optimization: Balancing D7 and D28 IAP Campaigns](https://unity.com/blog/d7-vs-d28-iap-roas-campaigns): Running both D7 and D28 IAP ROAS campaigns captures early spenders and late-game converters. Unity Vector uses game creation data to optimize both cohorts.
- [Robotics simulation in Unity is as easy as 1, 2, 3](https://unity.com/blog/engine-platform/robotics-simulation-is-easy-as-1-2-3): Robot development workflows rely on simulation for testing and training, and we want to show you how roboticists can use Unity for robotics simulation.
- [Rogue Waters: Lessons from Ice Code Games' Multiplatform Launch | Unity](https://unity.com/blog/rogue-waters-charting-course-multiplatform-launch): Learn how Ice Code Games approached development on their first multiplatform game and navigated the challenges of reaching an expanded audience on consoles.
- [Samsung In 2023: The Users, Innovation, And Technology | Unity](https://unity.com/blog/samsung-in-2023-the-users-innovation-and-technology): Samsung is the biggest electronics company in the world. Let’s dive into the Samsung smartphone market and what it looks like in 2023.
- [Say hello to the new Starter Asset packages](https://unity.com/blog/games/say-hello-to-the-new-starter-asset-packages): Starter Assets are Unity-created free and lightweight first- and third-person character base controllers for the latest Unity 2020 LTS and above, using Cinemachine and the Input System packages. Older versions of Unity may also work with Starter Assets, in some cases with slight modifications.
- [Scaling Unity Workflows for Medium To Large Projects | Unity Blog](https://unity.com/blog/scaling-workflows-lessons-from-medium-to-large-projects): Learn how Mega Cat Studios uses Unity’s core modularity, Assembly Definitions, automated tests, and Git best practices to keep medium and large projects maintainable and performant.
- [See the Unity 2022 LTS updates to two of our biggest e-books: URP and HDRP for advanced users](https://unity.com/blog/engine-platform/unity-2022-lts-updates-urp-hdrp-e-books): We created two technical e-books to provide advanced Unity users with a better onboarding experience. Now updated for Unity 2022 LTS features.
- [See what’s new with Cinemachine 3](https://unity.com/blog/engine-platform/see-whats-new-with-cinemachine-3): This blog discusses Cinemachine 3, which is currently in prerelease (2023.1) and will have a full release later this year in Unity 2023.2.
- [Serialization in Unity](https://unity.com/blog/engine-platform/serialization-in-unity): 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 the performance of the things you make. &nbsp;Here we go. Serialization of “things” is at the very core of Unity. Many of our features build ontop of the serialization system: Storing data stored in your scripts. This one most people are probably somewhat familiar with. Inspector window. The inspector window doesn’t talk to the C# api to figure out what the values of the properties of whatever it is inspecting is. It asks the object to serialize itself, and then displays the serialized data. Prefabs. Internally, a prefab is the serialized data stream of one (or more) game objects and components. A prefab instance is a list of modifications that should be made on the serialized data for this instance. The concept prefab actually only exists at editor time. The prefab modifications get baked into a normal serialization stream when Unity makes a build, and when that gets instantiated, the instantiated gameobjects have no idea they were a prefab when they lived in the editor. Instantiation. When you call Instantiate() on either a prefab, or a gameobject that lives in the scene, or on anything else for that matter (everything that derives from UnityEngine.Object can be serialized), we serialize the object, then create a new object, and then we “deserialize” the data onto the new object. (We then run the same serialization code again in a different variant, where we use it to report which other UnityEngine.Object’s are being referenced. We then check for all referenced UnityEngine.Object’s if they are part of the data being Instantiated(). If the reference is pointing to something “external” (like a texture) we keep that reference as it is, if it is pointing to something "internal" (like a child gameobject), we patch the reference to the corresponding copy). Saving. If you open a .unity scene file with a text editor, and have set unity to “force text serialization”, we run the serializer with a yaml backend. Loading. Might not seem surprising, but backwards compatible loading is a system that is built on top of serialization as well.&nbsp;In-editor yaml loading uses the serialization system, as well as the runtime loading of scenes and assets. Assetbundles also make use of the serialization system. Hot reloading of editor code. When you change an editor script, we serialize all editor windows (they derive from UnityEngine.Object!), we then destroy all the windows, unload the old c# code, load the new c# code, recreate the windows, and finally deserialize the datastreams of the windows back onto the new windows. Resource.GarbageCollectSharedAssets(). This is our native garbage collector and is different to the C# garbage collector. It is the thing that we run after you load a scene to figure out which things from the previous scene are no longer referenced, so we can unload them. The native garbage collector runs the serializer in a mode where we use it to have objects report all references to external UnityEngine.Objects. This is what makes textures that were used by scene1, get unloaded when you load scene2. The serialization system is written in C++, we use it for all our internal object types (Textures, AnimationClip, Camera, etc). Serialization happens at the UnityEngine.Object level, each UnityEngine.Object is always serialized as a whole. They can contain references to other UnityEngine.Objects and those references get serialized properly. Now you may say that none of this concerns you very much, you’re just happy that it works and want to get on with actually creating some content. However, this will concern you, as&nbsp;we use this same serializer to serialize MonoBehaviour components, which are backed by your scripts. Because of the very high performance requirements that the serializer has, it does not in all cases behave exactly like what a C# developer would expect from a serializer. Here&nbsp;we’ll describe how the serializer works and some best practices on how to make the best use of it. What does a field of my script need to be in order to be serialized? Be public, or have [SerializeField] attribute Not be static Not be const Not be readonly The fieldtype needs to be of a type that we can serialize. Which fieldtypes can we serialize? Custom non abstract classes with [Serializable] attribute. Custom structs with [Serializable] attribute. (new in Unity4.5) References to objects that derive from UntiyEngine.Object Primitive data types (int,float,double,bool,string,etc) Array of a fieldtype we can serialize List&lt;T&gt; of a fieldtype we can serialize So far so good. So what are these situations where the serializer behaves differently from what I expect? Custom classes behave like structs [Serializable] class Animal { public string name; } class MyScript : MonoBehaviour { public Animal[] animals; } If you populate the animals array with three references to a single Animal object, in the serializationstream you will find 3 objects. When it’s deserialized, there are now three different objects. If you need to serialize a complex object graph with references, you cannot rely on Unity’s serializer doing that all automagically for you, and have to do some work to get that object graph serialized yourself. See the example below on how to serialize things Unity doesn't serialize by itself. Note that this is only true for custom classes, as they are serialized “inline” because their data becomes part of the complete serializationdata for the MonoBehaviour they are used in. When you have fields that have a reference to something that is a UnityEngine.Object derived class, like a “public Camera myCamera”, the data from that camera are not serialized inline, and an actual reference to the camera UnityEngine.Object is serialized. No support for null for custom classes Pop quiz. How many allocations are made when deserializing a MonoBehaviour that uses this script: class Test : MonoBehaviour { public Trouble t; } [Serializable] class Trouble { public Trouble t1; public Trouble t2; public Trouble t3; } It wouldn’t be strange to expect 1 allocation, that of the Test object. It also wouldn’t be strange to expect 2 allocations, one for the Test object and one for a Trouble object. The correct answer is 729. The serializer does not support null. If it serializes an object and a field is null, we just instantiate a new object of that type and serialize that. Obviously this could lead to infinite cycles, so we have a relatively magical depth limit of 7 levels. At that point we just stop serializing fields that have types of custom classes/structs and lists and arrays. [1] Since so many of our subsystems build on top of the serialization system, this unexpectedly big serializationstream for the Test monobehaviour will cause all these subsystems to perform more slowly than necessary. When we investigate performance problems in customer projects, we almost always find this problem and we added a warning for this situation in Unity 4.5. &nbsp;We actually messed up the warning implementation in such a way that it gives you so many warnings, you have no other option but to fix them right away. We'll soon ship a fix for this in a patch release, the warning is not gone, but you will only get one per "entering playmode", so you don't get spammed crazy. You'd still want to fix your code, but you should be able to do it at a time where it suits you. No support for polymorphism If you have a public Animal[] animalsand you put in an instance of a dog, a cat and a giraffe, after serialization, you will have three instances of Animal. One way to deal with this limitation is to realize that it only applies to “custom classes”, which get serialized inline. References to other UnityEngine.Object’s get serialized as actual references and for those, polymorphism does actually work. You’d make a ScriptableObject derived class or another MonoBehaviour derived class, and reference that. The downside of doing this, is that you need to store that monobehaviour or scriptable object somewhere and cannot serialize it inline nicely. The reason for these limitations is that one of the core foundations of the serialization system is that the layout of the datastream for an object is known ahead of time, and depends on the types of the fields of the class, instead of what happens to be stored inside the fields. I want to serialize something that Unity's serializer doesn't support. What do I do? In many cases the best approach is to use serialization callbacks. They allow you to be notified before the serializer reads data from your fields and after it is done writing to them. You can use this to have a different representation of your hard-to-serialize data at runtime than when you actually serialize.&nbsp;You’d use these to transform your data into something Unity understands right before Unity wants to serialize it, you also use it to transform the serialized form back into the form you'd like to have your data in at runtime, right after Unity has written the data to your fields. Let’s say you want to have a tree datastructure. If you let Unity directly serialize the data structure, the “no support for null” limitation would cause your datastream to become very big, leading to performance degradations in many systems: using UnityEngine; using System.Collections.Generic; using System; public class VerySlowBehaviourDoNotDoThis : MonoBehaviour { [Serializable] public class Node { public string interestingValue = "value"; //The field below is what makes the serialization data become huge because //it introduces a 'class cycle'. public List&lt;Node&gt; children = new List&lt;Node&gt;(); } //this gets serialized public Node root = new Node(); void OnGUI() { Display (root); } void Display(Node node) { GUILayout.Label ("Value: "); node.interestingValue = GUILayout.TextField(node.interestingValue, GUILayout.Width(200)); GUILayout.BeginHorizontal (); GUILayout.Space (20); GUILayout.BeginVertical (); foreach (var child in node.children) Display (child); if (GUILayout.Button ("Add child")) node.children.Add (new Node ()); GUILayout.EndVertical (); GUILayout.EndHorizontal (); } } Instead, you tell Unity not to serialize the tree directly, and you make a seperate field to store the tree in a serialized format, suited for Unity’s serializer: using UnityEngine; using System.Collections.Generic; using System; public class BehaviourWithTree : MonoBehaviour, ISerializationCallbackReceiver { //node class that is used at runtime public class Node { public string interestingValue = "value"; public List&lt;Node&gt; children = new List&lt;Node&gt;(); } //node class that we will use for serialization [Serializable] public struct SerializableNode { public string interestingValue; public int childCount; public int indexOfFirstChild; } //the root of what we use at runtime. not serialized. Node root = new Node(); //the field we give unity to serialize. public List&lt;SerializableNode&gt; serializedNodes; public void OnBeforeSerialize() { //unity is about to read the serializedNodes field's contents. lets make sure //we write out the correct data into that field "just in time". serializedNodes.Clear(); AddNodeToSerializedNodes(root); } void AddNodeToSerializedNodes(Node n) { var serializedNode = new SerializableNode () { interestingValue = n.interestingValue, childCount = n.children.Count, indexOfFirstChild = serializedNodes.Count+1 }; serializedNodes.Add (serializedNode); foreach (var child in n.children) AddNodeToSerializedNodes (child); } public void OnAfterDeserialize() { //Unity has just written new data into the serializedNodes field. //let's populate our actual runtime data with those new values. if (serializedNodes.Count &gt; 0) root = ReadNodeFromSerializedNodes (0); else root = new Node (); } Node ReadNodeFromSerializedNodes(int index) { var serializedNode = serializedNodes [index]; var children = new List&lt;Node&gt; (); for(int i=0; i!= serializedNode.childCount; i++) children.Add(ReadNodeFromSerializedNodes(serializedNode.indexOfFirstChild + i)); return new Node() { interestingValue = serializedNode.interestingValue, children = children }; } void OnGUI() { Display (root); } void Display(Node node) { GUILayout.Label ("Value: "); node.interestingValue = GUILayout.TextField(node.interestingValue, GUILayout.Width(200)); GUILayout.BeginHorizontal (); GUILayout.Space (20); GUILayout.BeginVertical (); foreach (var child in node.children) Display (child); if (GUILayout.Button ("Add child")) node.children.Add (new Node ()); GUILayout.EndVertical (); GUILayout.EndHorizontal (); } } Beware that the serializer, including these callbacks coming from the serializer, usually do not run on the main thread, so you are very limited in what you can do in terms of invoking Unity API. (Serialization happening as part of loading a scene happens on a loading thread. Serialization happening as part of you invoking Instantiate() from script happens on the main thread). You can however do the necessary data transformations do get your data from a non-unity-serializer-friendly format to a unity-serializer-friendly-format. You made it to the end! Thanks for reading this far, hope you can put some of this information to good use in your projects. Bye, Lucas. (@lucasmeijer) PS: We'll add all this information to the documentation as well. [1] I lied, the correct answer isn't actually 729. This is because in the very very old days before we had this 7 level depth limit, Unity would just endless loop, and then run out of memory if you created a script like the Trouble one I just wrote. Our very first fix for that 5 years ago was to just not serialize fieldtypes that were of the same type as the class itself. Obviously, this was not the most robust fix, as it's easy to create a cycle using Trouble1-&gt;Trouble2-&gt;Trouble1-&gt;Trouble2 class. So shortly afterwards we actually implemented the 7 level depth limit to catch those cases too. For the point I'm trying to make however it doesn't matter, what matters is that you realize that if there is a cycle you are in trouble.
- [Serialization, MonoBehaviour constructors and Unity 5.4](https://unity.com/blog/technology/serialization-monobehaviour-constructors-and-unity-5-4): The majority of the Unity API should only be called from the main thread, e.g. from Start/Update/etc on MonoBehaviour. Similarly, only a subset of the Unity API should be called from script constructors/field initializers, like Debug.Log or Mathf. As Unity will invoke constructors when creating an instance of a class during deserialization (load), which might run on a non-main thread. These requirements were not strictly enforced in versions of Unity prior to 5.4. Which could lead to crashes, race conditions and issues that were hard to diagnose and reproduce. In Unity 5.4, the new errors will in most cases not throw a managed exception and will not interrupt the execution flow of your scripts. This approach has been taken to reduce the amount of friction caused by upgrading your projects to Unity 5.4. These errors will throw a managed exception in a future release of Unity. We recommend that you fix these errors (if any) in your project when upgrading to 5.4. The new errors are documented in the “Script Serialization Errors” section on the Script Serialization page in the manual. Let’s have a look at the new serialization errors in some common scenarios and how to fix them.
- [SerializeReference improvements in Unity 2021 LTS](https://unity.com/blog/engine-platform/serializereference-improvements-in-unity-2021-lts): In the latest LTS release, polymorphic serialization offers improved user collaboration and API access, plus more granular handling of missing types.
- [Shader Graph Tutorial for Unity HDRP & URP | 2022 LTS](https://unity.com/blog/engine-platform/new-shader-graph-production-ready-shaders-in-unity-6): Learn to create realistic environments with Shader Graph in Unity HDRP & URP. Access over 25 ready-to-use Shader Graph assets and tutorials. Start now!
- [Sharing your feedback with Unity](https://unity.com/blog/news/sharing-your-feedback-with-unity): At Unity, we center our product development on user feedback. In this blog, we outline three different types of user feedback, each with their own discrete channels.
- [Should You Be Bringing Your Creatives In-House? | Unity](https://unity.com/blog/should-you-be-bringing-your-creatives-in-house): There's a trend of bringing creative production in-house. Read on to learn about the different approaches and choosing the right one for you.
- [Showcasing the world’s first photorealistic mixed reality demo by Varjo and Volvo](https://unity.com/blog/industry/first-photorealistic-mixed-reality-demo-by-varjo-and-volvo): Get a behind-the-scenes look at an ambitious automotive project made with Unity from Varjo, the maker of industrial VR/XR headsets known for their superior visual quality in VR. The team at Varjo is behind some of the most innovative projects in the world of mixed reality. They previously shared a photogrammetry-based environment they created in VR with us, and today they will share how they, together with Unity and Volvo, broke new ground on a demo that brings the real and virtual worlds together like never before.&nbsp; Get a first-hand look at this project in-person at Unite Copenhagen. Volvo and Varjo will be on-site showcasing this experience, as well as speaking in multiple sessions: How Volvo embraced real-time 3D and shook up the auto industry Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 Future mobility, smart cars, and autonomous driving: Preparing for a new era at Volvo &nbsp; Get tickets now
- [Simulate robots with more realism: What’s new in physics for Unity 2021.2 beta](https://unity.com/blog/engine-platform/simulate-robots-with-more-realism-whats-new-in-physics-for-unity-20212-beta): Unity 2021.2 beta contains usability improvements to the physics features that enable new use cases while providing easier authoring and faster debugging in the field of robotics.
- [Singular's Susan Kuo - Analytics And Attribution Require A Single Solution | Unity](https://unity.com/blog/singulars-susan-kuo-ironsource): Tapjoy recently met with Susan Kuo to discuss how her company successfully merged analytics and attribution.
- [Social Ad Networks Are Not Enough | Unity](https://unity.com/blog/social-ad-networks-sdk-networks): App marketers should be leveraging SDK networks, not just social ad networks for their UA. Learn why here.
- [Social Impact year in review](https://unity.com/blog/news/social-impact-year-in-review): Inspired by our incredible employee base and creator community, and grounded in our inclusion principles of empathy, respect, and opportunity, we set out to expand our impact and empower our entire community to foster positive social change.
- [Solving sparse-reward tasks with Curiosity](https://unity.com/blog/engine-platform/solving-sparse-reward-tasks-with-curiosity): We just released the new version of ML-Agents toolkit (v0.4), and one of the new features we are excited to share with everyone is the ability to train agents with an additional curiosity-based intrinsic reward. Since there is a lot to unpack in this feature, I wanted to write an additional blog post on it. In essence, there is now an easy way to encourage agents to explore the environment more effectively when the rewards are infrequent and sparsely distributed. These agents can do this using a reward they give themselves based on how surprised they are about the outcome of their actions. In this post, I will explain how this new system works, and then show how we can use it to help our agent solve a task that would otherwise be much more difficult for a vanilla Reinforcement Learning (RL) algorithm to solve.
- [Solving Technical and Performance issues in Laser Matrix | Unity](https://unity.com/blog/solving-technical-performance-issues-laser-matrix): In this blog, the Breach team discusses building the game for Meta Quest and Android XR, and how they overcame technical and performance challenges.
- [Spectating VR](https://unity.com/blog/games/spectating-vr): A fun game experience is something that players want to show off, record, and share. With VR, seeing what the player sees on a single, rectangular screen doesn’t always convey the entire feeling. This means that spectators can often find the default ‘seeing through a player’s POV’ experience underwhelming. What I wanted to do was set up a simple starter system for how a spectator camera should work and to add a little more fun for those not in the VR experience themselves. &nbsp;Fortunately, there have been a few shipped examples that successfully designed a good spectator view. The goal of this project was to come up with a spectator system that builds on those designs, is compact and portable, and can easily be integrated into your own projects.
- [Speed up your programmer workflows](https://unity.com/blog/engine-platform/speed-up-your-programmer-workflows): We recently published two blog posts, Five ways to speed up your workflows in the Editor and Speed up your artist workflows, both based on our e-book for professional developers, 70+ tips to increase productivity with Unity 2020 LTS. In this third and final blog post in the series, we focus on workflows and the features that help programmers get more done in less time. Let’s start with how you can save compilation time when playtesting.
- [SpeedTree 9.5: Unleash creative control and realism with procedural detailing](https://unity.com/blog/engine-platform/speedtree-9-5): SpeedTree’s latest update to 9.5 gives greater creative control for greater realism in vegetation asset creation.
- [Spotlight Team best practices: Making believable visuals in Unity](https://unity.com/blog/engine-platform/spotlight-team-best-practices-making-believable-visuals-in-unity): Being part of the Spotlight Team, I am fortunate to be involved in some very interesting projects. The Spotlight Team at Unity works on games together with our customers and a significant part of my role is to help developers achieve the desired look and quality for their projects. I get to hear many stories from all across the industry and can identify common issues that content creators are facing. Several of the projects I have worked on aimed for fairly realistic visuals. Given the project’s art contents, how do we make a scene in Unity that will look believable? There are a multitude of topics that need to be covered in order to make believable visuals. In this post I’m going to discuss lighting and render settings. Further down the post I’ll also share our Spotlight Tunnel Sample Scene and explain how you can use it to learn and experiment.
- [Spotlight Team best practices: Optimizing the hierarchy](https://unity.com/blog/engine-platform/best-practices-from-the-spotlight-team-optimizing-the-hierarchy): On the Spotlight Team, we work with the most ambitious Unity developers to try to push the boundary of what a Unity game can be. We see all sorts of innovative and brilliant solutions for complex graphics, performance, and design problems. We also see the same set of issues and solutions coming up again and again. This blog series is going to look at some of the most frequent problems we encounter while working with our clients. These are lessons hard won by the teams we have worked with, and we are proud to be able to share their wisdom with all our users. Many of these problems only become obvious once you are working on a console or a phone, or are dealing with huge amounts of game content. If you take these lessons into consideration early in the development cycle, you can make your life easier and your game much more ambitious.
- [Square Glade Games Wins Gamescom CommUnity Choice Award for Outbound | Unity](https://unity.com/blog/square-glade-games-outbound-community-choice-award): Discover how Square Glade Games won the gamescom CommUnity Choice Award for Outbound, their “cozy-vival” van life simulator. Learn about their unique approach to the genre, developing a visual style in URP, and Unity 6 performance improvements.
- [SRP Batcher: Speed up your rendering](https://unity.com/blog/engine-platform/srp-batcher-speed-up-your-rendering): In 2018, we’ve introduced a highly customizable rendering technology we call Scriptable Render Pipeline (SRP). A part of this is a new low-level engine rendering loop called SRP Batcher that can speed up your CPU during rendering by 1.2x to 4x, depending on the Scene. Let’s see how to use this feature at its best!
- [Start building spatial apps for Apple Vision Pro with Unity](https://unity.com/blog/engine-platform/spatial-apps-for-apple-vision-pro): Official support for visionOS is now available, so you can leverage Unity’s familiar authoring workflows, robust XR tools, and cross-platform compatibility to create immersive spatial experiences for Apple Vision Pro.
- [Start learning data-oriented design in Unity with these resources | Unity Blog](https://unity.com/blog/engine-platform/dots-bootcamp-resources): Find learning resources like articles, samples, and templates to set you up for success using the Data-Oriented Technology Stack (DOTS) in Unity 2022 LTS.
- [Steam Next Fest success: 5 developer tips to maximize your demo's impact](https://unity.com/blog/steam-next-fest-developer-tips-unity): Learn how to stand out during Steam Next Fest with expert tips from seasoned indie developers. From wishlist strategies to demo polish, here’s how to make the most of the showcase.
- [Strange Scaffold's Xalavier Nelson, Jr. on picking projects for impact](https://unity.com/blog/xalavier-nelson-strange-scaffold): Unity talks to prolific indie dev Xalavier Nelson Jr. about how the Strange Scaffold studio setup helps to power indie creators and communities, and shares the DIDIT system for evaluating new projects and features for maximum impact.
- [Stripping scriptable shader variants](https://unity.com/blog/engine-platform/stripping-scriptable-shader-variants): Massively reduce Player build time and data size by allowing developers to control which Shader variants are handled by the Unity Shader compiler and included in the Player data. Player build time and data size increase along with the complexity of your project because of the rising number of shader variants. With scriptable shader variants stripping, introduced in 2018.2 beta, you can manage the number of shader variants generated and therefore drastically reduce Player build time and data size. This feature allows you to strip all the shader variants with invalid code paths, strip shader variants for unused features or create shader build configurations such as “debug” and “release” without affecting iteration time or maintenance complexity. In this blog post, we first define some of the terms we use. Then we focus on the definition of shader variants to explain why we can generate so many. This is followed by a description of automatic shader variants stripping and how scriptable shader variants stripping is implemented in the Unity shader pipeline architecture. Then, we look at the scriptable shader variants stripping API before discussing results on the Fountainbleau demo and concluding with some tips on writing stripping scripts. Learning scriptable shader variants stripping is not a trivial undertaking, but it can lead to a massive increase in team efficiency!
- [Subscription! Why?](https://unity.com/blog/subscription-why): Over the last days I’ve been reading all comments about the new products and prices, and first of all, do know that we are very carefully listening to everything, discussing a lot especially what we can do to make the subscription pricing appealing especially to Indie devs who have been using Unity Pro for the longest […]
- [Summer Game Fest Unity Game Recap](https://unity.com/blog/summer-game-fest-2026-unity-games-recap): Discover the Made with Unity Games featured in Summer Game Fest 2026.
- [Supporting the next generation of game developers in Pakistan](https://unity.com/blog/news/supporting-the-next-generation-of-game-developers-in-pakistan): In October 2020, Unity launched its Charitable Fund in association with Tides Foundation. The purpose of this fund is to support nonprofit organizations and social impact creators who are making a positive difference in the world. Through the Charitable Fund, Generation was granted $250K to run a Unity training bootcamp in Pakistan with the goal of upskilling and placing at least 80% of participants into jobs within 90 days.
- [Surveying 10,000 People on their Perception of 5G | Unity](https://unity.com/blog/5g-the-consumer-perspective): Get detailed stats on people’s perception of 5G in the US and how the telecom industry can leverage this exciting rollout.
- [Systems that create ecosystems: Emergent game design](https://unity.com/blog/games/systems-that-create-ecosystems-emergent-game-design): We sat down with game designer Christo Nobbs, who explains his approach to designing for emergent gameplay with the help of a few key Unity features.
- [Tackling profiling for mobile games with Unity and Arm](https://unity.com/blog/games/tackling-profiling-for-mobile-games-with-unity-and-arm): Learn how to take on mobile performance issues with profiling tools from Unity and Arm. Go in depth on how to profile with Unity, how to optimize performance drop offs and tips and tricks on getting the most out of your game assets.
- [Take a ride with the Auto Showroom Sample Template and Volvo XC40 Recharge](https://unity.com/blog/industry/take-a-ride-with-the-auto-showroom-sample-template-and-volvo-xc40-recharge): Check out our latest sample template featuring a photorealistic, adjustable showroom featuring a 3D model of Volvo Cars’ electric SUV XC40 Recharge
- [Take on version control for stronger collaboration](https://unity.com/blog/engine-platform/take-on-version-control-for-stronger-collaboration): Version control and project organization are essential for efficient game development. Our new e-book, Version control and project organization best practices, will help both technical and non-technical game creators make smart decisions about how to set up version control and plan for productive teamwork.
- [Tales from the optimization trenches: Better managed code stripping with Unity 2020 LTS](https://unity.com/blog/engine-platform/tales-from-the-optimization-trenches-better-managed-code-stripping-with-unity-2020): Managed code stripping is a critical step in the build process that helps decrease the size of an application’s binary files. This occurs through the removal of unused code.
- [Tales from the optimization trenches: Saving memory with Addressables](https://unity.com/blog/technology/tales-from-the-optimization-trenches-saving-memory-with-addressables): Efficient streaming of assets in and out of memory is a key element of any quality game. As a consultant on our Professional Services team, I’ve been striving to improve the performance of many customer projects. That’s why I’d like to share some tips on how to leverage the Unity Addressable Asset System to enhance your content loading strategy.
- [Tapjoy from Unity, launches Daily Rewards, delivering Offerwall campaigns that being users back to your app daily](https://unity.com/blog/tapjoy-launches-daily-rewards): Tapjoy from Unity launches Offerwall Daily Rewards - a new offering for advertisers that rewards users for each task they complete in an app.
- [Teaching robots to see with Unity](https://unity.com/blog/industry/teaching-robots-to-see-with-unity): In our new Object Pose Estimation Demo, we show you how to use the Unity Computer Vision Perception Package to collect data and train a deep learning model to predict the pose of a given object.
- [Technical art behind the raging color of I See Red](https://unity.com/blog/games/technical-art-behind-the-look-of-i-see-red): In this guest post, Whiteboard Games details the history of the studio’s first commercial release and shares the technical thinking that went into the game’s unique approach to color.
- [Teleporter demo](https://unity.com/blog/technology/teleporter-demo): We'd like to share with you a project that was built during the R&amp;D period of the Physically Based Shader and Reflection probes. This benchmark project is one among several which helped us identify what improvements of functionality were necessary from an artist’s production perspective. We compared offline to realtime rendering methods and output with the aim to achieve both an increase of visual quality, and a better streamlined, smoother production workflow for artists, which will open playful possibilities for graphics to be extended beyond realism to stylism. The demo uses the Standard PBR shader and displays a range of shiny and rough metallic, plastic and ceramic materials, which naturally use the new native cubemap reflections (or HDR reflection probes). The material output in the movie is at a prototype stage and the shader is still evolving. The textures consistently changed throughout the process as the shader evolved. In total, it is composed of 30 texture sets or so, both manually authored and procedurally generated textures. At this point, scanned textures were not used whatsoever. Typically, a texture set consists of albedo, specular, gloss, occlusion and a normal map and the sizes range between 256px to 4k. Background surfaces demanded less surface detail and amount of textures. In some cases, we casually created materials by pushing sliders to adjust color and float values until it matched the references. The secondary (detail-map) slots give a layer of dust, cracks, and crevices on the surfaces, which can be spotted on the close-up camera shots. The heated up revolving core is achieved by simply animating emissive values and combining the results with HDR bloom to give a glowing hot impression. The cave is a large scaled environment and the 100 meter tall machine itself was used intentionally to challenge performance and to serve as a lighting benchmark. This asked for a variety of convoluted HDR reflection probes/cubemaps to be placed along its body that could adapt during the changes of light that gradually diminishes towards the bottom of the cave and when the heated core lights up. Certain elements use real-time reflections while many are kept to static reflections. The application of the HDR reflection probes remains true to Unity’s ideology of keeping workflows simplified and are nearly effortless to apply and use. The background scene uses directional lightmaps, while the machine is composed of partly skinned- and dynamic meshes that are hooked up to light probes and use Image-Based Lighting and a variety of light sources. To be able to see the output of the shader during production, it is crucial to have HDR rendering represented in the sceneview. We are most excited to share this short film with you and are impatient to see what our talented community can produce with the new set of tools which is coming.&nbsp;We are looking forward to seeing &nbsp;artists amaze us with their limitless creativity.
- [Testing and optimizing creatives for casual games: Q&A with Trailmix| Unity](https://unity.com/blog/testing-and-optimizing-creatives-for-casual-games): Learn tips and best practices for testing and optimizing creatives from Trailmix Games' Head of UA and Growth
- [TextMesh Pro Joins Unity](https://unity.com/blog/games/textmesh-pro-joins-unity): TextMesh Pro is a replacement for Unity’s existing text components like Text Mesh and UI Text. TextMesh Pro uses Signed Distance Field (SDF) as its primary text rendering pipeline making it possible to render text cleanly at any point size and resolution. Using a set of custom shaders designed to leverage the power of SDF text rendering, TextMesh Pro makes it possible to dynamically change the visual appearance of the text by simply changing material properties to add visual styles such as dilation, outline, soft shadow, beveling, textures, glow, etc. and to save and recall these visual styles by creating/using material presets.
- [The 16th Unity Awards: Tune in for our first-ever live stream!](https://unity.com/blog/get-ready-for-the-16th-unity-awards): We’re only days away from the 16th Unity Awards, and this year is shaping up to be our most exciting yet.
- [The 2023 Mobile Growth and Monetization Report is here](https://unity.com/blog/games/the-2023-mobile-growth-and-monetization-report-is-here): Discover data-backed insights to help your monetization and user acquisition strategies achieve more with less.
- [The 3 Most Important KPIs Running An On-Device Acquisition Campaign | Unity](https://unity.com/blog/the-3-most-important-kpis-running-an-on-device-acquisition-campaign): With on-device campaigns, you want to look at KPIs that allow you to measure the value of your users far down the road. Learn more.
- [The 47-Tab Problem: How Unity Devs Find Answers Mid-Build | Unity](https://unity.com/blog/47-tab-problem): Why game developers lose hours triangulating answers across forums, docs, and outdated threads – and what's changing in 2026.
- [The 5 Steps to Launching a Hyper-Casual Game in 2022 | Unity](https://unity.com/blog/5-steps-to-launching-a-hyper-casual-game-2022-lior-shekel): Hear from Lior Shekel, Director of Strategic Partnerships at ironSource, about the 5 steps to launching a hyper-casual game in 2022
- [The App CMO Manifesto: Why Unified Marketing is the Best Way Forward | Unity](https://unity.com/blog/the-app-cmo-manifesto-why-unified-marketing-is-the-best-way-forward): Unified app marketing aggregates all UA campaigns into a single platform. Discover why all CMOs should be using this approach moving forward.
- [The App Marketer's Guide to Working with an Ad Network | Unity](https://unity.com/blog/the-app-marketers-guide-to-working-with-a-mobile-ad-network): Learn the best practices for app marketers on working with ad networks
- [The best tutorials of 2020](https://unity.com/blog/news/best-tutorials-of-2020): Planning to scale up your skillset over the holidays? This collection of Unity's most-watched tutorials from 2020 is a great place to start.&nbsp;
- [The Changing Same’s creators explore Black history and healing](https://unity.com/blog/games/the-changing-same-creators-explore-black-history-and-healing): In honor of Black History Month, we interviewed Michèle Stephenson, Joe Brewster, and Yasmin Elayat, creators of The Changing Same – an immersive, episodic VR experience that uses time travel and magical realism to explore the history of anti-Black violence in the United States.
- [The Convergence of App Monetization and Design | Unity](https://unity.com/blog/the-convergence-of-monetization-and-design): One of the biggest mistakes a developer can make is only thinking about monetization strategies after designing their game. Learn why app monetization and design go hand in hand and what you need to consider in your app monetization strategy to create success!
- [The First 30 Days of an On-Device Campaign | Unity](https://unity.com/blog/aura-the-first-30-days-of-an-on-device-campaign): Learn about why advertisers should wait at least 30 days to make an assessment about their on-device campaign
- [The fundamentals of monetizing with offerwalls](https://unity.com/blog/games/the-fundamentals-of-monetizing-with-offerwalls): Anna Poperko covers the benefits and challenges of using offerwalls, the game genres that work best with this ad format, and the most strategic places to place offerwalls in your game.
- [The Future of Digital Cockpits: QNX Interview | Unity](https://unity.com/blog/the-future-of-digital-cockpits-interview-with-qnx): We spoke with the team at QNX to learn how QNX Cabin is poised to redefine how automotive cockpits are developed.
- [The future of Full-Body Haptics in VR Experiences with Ethereal Matter | Unity](https://unity.com/blog/ethereal-matter-connecting-full-body-haptics-with-vr-experiences): Hear from Scott Summit at Ethereal Matter about the importance of full-body haptics for total immersion in virtual experiences and training.
- [The Game Kitchen On 3 Technical Challenges Making The Stone of Madness | Unity Blog](https://unity.com/blog/the-game-kitchen-stone-of-madness-3-technical-challenges): Three developers from The Game Kitchen share how they tackled custom rendering, UI, and testing challenges while building The Stone of Madness with Unity.
- [The High Definition Render Pipeline: Getting started guide for artists](https://unity.com/blog/engine-platform/high-definition-render-pipeline-getting-started-guide-for-artists): In this post we will explore authoring a scene to be rendered using Unity’s High Definition Render Pipeline, also known as HDRP. &nbsp;We’ll walk through starting a new HDRP Project, upgrading the Materials of any imported assets, and learn how to use the new parameters within the Material Inspector to create a realistic glass material. We’ll also highlight the differences between the built-in pipeline and HDRP. In 2018.1, Unity introduced a new system called the Scriptable Render Pipeline (SRP), allowing &nbsp;you to create your own rendering pipeline, based on the needs of your project. SRP includes two ready-made pipelines, called Lightweight (LWRP) and High Definition (HDRP). HDRP aims for high visual fidelity and is suitable for PC or console platforms.
- [The Hyper-Casual Gaming Industry: Past, Present, and Future | Unity](https://unity.com/blog/the-hyper-casual-gaming-industry-past-present-and-future): Nadav Ashkenazy, SVP Supersonic, from Appfest 2022, discusses the hyper-casual gaming industry, from where it started to where it's going.
- [The Immersive Edge: April Industry Content Wrap-Up](https://unity.com/blog/april-2026-industry-content-wrap-up): Discover how no-code tools and real-time 3D are transforming enterprises. Explore our April roundup of industry guides, success stories, and technical resources.
- [The Immersive Edge: August 2026: 31 industry resources](https://unity.com/blog/immersive-edge-august-2026): The Immersive Edge, August 2026: 31 Unity resources from July and August, including BMW Group's Virtual Teardown Assistant and the Ditmara twin architecture.
- [The Immersive Edge: June 2026 industry content wrap-up](https://unity.com/blog/june-2026-industry-content-wrap-up): Explore Unity’s June 2026 industry content wrap-up, with resources on Unity Studio, CAD automation, industrial AI, digital twins, and customer stories.
- [The Immersive Edge: Unity Industry February 2026 Content Wrap-Up](https://unity.com/blog/february-2026-industry-content-wrap-up): This February 2026 wrap-up covers Unity’s 2026 Industry Trends Report, 3D playbooks, technical guides, and customer stories in retail, automotive, and manufacturing.
- [The Immortal John Triptych: A Unity Adventure Creator Story](https://unity.com/blog/immortal-john-triptych-joe-richardson-interview): Solo developer Joe Richardson on rebuilding a decade of Renaissance-art adventure games with Adventure Creator in Unity, merging three titles into one project, and porting to consoles with support from Akupara Games.
- [The In-Editor AI Assistant: Ask, Plan, and Agent Modes Explained | Unity](https://unity.com/blog/unity-ai-assistant-ask-plan-agent-mode-explained): Unity's AI tools in beta are built into the Unity Editor for developers using Unity 6.0 or later. The beta includes the in-editor AI Assistant (Ask, Plan, and Agent modes), the MCP Server for connecting IDE agents to your project, AI Gateway for routing existing model subscriptions (Claude, GPT-4o, Gemini) through the Editor, and asset Generators for sprites, textures, and scene layouts.
- [The latest Unity Terrain Sample Pack is here](https://unity.com/blog/games/the-latest-unity-terrain-sample-pack-is-here): Equipped with new brushes, instanced details, and materials, discover the Unity Terrain Sample Pack with the Terrain Tools package for Unity 2021.
- [The making of Unity Studio: inside our approachable 3D editor](https://unity.com/blog/making-unity-studio): Go behind the scenes of Unity Studio and learn how beta testing, tough decisions, and real customer needs turned it into a simple, powerful web‑based 3D creation tool.
- [The Metaverse Minute: AWE Auggie Awards finalists using Unity to build the metaverse](https://unity.com/blog/industry/the-metaverse-minute-auggie-awards-edition): Each year we keep our eyes peeled to see who will make the AWE’s prestigious Auggie Awards list of finalists, and 2022 boasts a variety of Unity applications that are helping build the metaverse. These products and solutions, nominated by the AR/VR industry, were voted on by the public and will be judged by a panel of experts. The winners will be announced at AWE USA 2022 on June 2.
- [The Mobile Advertising Ecosystem in Spain | Unity](https://unity.com/blog/the-mobile-advertising-ecosystem-in-spain): The Spanish mobile ecosystem is healthier than ever and is only expected to grow and innovate in the years to come. Let's take a look.
- [The multiplayer stack behind Visionary Realms’ MMORPG Pantheon: Rise of the Fallen](https://unity.com/blog/multiplayer-stack-visionary-realms-mmorpg-pantheon): Learn why Visionary Realms switched to Unity 6 and how they handle synchronization and asset loading in a massive gameworld.
- [The new Asset Import Pipeline: Solid foundation for speeding up asset imports](https://unity.com/blog/engine-platform/new-asset-import-pipeline-for-speeding-up-asset-imports): As of 2019.3, the new Asset Import Pipeline is the default for new projects, aiming to save you time with faster platform switching and laying the foundation for faster imports. We’re also making the asset pipeline scale better for very large projects. Read on to find out more about the new improvements, and our motivation and considerations.&nbsp;
- [The new Water System in Unity 2022 LTS and 2023.1](https://unity.com/blog/engine-platform/new-hdrp-water-system-in-2022-lts-and-2023-1): The new Unity water system was first introduced for the High Definition Render Pipeline (HDRP) as part of the 2022.2 Tech Stream. The latest LTS release and upcoming 2023.1 Tech Stream extends the system’s feature set for better integration with worlds and gameplay. Dive into all that you can do with these tools.
- [The next generation of VR gaming on PS5](https://unity.com/blog/games/the-next-generation-of-vr-gaming-on-ps5): PlayStation® VR2 is now available. Learn how to use Unity to build for this next-gen VR platform.
- [The On-Device Advertising Opportunity with Foldable Phones | Unity](https://unity.com/blog/the-on-device-advertising-opportunities-with-foldable-phones): Foldable phones represent a valuable channel to reach a growing demographic of users on prime real estate. Read on for some reasons why foldable phones are a major opportunity for your advertising strategy.
- [The placeholder asset problem: How programmer art kills playtests](https://unity.com/blog/placeholder-asset-problem): Greybox first is standard advice. But visual fidelity affects playtest feedback more than you think. Here's the research – and what's changed in 2026.
- [The Power of Play: Unlocking Growth with Playables | Unity](https://unity.com/blog/unlocking-playables): Playables are one of the most effective ways to engage users. Emmanuel Bergman, Senior Manager and Graphic Designer at Unity's Ad Design Studio, dives into the best practices Studio uses to drive results for Unity partners.
- [The power of Unity in AI](https://unity.com/blog/industry/the-power-of-unity-in-ai): Since 2018, Cross Compass has integrated Unity into the pipeline of several of its consulting services for the manufacturing field to train and validate AI algorithms safely before deployment. Read on to learn how this AI company came to use gaming technology to add value to such a mature industry. Cross Compass is a leading AI company providing state-of-the-art solutions to global industry leaders in manufacturing, robotics, gaming, healthcare, design, and marketing. Established in Tokyo in 2015, Cross Compass develops cutting-edge techniques in Deep Learning, Machine Learning, and Artificial Life, to increase safety, quality, and productivity for the benefit of society. We invited them to share in their own words why they embraced Unity and how it helps them deliver the following benefits: Offers a platform for discussing specifications and progress with clients and partners Avoids many safety checks required to set up the data collection environment Provides an unlimited amount of data for AI training and testing Allows for faster iterative cycles of AI training and testing in simulation Leads to the delivery of AI solutions with higher performance and quality to end users Increases the value of human intervention while AIs handle the repetitive tasks reliably Learn more in this guest post from Cross Compass by Romain Angénieux, AI Simulation Group Leader; Steven Weigh, Global Brand Identity Designer; and Antoine Pasquali, Chief Technology Officer.
- [The Redesigned Offerwall Monetization Dashboard: What’s New and Next](https://unity.com/blog/offerwall-publisher-dashboard): Data alone can only take you so far. Learn how Tapjoy from Unity's new dashboard is empowering publishers with real-time insights to to make efficient, impactful decisions.
- [The road to 2021: The many dimensions of the 2D team](https://unity.com/blog/engine-platform/road-to-2021-dimensions-of-the-2d-team): Read more to meet the Unity 2D team and find out what they have planned for 2021 and how they will revolutionize the 2D experience for game creators.
- [The road to 240 million virtual kilometers: BMW’s autonomous driving journey with Unity](https://unity.com/blog/industry/road-to-240-million-virtual-kilometers-bmw-autonomous-driving-journey): Before BMW’s autonomous driving technology is mass production-ready, it will need to drive 240 million virtual kilometers. Learn how Unity is helping BMW put more virtual miles on its odometer every day.
- [The Secret to More Efficient Playable Production | Unity](https://unity.com/blog/the-secret-to-more-efficient-playable-production): Learn the best practices for writing a game design document for your playable developers to make production more efficient. Read more here.
- [The Shift from Hyper to Hybrid Games | Unity](https://unity.com/blog/the-shift-from-hyper-to-hybrid-games-and-why-it-matters-for-everyone): Hyper-casual is still very much alive, but market conditions have led to an organic pivot and a new genre emerging: hybrid-casual.
- [The Top 5 Rewarded Video Placements to Boost Your Puzzle Game’s Revenue | Unity](https://unity.com/blog/top-5-rewarded-video-placements-to-boost-puzzle-game-revenue): Learn about the top 5 rewarded video placements to help boost your puzzle game’s revenue, while maximizing your users' experience
- [The Unity Academic Alliance Arrives in Thailand](https://unity.com/blog/news/the-unity-academic-alliance-arrives-in-thailand): The Unity Academic Alliance, or UAA, is a program for postsecondary institutions that features competency-based curricular frameworks, discounts on Unity products, support for instructor and student certifications, and much more. With a strong dedication to using technology in its curriculum and seeing great value in Unity’s broad range of applications, the International Academy of Aviation Industry (IAAI) led the initiative for King Mongkut’s Institute of Technology Ladkrabang (KMITL) to become the first Unity Academic Alliance members in Thailand.
- [The water technology behind Avatar: The Way of Water](https://unity.com/blog/industry/technology-behind-avatar-the-way-of-water): Learn more about the CGI technology created using Unity Wētā Tools to produce the water in Avatar: The Way of Water.
- [The What, How, and Why of Deep Linking | ironSource](https://unity.com/blog/the-what-how-and-why-of-deep-linking): With discoverability and user engagement becoming more and more competitive, deep linking is a prerequisite to your mobile strategy moving forward.
- [The What, Why, and How of Cross Promotion | Unity](https://unity.com/blog/ironsource-cross-promotion-solution-unique): Here are 5 different ways to run cross promotion user acquisition campaigns for your app's portfolio.
- [The What, Why, and How of Using Nano Influencers for Performance Marketing | Unity](https://unity.com/blog/the-what-why-and-how-of-using-nano-influencers-for-performance-marketing): At Appfest 2022, Ryan explained how you can leverage influencer marketing to increase installs. Read the summary or watch the video.
- [The What, Why, And How Of Web-To-App Acquisition Campaigns | Unity](https://unity.com/blog/the-what-why-and-how-of-web-to-app-acquisition-campaigns): Web acquisition campaigns became tried-and-true for a reason and many apps are beginning to take advantage of it. Learn why and how.
- [Thrilling Indie Horror Games to Play This Halloween Season | Unity](https://unity.com/blog/thrilling-indie-horror-games-halloween): Halloween is here, and there's no better way to celebrate than diving into the terrifying world of indie horror games.
- [Tips for Running Successful Multi-Credit Offerwall Promotions | Unity](https://unity.com/blog/offerwall-special-promotions-tips): Get tips on how to run successful multi-credit offerwall promotions.
- [Tips for working more effectively with the Asset Database](https://unity.com/blog/engine-platform/tips-for-working-more-effectively-with-the-asset-database): The Asset Import Pipeline v2 is the new default asset pipeline in Unity, replacing the Asset Import Pipeline v1 with a rewritten asset database to enable fast platform switching. It lays the foundations for scalable asset imports with robust dependency tracking. Read on to explore how the Asset Database works and discover some time-saving tips. Since the release of Unity 2019.3, the new Asset Import Pipeline has been the default pipeline for new projects. Combined with many other improvements, this lays the foundation for a more reliable, performant and scalable Asset Import Pipeline. This rewrite changed the way the Library folder works in order to support new workflows. Let’s have a look under the hood at a number of situations you may encounter and how to manage them efficiently. You’ll learn how to spot and address some of the bottlenecks that cost you time and project performance. The tips you’ll find here apply to Unity 2019.3 and later versions. Remember, if your project is in production beyond prototyping, for maximum stability we recommend you use the latest Long-Term Support (LTS) version of Unity, Unity 2019 LTS.
- [Tips on Editor workflows, debugging, and 2D best practices in Unity 6 | Unity](https://unity.com/blog/editor-workflows-debugging-2d-best-practices-unity-6): Speed up your workflows throughout every stage of game development. Learn about the new features in Unity 6 to help you save time.
- [Tomas Sala on building an indie IP with award-winning Bulwark: Falconeer Chronicles | Unity Blog](https://unity.com/blog/games/tomas-sala-on-indie-game-bulwark-falconeer-chronicles): BAFTA-winning indie developer Tomas Sala, winner of the CommUnity Choice Award at gamescom 2023, shares the development process behind his new game, Bulwark: Falconeer Chronicles.
- [Top Indie Game Demos from Steam Next Fest June 2025 | Unity Highlights](https://unity.com/blog/steam-next-fest-june-2025-unity-indie-demos): Explore some of the best indie game demos from Steam Next Fest June 2025. Featuring standout titles made with Unity, this curated list is your guide to what to play next.
- [Top selling assets to supercharge your next project](https://unity.com/blog/games/top-selling-assets-supercharge-your-next-project): We highlight the latest best-selling assets for game developers available in the Unity Asset Store, including tools for scripting, shading, and more.
- [Toxicity in gaming is escalating: Find solutions for safe and engaged communities](https://unity.com/blog/games/toxicity-gaming-escalating-solutions-for-safe-engaged-communities): Introducing Unity Community Solutions – a suite of products designed to strengthen player connections, enhance safety, and enrich the social gaming experience.
- [Toyota makes mixed reality magic with Unity and Microsoft HoloLens 2](https://unity.com/blog/industry/toyota-makes-mixed-reality-magic-with-unity-and-microsoft-hololens-2): Learn how Unity and HoloLens 2 have become essential tools at the world’s largest automaker to streamline processes, increase understanding, and save time.
- [Training intelligent adversaries using self-play with ML-Agents](https://unity.com/blog/engine-platform/training-intelligent-adversaries-using-self-play-with-ml-agents): In the latest release of the ML-Agents Toolkit (v0.14), we have added a self-play feature that provides the capability to train competitive agents in adversarial games (as in zero-sum games, where one agent’s gain is exactly the other agent’s loss). In this blog post, we provide an overview of self-play and demonstrate how it enables stable and effective training on the Soccer demo environment in the ML-Agents Toolkit. The Tennis and Soccer example environments of the Unity ML-Agents Toolkit pit agents against one another as adversaries. Training agents in this type of adversarial scenario can be quite challenging. In fact, in previous releases of the ML-Agents Toolkit, reliably training agents in these environments required significant reward engineering. In version 0.14, we have enabled users to train agents in games via reinforcement learning (RL) from self-play, a mechanism fundamental to a number of the most high profile results in RL such as OpenAI Five and DeepMind’s AlphaStar. Self-play uses the agent’s current and past ‘selves’ as opponents. This provides a naturally improving adversary against which our agent can gradually improve using traditional RL algorithms. The fully trained agent can be used as competition for advanced human players. Self-play provides a learning environment analogous to how humans structure competition. For example, a human learning to play tennis would train against opponents of similar skill level because an opponent that is too strong or too weak is not as conducive to learning the game. From the standpoint of improving one’s skills, it would be far more valuable for a beginner-level tennis player to compete against other beginners than, say, against a newborn child or Novak Djokovic. The former couldn’t return the ball, and the latter wouldn’t serve them a ball they could return. When the beginner has achieved sufficient strength, they move on to the next tier of tournament play to compete with stronger opponents.&nbsp;&nbsp; In this blog post, we give some technical insight into the dynamics of self-play as well as provide an overview of our Tennis and Soccer example environments that have been refactored to showcase self-play.
- [Training your agents 7 times faster with ML-Agents](https://unity.com/blog/engine-platform/training-your-agents-7-times-faster-with-ml-agents): In v0.9 and v0.10 of ML-Agents, we introduced a series of features aimed at decreasing training time, namely Asynchronous Environments, Generative Adversarial Imitation Learning (GAIL), and Soft Actor-Critic. With our partner JamCity, we previously showed that the parallel Unity instance feature introduced in v0.8 of ML-Agents enabled us to train agents for their bubble shooter game, Snoopy Pop, 7.5x faster than with a single instance. In this blog post, we will explain how v0.9 and v0.10 build on those results and show that we can decrease Snoopy Pop training time by an additional 7x, enabling more performant agents to be trained in a reasonable time. The purpose of the Unity ML-Agents Toolkit is to enable game developers to create complex and interesting behaviors for both playable and non-playable characters using Deep Reinforcement Learning (DRL). DRL is a powerful and general tool that can be used to learn a variety of behaviors, from physics-based characters to puzzle game solvers. However, DRL requires a large volume of gameplay data to learn effective behaviors– a problem for real games that are typically constrained in how much they can be sped up. Several months ago, with the release of ML-Agents v0.8, we introduced the ability for ML-Agents to run multiple Unity instances of a game on a single machine, dramatically increasing the throughput of training samples (i.e., the agent’s observations, actions, and rewards) that we can collect during training. We partnered with JamCity to train an agent to play levels of their Snoopy Pop puzzle game. Using the parallel environment feature of v0.8, we were able to achieve up to 7.5x training speed up on harder levels of Snoopy Pop. But parallel environments will only go so far—there is a limit to how many concurrent Unity instances can be run on a single machine. To improve training time on resource-constrained machines, we had to find another way. In general, there are two ways to improve training time: increase the number of samples gathered per second (sample throughput), or reduce the number of samples required to learn good behavior (sample efficiency). Consequently, in v0.9, we improved our parallel trainer to gather samples asynchronously, thereby increasing sample throughput. Furthermore, we added Generative Adversarial Imitation Learning (GAIL), which enables the use of human demonstrations to guide the learning process, thus improving sample efficiency. Finally, in v0.10, we introduced Soft Actor-Critic (SAC), a trainer that has substantially higher sample efficiency than the Proximal Policy Optimization trainer in v0.8. These changes together improved training time by another 7 times on a single machine. For Snoopy Pop, this meant that we were not only able to create agents that solve levels but agents that solved them in the same # of steps as a human player. With the increased sample throughput and efficiency, we were able to train multiple levels of Snoopy Pop on a single machine, which previously required multiple days of training on a cluster of machines. This blog post will detail the improvements made in each subsequent version of ML-Agents, and how they affected the results in Snoopy Pop.
- [Transforming 3D Asset Management at BMW Group | Unity](https://unity.com/blog/bmw-asset-management): Discover BMW Group’s 3D asset management platform powered by Unity Asset Manager.
- [Trends and Challenges in User Acquisition: Q&A with Playrix's Artur Grigorjan | Unity](https://unity.com/blog/trends-challenges-ua-qa-playrix-artur): Playrix's Head of Marketing Growth Artur Grigorjan talks about both the challenges and the opportunities for app marketers in the market today
- [Triple-i Initiative 2026 Recap: all the Unity games revealed](https://unity.com/blog/Triple-i-Initiative-Showcase-recap-2026): Discover all the Unity games featured in the Triple-i Initiative 2026
- [Try the new UI Toolkit sample – now available on the Asset Store](https://unity.com/blog/try-the-new-ui-toolkit-sample-now-available-on-the-asset-store): Discover the latest from our Asset Store: The all-new UI Toolkit sample – Dragon Crashers demo, available to download for free. This new demo puts a spotlight on the Unity 2021 LTS UI Toolkit, which aims to help you build and debug adaptive runtime UIs on a wide range of game applications and Editor extensions.
- [Turning Mobile Gaming Impressions into Real Sales Outcomes | Unity](https://unity.com/blog/attain-partnership-measuring-mobile-gaming-sales-outcomes): Unity's partnership with Attain brings real-time, permissioned purchase data to mobile gaming advertising. Learn how programmatic buyers can activate purchase-based audiences across Unity's monthly active users and measure verified sales lift.
- [Twitching with excitement for our Unity showcase – live at GDC](https://unity.com/blog/news/twitching-with-excitement-for-our-unity-showcase-live-at-gdc): Yes, the rumors are true. Tom Holland and Zendaya are official, Rihanna is pregnant, and we’re launching the Unity Showcase – Live at GDC. Throughout the month of March, we’ll be celebrating indies on Twitch with Creator Spotlight streams, and broadcasting live from GDC between March 23-25. This time though, we’re bringing along some Unity Insiders to cohost, including fan favorites like Harry Alisavakis and Code Monkey. Mark your calendars and get ready to join!
- [U/Day Munich Automotive Highlights & Event Recap | Unity](https://unity.com/blog/munich-autoday-recap): Learn how BMW Group, Mercedes, Volvo Group, and more are using Unity to drive innovation in the automotive industry.
- [UI Toolkit at runtime: Get the breakdown](https://unity.com/blog/engine-platform/ui-toolkit-at-runtime-get-the-breakdown): UI Toolkit is a collection of features, resources, and tools made for developing user interfaces and Editor extensions. First introduced as UI Elements, UI Toolkit offers a retained-mode UI framework to facilitate the development of custom UI for Unity Editor extensions.
- [Ultimate 2D Game Art, Animation, and Lighting Guide for Unity 6.3 LTS: Key Takeaways From Our New Ebook |Unity](https://unity.com/blog/ultimate-2d-game-art-animation-lighting-ebook-key-takeaways): One of Unity’s most popular e-books, 2D game art, animation, and lighting, is now available for Unity 6.3 LTS creators. Learn about 2D game development fundamentals with the latest features in Unity.
- [Ultimate Guide to Setting Up Version Control & DevOps in Unity 6 | Unity Blog](https://unity.com/blog/complete-guide-version-control-devops-unity-6): Get close to 100 pages of version control best practices and tips for Unity Version Control and DevOps solutions in our e-book, updated for Unity 6.
- [Ultimate guide: Multiplayer Networking for Advanced Unity Developers | Unity](https://unity.com/blog/multiplayer-networking-ebook): Our new e-book provides Unity developers with a detailed explanation of the core concepts in multiplayer networking and guidance on how to implement Unity features in a multiplayer project.
- [Understanding memory in Unity WebGL](https://unity.com/blog/engine-platform/understanding-memory-in-unity-webgl): Some users are already familiar with platforms where memory is limited. For others, coming from desktop or the WebPlayer, this has never been an issue until now. Targeting console platforms is relatively easy in this respect, since you know exactly how much memory is available. That allows you to budget your memory and your content is guaranteed to run. On mobile platforms things are a bit more complicated because of the many different devices out there, but at least you can choose the lowest specs and decide to blacklist lower-end devices at the marketplace level. On the Web, you simply can’t. Ideally, all end-users had 64-bit browsers and tons of memory but that’s far from reality. On top of that, there is no way to know the specs of the hardware your content is running on. You know the OS, Browser and not much more. Lastly, the end-user might be running your WebGL content as well as other web pages. That’s why this is a tough problem.
- [Understanding The Impact Of Rewarded Ads On IAP, Retention And Engagement | Unity](https://unity.com/blog/understanding-the-impact-of-rewarded-ads-on-iap-retention-and-engagement): Understanding the impact of rewarded ads on IAP, retention and engagement and see the four results found after analyzing
- [Understanding Unity’s serialization language, YAML](https://unity.com/blog/engine-platform/understanding-unitys-serialization-language-yaml): Did you know that you can edit any kind of asset without the hassle of dealing with serialization languages like XML or JSON in the Unity Editor? While this works most of the time, however, there are some instances where you must modify your files directly. Think of merge conflicts or files being corrupted as examples. That’s why, in this blog post, we will further unpack Unity’s serialization system, and share use cases of what can be achieved by modifying Asset files directly.
- [Unit testing part 2 - Unit testing MonoBehaviours](https://unity.com/blog/technology/unit-testing-part-2-unit-testing-monobehaviours): As promised in my previous blog post Unit testing part 1 – Unit tests by the book, this one is dedicated to designing MonoBehaviours with testability in mind. MonoBehaviour is kind of a special class that is handled by Unity in a special way. Every time you try to instantiate a MonoBehaviour derivative you will get a warning saying that it’s not allowed. Being a good boy-scout and not ignoring the warning (ignoring a warning is bad in the long term!) you might have asked yourself the question, how can I mock MonoBehaviour then? The good news is that you don’t have to! Let me introduce you to...
- [Unite 2022 Keynote Recap: Discover new features and workflows to power ambitious games, build multiplayer experiences, craft impressive graphics, and more](https://unity.com/blog/news/unite-2022-keynote): Kicking off our first Unite since 2020, Unity CEO John Riccitiello and leaders across the company share new tools and workflows for powering ambitious games, connecting multiplayers, and improving graphics pipelines in a high-energy keynote address. Watch the Unite 2022 session in full.
- [Unite 2023: 15th Unity Awards, new dev resources, and the latest Tech Stream release](https://unity.com/blog/news/unite-2023-awards-developer-resources): We rounded up highlights from Unite 2023, including the winners of the 15th Unity Awards, new resources for devs, and Tech Stream enhancements.
- [Unite 2023: Deepening our commitment to game development](https://unity.com/blog/news/unite-2023-keynote-game-development-unity-6): The Unite 2023 Keynote features developers sharing stories and games, new product demos, and updates about support for developers.
- [Unite 2023: How to participate and what to expect](https://unity.com/blog/news/what-to-expect-at-unite-2023): Learn more about the upcoming Unite 2023 event and what attendees can expect in November.
- [Unite 2023: New Unity Industry updates unveiled](https://unity.com/blog/industry/unite-2023-unity-industry-updates-unveiled): Unity Industry is getting even better with the addition of Unity Cloud, Pixyz Plugin 2.0, AI tools, and support for visionOS and PolySpatial.
- [Unite 2024 Event Wrap Up: Celebrating with Our Community | Unity Blog](https://unity.com/blog/unite-2024-event-wrap-up): Unite 2024 in Barcelona is a wrap! Over three incredible days, two thousand creators, studios, and partners gathered to share our enthusiasm for game development.
- [Unite 2024 Keynote summary: A Peek Inside Unity 6 | Unity Blog](https://unity.com/blog/unite-2024-keynote-wrap-up): Read highlights from the Unite 2024 Keynote, including the Unity 6 release announcement, plus tech reveals, dev success stories, and more.
- [Unite Seoul 2026 Keynote Recap: Announcing Unity 7](https://unity.com/blog/unite-seoul-keynote-2026-recap): Unite Seoul 2026 Keynote announced the release of Unity 7, offering a sneak peek of some of the upcoming features, and major updates, including modern CoreCLR and .NET, 2D and 3D graphics tooling, and a free Unity CLI and MCP server to power better collaboration inside and outside the Unity Editor. The event also previewed updates to the In-App Purchase (IAP) SDK for direct-to-consumer commerce, ad creative enhancements powered by Unity Vector, and new tools for Industry enterprise customers.
- [Unity 2.5 for Mac and Windows now available!](https://unity.com/blog/technology/unity-25-for-mac-and-windows-now-available): Yes, it's true, we've done it. Yesterday we shipped Unity 2.5 which among other things finally offers support for Unity authoring on Mac OS X and Windows! From the announcement email I sent out (as company front-man): Today we are extremely happy to announce the release of Unity 2.5. For the first time Unity development is now available for use on both Mac OS X and Windows! True cross-platform development with Unity has now been realized. This has been an enormous project that has taken well over a year to complete, it's a release that we're very proud of having accomplished. What's more is that during this effort we've also nearly doubled in size as a company and so there is a lot more on the way, it's going to be an exciting year! While a key feature of this release is in fact the introduction of authoring support on Windows it's worth noting that we put a lot of work into general editor improvements that all content authors can take advantage of. What that means is that this is a significant release for both our existing users and all those potential new users waiting to try Unity for the first time. Here is the high-level overview of what you'll find in Unity 2.5: Windows editor support An all new tabbed, and fully customizable authoring interface 3DS Max support on Windows (ala our Maya support on Mac OS X) New and improved scene navigation and object placement tools Google Chrome support and more... I don't want to repeat too much information here as we have a bunch on our site already. Check out the what's new page we have posted: What's New in Unity 2.5 Both existing users and those wanting to evaluate Unity can download the latest installer from our trial download page: Trial Download Or you can of course just cut to the chase and buy now by visiting our online store: Buy Unity It goes without saying that these are some exciting times for both Unity Technologies and the awesome community we have around us. And 2009 is just gettin' started!
- [Unity 2017.2 is now available](https://unity.com/blog/technology/unity-2017-2-is-now-available): Unity 2017.2 introduces new 2D world-building tools, support for new XR platforms, and thanks to an exclusive collaboration between Unity and Autodesk, faster importing and exporting between Maya/3DS Max and Unity. Unity 2017.2 includes updates to the robust storytelling tools Timeline and Cinemachine, as well as support for ARCore, ARKit, Vuforia, and Windows Mixed Reality immersive headsets. Unity 2017.2 is now available for download.&nbsp;This blog post gives you an overview of some of the highlights followed by more detailed information about new features and improvements.
- [Unity 2017.3 is here](https://unity.com/blog/engine-platform/unity-2017-3-is-here): 2017.3 completes the 2017 cycle introducing several new features and improvements across the board for both artists and developers. We’re excited to share all the great new and improved features available today with Unity 2017.3. Before drilling down into the details, though, we wanted to look back at Unity 2017. (If you can’t wait, just jump straight to the What’s new section below.) With the new Unity 2017 cycle, we doubled down on our effort to help artists, designers and developers create and collaborate more efficiently. Powerful visual tools like Timeline, Cinemachine&nbsp;and&nbsp;Unity FBX Exporter free artists to do more. We continued to improve graphics quality and runtime performance to help you stay ahead of the curve on the latest emerging platforms (desktop, console, mobile, VR, AR, smart TVs) and to take advantage of the latest GPU and native Graphics APIs. A great example of this is the award-winning Adam demo-film series. Other features, like the updated 2D tools and Unity Teams, help you get better results, faster. Finally, we’ve given you new ways to use powerful data (in the Ads, IAP and Live-Ops Analytics solutions) to optimize game performance in real-time and maximize your revenue. Unity 2017.1, 2017.2 and 2017.3 delivered many key features supporting these goals. Here’s a summarized recap:
- [Unity 2019.3 is now available](https://unity.com/blog/technology/unity-2019-3-is-now-available): This release features a brand-new Editor interface, new Input System, faster in-Editor iteration time and lots of other improvements. The High Definition Render Pipeline and many 2D packages are now verified for 2019.3.&nbsp; Regardless if you work in games, entertainment, automotive, architecture, or any other industry, the Unity 2019.3 TECH stream release has something for you. Read this post for the highlights and then visit the 2019.3 webpage for details on each feature area. The website collects the related technical talks from Unite Copenhagen, the latest tutorials, documentation on how to get started, and much more. If you are in pre-production or simply want to get your hands on all the latest features now, you can begin downloading the full release from our update page. For those of you who have projects in production or want to update live projects, we highly recommend waiting for the 2019.4 Long-Term Support (LTS) release. Unity 2019.4 LTS will ship this spring.&nbsp; It will have the same feature set as Unity 2019.3. The difference is that while the TECH stream offers you the latest features and improvements, in the LTS releases we focus entirely on stability and quality. We only add fixes that address crashes, regressions, and issues that affect the wider community. That means Integrated Success Services customer issues, console SDK/XDK issues, or any major changes that would prevent many of you from shipping your game. The LTS release is supported for two years, with biweekly updates providing further fixes, and is intended for projects beyond pre-production.
- [Unity 2020 LTS and Unity 2021.1 Tech Stream are now available](https://unity.com/blog/engine-platform/unity-2020-lts-and-2021-1-tech-stream-are-now-available): We know that creators work differently. That’s why we offer two release versions, Tech Stream and Long-Term Support (LTS), so you can choose the solution that better fits your needs.
- [Unity 2021.2 beta is available for feedback](https://unity.com/blog/engine-platform/unity-2021-2-beta-available-for-feedback): Get a first look at what Unity is offering in this release cycle. These new features and improvements are available for you to try today.
- [Unity 2022 LTS is coming in June](https://unity.com/blog/engine-platform/unity-2022-lts-is-coming-in-june): Get ready to fuel your ambitions with the new Unity 2022 LTS release.
- [Unity 2022.1 Tech Stream is now available](https://unity.com/blog/engine-platform/unity-20221-tech-stream-is-now-available): Join us as we take our first step toward the next Unity LTS release by exploring the latest features in our new Tech Stream release cycle.
- [Unity 2023.1 Tech Stream is now available](https://unity.com/blog/engine-platform/2023-1-tech-stream-now-available): Discover the latest Tech Stream (2023.1) for early access to explore the latest and newest Unity engine features.
- [Unity 2023.2 Tech Stream is now available](https://unity.com/blog/engine-platform/2023-2-tech-stream-now-available): Unveiled at Unite, discover the latest Tech Stream (2023.2) for early access to explore the latest and newest Unity engine features.
- [Unity 2023.3 coming April 2024 with updates for graphics and performance](https://unity.com/blog/engine-platform/2023-3-coming-april-2024-with-updates): Find out how Unity is changing its engine development methodologies to provide you with the most stable builds.
- [Unity 6 E-Book: Get the Most Out of VFX Graph | Unity](https://unity.com/blog/unity-6-vfx-graph-ebook): Master Unity 6's VFX Graph with our comprehensive guide. Learn GPU-accelerated visual effects, shader integration, & optimization techniques with our e-book now!
- [Unity 6 Graphics Learning Resources | Unity Blog](https://unity.com/blog/unity-6-graphics-learning-resources): Find learning resources for building stunning graphics in Unity with our Scriptable Render Pipelines, the Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).
- [Unity 6 is here: See what's new](https://unity.com/blog/unity-6-features-announcement): Unity 6 is now available for download.
- [Unity 6 launches today! | Unity Blog](https://unity.com/blog/introducing-unity-6-launch): Discover new features in the Unity 6 release and get insights into how we’re building, testing, and releasing the most stable and performant version of Unity to date.
- [Unity 6 Optimization Guides for console, PC, mobile, web and XR | Unity](https://unity.com/blog/unity-6-game-optimization-guides): Get hundreds of tips from new Unity 6 optimization guides for console, PC, mobile, web, and XR.
- [Unity 6 Preview is now available](https://unity.com/blog/engine-platform/unity-6-preview-release): Unity 6 Preview (formerly known as 2023.3 Tech Stream) is the last release of our development cycle for Unity 6 and is available for download now.
- [Unity 6 UI Toolkit: News and Updates | Unity](https://unity.com/blog/unity-6-ui-toolkit-updates): Explore the latest Unity 6 UI Toolkit updates with features that streamline UI development, enhance customization, and create dynamic user experiences.
- [Unity 6.1: Supported Update with Enhanced Performance | Unity](https://unity.com/blog/unity-6-1-is-now-available): The Unity 6.1 Update release brings stability & performance enhancements. Build games with powerful platform support & workflows for your next masterpiece.
- [Unity 6.2 Beta Release Announcement & Features | Unity](https://unity.com/blog/unity-6-2-beta-release-announcement-data-driven-stability): Unity 6.2 beta boosts game stability and performance and is enabled by a new developer data framework that puts you in charge of how your data is used.
- [Unity 6.3 LTS is Now Available | Unity](https://unity.com/blog/unity-6-3-lts-is-now-available): Unity 6.3 LTS delivers long-term support and a reliable ecosystem for stable production, and key performance and quality of life improvements.
- [Unity 6's New Global Illumination Lighting Features](https://unity.com/blog/engine-platform/new-ways-of-applying-global-illumination-in-unity-6): Unlock Unity 6's powerful lighting features, including Adaptive Probe Volumes, for better visuals and performance. Learn more and enhance your scenes today!
- [Unity AI 2021 interns: Navigating challenges with robotics](https://unity.com/blog/news/unity-ai-2021-interns-navigating-challenges-with-robotics): Our Unity Robotics team is focused on enabling robotics simulation by harnessing the power, assets, and integrability of the Unity engine while building robotics specific tools and packages that expand simulation capability. During the summer of 2021, our interns worked diligently to create valuable contributions to our work at Unity. Read about their projects and experiences in the following sections.
- [Unity AI UI Generator: Prototype UI with Sprite and Texture Generation | Unity](https://unity.com/blog/unity-ai-ui-generator): Speed up your game UI prototyping with the Unity AI UI Generator. Learn how to use the Sprite and Texture Generators to create placeholder assets directly inside the Unity Editor and iterate on your designs faster.
- [Unity and .NET, what’s next?](https://unity.com/blog/engine-platform/unity-and-net-whats-next): We’ve recently started a multiyear initiative to help you write more performant code faster and deliver long-term stability and compatibility. Read on to find out what we’re doing to update the foundational tech stack behind your scripts.
- [Unity and Anime Studio Pro: The Making of Monster Mingle](https://unity.com/blog/games/unity-and-anime-studio-pro-the-making-of-monster-mingle): When Chris O’Shea and the team at Cowly Owl had the idea for their recent game Monster Mingle, they realized that their vision requires really powerful animation tools. The team decided to use Anime Studio Pro on this project, because the new FBX export feature allowed them to bring the animations into Unity using rigged skinned meshes, rather than sprite based frames. Using animated files, Cowly Owl added expressive, fluid movement to the game. Chris shared with us his team’s Anime Studio and Unity workflow. Monster Mingle is Cowly Owl’s digital toy that lets children create their own monster, exploring a magical world full of creatures and surprises. It was created in part by Chris O’Shea with illustration &amp; character design by Nick Stoney, animation by Wip Vernooij and sound by Resonate. First step of Cowly Owl’s workflow was rigging and animating the characters in Anime Studio Pro. Then they &nbsp;imported the FBX files into Unity. After that, they trimmed the animations in the import setting and added scripts to the animation timeline to control events and sounds. Where they could, they used Mesh Baker to convert the multiple meshes per model into one mesh and sprite sheet to cut down draw calls. Chris and Wip also used a double sided unlit shader on the models, so that they could be flipped in the game. Screenshot of a monster in Anime Studio side by side with Unity:
- [Unity and Esri Collaborate for Real-Time 3D Innovation | Unity](https://unity.com/blog/esri-arcgis): Discover how Unity and Esri are transforming GIS with real-time 3D simulation.
- [Unity and Fetch Bring Purchase-Based Audiences to Mobile Gaming](https://unity.com/blog/mobile-gaming-advertising-reaching-verified-shoppers-with-fetch): Connecting gaming moments to verified shopper behavior has required separate tools and workflows — until now. Unity and Fetch let CPG, QSR, and retail advertisers activate purchase-based audiences across Unity's mobile gaming inventory.
- [Unity and Google expand partnership to help creators accelerate the development and growth of their games](https://unity.com/blog/news/google-partnership-expanded-to-help-creators-accelerate-game-development-and-growth): Unity announces that it is renewing and expanding its partnership with Google to support studios in the development and growth of live games.
- [Unity and Google expand partnership with availability of Unity's networks as bidders into Google AdMob's SDK bidding program](https://unity.com/blog/unity-google-expand-partnership-with-unitys-networks-as-bidders): Unity Ads and ironSource Ads will soon start their alpha as real-time SDK bidders on the AdMob mediation platform and Google Ad Manager platform.
- [Unity and ironSource merge to simplify launching and growing great mobile games](https://unity.com/blog/news/unity-ironsource-merger-growing-great-mobile-games): Unity's merger with ironSource is now complete. Together, we can deliver even more ways to help game developers bring their vision to life.
- [Unity and Microsoft announce cloud partnership for game developers and beyond](https://unity.com/blog/news/unity-and-microsoft-announce-cloud-partnership-for-game-developers-and-beyond): Unity's Marc Whitten and Microsoft's Sarah Bond announce Unity partnership with Microsoft Azure to bring Create Solutions to the cloud and develop cloud infrastructure to better meet developer needs.
- [Unity and Samba Connect TV Viewership Data to Mobile Gaming | Unity](https://unity.com/blog/samba-partnership-bridging-ctv-and-mobile-gaming-advertising): TV and mobile have long been separate strategies for most advertisers. Unity's partnership with Samba integrates first-party TV viewership data with Unity's mobile gaming inventory for unified planning, targeting, and measurement.
- [Unity and Urban Arts are creating brighter futures for underserved students](https://unity.com/blog/news/unity-and-urban-arts-are-creating-brighter-futures-for-underserved-students): Join us in congratulating Urban Arts (UA) on 30 years of life-changing excellence. Since its inception, UA has served more than 250,000 students across 150 New York City public schools. Unity is proud to be one of UA’s key partners, helping students from low-income communities explore their creativity and harness technology to defy the odds and achieve their dreams.
- [Unity Asset Bundles tips and pitfalls](https://unity.com/blog/engine-platform/unity-asset-bundles-tips-pitfalls): Learn about lesser-known aspects of Asset Bundles, with a focus on game performance, memory runtime usage, and general compatibility.
- [Unity Audience Hub helps marketers reach mobile gaming audiences | Unity](https://unity.com/blog/unity-audience-hub-helps-marketers-reach-mobile-gaming-audiences): Unity Audience Hub helps brands reach players in meaningful, privacy-conscious ways, bridging the gap between the worlds of gaming and marketing.
- [Unity Blog](https://unity.com/blog): Check out the latest Unity news, product announcements, content, creator success stories, and more
- [Unity Editor Software Terms Update: Runtime Fee Cancellation | Unity Blog](https://unity.com/blog/terms-update-runtime-fee-cancellation): Learn about changes to the Unity Editor Software Terms to reflect the cancellation of the Runtime Fee.
- [Unity Expands Direct Brand and Agency Support in EMEA](https://unity.com/blog/unity-expands-direct-brand-and-agency-support-in-emea): Following four years of exponential growth for direct brand and agency sales in North America, Unity is expanding in the European market.
- [Unity for Humanity 2024 Grant now open, with wellness-focused Grant Judge, Jewel](https://unity.com/blog/news/unity-for-humanity-2024-grant-now-open): For 2024, Unity will award a total of $500,000 USD across multiple projects, including one grant in collaboration with Jewel.
- [Unity for Humanity 2025 grant now open](https://unity.com/blog/unity-for-humanity-2025-grant-now-open): Real-time 3D (RT3D) is transforming how we approach social impact, and we’re excited to continue supporting creators who harness this technology to build a more equitable, inclusive, and sustainable world. Today, we’re thrilled to announce that applications are open for the Unity for Humanity 2025 Grant, an opportunity for creators to secure funding for their social impact projects.
- [Unity for Humanity 2026 Winner Announcement](https://unity.com/blog/unity-for-humanity-2026-winner-announcement): We are thrilled to introduce the 2026 Unity for Humanity winners!
- [Unity for Humanity Summit highlights: Imagining a better world with RT3D](https://unity.com/blog/news/unity-for-humanity-summit-highlights): Today, we hosted the second annual Unity for Humanity Summit, bringing together innovative changemakers using their creativity to imagine a brighter future. This year’s event was jam-packed, featuring more than 80 creators and 100 projects and underscoring our core focus areas of environment and sustainability, education and inclusive economic opportunity, and digital health and wellbeing.
- [Unity for Humanity supports social impact creators at 2023 Tribeca Festival](https://unity.com/blog/industry/social-impact-creators-at-2023-tribeca-festival): Get to know the experiences made with Unity that were honored during the 2023 Tribeca Festival and learn more about social impact creators in the Unity for Humanity community.
- [Unity forms new venture to manage China operations](https://unity.com/blog/news/unity-forms-new-venture-to-manage-china-operations): Unity China will unlock new opportunities for partnering with local companies and help increase R&amp;D investment to better serve the needs of the Chinese creator community.
- [Unity fundamentals: 6 resources to help you master the basics](https://unity.com/blog/games/6-fundamental-resources-to-help-you-master-unity-basics): We've put together six fundamental resources that will aid the creative process for AR, VR, and other gamedev basics in the Unity engine.
- [Unity Games Highlights from May: PAX, LATAM Showcases & More | Unity](https://unity.com/blog/games-made-with-unity-pax-east-2025): Discover the top Unity-powered games featured in May 2025 at events like PAX East, gamescom LATAM, and more. Catch up on trailers, demos, and highlights you might’ve missed.
- [Unity Hackweek 2018: Creating X Together](https://unity.com/blog/news/unity-hackweek-2018-creating-x-together): When do you do your best creative work? At Unity, we know that when you’re around people you trust, in a relaxed, friendly environment, and you have a chance to deeply concentrate, interesting things happen.&nbsp;
- [Unity Hackweek 2019: Tackling hard problems, building team skills](https://unity.com/blog/news/unity-hackweek-2019-tackling-hard-problems-building-team-skills): What happens when you put 700+ people from Unity and our ecosystem in a secluded location once a year and tell them to solve hard tech, coding, and process problems? Their instructions? Unleash your creativity, collaborate like crazy, and embrace diverse perspectives.
- [Unity Hackweek 2020 – in it together, no matter where we are](https://unity.com/blog/news/unity-hackweek-2020-in-it-together-no-matter-where-we-are): When most people think of Hackweek, what typically comes to mind are images of wild-eyed developers, huddled up in rooms for days, poring over hundreds of lines of code and dozens of cups of coffee.
- [Unity Industry: Top 10 questions on industrial 3D visualization](https://unity.com/blog/industrial-3d-visualization-collaboration-faq): Missed our recent webinar? This FAQ answers the top 10 questions on industrial 3D visualization and collaboration, from CAD formats and runtime updates to private cloud deployment.
- [Unity Input System controls in Backyard Baseball 2026 | Unity Blog](https://unity.com/blog/input-system-event-driven-architecture-for-scalable-controls): Learn how Mega Cat Studios used Unity’s event-driven Input System to build responsive, rebindable controls and local multiplayer for Backyard Baseball 2026.
- [Unity is Canceling the Runtime Fee](https://unity.com/blog/unity-is-canceling-the-runtime-fee): After deep consultation with our community, customers, and partners, we’ve made the decision to cancel the Runtime Fee, effective immediately.
- [Unity joins IAB Europe’s Transparency & Consent Framework | Unity](https://unity.com/blog/unity-joins-iab-europe-tcf-compliant-data-use-advertising): Unity is now a registered TCF participant enabling consent-verified campaign activation across our mobile gaming inventory for advertisers and marketers operating in European markets.
- [Unity MCP Server: Connect Claude Code, Cursor, and Other AI Agents | Unity](https://unity.com/blog/unity-ai-mcp-how-to-get-started): Unity MCP Server implements the Model Context Protocol to give IDE-based AI agents (Claude Code, Cursor, Windsurf, VS Code Copilot) live access to a running Unity project — including scene hierarchy, GameObjects, component values, console output, and build settings. Setup requires enabling the Unity bridge in Project Settings, configuring your client via the Integrations panel or a manual relay path, and approving the connection.
- [Unity opens new possibilities for the anime industry](https://unity.com/blog/technology/unity-opens-new-possibilities-for-the-anime-industry): Japanese animation studio Craftar took to the stage at Unite Tokyo 2019 to talk about the new possibilities that Unity brings to the Japanese animation industry.&nbsp; Few Japanese studios have explored the potential of Unity as a production tool for anime because they don’t know if its real-time improvements to their workflow can deliver the extremely high-quality animation that audiences demand. But as visionary studios like Craftar have found, Unity streamlines their production pipeline and delivers incredible results, while also creating new opportunities.&nbsp; The many achievements of Craftar, which is the consulting arm of major Japanese PR company Hakuhodo Inc., include world-class content such as the Netflix anime INGRESS and 2019 animated film The Relative Worlds. The latter, produced by its subsidiary animation company, Craftar Studios, implemented Unity in several difficult scenes. (You can see how Craftar worked with Unity’s NavMesh feature here.)
- [Unity Partners with PiXYZ Software to unlock CAD data for real-time development](https://unity.com/blog/technology/unity-partners-with-pixyz): Unity today is used across many industries beyond gaming, including aerospace, architecture, automotive, construction, gambling, transportation, manufacturing, medical, and more. The benefits of using real-time in these industries include accelerating innovation through better design collaboration, developing VR and AR training to improve training outcomes, and creating immersive experiences that can increase engagement and drive higher sales. Industry professionals are increasingly seeing the value of bringing real-time into their workflows, recognizing its potential to completely transform the way products and experiences are conceived and built. Despite the fact that forward-thinking individuals in these industries have made great strides to bring real-time into their creation processes, they have encountered persistent challenges, particularly when it comes to preparing or importing large CAD assemblies for real-time development. That’s why Unity and PiXYZ software have joined forces to provide large enterprises and individual professionals alike with best-in-class solutions to easily import and optimize CAD data for creating real-time experiences in Unity. “PiXYZ was founded by CAD professionals, for CAD professionals, with the goal of addressing the difficult challenges presented by working with large-scale CAD assemblies,” said Stéphane Imbert, Chairman, and Founder of PiXYZ Software. “Unity’s real-time development platform is widely recognized as the best real-time workflow for customers who use CAD and want to build high-quality experiences. Our strategic partnership with Unity will allow us to better serve our mutual customers together - today, and in the future - by delivering the best, most responsive, and most painless solution on the market.”
- [Unity runtime on Arm-based Windows devices](https://unity.com/blog/engine-platform/unity-runtime-on-arm-based-windows-devices): Unity runtime support is now available for Windows on Arm devices.
- [Unity Serialization](https://unity.com/blog/technology/unity-serialization): So you are writing a really cool editor extension in Unity and things seem to be going really well. You get your data structures all sorted out are really happy with how the tool you have written works. Then you enter and exit play mode. Suddenly all the data you had entered is gone and your tool is reset to the default, just initialized state. It’s very frustrating! “Why does this happen?” you ask yourself. The reason has to do with how the managed (mono) layer of Unity works. Once you understand it, then things get much easier :) What happens when an assembly is reloaded? When you enter / exit play mode or change a script Unity has to reload the mono assemblies, that is the dll's associated with Unity. On the user side this is a 3 step process: Pull all the serializable data out of managed land, creating an internal representation of the data on the C++ side of Unity. Destroy all memory / information associated with the managed side of Unity, and reload the assemblies. Reserialize the data that was saved in C++ back into managed land. What this means is that for your data structures / information to survive an assembly reload you need to ensure that it can get serialized into and out of c++ memory properly. Doing this also means that (with some minor modifications) you can save this data structure to an asset file and reload it at a later date. How do I work with Unity's serialization? The easiest way to learn about Unity serialization is by working through an example. We are going to start with a simple editor window, it contains a reference to a class which we want to make survive an assembly reload. using UnityEngine; using UnityEditor; public class MyWindow : EditorWindow { private SerializeMe m_SerialziedThing; [MenuItem ("Window/Serialization")] static void Init () { GetWindow (); } void OnEnable () { hideFlags = HideFlags.HideAndDontSave; if (m_SerialziedThing == null) m_SerialziedThing = new SerializeMe (); } void OnGUI () { GUILayout.Label ("Serialized Things", EditorStyles.boldLabel); m_SerialziedThing.OnGUI (); } }using UnityEditor; public struct NestedStruct { private float m_StructFloat; public void OnGUI () { m_StructFloat = EditorGUILayout.FloatField("Struct Float", m_StructFloat); } } public class SerializeMe { private string m_Name; private int m_Value; private NestedStruct m_Struct; public SerializeMe () { m_Struct = new NestedStruct(); m_Name = ""; } public void OnGUI () { m_Name = EditorGUILayout.TextField( "Name", m_Name); m_Value = EditorGUILayout.IntSlider ("Value", m_Value, 0, 10); m_Struct.OnGUI (); } }When you run this and force an assembly reload you will notice that any value in the window you have changed will not survive. This is because when the assembly is reloaded the reference to the ‘m_SerialziedThing’ is gone. It is not marked up to be serialized. There are a few things that need to be done to make this serialization work properly: In MyWindow.cs: The field ‘m_SerializedThing’ needs to have the attribute [SerializeField] added to it. What this tells Unity is that it should attempt to serialize this field on assembly reload or similar events. In SerializeMe.cs: The class ‘SerializeMe’ needs to have the [Serializable] attribute added to it. This tells Unity that the class is serializable. The struct ‘NestedStruct’ needs to have the [Serializable] attribute added to it. Each (non public) field that you want to be serialized needs to have the [SerializeField] attribute added to it. After adding these flags open the window and modify the fields. You will notice that after an assembly reload that the fields retain their values; that is apart from the field that came from the struct. This brings up the first important point, structs are not very well supported for serialization. Changing ‘NestedStruct’ from a struct to a class fixes this issue. The code now looks like this: using UnityEngine; using UnityEditor; public class MyWindow : EditorWindow { private SerializeMe m_SerialziedThing; [MenuItem ("Window/Serialization")] static void Init () { GetWindow (); } void OnEnable () { hideFlags = HideFlags.HideAndDontSave; if (m_SerialziedThing == null) m_SerialziedThing = new SerializeMe (); } void OnGUI () { GUILayout.Label ("Serialized Things", EditorStyles.boldLabel); m_SerialziedThing.OnGUI (); } } using System; using UnityEditor; using UnityEngine; [Serializable] public class NestedStruct { [SerializeField] private float m_StructFloat; public void OnGUI () { m_StructFloat = EditorGUILayout.FloatField("Struct Float", m_StructFloat); } } [Serializable] public class SerializeMe { [SerializeField] private string m_Name; [SerializeField] private int m_Value; [SerializeField] private NestedStruct m_Struct; public SerializeMe () { m_Struct = new NestedStruct(); m_Name = ""; } public void OnGUI () { m_Name = EditorGUILayout.TextField( "Name", m_Name); m_Value = EditorGUILayout.IntSlider ("Value", m_Value, 0, 10); m_Struct.OnGUI (); } }Some Serialization Rules Avoid structs Classes you want to be serializable need to be marked with [Serializable] Public fields are serialized (so long as they reference a [Serializable] class) Private fields are serialized under some circumstances (editor). Mark private fields as [SerializeField] if you wish them to be serialized. [NonSerialized] exists for fields that you do not want to serialize. Scriptable Objects So far we have looked at using normal classes when it comes to serialization. Unfortunately using plain classes has some issues when it comes to serialization in Unity. Lets take a look at an example. using System; using UnityEditor; using UnityEngine; [Serializable] public class NestedClass { [SerializeField] private float m_StructFloat; public void OnGUI() { m_StructFloat = EditorGUILayout.FloatField("Float", m_StructFloat); } } [Serializable] public class SerializeMe { [SerializeField] private NestedClass m_Class1; [SerializeField] private NestedClass m_Class2; public void OnGUI () { if (m_Class1 == null) m_Class1 = new NestedClass (); if (m_Class2 == null) m_Class2 = m_Class1; m_Class1.OnGUI(); m_Class2.OnGUI(); } }This is a contrived example to show a very specific corner case of the Unity serialization system that can catch you if you are not careful. You will notice that we have two fields of type NestedClass. The first time the window is drawn it will show both the fields, and as m_Class1 and m_Class2 point to the same reference, modifying one will modify the other. Now try reloading the assembly by entering and exiting play mode... The references have been decoupled. This is due to how serialization works when you mark a class as simply [Serializable] When you are serializing standard classes Unity walks through the fields of the class and serializes each one individually, even if the reference is shared between multiple fields. This means that you could have the same object serialized multiple times, and on deserialization the system will not know they are really the same object. If you are designing a complex system this is a frustrating limitation because it means that complex interactions between classes can not be captured properly. Enter ScriptableObjects! ScriptableObjects are a type of class that correctly serializes as references, so that they only get serialized once. This allows complex class interactions to be stored in a way that you would expect. Internally in Unity ScriptableObjects and MonoBehaviours are the same; in userland code you can have a ScriptableObject that is not attached to a GameObject; this is different to how MonoBehaviour works. They are great for general data structure serialization. Let’s modify the example to be able to handle serialization properly: using System; using UnityEditor; using UnityEngine; [Serializable] public class NestedClass : ScriptableObject { [SerializeField] private float m_StructFloat; public void OnEnable() { hideFlags = HideFlags.HideAndDontSave; } public void OnGUI() { m_StructFloat = EditorGUILayout.FloatField("Float", m_StructFloat); } } [Serializable] public class SerializeMe { [SerializeField] private NestedClass m_Class1; [SerializeField] private NestedClass m_Class2; public SerializeMe () { m_Class1 = ScriptableObject.CreateInstance (); m_Class2 = m_Class1; } public void OnGUI () { m_Class1.OnGUI(); m_Class2.OnGUI(); } }The three changes of note here are that: NestedClass is now a ScriptableObject. We create an instance using the CreateInstance&lt;&gt; function instead of calling the constructor. We also set the hide flags... this will be explained later These simple changes mean that the instance of the NestedClass will only be serialized once, with each of the references to the class pointing to the same one. ScriptableObject Initialization So now we know that for complex data structures where external referencing is needed it is a good idea to use ScriptableObjects. But what is the correct way to work with ScriptableObjects from user code? The first thing to examine is HOW scriptable objects are initialized, especially from the Unity serialization system. The constructor is called on the ScriptableObject. Data is serialized into the object from the c++ side of unity (if such data exists). OnEnable() is called on the ScriptableObject. Working with this knowledge there are some things that we can say: Doing initialization in the constructor isn’t a very good idea as data will potentially be overridden by the serialization system. Serialization happens AFTER construction, so we should do our configuration stuff after serialization. OnEnable() seems like the best candidate for initialization. Lets make some changes to the ‘SerializeMe’ class so that it is a ScriptableObject. This will allow us to see the correct initialization pattern for ScriptableObjects. // also updated the Window to call CreateInstance instead of the constructor using System; using UnityEngine; [Serializable] public class SerializeMe : ScriptableObject { [SerializeField] private NestedClass m_Class1; [SerializeField] private NestedClass m_Class2; public void OnEnable () { hideFlags = HideFlags.HideAndDontSave; if (m_Class1 == null) { m_Class1 = CreateInstance (); m_Class2 = m_Class1; } } public void OnGUI () { m_Class1.OnGUI(); m_Class2.OnGUI(); } }On the surface it seems that we have not really changed this class much, it now inherits from ScriptableObject and instead of using a constructor has an OnEnable(). The important part to take note of is slightly more subtle... OnEnable() is called AFTER serialization; because of this we can see if the [SerializedFields] are null or not. If they are null it indicates that this is the first initialization, and we need to construct the instances. If they are not null then they have been loaded into memory, and do NOT need to be constructed. It is common in OnEnable() to also call a custom Initialization function to configure any private / non serialized fields on the object, much like you would do in a constructor. HideFlags In the examples using ScriptableObjects you will notice that we are setting the ‘hideFlags’ on the object to HideFlags.HideAndDontSave. This is a special setup that is required when writing custom data structures that have no root in the scene. This is to get around how scene loading works in Unity. When a scene is loaded internally unity calls Resources.UnloadUnusedAssets. If nothing is referencing an asset the garbage collector will find it. The GC uses the scene as ‘the root’ and traverses the hierarchy to see what can get GC’d. Setting the HideAndDontSave flag on a ScriptableObject tells Unity to consider that object as a root object. Because of this it will not just disappear because of an assembly reload. The object can still be destroyed by calling Destroy(). Some ScriptableObject Rules ScriptableObjects will only be serialized once, allowing you to use references properly. Use OnEnable to initialize ScriptableObjects. Don’t ever call the constructor of a ScriptableObject, use CreatInstance instead For nested data structures that are only referenced once don’t use ScriptableObject as they have more overhead. If your scriptable object is not rooted in the scene set the hideFlags to HideAndDontSave. Concrete Array Serialization Lets have a look at a simple example that serializes a range of concrete classes. using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; [Serializable] public class BaseClass { [SerializeField] private int m_IntField; public void OnGUI() {m_IntField = EditorGUILayout.IntSlider ("IntField", m_IntField, 0, 10);} } [Serializable] public class SerializeMe : ScriptableObject { [SerializeField] private List m_Instances; public void OnEnable () { hideFlags = HideFlags.HideAndDontSave; if (m_Instances == null) m_Instances = new List (); } public void OnGUI () { foreach (var instance in m_Instances) instance.OnGUI (); if (GUILayout.Button ("Add Simple")) m_Instances.Add (new BaseClass ()); } }This basic example has a list of BaseClasses, by clicking the ‘Add Simple’ button it creates an instance and adds it to the list. Due to the SerializeMe class being configured properly for serialization (as discussed before) it ‘just works’. Unity sees that the List is marked for serialization and serializes each of the List elements. General Array Serialization Lets modify the example to serialize a list that contains members of a base class and child class: using System; using System.Collections.Generic; using UnityEditor; using UnityEngine; [Serializable] public class BaseClass { [SerializeField] private int m_IntField; public virtual void OnGUI() { m_IntField = EditorGUILayout.IntSlider("IntField", m_IntField, 0, 10); } } [Serializable] public class ChildClass : BaseClass { [SerializeField] private float m_FloatField; public override void OnGUI() { base.OnGUI (); m_FloatField = EditorGUILayout.Slider("FloatField", m_FloatField, 0f, 10f); } } [Serializable] public class SerializeMe : ScriptableObject { [SerializeField] private List m_Instances; public void OnEnable () { if (m_Instances == null) m_Instances = new List (); hideFlags = HideFlags.HideAndDontSave; } public void OnGUI () { foreach (var instance in m_Instances) instance.OnGUI (); if (GUILayout.Button ("Add Base")) m_Instances.Add (new BaseClass ()); if (GUILayout.Button ("Add Child")) m_Instances.Add (new ChildClass ()); } }The example has been extended so that there is now a ChildClass, but we are serializing using the BaseClass. If you create a few instance of the ChildClass and the BaseClass they will render properly. Issues arise when they are placed through an assembly reload. After the reload completes every instance will be a BaseClass, with all the ChildClass information stripped. The instances are being sheared by the serialization system. The way to work around this limitation of the serialization system is to once again use ScriptableObjects: using System; using System.Collections.Generic; using UnityEngine; using UnityEditor; [Serializable] public class MyBaseClass : ScriptableObject { [SerializeField] protected int m_IntField; public void OnEnable() { hideFlags = HideFlags.HideAndDontSave; } public virtual void OnGUI () { m_IntField = EditorGUILayout.IntSlider("IntField", m_IntField, 0, 10); } } [Serializable] public class ChildClass : MyBaseClass { [SerializeField] private float m_FloatField; public override void OnGUI() { base.OnGUI (); m_FloatField = EditorGUILayout.Slider("FloatField", m_FloatField, 0f, 10f); } } [Serializable] public class SerializeMe : ScriptableObject { [SerializeField] private List m_Instances; public void OnEnable () { if (m_Instances == null) m_Instances = new List(); hideFlags = HideFlags.HideAndDontSave; } public void OnGUI () { foreach (var instance in m_Instances) instance.OnGUI (); if (GUILayout.Button ("Add Base")) m_Instances.Add(CreateInstance()); if (GUILayout.Button ("Add Child")) m_Instances.Add(CreateInstance()); } }After running this, changing some values, and reloading assemblies you will notice that ScriptableObjects are safe to use in arrays even if you are serializing derived types. The reason is that when you serialize a standard [Serializable] class it is serialized ‘in place’, but a ScriptableObject is serialized externally and the reference inserted into the collection. The shearing occurs because the type can not be properly be serialized as the serialization system thinks it is of the base type. Serializing Abstract Classes So now we have seen that it’s possible to serialize a general list (so long as the members are of type ScriptableObject). Lets see how abstract classes behave: using System; using UnityEditor; using System.Collections.Generic; using UnityEngine; [Serializable] public abstract class MyBaseClass : ScriptableObject { [SerializeField] protected int m_IntField; public void OnEnable() { hideFlags = HideFlags.HideAndDontSave; } public abstract void OnGUI (); } [Serializable] public class ChildClass : MyBaseClass { [SerializeField] private float m_FloatField; public override void OnGUI() { m_IntField = EditorGUILayout.IntSlider("IntField", m_IntField, 0, 10); m_FloatField = EditorGUILayout.Slider("FloatField", m_FloatField, 0f, 10f); } } [Serializable] public class SerializeMe : ScriptableObject { [SerializeField] private List m_Instances; public void OnEnable () { if (m_Instances == null) m_Instances = new List(); hideFlags = HideFlags.HideAndDontSave; } public void OnGUI () { foreach (var instance in m_Instances) instance.OnGUI (); if (GUILayout.Button ("Add Child")) m_Instances.Add(CreateInstance()); } }This code much like the previous example works. But it IS dangerous. Lets see why. The function CreateInstance&lt;&gt;() expects a type that inherits from ScriptableObject, the class ‘MyBaseClass’ does in fact inherit from ScriptableObject. This means that it’s possible to add an instance of the abstract class MyBaseClass to the m_Instances array. If you do this and then try and access an abstract method bad things will happen because there is no implementation of that function. In this specific case that would be the OnGUI method. Using abstract classes as the serialized type for lists and fields DOES work, so long as they inherit from ScriptableObject, but it is not a recommended practice. Personally I think it’s better to use concrete classes with empty virtual methods. This ensures that things will not go bad for you. When do ScriptableObjects get persisted into scene / prefab files? GameObjects and their components are saved into a scene by default. Asset types (Materials / Meshes / AnimationClip / SerializedObject's) that are created from code are saved in the scene so long as a game object or their components in the scene references it. Asset types can also be explicitly marked as assets using AssetDatabase.CreateAsset. In that case they will not be saved in the scene but simply referenced. If an asset type or game object type is marked as HideAndDontSave it also not saved in the scene. Questions?
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- [Why we’re excited about AI at Unity](https://unity.com/blog/news/why-we-are-excited-about-ai): Marc Whitten shares an overview of Unity’s vision for the future of AI for the Editor and runtime in 2023 and beyond.
- [Why Women should Invest in the Gaming Industry | Unity](https://unity.com/blog/playcap-gdc-2025-interview): We interviewed PlayCap founder Bibbi Wikman about her mission to get more women investing in the gaming industry and her vision for the future of gaming.
- [With Momotaro Dentetsu World, Konami brings a beloved 36-year-old franchise to Unity](https://unity.com/blog/konami-momotaro-dentetsu-world-in-unity): Momotaro Dentetsu is an iconic Japanese franchise featuring boardgame-style play where players travel to acquire properties and build wealth. The first game in this beloved series was released in 1988, and more than 20 titles have been added since. Momotaro Dentetsu World, the latest iteration in the franchise, was released a little over a year ago. It was the first Momotaro Dentetsu console game made with Unity, so we sat down with Noriaki Okamura, the senior producer of the franchise for Konami Digital Entertainment. In this Q&A, he explains why they brought their game to Unity to, as he puts it, “pass this franchise on to the creators of the future.”
- [Working with physically based shading: A practical approach](https://unity.com/blog/engine-platform/practical-approach-to-physically-based-shading): Throughout the development of Unity 5, we’ve used our Viking Village project internally as a testing ground for shading and lighting workflows. If you’re using the Unity 5 beta, you can download the Viking Village package from the Asset Store to get insights into how you can assemble and illuminate a scene in Unity 5. We also present some of our learnings below.
- [World Oceans Day: RT3D projects make waves and encourage conservation](https://unity.com/blog/news/world-oceans-day-rt3d-projects-make-waves-and-encourage-conservation): Not just a source of natural beauty, oceans are critical to all life on earth – and they’re at risk. Riddled with plastic and facing oil spills, overfishing, and increasing global temperatures, these ecosystems are in real danger. Read on to learn about World Oceans Day and why protecting our oceans is essential.
- [Wrinkle Maps in The Blacksmith](https://unity.com/blog/technology/wrinkle-maps-in-the-blacksmith): Wrinkle Maps in The Blacksmith | Unity Blog
- [Yooka-Replaylee: A Fresh Coat of Paint | Unity](https://unity.com/blog/playtonic-yooka-replaylee-a-fresh-coat-of-paint): In this guest post on the Unity Blog, Playtonic concept artist Phoebe Wiggin takes you behind the scenes of Yooka-Replaylee. Learn how a beloved classic was reimagined from the ground up with tech and tools from Unity 6.
- [You can change the world: Unity for Humanity Grant application tips and inspiration](https://unity.com/blog/news/unity-for-humanity-grant-application-tips-inspiration): The Unity for Humanity 2023 Grant is open for applications through December 9, 2022. In this blog, we share tips to guide applicants and insight from past grantees.
- [Your 3 Pronged Holiday UA Strategy: Creatives, Offerwall, and On-Device Advertising | Unity](https://unity.com/blog/angles-of-acquisition-holiday-webinar-summary): The key to making the holiday uplift work for your user acquisition is tackling it from all angles. Read for tips on creatives, offerwall, and on-device.
- [Your Guide to Reducing your Android ANR Rate and Improving your Users’ Experience | Unity](https://unity.com/blog/reducing-your-android-anr-rate-and-improving-your-ux): Learn about how to reduce your Android ANR (Application Not Responding) rate and improve your users’ experience
- [Your questions: Cloud Content Delivery and Addressables](https://unity.com/blog/engine-platform/your-questions-cloud-content-delivery-and-addressables): The Addressable Asset System is a vital feature for many Unity users – particularly those with lots of content to manage. We’ve noticed some questions about using Cloud Content Delivery to deliver those assets to players, so here’s a quickstart guide.&nbsp;
- [Your Toolkit for Self-Publishing a Hit Game | Unity](https://unity.com/blog/your-self-publishing-toolkit-for-shipping-a-hit-mobile-game): Antti Hattara, CEO of indie mobile game studio Starberry Games, gives the lowdown on the industry tools you need to launch a game solo.
- [Your UA Strategy Could be Better - Here’s Why It Needs Playable Ads | Unity](https://unity.com/blog/your-ua-strategy-could-be-better-heres-why-it-needs-playable-ads): Playable ads became the most used creative last year by mobile users. It's time to start using them in your UA strategy - read to learn more.
- [Zutari uses Unity to design renewable energy sites for a more sustainable future](https://unity.com/blog/industry/zutari-uses-unity-to-design-renewable-energy-sites-for-a-more-sustainable-future): See how Zutari, a South African engineering consultancy, is using Unity’s real-time 3D development platform to automate large-scale solar photovoltaics (PV) projects to reduce the time required to develop design-level insights and decrease costs.

## News

- [2024 Unity for Humanity Grant Winners and Honorees Show the Power of Real-Time 3D to Drive Change](https://unity.com/news/2024-unity-for-humanity-grant-winners-and-honorees-show-the-power-of-real-time-3d): Multi-platinum singer-songwriter and mental health pioneer Jewel joins judge panel to select Unity creators who are finding innovative ways to leverage Unity technology to drive change in the world
- [2024 Unity Gaming Report Highlights Game Studios’ Continued Resilience As They Boldly Stretch Resources Amidst Shifting Market Forces](https://unity.com/news/2024-unity-gaming-report-highlights-resilience): Developers Are Adapting With AI Adoption, Revenue Diversification, And Increased Multiplayer And Multiplatform Investment
- [As Player Demand Increases for Multiplayer Experiences, Unity Announces Enhanced Support in Unity 6](https://unity.com/news/unity-announces-enhanced-support-in-unity-6): Unity continues to invest in supporting developers creating multiplayer experiences - no matter the game engine they use or target platform
- [Capgemini to acquire Unity’s Digital Twin Professional Services arm to accelerate enterprises’ digital transformation through real-time 3D technology](https://unity.com/news/capgemini-to-acquire-unitys-digital-twin-professional-services-arm): Per the agreement, Unity’s Digital Twin Professional Services team will join and embed within Capgemini, forming one of the largest pools of Unity enterprise developers in the world.
- [Ex-King CTO and Havok Co-Founder Steve Collins Will Join Unity As New Chief Technology Officer](https://unity.com/news/ex-king-cto-and-havok-co-founder-steve-collins-will-join-unity-as-new-chief-technology-officer): Steve Collins will join Unity as Chief Technology Officer (CTO), adding key technical leadership to accelerate product innovation, quality, and stability.
- [Jarrod Yahes Will Join Unity as Chief Financial Officer](https://unity.com/news/jarrod-yahes-will-join-unity-as-chief-financial-officer): Jarrod Yahes will join as SVP, Chief Financial Officer (CFO) on January 1, 2025.
- [New Unity Audience Hub Doubles Engagement for Brand Campaigns, Unlocking Privacy-First Advertising Across Mobile and CTV](https://unity.com/news/unity-audience-hub-doubles-engagement-brand-campaigns-mobile-and-ctv): New Unity Audience Hub Doubles Engagement for Brand Campaigns, Unlocking Privacy-First Advertising Across Mobile and CTV
- [News Landing Page](https://unity.com/news): News Landing
- [Unity 6 Launches Under New CEO](https://unity.com/news/unity-6-launches-under-new-ceo): Unity CEO Matt Bromberg discusses their latest Unity 6 platform, AI utilization in gaming, and his goals for the company as new CEO.
- [Unity 6 Will Release Globally October 17, 2024, Unity Announces at Annual “Unite” Developer Conference](https://unity.com/news/unity-6-will-release-globally-october-17-2024-unity-announces-at-annual-unite-developer-conference): With Unity 6, developers will be able to build more expansive and engaging games and reach more players across more platforms
- [Unity 7 Roadmap Revealed at Unite Seoul](https://unity.com/news/unity-7-roadmap-revealed-at-unite-seoul): Today at Unite Seoul, Unity (NYSE: U) announced plans for Unity 7, the next generation authoring platform for developing, deploying, and growing games.
- [Unity and Epic Games Together Advance the Open, Interoperable Future for Video Gaming](https://unity.com/news/unity-and-epic-games-together-advance-open-interoperable-future-video-gaming): Unity developers will be able to bring their games to Fortnite and Unity’s enhanced commerce platform will come to Unreal Engine
- [Unity and Meta Extend Multi‑Year Partnership to Power Next‑Generation VR Experiences](https://unity.com/news/unity-and-meta-extend-multi-year-partnership): Unity (NYSE: U), the world’s leading game engine, and Meta today announced an extended multi‑year platform support and enterprise agreement that deepens the companies’ long‑standing collaboration in virtual reality.
- [Unity Announces Date of First Quarter 2025 Financial Results Webcast](https://unity.com/news/unity-announces-date-of-first-quarter-2025-financial-results-webcast): Unity announced today it will release first quarter 2025 financial results before the market opens on May 7, 2025, with a webcast to follow at 8:30 a.m. ET/5:30 a.m. PT.
- [Unity Announces Date of Second Quarter 2025 Financial Results Webcast](https://unity.com/news/unity-announces-date-of-second-quarter-2025-financial-results-webcast): Unity (NYSE: U) announced today it will release second quarter 2025 financial results before the market opens on August 6, 2025, with a webcast to follow at 8:30 a.m. ET/5:30 a.m. PT.
- [Unity Announces Date of Third Quarter 2025 Financial Results Webcast](https://unity.com/news/unity-announces-date-of-third-quarter-2025-financial-results-webcast): Unity (NYSE: U) announced it will release third quarter 2025 financial results before the market opens on November 5, 2025, with a webcast to follow at 8:30 a.m. ET/5:30 a.m. PT.
- [Unity Announces Development of Nintendo Switch 2 Launch Title Survival Kids in Close Partnership with KONAMI](https://unity.com/news/unity-announces-development-of-nintendo-switch-2-launch-title-survival-kids-in-close-partnership-with-konami): SAN FRANCISCO--(BUSINESS WIRE)--Unity, the leading platform to create and grow games and interactive experiences, today announced it has developed a day-one release title for Nintendo Switch™ 2, Survival Kids, in close partnership with Konami Digital Entertainment B.V. (KONAMI), and built entirely on Unity 6 for Nintendo Switch 2.
- [Unity Announces Enhanced Engine Performance and Stability, New Platforms, and AI-Powered Workflows at GDC 2025](https://unity.com/news/unity-announces-enhanced-engine-performance-gdc-2025): SAN FRANCISCO--(BUSINESS WIRE)--GDC – Unity (NYSE: U), the leading platform to create and grow games and interactive experiences, today announced that developers can expect enhanced performance and stability, expanded platform support, and new AI-powered workflows in the three Unity 6 Updates planned for 2025, with the first, Unity 6.1, landing in April.
- [Unity Announces First Quarter 2026 Financial Results Webcast](https://unity.com/news/unity-announces-first-quarter-2026-financial-results-webcast): Unity will release first quarter 2026 financial results before the market opens on May 7, 2026, with a webcast to follow at 8:30 a.m. ET/5:30 a.m. PT.
- [Unity Announces Fourth Quarter and Fiscal Year 2024 Financial Results Webcast](https://unity.com/news/unity-announces-fourth-quarter-and-fiscal-year-2024-financial-results-webcast): Unity (NYSE: U) announced today it will release fourth quarter and fiscal year 2024 financial results before the market opens on February 20, 2025, with a webcast to follow at 8:30 a.m. ET/5:30 a.m. PT.
- [Unity Announces Fourth Quarter and Fiscal Year 2025 Financial Results Webcast](https://unity.com/news/unity-announces-fourth-quarter-and-fiscal-year-2025-financial-results-webcast): Unity (NYSE: U) announced today it will release fourth quarter and fiscal year 2025 financial results before the market opens on February 11, 2026, with a webcast to follow at 8:30 a.m. ET/5:30 a.m. PT.
- [Unity Announces Partnership with 2K Games to Bring PGA TOUR 2K25 to Nintendo Switch 2](https://unity.com/news/unity-2k-games-pga-tour-2k25-nintendo-switch-2): Partnership showcases Unity’s multiplatform capabilities and commitment to helping developers reach more players across more platforms
- [Unity Announces Pricing of Upsized $600.0 Million Offering of Convertible Senior Notes](https://unity.com/news/unity-announces-pricing-of-upsized-offering-of-convertible-senior-notes): Unity Software Inc. (“Unity”) (NYSE: U), the leading platform to create and grow games and interactive experiences, today announced the pricing of $600.0 million aggregate principal amount of 0% Convertible Senior Notes due 2030 (the “Notes”) in a private placement (the “Offering”) to persons reasonably believed to be qualified institutional buyers pursuant to Rule 144A under the Securities Act of 1933, as amended (the “Securities Act”).
- [Unity Announces Proposed $500.0 Million Offering of Convertible Senior Notes](https://unity.com/news/unity-announces-proposed-fivehundred-million-dollar-offering-of-convertible-senior-notes): SAN FRANCISCO -- Unity Software Inc. (“Unity”) (NYSE: U), the leading platform to create and grow games and interactive experiences, today announced its intent to offer, subject to market conditions and other factors, $500.0 million aggregate principal amount of Convertible Senior Notes due 2030 (the “Notes”) in a private placement (the “Offering”) to persons reasonably believed to be qualified institutional buyers pursuant to Rule 144A under the Securities Act of 1933, as amended (the “Securities Act”). Unity also intends to grant the initial purchasers of the Notes an option to purchase, within a 13-day period beginning on, and including, the date on which the Notes are first issued, up to an additional $75.0 million aggregate principal amount of Notes.
- [Unity Announces Third Quarter 2024 Financial Results Webcast](https://unity.com/news/unity-announces-third-quarter-2024-financial-results-webcast): Unity (NYSE: U) announced today it will release third quarter 2024 financial results after the market close on November 7, 2024, with a webcast to follow at 2 p.m. PT/5 p.m. ET.
- [Unity Appoints Bernard Kim to its Board of Directors and Announces Board Transitions](https://unity.com/news/unity-appoints-bernard-kim-to-its-board-of-directors-and-announces-board-transitions): SAN FRANCISCO – February 10, 2026– Unity (NYSE: U), the world's leading game engine, today announced the appointment of gaming and technology veteran Bernard Kim as an independent director to its Board of Directors, effective May 1, 2026.
- [Unity Appoints Chris Feo as SVP Sales & Partnerships, Programmatic, to Accelerate Growth in Privacy-First Advertising Across Gaming and Connected TV](https://unity.com/news/unity-appoints-chris-feo-as-svp-sales-partnerships-programmatic-accelerate-growth-privacy-first-advertising-gaming-and-connected-tv): Unity (NYSE: U), the leading platform to create and grow games and interactive experiences, today announced the appointment of Chris Feo as Senior Vice President of Sales and Partnerships, Programmatic. Feo will lead growth for the company's Audience Hub offering, helping connect the programmatic ecosystem and brand marketers with gaming audiences through privacy-first identity and high-performance advertising solutions across mobile, web, and connected TV (CTV).
- [Unity Appoints Matthew Bromberg as New CEO](https://unity.com/news/unity-appoints-matthew-bromberg-as-new-ceo): Matthew Bromberg Appointed Chief Executive Officer and President Interim Chief Executive Officer Jim Whitehurst Named Executive Chair of the Unity Board
- [Unity Asset Manager Powers BMW Group’s Groundbreaking 3D Mine Platform](https://unity.com/news/unity-asset-manager-powers-bmw-group-groundbreaking-3d-mine-platform): Automotive leader BMW Group adopts Unity’s cloud-based digital asset manager to streamline 3D asset management and accelerate digital transformation
- [Unity Chosen by Toyota Motor Corporation for Its Next-Generation Human Machine Interface (HMI) to Enhance the In-Car Experience](https://unity.com/news/unity-chosen-by-toyota-motor-corporation-for-next-generation-hmi): Unity’s Real-time 3D capabilities are driving the evolution of the car interface
- [Unity Forms AI Council to Accelerate AI Product Innovation](https://unity.com/news/unity-forms-ai-council-to-accelerate-ai-product-innovation): Unity (NYSE: U), the operating system for games and interactive experiences, today announced the creation of the Unity AI Council. The Council will bring together leading minds in AI with Unity’s product leadership to accelerate the pace and quality of innovation across the Company. The first two members of the Council are Jia Li, Co-Founder, President and Chief AI Officer of LiveX AI, and Julian Togelius, Associate Professor of Computer Science and Engineering at NYU and Co-Founder of modl.ai. Unity expects to welcome additional members in the coming months.
- [Unity Launches Native, Cross-Platform Commerce Management for Game Developers Worldwide](https://unity.com/news/unity-launches-native-cross-platform-commerce-management-for-game-developers-worldwide): As app stores open up globally, game developers will be able to control their own unified digital stores across mobile, web, and PC directly through the Unity Engine, in partnership with Stripe.
- [Unity Powers Launch Titles for Samsung’s Galaxy XR And Accelerates the Android XR Ecosystem](https://unity.com/news/unity-powers-launch-titles-for-samsung-galaxy-xr-and-accelerates-the-android-xr-ecosystem-): Developers now have a production-ready path to bring immersive Unity experiences to Galaxy XR and the next wave of Android XR devices
- [Unity Puts Developer Choice and Flexibility at the Center of Game Development at Unite 2025](https://unity.com/news/unity-developer-choice-flexibility-center-of-game-development-at-unite-2025): Unity will make it faster for developers to develop, deploy, and grow their games across every platform
- [Unity Releases Preliminary First Quarter Results Exceeding Guidance; Will Enhance Growth and Profitability by Exiting Non-Strategic Ad Businesses](https://unity.com/news/unity-releases-preliminary-first-quarter-results-exceeding-guidance;-will-enhance-growth-and-profitability-by-exiting-non-strategic-ad-businesses): SAN FRANCISCO, March 26, 2026 -- Unity (NYSE: U), the world’s leading game engine, today announced preliminary revenue and Adjusted EBITDA for the first quarter 2026 above guidance.
- [Unity Showcases Customer Experiences Driving 3D Innovation Across Industries at the 2024 Augmented World Expo](https://unity.com/news/unity-showcases-customer-experiences-driving-3d-innovation-at-the-2024-augmented-world-expo): Attendees will see how developers across sectors including retail and automotive are harnessing the power of Unity to improve operations and drive business success
- [Unity Strengthens Advertising Leadership Team with MoPub and MAX founder Jim Payne Joining the Company](https://unity.com/news/unity-strengthens-advertising-leadership-with-mopub-max-founder-jim-payne): Payne Will Join Unity as Chief Product Officer for Advertising Following the Hire of Alex Blum as Senior Vice President of Corporate Development Last Month.
- [Unity to Support Developers Targeting Nintendo Switch 2 for Launch](https://unity.com/news/unity-to-support-developers-targeting-nintendo-switch-2-for-launch): SAN FRANCISCO--(BUSINESS WIRE)--Unity (NYSE: U), the leading platform to create and grow games and interactive experiences, today announced that it will provide game developers with official support for Nintendo Switch™ 2.
- [Unity’s First-Quarter 2025 Financial Results are Available](https://unity.com/news/unity-first-quarter-2025-financial-results-available): Unity’s first-quarter 2025 financial results are available on the company’s Investor Relations website.
- [Unity’s Fourth Quarter and Fiscal Year 2025 Financial Results are Available](https://unity.com/news/unitys-fourth-quarter-and-fiscal-year-2025-financial-results-are-available): Unity’s fourth quarter and fiscal year 2025 financial results are available on the company’s Investor Relations website.
- [Unity’s fourth-quarter and full-year 2024 financial results are available](https://unity.com/news/unity-fourth-quarter-and-full-year-2024-financial-results): Unity’s fourth-quarter and full-year 2024 financial results are available on the company’s Investor Relations website (investors.unity.com).
- [Unity’s Second Quarter 2025 Financial Results are Available](https://unity.com/news/unitys-second-quarter-2025-financial-results-are-available): Unity’s second quarter 2025 financial results are available on the company’s Investor Relations website. The webcast begins at 8:30 a.m. ET/5:30 a.m. PT today on investors.unity.com. A replay of the webcast will also be available at investors.unity.com.
- [Unity’s Support for Apple Vision Pro is Now in General Availability — Empowering Developers to Create Apps and Games in visionOS](https://unity.com/news/unitys-support-for-apple-vision-pro-is-now-in-general-availability): From Gaming, to Automobiles to Wellness and more, Unity Enables Creators Across Industries to Be Among the First to Build Spatial Experiences
- [Unity’s Third Quarter 2025 Financial Results are Available](https://unity.com/news/unity-third-quarter-2025-financial-results-are-available): Unity’s third quarter 2025 financial results are available on the company’s Investor Relations website. The webcast begins at 8:30 a.m. ET/5:30 a.m. PT today on investors.unity.com. A replay of the webcast will also be available at investors.unity.com.

## Resources

- [2024 Mobile Growth and Monetization Report | Unity](https://unity.com/resources/mobile-growth-monetization-report-2024): Gain data-backed insights on user acquisition, in-app purchases, and in-app advertising trends in the 2024 Growth and Monetization Report.
- [2024 Unity Gaming Report - Trends, data & expert tips | Unity](https://unity.com/resources/gaming-report-2024): Get insights from industry experts and discover the biggest trends in gaming for 2024. Stay ahead of a changing industry. Get the report today.
- [2024 Unity Impact Report](https://unity.com/resources/2024-impact-report): Unity's Annual Impact Report on 2024 activities featuring Planet, People, and Governance.
- [2025 Unity Gaming Report: Gaming Industry Trends | Unity](https://unity.com/resources/gaming-report-2025): Get insights from industry experts and discover the biggest trends in gaming for 2025. Stay ahead of a changing industry.
- [2026 Unity Game Development Report: Dev Insights and Trends | Unity](https://unity.com/resources/gaming-report): The 2026 Unity Game Development Report is here. See how studios are planning for the next year in games with exclusive developer insights combined with unique Unity Editor data.
- [Falcon Games: ROAS Optimization With Unity Ads](https://unity.com/resources/falcon-game-studio-roas-optimization): Falcon Games layered D7 and D28 Hybrid ROAS optimization campaigns on Unity Ads to scale user acquisition, driving a 1.84x increase in total spend.
- [How Kluge Interactive brought Synth Riders to Apple Vision Pro | Unity](https://unity.comhow-ghost-town-makes-vr-movement-feel-natural): Discover how Kluge Interactive conquered overhead and rendering issues when reimagining their game for Apple Vision Pro.

## Glossary

- [Glossary | Unity](https://unity.com/glossary): Glossary
- [What are Ad Whales: Ad Whales Definition | Unity](https://unity.com/glossary/ad-whales): Ad Whales are the small percentage of app users who generate the majority of a developer's ad revenue.
- [What are Agency Trading Desks: Agency Trading Desk Definition | Unity](https://unity.com/glossary/agency-trading-desk): Agency Trading Desks are media agency departments that handle digital advertising campaigns.
- [What are App Active Users: App Active Users Definition | Unity](https://unity.com/glossary/app-active-users): App active users are called such when active users access an app within a given period of time, whether it be on a daily, weekly, or monthly basis.
- [What are App Ratings: App Ratings Definition | Unity](https://unity.com/glossary/app-rating): App Ratings allow users to give feedback on their app experience and recommends future apps to try.
- [What are Casual Games: Casual Games Definition | Unity](https://unity.com/glossary/casual-games): Casual games are a mobile game genre that is designed for everyone and anyone and have simple rules, shorter sessions, and a low barrier to entry.
- [What are Embedded Systems : Embedded Systems Definition | Unity](https://unity.com/glossary/embedded-systems): Embedded systems are specialized computing devices designed to perform dedicated functions within larger systems, requiring efficient code optimization and hardware-specific programming to ensure reliable performance within resource constraints.
- [What are Hybrid-Casual Games: Hybrid-Casual Game Definition | Unity](https://unity.com/glossary/hybrid-gaming): Hybrid-casual games include simple, marketable core gameplay with additional engagement layers designed to create a richer gaming experience.
- [What are Immersive Experiences: Immersive Experiences Definition | Unity](https://unity.com/glossary/immersive-experiences): Immersive Experiences means digital content that engages multiple senses to create a strong feeling of presence, ranging from interactive simulations to 360° video, designed to transport users beyond traditional screen-based media.
- [What are Interactive Ads: Interactive Ads Definition | Unity](https://unity.com/glossary/interactive-ads): Interactive Ads are ad units designed for user interaction, requiring users to take an active role in the ad experience.
- [What are Interstitial Ads: Interstitial Ads Definition | Unity](https://unity.com/glossary/interstitials): An Interstitial Ad is a full-screen ad unit which engages users at natural pauses in an app’s flow.
- [What are ML-Agents : ML-Agents Definition | Unity](https://unity.com/glossary/ml-agents): Unity Machine Learning Agents (ML-Agents) is an open-source toolkit that enables developers to create environments where AI agents can learn complex behaviors through reinforcement learning techniques, ideal for creating realistic NPC behaviors and simulations.
- [What are Mobile App Ads: Mobile App Ads Definition | Unity](https://unity.com/glossary/mobile-app-ads): App developers looking to earn revenue from ads typically partner with a mediation platform that aggregates various ad networks and integrate its SDK into their tech stack.
- [What are Mobile App Metrics & Mobile Game Analytics: Mobile App Metrics & Mobile Game Analytics Definition | Unity](https://unity.com/glossary/app-metrics): Mobile app metrics and mobile game analytics are used to measure the success of mobile apps.
- [What are Mobile Banner Ads: Mobile Banner Ads Definition | Unity](https://unity.com/glossary/banner-ads): Mobile Banner Ads are a rectangular system-initiated ad unit, which can be either static or animated.
- [What are Mobile Bid Adjustments & Multi-Bidding: Mobile Bid Adjustments & Multi-Bidding Definition | Unity](https://unity.com/glossary/mobile-bid-adjustments): Bid adjustments allow advertisers to increase or decrease their bids for ad groups or campaigns in order to change how frequently their ads are viewed, according to where, when, and how people search
- [What are Mobile Game Bundles: Mobile Game Bundle Definition | Unity](https://unity.com/glossary/game-bundles): Mobile Game Bundles give users the option to buy several game apps in a single purchase.
- [What are Mobile Game Business Models: Mobile Game Business Models Definition | Unity](https://unity.com/glossary/mobile-game-business-model): A mobile game business model is a monetization strategy developers use to drive revenue for their app
- [What are Organic Installs: Organic Installs Definition | Unity](https://unity.com/glossary/organic-installs): Organic Installs are when a user installs an app all on their own, either from active browsing, app store search, etc.
- [What are Phone Widgets: Phone Widgets Definition | Unity](https://unity.com/glossary/phone-widgets): A phone widget is a type of mobile app that is always active on your cell phone’s home screen, unlike regular apps which must be tapped to launch.
- [What are Playable Mobile Ads: Playable Mobile Ads Definition | Unity](https://unity.com/glossary/playable-mobile-ads): Playable mobile ads are mini-game ad units. Check out ironSource’s app monetization glossary which gives examples, definitions & more. Click here.
- [What are Preloaded Apps: Preloaded Apps Definition | Unity](https://unity.com/glossary/preloaded-apps): Preloaded apps are mobile apps which are installed and licensed on new devices before they’re purchased.
- [What are Social Ad Networks (SANs): Social Ad Networks Definition | Unity](https://unity.com/glossary/social-ad-networks-sans): Social Ad Networks enable advertisers to reach large audiences across an array of channels, including devices and apps, to achieve scale.
- [What is : Definition | Unity](https://unity.com/glossary/predictive-maintenance): Predictive maintenance uses data analytics to identify potential system issues before they cause failures by monitoring performance metrics, resource utilization, and user behavior patterns to enable proactive optimization and prevent disruptions.
- [What is (CPI) Cost Per Install: (CPI) Cost Per Install Definition | Unity](https://unity.com/glossary/cost-per-install): (CPI) Cost Per Install is a pricing model, in which app advertisers pay each time a user installs their app from their ad.
- [What is 2D Rendering : 2D Rendering Definition | Unity](https://unity.com/glossary/2d-rendering): 2D rendering creates visuals from flat graphic elements through specialized techniques like sprite batching, tile-based systems, and optimized draw calls, often enhanced with modern lighting and shader effects despite the two-dimensional nature.
- [What Is 360 Video? How It Works and Where It’s Used](https://unity.com/glossary/360-video): 360 video is a spherical recording where every direction is captured at once, letting viewers pan and rotate their view during playback.
- [What Is 3D Animation? How It Works](https://unity.com/glossary/3D-animation): 3D animation brings characters and objects to life in three-dimensional space using rigging and keyframes. See how it works, and how Unity handles it.
- [What is 3D CAD : 3D CAD Definition | Unity](https://unity.com/glossary/3d-cad): 3D Computer-Aided Design (CAD) refers to specialized design tools that provide precise geometric control for creating detailed models with exact measurements, supporting parametric modification through dimensional constraints for efficient design iteration.
- [What Is 3D Modeling? Techniques and Workflow](https://unity.com/glossary/3d-modeling): 3D Modeling is the process of creating three-dimensional digital objects using polygon modeling, digital sculpting, and procedural generation.
- [What is 3D Product Visualization : 3D Product Visualization Definition | Unity](https://unity.com/glossary/3d-product-visualization): 3D product visualization creates photorealistic digital twins of physical products for marketing, design review, and customer engagement, with meticulous attention to materials, lighting, and physical accuracy for convincing interactive product experiences.
- [What is 3D Prototyping : 3D Prototyping Definition | Unity](https://unity.com/glossary/3d-prototyping): 3D prototyping enables rapid conceptualization and testing of spatial designs through quick visualization tools that validate ideas early in development, allowing teams to identify opportunities and challenges before committing significant resources.
- [What is 3D Rendering : 3D Rendering Definition | Unity](https://unity.com/glossary/3d-rendering): 3D rendering is the process of generating 2D images from 3D scene data using lighting algorithms, texture mapping, and material properties while balancing visual fidelity against performance requirements for real-time applications.
- [What is 3D Visualization : 3D Visualization Definition | Unity](https://unity.com/glossary/3d-visualization): 3D visualization transforms complex information into interactive three-dimensional representations that allow users to explore spatial relationships from multiple perspectives, making abstract concepts more intuitive through dynamic, visually rich presentations.
- [What is 6DOF : 6DOF Definition | Unity](https://unity.com/glossary/6dof): Six Degrees of Freedom (6DOF) refers to the freedom of movement of a rigid body in three-dimensional space, allowing users to move forward/backward, up/down, left/right, and rotate along three perpendicular axes in virtual or augmented environments.
- [What Is A Central Processing Unit (CPU)? How It Works Compared To A GPU](https://unity.com/glossary/cpu): A central processing unit (CPU) is the central brain of computing devices, executing program instructions that drive performance in real-time, graphics-intensive projects.
- [What is a Configurator : Configurator Definition | Unity](https://unity.com/glossary/configurator): A Configurator is an interactive tool that allows users to customize products by selecting different options, features, and specifications, commonly used in automotive, retail, and manufacturing applications to visualize personalized designs.
- [What Is a Creative? Ad Formats and Moderation Explained](https://unity.com/glossary/creative): A Creative is an individual ad asset (image, video, or playable) that goes through moderation before running in a campaign. See the formats and process.
- [What Is A Demand Side Platform (DSP)? How It Works and Types Explained](https://unity.com/glossary/demand-side-platform): Demand Side Platform (DSP) media buying is a cornerstone of the programmatic ad ecosystem. Here's what advertisers need to know.
- [What is a Growth Loop: Growth Loop Definition | Unity](https://unity.com/glossary/growth-loop): The Growth Loop is a holistic approach to game growth which merges the monetization and user acquisition sides of the business to create a virtuous cycle of growth.
- [What Is a Head-Up Display (HUD)? How It Works and Where It's Used](https://unity.com/glossary/headup-display): A head-up display (HUD) shows critical info directly in your field of view, no looking away needed. Used in gaming, automotive, aviation, and more.
- [What is a Mobile Attribution Window: Mobile Attribution Window Definition | Unity](https://unity.com/glossary/attribution-window): The mobile attribution window is the time period advertisers pre-set in which publishers can claim credit for a conversion and ultimately be attributed for the install.
- [What is a Mobile Delivery Platform: Mobile Delivery Platform Definition | Unity](https://unity.com/glossary/mobile-delivery-platform): Mobile delivery platforms are the middlemen that help mobile operators and device manufacturers connect advertisers with users of mobile devices.
- [What is a Post-Install Event: Post-Install Event Definition | Unity](https://unity.com/glossary/post-install-events): A Post-Install Event is any user action or event that happens during usage of an app, after the app has been installed.
- [What Is a Product Configurator? 3D Configurators Explained](https://unity.com/glossary/product-configurator): A product configurator lets customers customize products in real-time 3D before buying. See how they work, their benefits, and real examples.
- [What is a Render Loop : Render Loop Definition | Unity](https://unity.com/glossary/render-loop): Render Pipeline (Render Loop) defines the sequence of operations a graphics engine performs to transform 3D scene data into a final frame, with specialized VR pipelines optimized to efficiently render separate views for each eye while maintaining performance.
- [What is a Render Target : Render Target Definition | Unity](https://unity.com/glossary/render-target): A Render Target is a memory buffer where graphics are drawn before display, with Render Target Arrays enabling simultaneous output to multiple destinations - particularly useful in VR for efficiently rendering different views for each eye.
- [What is a Soft Launch: Soft Launch Definition | Unity](https://unity.com/glossary/soft-launch): A Soft Launch is a way for app developers to launch their game in markets that resemble their target market to ensure smooth sailing once they launch worldwide.
- [What Is a Software Development Kit (SDK)? Meaning, Uses and How It Works](https://unity.com/glossary/sdk): Learn what an SDK is, how it works, and how developers use one to add features to an app without building them from scratch.
- [What Is a Supply-Side Platform (SSP)? How It Works](https://unity.com/glossary/supply-side-platform): A supply-side platform (SSP) helps publishers sell ad inventory to multiple demand sources at once. See how it works and how it compares to a DSP.
- [What is a Suppression List: Suppression List Definition | Unity](https://unity.com/glossary/suppression-list): A Suppression List is an audience list that advertisers share with an ad network in order to enhance ROI during UA campaigns.
- [What is a Target Audience : Target Audience Definition | Unity](https://unity.com/glossary/target-audience): A Target audience identifies the specific demographic a product is designed for, considering factors like age, interests, technical proficiency, and platform preferences to guide design decisions that will resonate with intended users.
- [What Is A/B Testing? How It Works and How to Run One](https://unity.com/glossary/a-b-testing): A/B testing compares two versions of a game or app to see which performs better. See how it works and how to run a test.
- [What is Ad Fraud: Ad Fraud Definition | Unity](https://unity.com/glossary/ad-fraud): Ad fraud is the deliberate process of preventing ads from being delivered to the intended audience in order to generate illegal revenue.
- [What is Ad Impression: Ad Impression Definition | Unity](https://unity.com/glossary/ad-impression): Ad Impressions are counted whenever ads are displayed within an app.
- [What Is Ad Mediation? Definition & How It Works](https://unity.com/glossary/ad-mediation): Ad mediation is a technique that lets app developers manage multiple ad networks through a single SDK, so networks compete to fill each ad and raise revenue.
- [What is Ad Network: Ad Network Definition | Unity](https://unity.com/glossary/ad-network): An Ad Network connects advertisers and app developers in order to promote their products.
- [What is Ad Revenue: Ad Revenue Definition | Unity](https://unity.com/glossary/ad-revenue): Ad Revenue is the money apps generate from in-app advertising.
- [What is Ads.txt: Ads.txt Definition | Unity](https://unity.com/glossary/ads-txt): Ads.txt stands for Authorized Digital Sellers and is a text file that allows web publishers to publicly declare who is authorized to sell their digital inventory.
- [What is Advertiser : Advertiser Definition | Unity](https://unity.com/glossary/advertiser): An advertiser is the entity that pays for an app or brand to be advertised. They are on the “demand” side of mobile marketing and they are looking to spread a specific message about their product.
- [What is Ambisonic Audio : Ambisonic Audio Definition | Unity](https://unity.com/glossary/ambisonic-audio): Ambisonic Audio refers to a full-sphere surround sound technique that captures and reproduces sound from all directions, enhancing immersion in virtual reality and 3D environments by providing realistic spatial audio.
- [What is an Ad Exchange: Ad Exchange Definition | Unity](https://unity.com/glossary/ad-exchange): An Ad Exchange is a real-time online marketplace where advertisers can buy and sell ad space and impressions
- [What Is an Ad Format? Types and Examples](https://unity.com/glossary/ad-format): An ad format is the type of ad shown in an app, such as a banner, interstitial, rewarded video, offerwall, or playable ad. Learn how each works and when to use them.
- [What is an Ad Inventory : Ad Inventory Definition | Unity](https://unity.com/glossary/ad-inventory): Ad Inventory (or Advertising Inventory) is the ad space that a publisher is selling, which advertisers can buy. This ad space can be print or digital - in websites, videos, mobile apps, mobile games, and more.
- [What Is an Ad Publisher? Definition and How It Works](https://unity.com/glossary/publisher): An ad publisher is an app or website owner who sells ad space to advertisers. See how publishers monetize their apps, and how they differ from advertisers.
- [What is an Ad Server: Ad Server Definition | Unity](https://unity.com/glossary/ad-server): An Ad Server is a web-based app used by publishers to help with ad management, distributing ads to apps and web.
- [What Is an Ad Unit? Types and How They Work](https://unity.com/glossary/ad-unit): An ad unit is the placement inside an app that hosts a chosen ad format, such as a banner or rewarded video, with its own ID for mediation and reporting.
- [What is an Ad waterfall : Ad waterfall Definition | Unity](https://unity.com/glossary/ad-waterfall): Ad waterfalls are a system that enables developers to manage the ad networks they monetize with
- [What Is an API? How It Works and Where You'll Use It](https://unity.com/glossary/api): An API defines how two software components talk to each other, letting one request data or functionality from another. Learn how APIs work in Unity.
- [What is an App Session: App Session Definition | Unity](https://unity.com/glossary/app-session): An app session measures how frequently users interact with an app. Higher frequencies mean users are more engaged.
- [What is an Audio Spatializer : Audio Spatializer Definition | Unity](https://unity.com/glossary/audio-spatializer): An Audio Spatializer is a system that creates the illusion of 3D sound by simulating how audio would behave in a physical space, enhancing immersion in virtual environments, architectural visualizations, and automotive simulations.
- [What Is an In-App Purchase? Definition, Types & Examples](https://unity.com/glossary/in-app-purchase): In-app purchases (IAP) let users buy virtual goods inside apps — from one-time items to recurring subscriptions. Learn what IAP means, how it works, and the main types.
- [What is an In-Game Purchase: In-Game Purchase Definition | Unity](https://unity.com/glossary/in-game-purchase): An in-game purchase lets users purchase subscriptions or virtual goods within apps, like currency or upgrades.
- [What Is An Inertial Measurement Unit (IMU)? How It Works and Why It Matters](https://unity.com/glossary/imu): An inertial measurement unit (IMU) is a sensor that measures orientation, acceleration, and rotation, enabling motion tracking in devices like VR headsets.
- [What Is an Input? Unity’s Input System Explained](https://unity.com/glossary/input): An input is how a player controls a game, from keyboard and gamepad to VR motion controllers. See how Unity’s Input System works and what devices it supports.
- [What is an OpenGL Transformation Pipeline : OpenGL Transformation Pipeline Definition | Unity](https://unity.com/glossary/open-gl-transformation-pipeline): An OpenGL Transformation Pipeline is a graphics process specific to the OpenGL API that converts 3D object data into 2D screen coordinates through a series of matrix operations, providing cross-platform rendering capabilities for developers.
- [What is Android App Advertising: Android App Advertising Definition | Unity](https://unity.com/glossary/android-app-advertising): Android is the leading mobile operating system worldwide in terms of size, taking up a 71% market share in January 2021.
- [What Is Anti-Aliasing? MSAA vs. FXAA vs. TAA](https://unity.com/glossary/anti-aliasing): Anti-aliasing smooths jagged edges in rendered graphics. Learn how MSAA, FXAA, and TAA work, compare their differences, and balance visual quality with performance.
- [What is App Churn Rate: App Churn Rate Definition | Unity](https://unity.com/glossary/app-churn-rate): Churn Rate is the percentage of users who uninstall or stop engaging with an app over time.
- [What is App Discovery: App Discovery Definition | Unity](https://unity.com/glossary/app-discovery): App discovery is the process by which mobile app developers get their app noticed by users.
- [What is App Lifetime Value (LTV): App LTV Definition | Unity](https://unity.com/glossary/app-ltv): LTV, or lifetime value, is a key metric which estimates the revenue a single user generates throughout their lifetime using an app. Ultimately, LTV predicts a user’s monetary value over time.
- [What is App Localization : App Localization Definition | Unity](https://unity.com/glossary/app-localization): App localization is the process of adapting an app’s functionality, interface, and marketing to suit foreign domains. Mobile app usage worldwide is increasing which makes localizing your app especially important.
- [What is App Monthly Active Users (MAU): App Monthly Active Users (MAU) Definition | Unity](https://unity.com/glossary/monthly-active-users): App Monthly Active Users (MAU) is an app usage metric which reveals the total amount of users who visit an app within a 30 day period.
- [What is App Promotion: App Promotion Definition | Unity](https://unity.com/glossary/app-promotion): App promotion is another term for mobile marketing and refers to the process by which app developers advertise their app.
- [What is App Re-Engagement: App Re-Engagement Definition | Unity](https://unity.com/glossary/app-re-engagement): App re-engagement is the process of serving ads to people who have already shown interest in your app and have expressed previous intent to engage.
- [What is App Retention Rate: App Retention Rate Definition | Unity](https://unity.com/glossary/app-retention-rate): The App Retention Rate is the percentage of users who continue engaging with an app over time.
- [What is AR Advertising: AR Advertising Definition | Unity](https://unity.com/glossary/ar-advertising): Augmented reality advertising superimposes 3D assets onto the user’s real world. Check out ironSource’s app monetization glossary outlining all essential terms in plain English.
- [What is AR Light Estimation : AR Light Estimation Definition | Unity](https://unity.com/glossary/ar-light-estimation): AR Light Estimation is a feature that analyzes real-world lighting conditions through a device's camera to apply matching illumination to virtual objects, creating more realistic augmented reality experiences in architecture, retail, and automotive applications.
- [What is ARCore : ARCore Definition | Unity](https://unity.com/glossary/arcore): ARCore is Google's platform for building augmented reality experiences that enables motion tracking, environmental understanding, and light estimation on Android devices for applications in education, retail, and construction.
- [What is ARPDAU: ARPDAU Definition | Unity](https://unity.com/glossary/arpdau-formula): Average Revenue Per Daily Active User (ARPDAU) is a metric for measuring the success of your app monetization strategy in terms.
- [What is ARPDEU: ARPDEU Definition | Unity](https://unity.com/glossary/arpdeu): ARPDEU (Average Revenue Per Daily Engaged User) is calculated by dividing total revenue by total engaged users.
- [What is ARPPU: ARPPU Definition | Unity](https://unity.com/glossary/arppu): ARPPU stands for ‘Average Revenue per Paying User’, and it refers to the estimated revenue a single paying user generates during a specified period.
- [What is ARPU: ARPU Definition | Unity](https://unity.com/glossary/arpu): ARPU is the average revenue each active user generates.
- [What Is Augmented Reality (AR)? How It Works and Where It's Used](https://unity.com/glossary/ar): Augmented reality (AR) overlays digital content onto the real world, viewed through headsets or a smartphone camera. Learn how it works and where it's used.
- [What is Augmented Virtuality (AV): Augmented Virtuality (AV) Definition | Unity](https://unity.com/glossary/augmented-virtuality): Augmented Virtuality (AV) refers to a form of mixed reality where real-world objects or people are integrated into virtual environments, allowing physical elements to interact with predominantly virtual worlds in manufacturing, training, and educational applications.
- [What is Brand Advertising: Brand Advertising Definition | Unity](https://unity.com/glossary/brand-advertising): Brand advertising is a strategy to build brand recognition in order to establish strong, long-term credibility with consumers.
- [What is Brand Lift: Brand Lift Definition | Unity](https://unity.com/glossary/brand-lift): Brand lift measures how your ads are affecting both consumer impressions and consumer behavior
- [What is Brand Safety: Brand Safety Definition | Unity](https://unity.com/glossary/brand-safety): Maintaining brand safety is no easy task. According to one report, 75% of companies experience at least one brand safety incident a year.
- [What is CAD : CAD Definition | Unity](https://unity.com/glossary/cad): Computer-Aided Design (CAD) refers to specialized software tools used to create precise digital models with exact specifications, enabling developers to import and adapt detailed representations of real-world objects for interactive applications.
- [What is CGI Animation : CGI Animation Definition | Unity](https://unity.com/glossary/cgi-animation): Computer Generated Imagery (CGI) animation creates movement through digital character rigging, keyframe animation, and motion systems that combine predetermined sequences with dynamic responses to create convincing character behavior and environmental effects.
- [What is Cinematic VR : Cinematic VR Definition | Unity](https://unity.com/glossary/cinematic-vr): Cinematic VR means an immersive video experience where viewers can look around in 360 degrees but cannot interact with or move through the environment, often used for storytelling, architectural walkthroughs, or educational content.
- [What is Click Through Rate (CTR): CTR Definition | Unity](https://unity.com/glossary/ctr): Click Through Rate (CTR) is the percentage of users who saw an ad and clicked on it.
- [What is Click-through attribution : Click-through attribution Definition | Unity](https://unity.com/glossary/click-through-attribution): Click-through attribution is a method of tracking user interactions that credits conversions to the specific advertisement a user clicked on, helping marketers understand which ads drive valuable actions.
- [What is Cloud Storage : Cloud Storage Definition | Unity](https://unity.com/glossary/cloud-storage): Cloud storage provides remote data management solutions that enable development teams to collaborate effectively by providing centralized access to project assets and resources across multiple devices and locations.
- [What is Computer Vision : Computer Vision Definition | Unity](https://unity.com/glossary/computer-vision): Computer vision refers to a field of artificial intelligence that enables applications to interpret visual information from the digital world, allowing software to recognize objects, people, and environments for use in augmented reality, autonomous vehicles, and medical imaging.
- [What is Connected data : Connected data Definition | Unity](https://unity.com/glossary/connected-data): Connected data means information from various sources linked together in meaningful relationships, enabling more comprehensive analysis and insights across healthcare, manufacturing, retail, and other industries.
- [What is Content Delivery Network : Content Delivery Network Definition | Unity](https://unity.com/glossary/content-delivery-network): Content Delivery Network (CDN) is a distributed server system that delivers digital assets to users from geographically optimized locations, reducing latency and improving load times for applications requiring large-scale content distribution.
- [What Is Continuous Integration/Continuous Delivery Or Deployment (CI/CD)? Benefits and How It Works](https://unity.com/glossary/ci-cd): Continuous integration/continuous delivery or deployment (CI/CD) automates software releases for frequent, reliable updates.
- [What Is Conversion Rate (CVR)? Formula and How It’s Calculated](https://unity.com/glossary/conversion-rate): Conversion Rate (CVR) is the percentage of users who complete a desired action, like installing an app. See the CVR formula and how it compares to CTR.
- [What Is Coordinated Universal Time (UTC)? Multiplayer Sync and Server Time](https://unity.com/glossary/utc): Coordinated Universal Time (UTC) is the global time standard for synchronizing operations across time zones, critical for consistency in networked applications.
- [What is Corrupted Text : Corrupted Text Definition | Unity](https://unity.com/glossary/corrupted-text): Corrupted text refers to data that has become unreadable or incorrectly formatted, requiring robust error handling systems including validation, proper encoding methods, and failsafe mechanisms to prevent crashes and maintain application stability.
- [What is Cost Per Action (CPA): Cost Per Action Definition | Unity](https://unity.com/glossary/cost-per-action): CPA or cost per action marketing is a pricing model used in mobile UA campaigns in which advertisers choose a post-install action to measure, and only pay for users who engage in that action.
- [What is Cost Per Click (CPC) Advertising: CPC Advertising Definition | Unity](https://unity.com/glossary/cost-per-click): Cost Per Click (CPC) Advertising is a pricing model in UA campaigns which app advertisers pay each time user clicks their in-app ad.
- [What is Cost Per Engagement (CPE): Cost Per Engagement Definition | Unity](https://unity.com/glossary/cost-per-engagement): Cost Per Engagement (CPE) is a pricing model used in user acquisition campaigns where app advertisers only pay for post-install events.
- [What Is Cost Per Mille (CPM)? Formula and eCPM Comparison](https://unity.com/glossary/cpm): CPM (Cost Per Mille) is a pricing model based on the cost of 1,000 ad impressions. Learn the CPM formula, see a worked example, and how it compares to eCPM.
- [What is Cost Per Order: Cost Per Order Definition | Unity](https://unity.com/glossary/cost-per-order): Cost per order (CPO) is the pricing model that drives a mobile app’s user acquisition and sales.
- [What is Cost Per View (CPV): Cost Per View (CPV) Definition | Unity](https://unity.com/glossary/cost-per-view): Cost Per View (CPV) is a campaign pricing model, in which advertisers pay each time their mobile video ad is viewed.
- [What is CPCV: Cost Per Completed View: CPCV: Cost Per Completed View Definition | Unity](https://unity.com/glossary/cost-per-completed-view): CPCV: Cost Per Completed View is a pricing model in which advertisers pay each time a video has been viewed through to completion.
- [What is CPQ : CPQ Definition | Unity](https://unity.com/glossary/cpq): Configure, Price, Quote (CPQ) is a system that streamlines the sales process by allowing customers to configure complex products, generate accurate pricing, and receive automated quotes based on their specific requirements.
- [What is Cross Promotion: Cross Promotion Definition | Unity](https://unity.com/glossary/cross-promotion): Cross promotion is an app marketing strategy in which app developers promote one of their titles on another one of their titles.
- [What is Customer Cohort Analysis: Customer Cohort Analysis Definition | Unity](https://unity.com/glossary/customer-cohort-analysis): Customer Cohort Analysis is a tool that lets app developers track and study user behavior over time.
- [What is Customer Engagement : Customer Engagement Definition | Unity](https://unity.com/glossary/customer-engagement): Customer engagement refers to the meaningful interactions users have with a product that create emotional investment and long-term loyalty through compelling experiences, social connections, and progression systems that respect user time while delivering consistent value.
- [What is Customer Retention : Definition | Unity](https://unity.com/glossary/customer-retention): Customer retention focuses on keeping users engaged long-term through compelling experiences, regular content updates, and community building strategies that maintain interest and encourage continued interaction with digital products.
- [What is Daily Active Users (DAU): Daily Active Users Definition | Unity](https://unity.com/glossary/daily-active-users): Daily Active Users (DAU) is the total amount of users who visit an app on a daily basis.
- [What is Data Transformation : Data Transformation Definition | Unity](https://unity.com/glossary/data-transformation): Data transformation means the conversion of information between different formats and structures to optimize for specific uses, from asset pipeline processing to analytics systems, enabling efficient operation across diverse platforms and use cases.
- [What is Data Visualization : Data Visualization Definition | Unity](https://unity.com/glossary/data-visualization): Data Visualization is the graphical representation of complex information that transforms abstract data into visual models, enabling users to quickly identify patterns and make more informed decisions across various industries.
- [What is Deep Linking: Deep Linking Definition | Unity](https://unity.com/glossary/deep-linking): Deep linking is a hyperlink, or deep link URL, that directs a user to a specific piece of in-app content.
- [What Is DevOps? Culture, Workflow and Tools](https://unity.com/glossary/devops): DevOps combines software development (Dev) and IT operations (Ops) to streamline delivery of high-quality software.
- [What is Digital Energy : Digital Energy Definition | Unity](https://unity.com/glossary/digital-energy): Digital Energy focuses on optimizing power consumption across hardware and software layers through intelligent resource management systems that balance performance needs against energy efficiency, extending battery life while maintaining responsive user experiences.
- [What is Digital Engineering : Digital Engineering Definition | Unity](https://unity.com/glossary/digital-engineering): Digital engineering encompasses the comprehensive technical infrastructure that supports product development, including asset creation pipelines, build systems, testing frameworks, and deployment tools that enable efficient creation and iteration.
- [What is Digital Manufacturing : Digital Manufacturing Definition | Unity](https://unity.com/glossary/digital-manufacturing): Digital manufacturing leverages technology to optimize production processes through automated workflows, parametric design tools, and intelligent systems that streamline asset creation while maintaining consistency and quality.
- [What is Digital Transformation : Digital Transformation Definition | Unity](https://unity.com/glossary/digital-transformation): Digital Transformation means the strategic adoption of digital technologies across business operations, including real-time 3D visualization and interactive experiences that fundamentally alter how organizations deliver value and engage with customers.
- [What is Direct3D Transformation Pipeline : Direct3D Transformation Pipeline Definition | Unity](https://unity.com/glossary/direct3D-transformation-pipeline): Direct3D Transformation Pipeline refers to the Windows-specific graphics process that converts 3D objects into 2D screen imagery using three matrices (world, view, and projection transforms) to handle object positioning and camera perspectives.
- [What is eCPI : eCPI Definition | Unity](https://unity.com/glossary/ecpi): Effective Cost Per Install (eCPI) is a comprehensive marketing metric that calculates acquisition costs while accounting for organic factors like viral growth, providing a more complete picture of user acquisition economics.
- [What is eCPM : eCPM Definition | Unity](https://unity.com/glossary/ecpm): eCPM is the ad revenue generated per 1,000 ad impressions.
- [What is Embedded Development : Embedded Development Definition | Unity](https://unity.com/glossary/embedded-development): Embedded Development creates software for specialized hardware devices with constrained resources, requiring deep hardware knowledge, efficient memory management, and optimization techniques to deliver reliable performance within strict operational parameters.
- [What is Embedded Software Development : Embedded Software Development Definition | Unity](https://unity.com/glossary/embedded-software-development): Embedded software development is the specialized practice of creating programs that run directly on hardware devices with limited resources, requiring strict optimization techniques to ensure reliable real-time performance within tight memory and processing constraints.
- [What is End Card : End Card Definition | Unity](https://unity.com/glossary/end-card): An End Card is a static visual advertisement displayed at the conclusion of video ads, featuring essential app information and a call-to-action to drive user engagement and installation.
- [What Is Engagement Rate: Engagement Rate Definition | Unity](https://unity.com/glossary/engagement-rate): Engagement Rate is the percentage of users who actively engage with ads in an app.
- [What is Extended Reality (XR) : Extended Reality (XR) Definition | Unity](https://unity.com/glossary/xr): Extended Reality (XR) serves as an umbrella term encompassing all immersive technologies including virtual, augmented, and mixed reality that enhance or replace our view of the world through digital experiences.
- [What is Eye Tracking : Eye Tracking Definition | Unity](https://unity.com/glossary/eye-tracking): Eye Tracking technology monitors user gaze direction within head-mounted displays, enabling intuitive control mechanisms, improved rendering efficiency through foveated rendering, and more natural interaction with virtual environments.
- [What is Face Tracking : Face Tracking Definition | Unity](https://unity.com/glossary/face-tracking): Face Tracking refers to computer vision technology that captures and analyzes facial movements in real-time, enabling more realistic character animations and interactive experiences in games and simulations.
- [What is Field-of-Regard : Field-of-Regard Definition | Unity](https://unity.com/glossary/field-of-regard): Field-of-Regard encompasses the total viewable area accessible to a user from a fixed position when accounting for eye, head, and neck movements, forming the foundation for immersive experience design.
- [What is Field-of-View (FOV) : Field-of-View (FOV) Definition | Unity](https://unity.com/glossary/field-of-view): Field-of-View (FOV) refers to the observable area visible to a user when looking straight ahead, typically measured in degrees, with higher values in head-mounted displays creating more immersive experiences by filling more of the user's vision.
- [What is Fill Rate: Fill Rate Definition | Unity](https://unity.com/glossary/fill-rate): Fill rate is an app metric calculated by dividing the number of ad impressions an app shows by the number of times an app has requested an ad from an ad network.
- [What is Fourth Industrial Revolution (4IR) : Fourth Industrial Revolution (4IR) Definition | Unity](https://unity.com/glossary/fourth-industrial-revolution): Fourth Industrial Revolution (4IR) describes the integration of digital technologies, IoT systems, AI, and human-machine interfaces that is transforming industrial processes and creating new possibilities across manufacturing and engineering.
- [What is Foveated Rendering : Foveated Rendering Definition | Unity](https://unity.com/glossary/foveated-rendering): Foveated Rendering is an optimization technique that mimics human vision by rendering high detail in the center of view while reducing quality in peripheral areas, improving performance and enabling richer visual experiences on limited hardware.
- [What Is FPS? Frames Per Second Explained for Games and VR](https://unity.com/glossary/fps): Frames per second (FPS) measures how many frames a game displays per second. The higher the rate, the smoother the motion. See what counts as good FPS for gaming and VR, and how to improve it.
- [What is Frequency Capping: Frequency Capping Definition | Unity](https://unity.com/glossary/frequency-capping): Frequency Capping is limiting the number of times a user sees an ad in a day or session.
- [What is Frustum Culling : Frustum Culling Definition | Unity](https://unity.com/glossary/frustum-culling): Frustum Culling means a performance optimization technique that prevents rendering objects outside the camera's viewable area (frustum), significantly improving application performance by reducing unnecessary processing of invisible elements.
- [What is Gametech: Gametech Definition | Unity](https://unity.com/glossary/gametech): Game technology, or gametech, refers to dedicated solutions and services that are used throughout a game’s lifecycle and are built especially for the purpose of game development.
- [What is Graphics Transformation Pipeline : Graphics Transformation Pipeline Definition | Unity](https://unity.com/glossary/graphics-transformation-pipeline): Graphics Transformation Pipeline refers to the sequential process that converts 3D objects into their final rendered positions within a scene, managing spatial transformations through world, view, and projection matrices for accurate visual representation.
- [What Is Haptics? How It Works and Where It’s Used](https://unity.com/glossary/haptics): Haptics (touch feedback) uses vibrations and forces to simulate physical sensations, adding a tactile dimension to digital and VR/AR interactions.
- [What is Head Tracking : Head Tracking Definition | Unity](https://unity.com/glossary/head-tracking): Head Tracking monitors the position and movement of a user's head in real-time, enabling natural viewing perspectives in virtual environments and serving as an intuitive input method for navigation and interaction.
- [What is Headset : Headset Definition | Unity](https://unity.com/glossary/headset): Head-Mounted Display (Headset) is a wearable device containing screens and optics that deliver immersive visual experiences by placing display technology directly in front of the eyes, available in various forms from smartphone holders to high-end standalone units.
- [What Is Human-Machine Interface (HMI)? Uses and Benefits](https://unity.com/glossary/hmi): Human-Machine Interface (HMI) lets operators monitor and control equipment through visual, interactive displays. See how it works and real automotive use cases.
- [What is IIoT : IIoT Definition | Unity](https://unity.com/glossary/iiot): Industrial Internet of Things (IIoT) refers to interconnected smart industrial devices that collect and analyze data to optimize operations, enable predictive maintenance, and drive more informed decision-making across manufacturing environments.
- [What is Immersion : Immersion Definition | Unity](https://unity.com/glossary/immersion): Immersion is the psychological state of being completely absorbed in a digital environment through multisensory engagement, forming the foundation of compelling virtual experiences by minimizing awareness of the physical world.
- [What is Immersive Entertainment/Hyper-Reality : Immersive Entertainment/Hyper-Reality Definition | Unity](https://unity.com/glossary/immersive-entertainment): Immersive Entertainment combines physical elements with digital technologies to create multisensory experiences that blur the line between reality and virtual content, often found in location-based venues like theme parks and arcades.
- [What is Immersive Retail : Immersive Retail Definition | Unity](https://unity.com/glossary/immersive-retail): Immersive Retail transforms shopping experiences through interactive 3D product visualization and virtual environments that allow customers to explore merchandise from any angle, test configurations, and experience virtual try-ons before purchasing.
- [What is Immersive training : Immersive training Definition | Unity](https://unity.com/glossary/immersive-training): Immersive training leverages virtual and augmented reality to create hands-on learning environments that enhance skill acquisition through realistic simulations, improving knowledge retention while reducing costs and risks associated with traditional training methods.
- [What is Impression Level Revenue: Impression Level Revenue Defintion | Unity](https://unity.com/glossary/user-ad-revenue): Impression level revenue represents the value of the revenue generated by devices from ads viewed in-app
- [What is In-App Advertising: In-App Advertising Definition | Unity](https://unity.com/glossary/in-app-advertising): In-App Advertising is an app monetization strategy, in which app developers get paid to show ads to their users.
- [What is In-App Bidding (IAP): In-App Bidding Definition | Unity](https://unity.com/glossary/in-app-bidding): In-App Bidding (IAP) is an automated monetization solution in which ad sources bid for impressions in real-time.
- [What is In-App Marketing: In-App Marketing Definition | Unity](https://unity.com/glossary/in-app-marketing): The term “In-app marketing” refers to any kind of marketing campaign that is developed for, and deployed within, a mobile application.
- [What is Inside-Out/Outside-In Tracking : Inside-Out/Outside-In Tracking Definition | Unity](https://unity.com/glossary/Insideout-outsidein-tracking): Inside-Out/Outside-In Tracking refers to two competing approaches for positional tracking: inside-out uses cameras on the headset to track movement relative to the environment, while outside-in relies on external sensors to monitor device position, each offering different trade-offs in setup complexity and tracking precision.
- [What Is Install Rate (IR)? Definition and Formula](https://unity.com/glossary/ir): Install Rate (IR) measures the percentage of ad clicks that result in app installs, helping marketers evaluate ad effectiveness and user acquisition performance.
- [What Is Interpupillary Distance (IPD)? How It Affects VR Comfort](https://unity.com/glossary/ipd): Interpupillary Distance (IPD) is the space between a user's pupils, typically 54-78mm. See how it affects VR comfort and stereoscopic rendering.
- [What is iOS IDFA: iOS IDFA Definition | Unity](https://unity.com/glossary/ios-idfa): IDFA is an acronym for The Identity for Advertisers, this is the unique identifier given by Apple to each device. Crucial for mobile attribution, i.e. tracking the user journey, its purpose is to measure user interactions with ad campaigns and track events like installs and in-app activity.
- [What is IPM: IPM Definition | Unity](https://unity.com/glossary/installs-per-mille): IPM is the number of app installs per thousand ad impressions.
- [What is K-Factor: K-Factor Definition | Unity](https://unity.com/glossary/k-factor): K-Factor is a metric which describes the virality growth rate of apps.
- [What is KPI : KPI Definition | Unity](https://unity.com/glossary/kpi): Key Performance Indicator (KPI) refers to quantifiable metrics that track progress toward specific business objectives, helping organizations evaluate success and identify areas needing improvement across development, marketing, and operational activities.
- [What is Latency : Latency Definition | Unity](https://unity.com/glossary/latency): Latency is the delay between user action and system response in digital environments, with lower values (ideally under 20ms for immersive applications) being crucial for comfortable experiences that prevent disorientation and simulation sickness.
- [What Is Lifetime Value (LTV)? How It's Calculated and How to Increase It](https://unity.com/glossary/ltv): Lifetime value (LTV) predicts a user's total revenue in an app. See the formula, a worked example, and ways to increase it.
- [What is Light Field Technology : Light Field Technology Definition | Unity](https://unity.com/glossary/light-field-technology): Light Field Technology captures the direction and intensity of light rays from multiple angles, enabling post-capture adjustments to focus, perspective, and depth in immersive content while allowing users greater freedom of movement compared to traditional capture methods.
- [What is Light Field Video : Light Field Video Definition | Unity](https://unity.com/glossary/light-field-video): Light Field Video extends light field photography to moving images, allowing for post-production manipulation of focus, perspective, and depth, creating more realistic and interactive immersive video experiences with enhanced spatial understanding.
- [What is Low-Persistence Display : Low-Persistence Display Definition | Unity](https://unity.com/glossary/low-persistence-display): Low-Persistence Display technology reduces motion blur by illuminating pixels only for brief periods rather than continuously, resulting in clearer visuals during head movement and significantly reducing user discomfort in immersive applications.
- [What is Machine Learning : Machine Learning Definition | Unity](https://unity.com/glossary/machine-learning): Machine learning enables software to improve performance and make decisions without explicit programming by analyzing patterns in data, allowing applications to adapt intelligently to user behavior and environmental conditions across various development contexts.
- [What is Mediation : Mediation Definition | Unity](https://unity.com/glossary/mediation): Mediation (ad mediation) is a monetization solution that enables developers to efficiently manage multiple advertising networks through a single integration, optimizing fill rates and revenue while simplifying implementation.
- [What is Mixed Reality Capture : Mixed Reality Capture Definition | Unity](https://unity.com/glossary/mixed-reality-capture): Mixed Reality Capture (Mixed Cast) refers to a technique that combines real-world video of VR users with simultaneous footage from within the virtual environment, creating compelling demonstrations that effectively communicate the VR experience to spectators.
- [What is MMP : MMP Definition | Unity](https://unity.com/glossary/mmp): Mobile Measurement Partner (MMP) provides third-party attribution and analytics services that help developers track marketing campaign performance across multiple channels while offering unbiased verification of user acquisition metrics.
- [What is Mobile Ad Fraud: Mobile Ad Fraud Definition | Unity](https://unity.com/glossary/mobile-ad-fraud): Mobile Ad Fraud is artificially inflating the number of ads served and subsequently making money from mobile ad spend.
- [What is Mobile Ad Viewability: Mobile Ad Viewability Definition | Unity](https://unity.com/glossary/mobile-ad-viewability): Mobile ad viewability is the percentage of impressions in which 50% of the ad was in view for a minimum of 1 second for display ads, and 2 seconds for video ads, as defined by the IAB and the Media Rating Council.
- [What is Mobile App Engagement: Mobile App Engagement Definition | Unity](https://unity.com/glossary/mobile-app-engagement): The key to a good mobile app engagement campaign is being able to balance quality and scale.
- [What is Mobile App Growth: Mobile App Growth Definition | Unity](https://unity.com/glossary/mobile-app-growth): The mobile app market is constantly growing and becoming a more competitive industry, making app growth strategy a complicated and integral part of your app’s success.
- [What is Mobile App Monetization: Mobile App Monetization Definition | Unity](https://unity.com/glossary/app-monetization): Mobile app monetization is a process for developers to generate revenue, or make money, from their app or game.
- [What is Mobile App Retention: Mobile App Retention Definition | Unity](https://unity.com/glossary/mobile-app-retention): Mobile app retention refers to an app’s ability to keep users coming back, and is important because it shows app developers exactly what day in the app lifecycle users begin dropping off and offers insight as to why some don’t return.
- [What is Mobile Attribution Manipulation: Mobile Attribution Manipulation Definition | Unity](https://unity.com/glossary/attribution-manipulation): Mobile Attribution Manipulation is a fraudulent practice of unnecessarily serving mobile ads to users close to conversion.
- [What is Mobile Attribution: Mobile Attribution Definition | Unity](https://unity.com/glossary/mobile-attribution): Mobile Attribution refers to the process of tracking which mobile advertising channel is attributed with a success metric.
- [What is Mobile Cost Per Action (CPA): Mobile CPA Definition | Unity](https://unity.com/glossary/mobile-cpa): Mobile CPA is a pricing model used in mobile marketing and user acquisition campaigns that stands for Cost Per Action.
- [What is Mobile CPI: Mobile CPI Definition | Unity](https://unity.com/glossary/mobile-cpi): While mobile CPI is not too complex, it’s important to take into consideration various factors when buying on a CPI basis.
- [What is Mobile Game Marketing: Mobile Game Marketing Definition | Unity](https://unity.com/glossary/mobile-game-marketing): The most effective way to market your game is with a comprehensive mobile game marketing strategy. You must first know your target audience.
- [What Is Mobile Game Monetization? Definition & Examples](https://unity.com/glossary/mobile-game-monetization): Mobile game monetization is how developers earn revenue from mobile games, through in-app ads, in-app purchases, subscriptions, and paid downloads.
- [What is Mobile Onboarding: Mobile Onboarding Definition | Unity](https://unity.com/glossary/mobile-onboarding): With Aura, mobile marketers have the option to advertise their app during the mobile device onboarding experience.
- [What is Mobile User Acquisition: Mobile User Acquisition Definition | Unity](https://unity.com/glossary/mobile-user-acquisition): Mobile User Acquisition involves running paid advertising campaigns to acquire new users, with the goal being to maximize profit by acquiring users who eventually monetize for more than they were purchased for.
- [What is Motion Tracking : Motion Tracking Definition | Unity](https://unity.com/glossary/motion-tracking): Motion Tracking technology captures and digitizes physical movements in real-time, allowing users to navigate and interact with virtual environments naturally by mapping their real-world actions to corresponding virtual movements.
- [What is Motion-to-Photon Latency : Motion-to-Photon Latency Definition | Unity](https://unity.com/glossary/motion-to-photon-latency): Motion-to-Photon Latency measures the total delay between a user's physical movement and when that movement is visually reflected in a display, with lower values (ideally under 20ms) being critical for preventing discomfort in immersive applications.
- [What is MR : MR Definition | Unity](https://unity.com/glossary/mr): Mixed Reality (MR) means a hybrid experience where digital and physical elements coexist and interact in real-time, placing it on a spectrum between pure virtual reality and augmented reality to create environments where virtual objects are anchored to and interact with physical spaces.
- [What is Multi-Pass Stereo Rendering : Multi-Pass Stereo Rendering Definition | Unity](https://unity.com/glossary/multi-pass-stereo-rendering): Multi-Pass Stereo Rendering refers to a traditional rendering approach that processes each eye's view separately, creating greater computational demands than more optimized methods and potentially limiting visual complexity in immersive applications.
- [What is Native Advertising: Native Advertising Definition | Unity](https://unity.com/glossary/native-advertising): Native Advertising is a fully customizable system-initiated ad unit that matches apps design.
- [What is OEM Advertising: OEM Advertising Definition | Unity](https://unity.com/glossary/oem-advertising): In the mobile industry, original equipment manufacturer (OEM) refers to companies or people who manufacture their own phones in their own factories.
- [What Is Online Advertising? How It Works and Types of Formats](https://unity.com/glossary/online-advertising): Online advertising covers paid promotion delivered over the internet, from display and video to search and social. See the main formats and how to use them.
- [What is OpenVR SDK/API : OpenVR SDK/API Definition | Unity](https://unity.com/glossary/open-vr-sdk-api): OpenVR SDK/API is Valve's development toolkit designed specifically for creating content compatible with SteamVR and Vive hardware, providing access to VR device features while abstracting hardware differences for developers.
- [What is OpenXR : OpenXR Definition | Unity](https://unity.com/glossary/openxr): OpenXR refers to an open, royalty-free standard that provides a unified interface for developers to access various VR and AR platforms, reducing fragmentation and enabling applications to run across multiple hardware ecosystems without significant reworking.
- [What is Over-The-Top Advertising (OTT)? Meaning, Devices and Content Types](https://unity.com/glossary/ott): OTT (over-the-top) advertising refers to streaming content delivered directly to viewers over the internet, bypassing cable and satellite providers.
- [What is Panoramic 2D/3D Video : Panoramic 2D/3D Video Definition | Unity](https://unity.com/glossary/panoramic-2d-3d-video): Panoramic 2D/3D Video encompasses various immersive video formats that surround the viewer in a spherical or cylindrical visual environment, with 3D variants providing stereoscopic depth for enhanced realism in virtual experiences.
- [What is Pay Per Install: Pay Per Install Definition | Unity](https://unity.com/glossary/pay-per-install): Pay per install is a pricing model in which advertisers pay for every install their ad campaign generates.
- [What is Performance Advertising: Performance Advertising Definition | Unity](https://unity.com/glossary/performance-advertising): Performance advertising (or pay for performance advertising) is a marketing strategy to produce specific financial results within a specific time period
- [What Is Performance Marketing? Channels and Metrics](https://unity.com/glossary/performance-marketing): Performance marketing means paying for measurable results, not upfront placement. See how it works, what it costs (CPC, CPI, ROAS), and real examples.
- [What is Positional Tracking : Positional Tracking Definition | Unity](https://unity.com/glossary/positional-tracking): Positional Tracking monitors the precise location and movement of VR headsets, controllers, and other objects in three-dimensional space, enabling users to physically navigate virtual environments and interact with digital content using natural movements.
- [What is Post FX for VR : Post FX for VR Definition | Unity](https://unity.com/glossary/post-fx-for-vr): Post Processing Stack (Post FX for VR) involves applying visual enhancements like color grading, bloom, and depth of field after scene rendering, creating more visually compelling immersive experiences while maintaining performance through optimized rendering pipelines.
- [What is Presence : Presence Definition | Unity](https://unity.com/glossary/presence): Sense of Presence refers to the psychological state of feeling genuinely situated within a virtual environment rather than merely observing it, considered the highest achievement in immersive design when users instinctively respond to virtual stimuli as if they were real.
- [What is Programmatic Advertising: Programmatic Advertising Definition | Unity](https://unity.com/glossary/programmatic-advertising): Programmatic advertising uses automatic technology to enable mobile advertisers to buy ad inventory.
- [What is Progressive loading: Progressive loading Definition | Unity](https://unity.com/glossary/progressive-loading): Progressive loading is a mechanism exclusive to Unity that helps ensure a rewarded video is always available to play with zero latency, even just after another rewarded video closes.
- [What Is Ray Tracing? How It Works in Real Time](https://unity.com/glossary/ray-tracing): Ray tracing simulates real light behavior for realistic reflections, shadows, and global illumination. See how it compares to rasterization.
- [What is Real-time 3D : Real-time 3D Definition | Unity](https://unity.com/glossary/real-time-3D): Real-time 3D technology renders complex three-dimensional environments instantly as changes occur, allowing immediate visualization of design modifications and enabling interactive experiences across industries from gaming to architectural visualization and digital twins.
- [What is Render Texture : Render Texture Definition | Unity](https://unity.com/glossary/render-texture): Render Texture is a special texture type that's generated and updated during runtime, allowing cameras to render their view into a texture that can be used as a material on other objects for effects like security monitors or portals.
- [What is Revenue Per User: Revenue Per User Definition | Unity](https://unity.com/glossary/revenue-per-user): Average revenue per user (ARPU) is an app metric that calculates revenue from an app’s users. ARPU is calculated by dividing total revenue by the app’s active users.
- [What Is Rewarded Video? Definition & How It Works](https://unity.com/glossary/rewarded-video): Rewarded video is an opt-in ad format that gives players an in-game reward, like currency or extra lives, for watching a video ad. Learn how it works and why it converts.
- [What is Rigging in Animation : Rigging in Animation Definition | Unity](https://unity.com/glossary/rigging-in-animation): Rigging in animation (also known as character rigging, or skeletal animation), is the first step in animating a digital character. Binding a model to a skeletal hierarchy of bones and controls enables you to pose and animate characters.
- [What Is ROAS? Formula and Why It Matters](https://unity.com/glossary/roas-return-on-advertising-spend): Learn what return on ad spend (ROAS) means, the formula to calculate it, and how mobile marketers use it to measure ad campaign performance.
- [What is Robot Simulation : Robot Simulation Definition | Unity](https://unity.com/glossary/robot-simulation): Robot Simulation allows engineers to model and test robotic systems in virtual environments with accurate physics and sensor simulation, enabling safe validation of control systems and behavior patterns before physical deployment.
- [What is Robotics simulation : Robotics simulation Definition | Unity](https://unity.com/glossary/robotics-simulation): Robotics Simulation provides virtual environments for designing, testing, and training robotic systems before physical deployment, significantly reducing development costs and risks while accelerating iteration cycles through realistic physics simulation.
- [What is Scene Graph : Scene Graph Definition | Unity](https://unity.com/glossary/scene-graph): Scene Graph is a hierarchical data structure that organizes all objects in a 3D environment, defining spatial relationships and enabling efficient rendering through operations like culling to minimize computational demands on real-time applications.
- [What is Screen Resolution : Screen Resolution Definition | Unity](https://unity.com/glossary/screen-resolution): Screen Resolution in immersive displays refers to the pixel density available per eye, with higher resolutions (minimum 1080×1200 per eye) being critical for reducing the "screen door effect" and creating convincing virtual environments when viewed at close proximity.
- [What is SDK Integration: SDK Integration Definition | Unity](https://unity.com/glossary/sdk-integration): SDK integration is the process of importing a library file, known as a software development kit, into your project in order to use that file’s functions
- [What is Server Hosting : Server Hosting Definition | Unity](https://unity.com/glossary/server-hosting): Server hosting provides the infrastructure that supports online applications by managing authentication, data synchronization, and persistent state management through optimized architecture that balances performance, reliability, and scalability.
- [What is Single-Pass Stereo Rendering : Single-Pass Stereo Rendering Definition | Unity](https://unity.com/glossary/singlepass-stereo-rendering): Single-Pass Stereo Rendering is a performance optimization technique that renders both eye views simultaneously into a packed texture, significantly reducing CPU workload by sharing culling and shadow data between views for more efficient VR experiences.
- [What is SKAdNetwork : SKAdNetwork Definition | Unity](https://unity.com/glossary/skad-network): StoreKit Ad Network (SKAdNetwork) is Apple's privacy-focused attribution API that allows advertisers to measure campaign effectiveness through aggregated install data without tracking individual user activity across applications.
- [What is SLAM : SLAM Definition | Unity](https://unity.com/glossary/slam): Simultaneous Localization and Mapping (SLAM) refers to the computational process where a device creates a map of its surroundings while simultaneously tracking its position within that environment, essential for spatial understanding in AR applications.
- [What Is Source Code Management (SCM)? How It Works and Benefits](https://unity.com/glossary/source-code-management): Source code management (SCM) tracks and manages changes to project code, helping teams collaborate, maintain version history, and control development workflows.
- [What Is Spatial Audio? How It Works and Why It Matters](https://unity.com/glossary/spatial-audio): Spatial audio makes sound seem to come from a specific place in 3D space. See how it works, why it matters, and how Unity supports it out of the box.
- [What is Stereo Instancing : Stereo Instancing Definition | Unity](https://unity.com/glossary/stereo-instancing): Stereo Instancing is an advanced rendering optimization that builds upon single-pass techniques to further improve VR performance through hardware acceleration, allowing developers to create more complex and detailed virtual environments while maintaining smooth framerates.
- [What is Stereoscopy : Stereoscopy Definition | Unity](https://unity.com/glossary/stereoscopy): Stereoscopy recreates natural depth perception by presenting slightly different images to each eye, allowing the brain to interpret spatial relationships in virtual environments similar to how we perceive the physical world through binocular vision.
- [What Is Supply Path Optimization (SPO)? How It Works](https://unity.com/glossary/supply-path-optimization-spo): Supply Path Optimization (SPO) helps advertisers evaluate and consolidate programmatic supply paths to reduce intermediaries, improve transparency, and increase buying efficiency.
- [What is the ARKit: ARKit Definition | Unity](https://unity.com/glossary/arkit): The ARKit is Apple's framework for creating augmented reality experiences that enables features like motion tracking, scene understanding, and light estimation on iOS devices for applications in healthcare, education, and retail.
- [What Is the Vestibular System? VR Motion Sickness Explained](https://unity.com/glossary/vestibular-system): The vestibular system is the inner ear's balance mechanism. Mismatches with visual input cause VR motion sickness. See how developers can design around it.
- [What is Tracked Pose Driver : Tracked Pose Driver Definition | Unity](https://unity.com/glossary/tracked-pose-driver): Tracked Pose Driver is a component that streamlines the implementation of motion tracking by automatically mapping physical device movements to their virtual counterparts, simplifying development of responsive and intuitive user interactions.
- [What is Tracking : Tracking Definition | Unity](https://unity.com/glossary/tracking): Tracking encompasses the technologies and methods used to monitor device positions and orientations in real-time, enabling virtual environments to respond accurately to user movements for convincing immersion and reduced simulation sickness.
- [What is Transportation Design : Transportation Design Definition | Unity](https://unity.com/glossary/transportation-design): Transportation Design in virtual environments combines aesthetic vehicle modeling with realistic physics simulation and intuitive control systems to create authentic yet engaging transportation experiences that balance realism with enjoyable interaction mechanics.
- [What Is Uncanny Valley? Examples & How to Avoid It](https://unity.com/glossary/uncanny-valley): Uncanny valley is the discomfort people feel when digital characters look almost, but not quite, human. See real examples and how to avoid it.
- [What is Unified Auction : Unified Auction Definition | Unity](https://unity.com/glossary/unified-auction): Unified Auction is an ad monetization approach that allows multiple advertising buyers to compete simultaneously for inventory in real-time, maximizing revenue potential by ensuring the highest possible bid wins each impression.
- [What is Urban Mobility : Urban Mobility Definition | Unity](https://unity.com/glossary/urban-mobility): Urban Mobility simulates the dynamic movement patterns of people and vehicles throughout virtual environments through AI-driven crowd systems and traffic simulation that create authentic, responsive cityscapes that enhance immersion.
- [What is Urban Planning : Urban Planning Definition | Unity](https://unity.com/glossary/urban-planning): Urban Planning applies design principles to virtual environments by creating believable cityscapes with realistic layouts, traffic patterns, and architectural diversity that enhance authenticity and player immersion in digital worlds.
- [What is User Acquisition: User Acquisition Definition | Unity](https://unity.com/glossary/user-acquisition): User Acquisition is an app marketing campaign seeking to acquire high-value users that drive revenue.
- [What is User Engagement: User Engagement Definition | Unity](https://unity.com/glossary/user-engagement): User Engagement measures the degree of user interaction within an app.
- [What is User interface : User interface Definition | Unity](https://unity.com/glossary/user-interface): User interface comprises all elements users interact with in a digital application, including visual displays, controls, and feedback systems designed to create intuitive, efficient, and satisfying interactions between humans and software.
- [What is User Interface Design : User Interface Design Definition | Unity](https://unity.com/glossary/user-interface-design): User interface design is the discipline of creating intuitive, accessible interaction systems that balance aesthetic appeal with functional clarity to enhance user experience through thoughtful layout, responsive controls, and meaningful feedback.
- [What is User Segmentation: User Segmentation Definition | Unity](https://unity.com/glossary/user-segmentation): User Segmentation is the process of dividing an app’s user base into groups based on their behaviors and demographics.
- [What is vCPM: vCPM Definition | Unity](https://unity.com/glossary/viewable-cpm): vCPM, or viewable CPM , is a pricing model measuring how many users view a specific ad, as opposed to a whole website page.
- [What is Version Control : Version Control Definition | Unity](https://unity.com/glossary/version-control): Version Control, also known as source code management, uses tools to track changes or edits made to source code over time.
- [What is View-Through Attribution: View-Through Attribution Definition | Unity](https://unity.com/glossary/view-through-attribution): View-Through Attribution measures how many users download an app after viewing an ad, rather than clicking on it.
- [What is Viewability Rate: Viewability Rate Definition | Unity](https://unity.com/glossary/viewability-rate): Viewability rate is the percentage of time an ad was viewable.
- [What is Virtual Collaboration : Virtual Collaboration Definition | Unity](https://unity.com/glossary/virtual-collaboration): Virtual Collaboration enables geographically dispersed teams to work together in real-time through shared digital environments, featuring synchronized object manipulation, spatial communication systems, and version control to maintain workflow consistency.
- [What Is Virtual Reality (VR)? How It Works and Where It's Used](https://unity.com/glossary/vr): Virtual reality (VR) replaces your surroundings with an immersive 3D environment via a headset. See how it works, how it compares to AR and MR, and where it's used today.
- [What is Virtual Reality Sickness (Cyber Sickness) : Virtual Reality Sickness (Cyber Sickness) Definition | Unity](https://unity.com/glossary/cyber-sickness): Virtual Reality Sickness (Cyber Sickness) refers to a form of discomfort experienced when stationary users perceive motion in immersive environments, caused by factors like lag, refresh rates, and visual discrepancies that require careful content design to mitigate.
- [What is Virtual Reality/Augmented Reality Programming : Virtual Reality/Augmented Reality Programming Definition | Unity](https://unity.com/glossary/virtual-reality-augmented-reality-programming): Virtual Reality/Augmented Reality Programming leverages familiar programming languages like C# and C++ within specialized development frameworks that handle the unique requirements of spatial computing, including stereoscopic rendering, motion tracking, and interactive 3D environments.
- [What is Virtual Surgery : Virtual Surgery Definition | Unity](https://unity.com/glossary/virtual-surgery): Virtual Surgery creates realistic medical procedure simulations with accurate anatomical models and physics-based tissue behavior, allowing practitioners to train and plan complex operations in risk-free environments with haptic feedback and performance tracking.
- [What is Virtual Training : Virtual Training Definition | Unity](https://unity.com/glossary/virtual-training): Virtual Training creates safe, repeatable learning environments that simulate real-world scenarios, allowing users to develop skills through practice without real-world consequences while receiving immediate feedback and performance tracking.
- [What is Virtual Try-on : Virtual try-on Definition | Unity](https://unity.com/glossary/virtual-try-on): Virtual Try-on technology enables users to visualize how products would look on their bodies or in their spaces through augmented reality and 3D visualization with realistic material rendering and physics simulation for accurate representation.
- [What is Volumetric Video : Volumetric Video Definition | Unity](https://unity.com/glossary/volumetric-video): Volumetric Video captures three-dimensional representations of real-world spaces and subjects, allowing viewers to move freely within captured scenes rather than being limited to fixed viewpoints typical of traditional 360° video.
- [What is VR Installation : VR Installation Definition | Unity](https://unity.com/glossary/vr-installation): VR Installation describes location-based virtual reality experiences enhanced with physical elements like specialized hardware, environmental effects, or custom infrastructure to create premium immersive experiences for marketing, entertainment, or education.
- [What is Waterfall : Waterfall Definition | Unity](https://unity.com/glossary/waterfall): Waterfall (waterfall mediation) is a sequential ad serving method that prioritizes ad networks based on historical performance, calling each network in turn until an impression is filled to maximize publisher revenue while ensuring ad space is utilized.
- [What is WebAR : WebAR Definition | Unity](https://unity.com/glossary/web-ar): WebAR enables augmented reality experiences directly through web browsers without requiring dedicated application downloads, making AR content more accessible while reducing friction for users across multiple platforms and devices.
- [What Is WebGL? How It Works and How Unity Uses It](https://unity.com/glossary/webgl): WebGL renders interactive 2D and 3D graphics in a browser, no plugins needed. See how it works, and how Unity builds and exports projects to WebGL.
- [What is WebVR : WebVR Definition | Unity](https://unity.com/glossary/web-vr): WebVR is an open standard that allows users to access virtual reality experiences directly through web browsers, eliminating installation barriers and making immersive content more accessible across different devices and platforms.

## Careers

- [Unity Careers](https://unity.com/careers/positions): Unity Careers
- [Unity Careers](https://unity.com/careers): Unity Careers

## Other

- ["Virtual Train Ride" - VR reconstruction of a historical train space | Unity](https://unity.com/resources/vr-reconstruction-of-historical-train-space): Join Oliver Pavicevic to learn how he reconstructed a historical train in VR in Unity. During this video you will learn how you can utilize Unity’s solutions to create industrial VR simulation and visualization in real time.
- [[Webinar] Creating a Value Exchange with Rewarded Video | Unity](https://unity.com/resources/how-to-create-a-value-exchange-with-rewarded-video-for-your-subscription-based-app): Watch the 11 minute webinar to learn the what, why, and how of rewarded video for subscription-based apps.
- [[Webinar] How to Scale Your App Portfolio with Cross Promotion | Unity](https://unity.com/resources/how-to-scale-your-app-portfolio-with-cross-promotion): Learn how to set up your cross promotion strategy up for success in this webinar full of actionable tips.
- [2019 LTS](https://unity.com/releases/2019-lts): The LTS stream offers a stable version of Unity for those who want to lock in their productions on a specific version of Unity for maximum stability. Unity 2019 LTS stream has the same feature set as the 2019.3 TECH stream release.
- [2022 LTS Long Term Support Release Overview | Unity](https://unity.com/releases/2022-lts): Rely on Unity 2022 LTS to create ambitious DOTS-powered games, multiplayer experiences, immersive HD environments, and performant visuals for any platform.
- [2024 Industry Trends Report: Technologies For Success | Unity](https://unity.com/resources/industry-trends-report-2024): Expert opinions on the top industry trends for technology in 2024.
- [2025 Unity Impact Report](https://unity.com/resources/2025-impact-report): The “2025 Unity Impact Report” presents Unity’s corporate sustainability performance and outlines areas of progress and opportunities in building more responsible business operations. Unity publishes sustainability performance data on an annual basis. All financial figures are reported in U.S. dollars ($), unless otherwise stated. The data within this report reflects the period from January 1 through December 31, 2025, unless otherwise indicated. The reporting boundary includes all global operations under the direct operational control of the parent company, Unity Software Inc.
- [2026 Industry Trends Report: Immersive Tech & AI | Unity](https://unity.com/resources/industry-trends-report-2026): The convergence of immersive tech, AI & sustainability is creating new forms of business value. Read expert opinions on the top industry trends for tech in 2026.
- [2D game art, animation, and lighting for artists | Unity](https://unity.com/resources/2d-game-art-animation-lighting-for-artists-ebook): This e-book is our biggest, most comprehensive 2D development guide, created for Unity developers and artists who want to make a commercial 2D game.
- [3 Data Collaboration Challenges Solved by Immersive Technology | Unity](https://unity.com/resources/data-communication-challenges-solved-by-immersive-tech): Solve data collaboration challenges by unlocking the power of immersive 3D technology. Learn how companies leverage Unity for better stakeholder collaboration and decision-making in urban planning, data contextualization, and cross-border projects.
- [3 Key Uses of XR & Immersive Tech in Aerospace | Unity](https://unity.com/resources/key-uses-xr-immersive-technology-aerospace): Discover how immersive technology is the key to tackling some of the growing number of challenges faced by the aerospace industry.
- [3 Strategies to Boost Customer Engagement With XR | Unity](https://unity.com/resources/3-strategies-to-boost-customer-engagement-with-xr): Learn the three best strategies for building immersive extended reality (XR) applications that drive customer engagement.
- [3 studios on URP migration Unity](https://unity.com/resources/roundtable-best-practices-migrating-built-in-renderer-to-urp): Join developers from Scopely, Anvil Game Studios, and Kluge Interactive for a roundtable where they share their experiences migrating Unity projects from the Built-in Render Pipeline to the Universal Render Pipeline (URP).
- [3D Asset Management for Digital Twins | Unity](https://unity.com/resources/3d-asset-management-for-digital-twins): Learn how Unity Asset Manager streamlines 3D asset management for digital twins. Explore real-time 3D technology, CAD data optimization, and industrial digital transformation.
- [3D Design Review: Get Feedback Without Screen-Shares](https://unity.com/resources/3d-design-review): How modern 3D design review works: share a link, review and mark up 3D models in the browser, and collect stakeholder feedback without screen-share calls.
- [3D to Real-time 3D: Improve Workflows & Productivity | Unity](https://unity.com/resources/3d-to-real-time-3d-improve-workflows-productivity-in-unity): Learn how to import CAD, BIM and point cloud data into Unity Pro using Pixyz Plugin. Get best practices for saving time and automating workflows.
- [3D Visualization & 3D Rendering, Explained | Unity](https://unity.com/topics/3d-visualization-explained): 3D visualization is the process of creating and displaying digital content using 3D software. Discover how it works and how it is driving change across industries.
- [3D Visualization & Asset Management for Immersive Collaboration | Unity](https://unity.com/resources/worldbuildr): Discover how Worldbuildr’s Unity-powered Digital Twin app enhances 3D visualization, asset management, and collaboration for the LBE, enabling real-time interaction.
- [3D Visualization Software: Types, Uses & How to Choose](https://unity.com/resources/3d-visualization-software): Compare the main types of 3D visualization software, from real-time and no-code tools to pro rendering suites, and how to choose the right one.
- [4 big construction problems solved by AR and VR | Unity](https://unity.com/resources/four-big-construction-problems-solved-by-ar-and-vr): In this playbook, we examine four construction problems that can often be solved using AR and VR.
- [4 ways interactive technologies improve manufacturing workflows | Unity](https://unity.com/resources/four-ways-interactive-technologies-improve-manufacturing-workflows): Discover 4 of the key ways businesses can adopt emerging interactive technologies, such as AI and machine learning, into manufacturing workflows.
- [5 Fundamentals for Creating Web Games E-book | Unity](https://unity.com/resources/5-fundamentals-for-creating-web-games): Explore 5 fundamentals for building performant web games with Unity, featuring insights from industry leaders like Coatsink, PIGIAMA KASAMA, Stratton Studios, and ULTRAHORSE.
- [5 Fundamentals for Launching & Operating Web Games | Unity](https://unity.com/resources/fundamentals-for-launching-and-operating-web-games): Learn valuable insights from CrazyGames, ULTRAHORSE, and Xsolla to launch and operate successful web games.
- [5 reasons to use Unity Asset Manager](https://unity.com/resources/5-reasons-to-use-unity-asset-manager): Discover 5 reasons to use Unity Asset Manager.
- [5 Strategies for Building Next-Gen Customer Experiences | Unity](https://unity.com/resources/5-strategies-next-generation-experiences): Discover how to create better customer experiences that improve your sales and marketing strategies, with Unity’s real-time 3D solutions for immersive training.
- [5 Ways to Build Better Employee Training Programs | Unity](https://unity.com/resources/5-ways-build-better-employee-training-programs): Discover how to make better employee training programs that empower your workforce with Unity’s real-time 3D solutions for immersive training.
- [5 Ways to Enhance Customer Experience with AR & VR | Unity](https://unity.com/resources/5-ways-enhance-customer-experience-ar-vr): Demand for immersive, personalized customer experiences is spiking across industries. Explore 5 strategic ways to captivate and engage customers using AR & VR.
- [6 DevOps Principles and Best Practices | Unity](https://unity.com/topics/devops-principles): Discover the most important DevOps principles, why you should apply them, and how they can improve communication and workflows across your development team.
- [6 Tips for Porting to Apple Vision Pro E-book | Unity](https://unity.com/resources/6-tips-for-porting-to-apple-vision-pro): Get expert tips from Kluge Interactive, Owlchemy Labs, Light Brick Studio, Triband, and Unity on bringing your game to Apple Vision Pro.
- [7 Phases of the DevOps Lifecycle | Unity](https://unity.com/topics/devops-lifecycle): Understand how DevOps works by learning the details of the 7 stages of the DevOps lifecycle as well as the processes & tools that are required in each stage.
- [8 Best Practices for Designing Ad Creatives | Unity](https://unity.com/resources/best-practices-ad-creatives): In this e-book, you’ll learn about 8 best practices to help you cut through the noise and drive user engagement for your game with impactful ads.
- [8 Manufacturing Processes Improved with AR, VR & MR | Unity](https://unity.com/resources/manufacturing-processes-improved-with-ar-vr-mr): Discover how immersive technology underpins the growing adoption of XR applications that revolutionize every aspect of manufacturing facilities and factories.
- [80+ tips to increase productivity in Unity 2022 LTS | Unity](https://unity.com/resources/improve-workflow-unity-2022-lts-ebook): 80+ steps, settings, and workflows from across Unity toolsets and systems that make creating in the Editor faster, more efficient, and more fun.
- [9 Most Common Mistakes Made by Game Developers | Unity](https://unity.com/resources/9-most-common-mistakes-made-by-game-developers): Get the eBook from ironSource to learn what not to do when growing your game.
- [9 use cases for Unity’s Game Backend tools | Unity](https://unity.com/how-to/game-backend-tools): Learn how Unity's Game Backend suit can support your game systems so you can build, host and scale your own servers with minimal effort.
- [A Deep Dive Into The Making of Unity's Book of the Dead](https://unity.com/demos/book-of-the-dead): Find out more about the 2018 animation festival winner Book of the Dead. A demo that utilizes Unity's advanced graphic tools for powering high-end visuals.
- [A guide to beta testing - Unity](https://unity.com/releases/editor/beta/guide-beta-testing): A practical guide and reference doc to help you get started and gain the most value from Unity early access beta tests.
- [A Guide to Roles, Seats, and Project Permissions in Unity Asset Manager | Unity](https://unity.com/resources/roles-seats-project-permissions-asset-manager): A quickstart guide to help you set roles, assign seats, and manage permissions in Unity Asset Manager, so that your team members are all set.
- [A marketplace for creativity](https://unity.com/campaign/introduction-to-asset-store): Realize your creative vision with the Unity Asset Store, featuring thousands of curated assets and tools that help you reduce costs, complexity, and development time.
- [A platform to drive VR and AR innovation at Volkswagen](https://unity.com/resources/vr-and-ar-innovation-at-volkswagen): A platform to drive VR and AR innovation at Volkswagen
- [A Q&A with Gameloft: How Unity Helped Power Minion Rush Massive Update](https://unity.com/resources/gameloft-unity): Gameloft’s Anton Shabelnyk, Global Director of Live Games, and Igor Antonov, VP Live Games, share insights into how the studio partnered with Unity for Minion Rush Massive Update, the most recent iteration of their hugely popular game.
- [A Thinking Ape Improves User Support While Doubling Revenue By Switching To Tapjoy's Offerwall | Unity](https://unity.com/resources/a-thinking-ape-party-in-my-dorm): A thinking ape shows 2x offerwall revenue increase and ensures a 3 days maximum wait for response to support tickets
- [A Virtual Future for Fashion | Unity](https://unity.com/resources/virtual-future-fashion): See examples of where real-time technologies can create new experiences in fashion and learn about the huge possibilities of digital in fashion.
- [About Unity | The World's Leading Game Engine](https://unity.com/our-company): Learn about Unity’s mission, our leadership team, and how we empower creators to build real-time 3D experiences.
- [Absolute Beginner's Guide to Unity C# Scripting (Part 1)](https://unity.com/resources/absolute-beginners-guide-c-scripting-part-1): Absolute Beginner's Guide to Unity C# Scripting (Part 1)
- [Absolute Beginner's Guide to Unity C# Scripting (Part 2)](https://unity.com/resources/absolute-beginners-guide-c-scripting-part-2): Absolute Beginner's Guide to Unity C# Scripting (Part 2)
- [Abu Dhabi Gaming Case Study | Unity](https://unity.com/resources/center-of-excellence): Learn how Abu Dhabi Gaming found the key to growing the Abu Dhabi gaming industry using Unity’s center of excellence program.
- [Accelerate and scale your industry workflows and pipelines | Unity](https://unity.com/resources/unity-industry-xr-series-episode-1): Discover hands-on strategies in this webinar, including: XR enhancements, asset management techniques, and automation tools to boost efficiency and innovation.
- [Accelerate your multiplayer prototyping with Unity 6 | Unity](https://unity.com/resources/accelerate-your-multiplayer-prototyping-with-unity-6): Get an overview of Unity 6’s Multiplayer Center, Multiplayer Playmode, Distributed Authority, and other tools that can help you speed up playtesting and debugging.
- [Accelerating Innovation in Automotive Design](https://unity.com/resources/whitepaper-accelerate-innovation): How real-time 3D and VR are radically transforming the car industry
- [Accelerating into the Metaverse with Ryan Peterson](https://unity.com/resources/executive-series-episode-1-accelerating-into-the-metaverse): Join our kick-off webinar as Ryan gives an intimate talk about Unity and the metaverse.
- [Actionfit Boosts ARPU 111% With Unity Vector ROAS Campaigns](https://unity.com/resources/actionfit-vector-ai-roas): Mobile publisher Actionfit used Unity Vector and D28 IAP ROAS campaigns to scale Drop The Cat, driving 39% higher D28 ROAS and 111% higher D28 ARPU.
- [Adaptive AI & XR Simulation for Healthcare | Unity](https://unity.com/resources/lucid-reality-labs): Discover how Lucid Reality Labs uses Unity to build AI-powered XR medical training, delivering immersive simulation, adaptive guidance, and scalable clinical education.
- [Advanced programming and code architecture | Unity](https://unity.com/how-to/advanced-programming-and-code-architecture): Get actionable tips on how to code in Unity to enhance the scripting performance of your games.
- [Agile vs DevOps: Differences and Similarities | Unity](https://unity.com/topics/agile-vs-devops): Discover the various types of DevOps methodologies plus their similarities and differences and how they can be applied to your project.
- [AI and Creatives: Now, Later, and the Far-Future | Unity](https://unity.com/resources/dan-greenberg-ai-and-creatives): Tune in to hear Dan Greenberg, CDO at ironSource, break down what image generators mean for creators, creatives, and the future of both.
- [AI in Unity: Crafting Experiences That Benefit Humanity](https://unity.com/resources/ai-in-unity-crafting-experiences-that-benefit-humanity): Join us for an engaging discussion on the transformative role of Artificial Intelligence (AI) in Unity, as we delve into the exciting possibilities it offers for creating real-time 3D experiences that benefit humanity. Explore how AI-driven technologies are reshaping gaming, education, wellness, and beyond, and discover practical insights and examples of incorporating AI into Unity projects. Whether you’re a seasoned developer or just starting, this talk will inspire you to harness the power of AI to craft immersive, interactive worlds that captivate and enrich the human experience. Don’t miss this opportunity to unlock the potential of AI in Unity at Creator Day!
- [AI Security in Unity: Model Choice, Data Controls, Audits](https://unity.com/resources/unity-ai-industry-security): AI security in Unity explained: bring your own model via the Unity CLI and MCP mode, keep ownership of input and output data, and opt out of analytics sharing.
- [AI Use Cases in Industrial Workflows: A Technical FAQ](https://unity.com/resources/ai-use-cases-industrial-workflows): Explore AI use cases in industrial workflows, from the MCP Server and Claude integrations to digital twin context for engineering teams.
- [AI2-THOR: A virtual environment for training home assistant robots | Unity](https://unity.com/resources/ai2-thor-session): Get a look into the design of AI2-THOR and how it is used to train robots that navigate, follow language instructions and understand the world around them.
- [Algoryx: Using Unity to develop AI-controlled heavy machines | Unity](https://unity.com/resources/algoryx-using-unity-to-develop-ai-controlled-heavy-machines): See how to use Algoryx’s AGX Dynamics for Unity and Unity ML-Agents to train an AI in a virtual environment to control a heavy vehicle.
- [AliExpress Drives Over 400K Installs And Exceeds Their KPI Goals With ironSource | Unity](https://unity.com/resources/aliexpress): Read on to learn how Aliexpress Russia and the team reached their goals and drove over 400K installs in the CIS region with ironSource Aura
- [Amanotes Boosts ARPDAU 22% with ironSource's Cross Promotion Bidder | Unity](https://unity.com/resources/amanotes-magic-tiles-3): Learn how ironSource’s cross promotion tool enabled Amanotes to cross promote their portfolio on Magic Tiles 3.
- [Amanotes Increases ARPDAU 17% with ironSource LevelPlay | Unity](https://unity.com/resources/amanotes-tiles-hop): Amanotes used ironSource mediation products like the D1 ROAS optimizer and cross promotion to supercharge UA and monetization. Learn how.
- [Amanotes increases eCPM by 50% by switching to ironSource mediation | Unity](https://unity.com/resources/amanotes): Amanotes, a major mobile game publisher, looked to find more efficient ways to manage their waterfall. Learn how ironSource mediation helped them increase eCPM by 50%.
- [Among Us | Unity Case Study](https://unity.com/resources/innersloth-among-us): Discover how InnerSloth's Among us has used Unity Gaming Services to build and manage the most popular mobile game in the world with 500+ million players.
- [An introduction to AR, VR, MR, XR and more | Unity](https://unity.com/resources/workshop-5-an-introduction-to-ar-vr-mr-xr-and-more): Augmented reality (AR), virtual reality (VR), and mixed reality (MR) are rapidly evolving. In this session, learn about the platforms, hardware and workflows that empower creators to work with XR.
- [Analyze Memory Usage with Memory Profiling Tools | Unity](https://unity.com/how-to/analyze-memory-usage-memory-profiling-tools): Learn how to optimize your game’s performance by testing against hardware platform memory limitations with the profile memory usage tool in your Unity project.
- [Antonia Forster and Thomas Terkildsen - LGBTQ+ VR Museum | Unity](https://unity.com/resources/lgbtq-plus-vr-museum): Join XR developers Antonia Forster and Thomas Terkildsen to learn how they used Unity and third-party tools to build the world's first LGBTQ+ VR museum.
- [App Cross Promotion | Unity](https://unity.com/resources/how-to-cross-promote-your-mobile-games): Learn how to set up a cross-promotion campaign on your mobile app and the best practices for cross-promoting your mobile games. Watch the webinar here!
- [App Store Optimization Strategy | Unity](https://unity.com/resources/aso-the-missing-piece-in-your-user-acquisition-strategy): Learn about the relationship between ASO and user acquisition and strategies for app store optimization in 2020. Watch the webinar here.
- [Architect your code for efficient changes and debugging with ScriptableObjects | Unity](https://unity.com/how-to/architect-game-code-scriptable-objects): Keep your code flexible, manageable, and easy to debug by architecting with ScriptableObjects.
- [Architecting Scalable Training Systems in Unity | ForgeFX](https://unity.com/resources/architecting-scalable-enterprise-training-systems-forge-fx): In this technical guide learn how to build enterprise-ready training simulations in Unity - from XR interaction and Netcode to CAD optimization, CI/CD, and web deployment - for modern manufacturing teams.
- [Art optimization tips for mobile game developers part 1](https://unity.com/how-to/mobile-game-optimization-tips-part-1): Optimize the art assets of your mobile game so it runs smoothly on a wide range of devices to reach the broadest possible audience.
- [Art optimization tips for mobile game developers part 2](https://unity.com/how-to/mobile-game-optimization-tips-part-2): Optimize the art assets of your mobile game so it runs smoothly on a wide range of devices and reaches as broad an audience as possible.
- [Audiomack Uses Unity LevelPlay to Scale Globally](https://unity.com/resources/audiomack-unity-levelplay): Dave Edwards, Chief Revenue Officer at Audiomack, shares how working with the team at Unity LevelPlay helped them scale efficiently in global markets with tools like the Unity Ads bidder and A/B testing tool.
- [Augmented Reality (AR) App & Game Development Solution | Unity](https://docs.unity3d.com/6000.7/Documentation/Manual/AROverview.html): Unity's powerful AR solution helps you build engaging AR games, apps, or experiences and deploy them across 9+ mobile and wearable devices.
- [Augmenting Reality: Bring Digital Objects into the Real World | Unity](https://unity.com/resources/workshop-6-augmenting-reality-bring-digital-objects-into-the-real-world): Your digital creations can “live” in augmented reality (AR). Learn how to make rich, deeply engaging AR experiences where digital objects interact intelligently with the physical world.
- [Automate 3D data workflows with Pipeline Automation ❘ Unity](https://unity.com/resources/automating-3d-data-workflows-with-pipeline-automation-faqs-faq): Learn how to automate the processing of CAD and other files to 3D assets with Unity Pipeline Automation: build pipelines, run jobs, set up event-based automations, and find optimized assets.
- [Automate CAD-to-3D workflows with Unity Asset Manager ❘ Unity](https://unity.com/resources/automate-cad-to-3d-workflows-collaborate-in-the-cloud): Learn how Unity Asset Manager helps teams automate CAD-to-3D asset conversion, manage versions, and centralize feedback for real-time 3D projects.
- [AWE Panel: Develop with Unity for Apple Vision Pro | Unity](https://unity.com/resources/awe-2024-panel): Unity’s panel at AWE connects with developers and discusses how leaders across industries are creating brand new spatial applications for Apple Vision Pro using Unity’s mixed reality technology and tools.
- [Back To The Basics: How Will Performance Marketing Survive? | Unity](https://unity.com/resources/andre-kempe-admiralmedia-data): Andre Kempe talks about adapting to using less data and how you can diversify your UA strategy, especially into web and social campaigns
- [Balancing Visual Fidelity and Performance in Projekt Z: Beyond Order | Unity](https://unity.com/resources/314-arts-projekt-z-beyond-order): Learn how the 314 Arts team enhanced visual fidelity while hitting performance benchmarks.
- [Battle Royale with Photon Fusion game demo | Unity](https://unity.com/demos/photon-fusion-battle-royale): Download the sample project of Large scale battle royale with Photon Fusion today to learn the basics of multiplayer game development in Unity.
- [Beginner’s Guide to In-App Monetization](https://unity.com/resources/beginners-guide-in-app-monetization): Beginner’s Guide to In-App Monetization
- [Beginner’s Guide to User Acquisition](https://unity.com/resources/beginners-guide-user-acquisition): Beginner’s Guide to User Acquisition
- [Behind experience - My Dino Mission](https://unity.com/pages/behind-experience-my-dino-mission): Behind the Experience
- [Behind PikPok’s Real-Time Lighting Setup For Into the Dead: Our Darkest Days | Unity](https://unity.com/resources/pikpok-into-the-dead-our-darkest-days): Learn how PikPok’s programmers and lighting artists implemented a dynamic, real-time lighting setup for Into the Dead: Our Darkest Days using the High Definition Render Pipeline (HDRP) in Unity 6.
- [Behind the scenes at VW Group’s Innovation Center California](https://unity.com/resources/behind-the-scenes-at-vw-groups-innovation-center-california): Behind the scenes at VW Group’s Innovation Center California
- [Benefits and Advantages of Implementing DevOps | Unity](https://unity.com/topics/benefits-of-devops): Considering purchasing DevOps tools? Discover the main benefits of moving towards a DevOps methodology for your internal team and customers.
- [Best Practices for Accessible and Scalable XR Training | Unity](https://unity.com/resources/best-practices-for-accessible-and-scalable-xr-training): Join Mark Steelman as he presents a selection of products including desktop/mobile apps and virtual reality experiences spanning the luxury goods, aviation and automotive sectors.
- [Best Practices For Creating Industry XR Applications | Unity](https://unity.com/resources/best-practices-develop-xr-industry-applications): Discover top tips for creating XR industry applications with Unity’s real-time 3D solutions.
- [Best practices for organizing your Unity project | Unity](https://unity.com/how-to/organizing-your-project): Discover tips and best practices on how to set up your Unity project for team-based game development and version control. Read on for an in-depth guide.
- [Best practices for profiling game performance | Unity](https://unity.com/how-to/best-practices-for-profiling-game-performance): Learn the principles and best practices of profiling your game performance, including how to identify CPU- and GPU-bound performance bottlenecks. Download the free e-book now.
- [Best practices for project organization and version control (Unity 6 edition) | Unity](https://unity.com/resources/best-practices-version-control-unity-6): This guide explains the key concepts of version control, compares different version control systems (VCS), and provides an introduction to Unity DevOps tools.
- [Best practices for version control systems | Unity](https://unity.com/how-to/version-control-systems): Discover tips and best practices for making the most out of version control. Download the e-book today.
- [Beyond Simulation: Enriching Architectural Design with Unity’s ML-Agents Toolkit](https://unity.com/resources/beyond-simulation-enriching-architectural-design-with-unitys-ml-agents-toolkit): Join us to explore how architects can harness the power of simulation and machine learning to unlock new possibilities within spatial design. We will be sharing results from our 10 day workshop in Seoul, teaching architecture students how to integrate simulation of human activity within the built environment during design workflows.
- [BIGO LIVE Increases IPM 32% with Custom Product Pages | Unity](https://unity.com/resources/bigo-live): BIGO LIVE increased IPM 32% with ironSource's solution for Custom Product Pages. Learn how the ironSource team helped them do it.
- [Blending 2D Animation and 3D Worlds in MOUSE: P.I. For Hire | Unity](https://unity.com/resources/fumi-games-mouse-pi-for-hire): How Fumi Games built the unique FPS MOUSE: P.I. For Hire in Unity, blending 2D animation with 3D worlds. Discover their custom URP, HLOD performance boosts, and solution for compressing over 54,000 hand-drawn sprites.
- [BMW & Unity: Automating Engineering with AI & Virtual Teardowns](https://unity.com/resources/bmw-group-automating-engineering-analysis-with-ai-virtual-teardowns): Discover how BMW Group leverages Unity's Pipeline Automation and AI to transform vehicle engineering analysis using digital design concept comparisons; driving efficiency and supporting engineering analysis.
- [BMW: Fueling AR innovation with an immersive in-car experience | Unity](https://unity.com/resources/unite-2024-bmw-augmented-reality): Discover how BMW used Unity to develop AR glasses, creating the world’s first fully immersive in-car AR experience.
- [BMW’s Augmented Reality In-Car Experience | Unity](https://unity.com/resources/unite-ies-2024-bmw-augmented-reality): Learn how BMW uses AR to enhance driver safety, create immersive in-car experiences, and the future of 3D entertainment for passengers.
- [Bole Games Cuts Complaints, Negative App Store Reviews with Ad Quality | Unity](https://unity.com/resources/bole-games-cash-frenzy): Learn how Bole Games used Ad Quality from LevelPlay to combat problematic creatives in their app, boosting retention and raising their App Store review score.
- [Bole Games Increases Installs and Cuts eCPI with LevelPlay | Unity](https://unity.com/resources/bole-games): Bole Games boosted installs by 173% and lowered eCPI by 30% across their Android titles with LevelPlay's unique cross promotion solution.
- [Bonus Unity Industrial Collection: Improve Workflows and Productivity with Unity and Pixyz | Unity](https://unity.com/resources/bonus-unity-industrial-collection): Learn how Unity Pro and Pixyz Plugin can eliminate repetitive and error prone workflows, accelerate industrial data preparation and simplify content creation for AR/VR, including HoloLens 2.
- [Boss Room – Small scale multiplayer co-op game sample | Unity](https://unity.com/demos/small-scale-coop-sample): Create a small scale cooperative game with our multiplayer sample project, Boss Room.
- [Brainium Decreases User Complaints with ironSource Ad Quality | Unity](https://unity.com/resources/brainium): Learn how Brainium used Ad Quality by ironSource to improve the user experience with ads while maintaining revenue growth.
- [Bridging The Knowledge Gap Between Music Creators And The App Economy | Unity](https://unity.com/resources/dave-edwards-audiomack-creators): Dave Edwards discusses Audiomack’s role in the global music industry and how they bridge the gap between the tech and music industry
- [Bring CAD files to life with real-time 3D in Unity](https://unity.com/resources/industrial-teams-transforming-static-cad-files-into-interactive-3d-experiences): Learn how to import, optimize, and visualize CAD files as interactive real-time 3D experiences in Unity using Asset Transformer and UI Toolkit to align teams faster.
- [Bring the Power of Simulation and Digital Twins to Manufacturing | Unity](https://unity.com/resources/bring-the-power-of-simulation-and-digital-twins-to-manufacturing): Bring the Power of Simulation and Digital Twins to Manufacturing | Unity
- [Bringing Bleak Sword from Apple Arcade to PC and Nintendo Switch™ | Unity](https://unity.com/resources/more8bit): Learn how more8bit used Unity to adapt a mobile-first hit into Bleak Sword DX, an expanded and improved multiplatform edition of the Apple Arcade exclusive Bleak Sword.
- [Bringing high-quality comms to your multiplayer games with Vivox | Unity](https://unity.com/resources/vivox-overview-webinar): Watch the on-demand recording of this webinar to learn the importance of in-game chat and how to bring high-quality comms to your multiplayer games with Vivox.
- [Build a Collaborative 3D Viewer with the Industry Viewer Template | Unity](https://unity.com/resources/build-collaborative-3d-viewer-industry-viewer-template): Learn how to create your first cloud-connected collaborative viewer using the Unity Industry Viewer Template.
- [Build a Microsoft HoloLens Experience for Training in AR | Unity](https://unity.com/resources/workshop-9-build-a-microsoft-hololens-experience-for-training-in-ar): Training and guidance delivered through AR can reduce errors and improve knowledge transfer. Learn how to create a guided maintenance experience for HoloLens using the Microsoft Mixed Reality Toolkit.
- [Build a retention layer for your multiplayer game Unity](https://unity.com/resources/build-a-retention-layer-for-your-multiplayer-game): Learn to design, build, deploy, test, and operate a retention layer using a server-authoritative battle pass system use case as an example.
- [Build an automated CAD-to-3D asset pipeline with Unity ❘ Unity](https://unity.com/resources/build-automated-cad-to-3d-asset-pipelines): Learn how to use Unity Asset Manager and Unity Pipeline Automation to convert CAD and other industrial files into optimized, real-time-ready 3D assets.
- [Build Geolocated and Social Experiences in AR | Road to the Metaverse](https://unity.com/resources/workshop-12-build-geolocated-and-social-experiences-in-ar): Join us for our latest workshop series, Road to the Metaverse, where you’ll learn about real-time 3D technology and how to equip yourself with the Unity tools you need to build metaverse experiences.
- [Build Industrial Digital Twins| Free Guide for Robotics & Automation | Unity](https://unity.com/resources/industrial-digital-twin-ebook): Download our free e-book to learn how to design, simulate, and deploy scalable industrial digital twins using Unity. Ideal for robotics, automation, and manufacturing teams.
- [Build Real-Time 3D Industrial Apps Faster with Unity Industry | Unity](https://unity.com/resources/unity-industry-productivity-tips-and-development-workflows): Get productivity tips for building real-time 3D industrial apps in Unity. Learn about CAD-to-3D asset conversion, how to build an HMI and connect the UI with real-time data, AI navigation pathfinding, clean code architecture, and more.
- [Building 2D Games with Unity: Part 1 - The Basics](https://unity.com/resources/building-2d-games-basics): Building 2D Games with Unity: Part 1 - The Basics
- [Building 2D Games with Unity: Part 2 - Lights, Camera and Physics](https://unity.com/resources/building-2d-games-lights-camera-physics): Building 2D Games with Unity: Part 2 - Lights, Camera and Physics
- [Building 2D Games with Unity: Part 3 - 2D Skeletal Animation](https://unity.com/resources/building-2d-games-2d-skeletal-animation): Building 2D Games with Unity: Part 3 - 2D Skeletal Animation
- [Building a live game that endures](https://unity.com/resources/building-a-live-game-that-endures): Designing a live game is a challenging endeavor. You need to have a compelling game, the ability to survive in the short term, and flexibility to plan for the future. But fear not – Unity is here to help. This presentation will cover the history of live games, how to build a solid foundation, what solutions Unity has to offer, and what you need to plan for long-term success.
- [Building a more inclusive Metaverse with Unity Visual Scripting | Unity](https://unity.com/resources/building-a-more-inclusive-metaverse-with-unity-visual-scripting): Come learn how you can create interactive immersive experiences with my Visual Scripting extensions for XR Interaction Toolkit, and without the need to write any C# code!
- [Building A Multiplayer Game Backend With UGS | Unity](https://unity.com/resources/build-server-authoritative-multiplayer-backend): Get a practical introduction on how to design, build, deploy, test, and operate server-authoritative game systems using Unity Gaming Services (UGS) and Unity.
- [Building an Arcade Racer. Part 1: Universal Render Pipeline (URP)](https://unity.com/resources/building-arcade-racer-urp): Building an Arcade Racer. Part 1: Universal Render Pipeline (URP)
- [Building an Arcade Racer. Part 2: Physics](https://unity.com/resources/building-arcade-racer-physics): Building an Arcade Racer. Part 2: Physics
- [Building an Arcade Racer. Part 3: Adding Interactivity](https://unity.com/resources/building-arcade-racer-adding-interactivity): Building an Arcade Racer. Part 3: Adding Interactivity
- [Building an Arcade Racer. Part 4: Unity Particle System](https://unity.com/resources/building-arcade-racer-unity-particle-system): Building an Arcade Racer. Part 4: Unity Particle System
- [Building an in-game economy | Unity](https://unity.com/how-to/building-game-economy-guide-part-2): Your in-game economy is a focal point for monetization, engagement, and player retention. Getting the basics right is crucial for long term success.
- [Building Breathtaking Content with Holoride’s Elastic SDK | Unity](https://unity.com/resources/adding-thrill-to-every-ride-building-breathtaking-content-with-holorides-elastic-sdk): Learn how Holoride has created an ecosystem for highly immersive, motion- and location-synchronized in-vehicle XR experiences.
- [Building Rendering and Production Pipelines for Rainbow Six Mobile | Unity](https://unity.com/resources/building-rendering-and-production-pipelines-for-rainbow-six-mobile): How Ubisoft Montreal built scalable rendering and production pipelines for Rainbow Six Mobile, balancing destruction, performance, and visual fidelity.
- [Building successful B2C brands in the metaverse](https://unity.com/resources/executive-series-episode-3-building-successful-brands-in-the-metaverse): Hear from Media.Monks’ Tim Dillon about lessons he’s picked up from working with the world’s largest brands and get tips on how to get started building your brand in the metaverse, and more.
- [Building the metaverse with Unity Gaming Services (UGS)](https://unity.com/resources/executive-series-episode-6-building-the-metaverse-with-unitygaming-services): In the first episode of the Road to the Metaverse for 2023, Ryan will be joined by the General Manager of Unity’s Gaming Services (UGS), Jeff Collins to talk about how to build the metaverse for both
- [Buy & Download Unity Pro | Unity](https://unity.com/pages/unity-pro-buy-now): Get a Unity Pro license today to our powerful ecosystem of game creation tools, support, and community in your team’s hands.
- [Byril Increases ARPU by 17% with Unity LevelPlay | Unity](https://unity.com/resources/byril): Learn how Byril optimized their in-app ad experience for their game, Stickman Archer, leading to an increase of ARPDAU by 9% and ARPU by 17%.
- [C# Code Style Guide (Unity 6 edition) | Unity](https://unity.com/resources/c-sharp-style-guide-unity-6): This guide can help you create a cleaner, more scalable codebase and also facilitates the efficient onboarding of new developers as you expand your team.
- [Calm boosts installs 106% with ironSource playable ad | Unity](https://unity.com/resources/calm): Learn how Calm boosts installs 106% with ironSource playable ad.
- [Capgemini: The future of intelligent industry | Unity](https://unity.com/resources/unite-2024-capgemini-ai): Learn how AI agents and XR are transforming factory automation, enabling real-time task execution and improved efficiency.
- [Cars, worldbuilding and innovation through Unity in a feminine future](https://unity.com/resources/cars-worldbuilding-and-innovation-through-unity-in-a-feminine-future): Join us for an extraordinary journey as we delve into the world of feminist design and empowerment through the lens of Unity. In this exclusive session, you'll have the chance to explore the remarkable story of Katie McIntyre and her iconic car design, the Dakini, which made waves with a powerful presence in a Unity Vogue Singapore Gallery.
- [Choose the Right UA Strategy for Your Game | Unity](https://unity.com/resources/mobile-developer-guide-to-unity-ads-ua-campaigns): Maximize your mobile game's growth by choosing the right UA strategy. Discover when to use CPI, ROAS, and Retention campaigns in Unity Ads.
- [Cloud Connected Digital Twin | Unity](https://unity.com/resources/cloud-connected-digital-twin-video): See how industry leaders utilize the Unity platform to connect your engineering and CAD data to construct a digital twin.
- [Club Cooee Sees 3.6x Revenue Increase With Strategic Offerwall Placement | Unity](https://unity.com/resources/club-cooee): Club Cooee sees 3.6x revenue increase and 4x more overall conversions with strategic Tapjoy offerwall placement.
- [Coatsink’s Ready, Set, Cook! Cuts Load Time by 25% | Case Study](https://unity.com/resources/coatsink-ready-set-cook): Learn how Coatsink optimized a cooking game for mobile using Unity Web, reducing loading times by 25%. Discover their innovative approach and process here.
- [Compare Unity Partner Programs: Become a Partner | Unity](https://unity.com/partners/compare-programs): Dive deep and discover which partner program aligns to your business model.
- [Confessions of an AI Maximalist with Joe Kim | Unity](https://unity.com/resources/joe-kim-podcast): In this LevelUp episode, Melissa Zeloof sits down with Joe Kim to discuss his view of AI and how it's changing the games industry, according to him, for the better. Watch it here.
- [Confidently create complex projects | Integrated Success | Unity](https://unity.com/success-plans/integrated-success): Integrated Success provides you with the strategic guidance and technical support needed to develop your most creative and complex real-time 3D projects.
- [Configuring your Unity project for stronger performance | Unity](https://unity.com/how-to/project-configuration-and-assets): The Asset Pipeline can boost your team’s productivity and the performance of your game. Find out how to optimize assets, shorten build times, and improve GPU and memory usage.
- [Contact Us](https://unity.com/contact-us): Contact Us for your questions about Unity.
- [Cookie Jam: Unlocking the recipe for a successful migration](https://unity.com/resources/jam-city-case-study): Learn how Jam City partnered with Unity’s professional services team, Accelerate Solutions, to migrate their hit mobile game Cookie Jam to Unity.
- [Covid-19 Stay-at-Home Info | Shelter-in-Place Resources | Unity](https://unity.com/pages/covid-19-information): Helping Unity users impacted by COVID-19
- [Crash and Exception Reporting for Interactive Real-Time 2D and 3D Experiences](https://unity.com/resources/crash-exception-reporting-interactive-real-time-2d-3d-experiences): Game, app, and device errors and crashes are inevitable, so how fast can you detect and resolve the problems that matter? Join us for a discussion on how teams can provide a better gaming experience by attacking debug time and reducing user impacting crashes.
- [Create a C# style guide: Write cleaner code that scales | Unity](https://unity.com/resources/create-code-c-sharp-style-guide-e-book): Get tips from industry experts on how to create a C# code style guide for efficient and scalable game development. This guide covers naming conventions, classes, methods, comment style, and much more.
- [Create Better Editor And Runtime Interfaces Faster With UI Toolkit | Unity](https://unity.com/resources/create-better-editor-runtime-interfaces-faster-ui-toolkit): Unity’s UI experts provide guidance and techniques to level up your user interfaces with the new and improved UI Toolkit in this on-demand session from Unite 2023.
- [Create Immersive Gameplay that Keeps Your Players Playing | Unity](https://unity.com/campaign/gambling-create-games): Build immersive gameplay experiences using Unity’s leading 2D and 3D creation tools that keep players playing, and capitalize on the online gaming opportunity.
- [Create modular game architecture in Unity with ScriptableObjects | Unity](https://unity.com/resources/create-modular-game-architecture-with-scriptable-objects-ebook): This guide provides tips and tricks from professional developers for deploying ScriptableObjects in production.
- [Create modular game architecture with ScriptableObjects | Unity](https://unity.com/resources/create-modular-game-architecture-scriptableobjects-unity-6): Get tips on how to use ScriptableObjects in your Unity 6 projects to help speed up your development workflow, reduce memory usage, and simplify your code architecture.
- [Create Multiplayer Games Using MLAPI with Unity](https://unity.com/resources/create-multiplayer-games-using-mlpai): Set up your first “Hello World” networked experience!
- [Create powerful AR and VR experiences efficiently and effectively | Unity](https://unity.com/campaign/unity-industry-ar-vr): Build with Unity’s leading platform in AR and VR and get the enterprise-level support your team needs to achieve creative and business goals.
- [Create Scalable & Performant UI for Games in Unity 6 | Unity](https://unity.com/resources/scalable-performant-ui-uitoolkit-unity-6): Learn how to create scalable & performant UI for multiplatform games with UI Toolkit in Unity 6 – with new, extensive chapters for both programmers & artists.
- [Create shaders and visual effects with URP (Unity 6) | Unity](https://unity.com/resources/create-shaders-visual-effects-urp-unity-6): Download this e-book from Unity to learn about how to create popular shaders and visual effects for your games with the Universal Render Pipeline in Unity 6.
- [Create stunning visuals | Unity 2020 LTS | Unity | Unity for artists and designers](https://unity.com/releases/artist-features/2020-lts-tier2-features): Optimized workflows to easily create cinematic content, gameplay sequences and stunning visuals without an engineer using Unity 2020 LTS.
- [Create VR & mixed reality experiences in Unity | Unity](https://unity.com/resources/create-virtual-mixed-reality-experiences-unity): This e-book covers the tools, methodologies, and techniques essential for crafting immersive and interactive VR and MR experiences in Unity.
- [Create XR content 10x faster with WEAVR + Unity | Unity](https://unity.com/resources/create-xr-content-faster-weavr): An introduction to Pacelab WEAVR, Unity's Verified Solutions Partner product for training and procedural guidance.
- [Creating realistic digital humans in Unity | Unity](https://unity.com/resources/creating-realistic-digital-humans-in-unity): This exciting in-depth Editor demo will break down how the Unity demo team created the cinematic short Enemies.
- [Cuphead - A Game | Made with Unity](https://unity.com/made-with-unity/cuphead): Find out how StudioMDHR’s stunning hand-drawn animations in Cuphead are powered by Unity’s tools, including Sprite Renderer, Sprite Packer and 2D Physics.
- [Data Integration Guide for Unity Ads | Unity](https://unity.com/resources/checklist-for-unity-ads-data-integration): Discover the essential data integrations needed to power Unity Ads. Learn how event mapping, lifetime postback windows, and SDK setup can optimize your ROAS campaigns and improve UA performance.
- [Data Request](https://unity.com/data-request): Data Request
- [Day 3: Optimizing with the C# Job System I Unity](https://unity.com/resources/dots-boot-camp-day-3): we'll make the fire simulation code multithreaded using the C# Job System.
- [Definitive guide to animation with Unity 2022 LTS | Unity](https://unity.com/resources/definitive-guide-animation-unity-2022-lts-ebook): Learn how to use the dedicated animation tools, methods, and techniques available in Unity. This e-book is suitable for both new and experienced animators.
- [Demo and Q&A with the creators of Muse Sprite and Muse Texture](https://unity.com/resources/demo-and-q-and-a-with-the-creators-of-muse-sprite-and-muse-texture): Unity generative AI tools are now in closed beta, and in this session, you’ll get to see demos and ask questions directly to the creators of these powerful tools. See first-hand how Unity Muse helps creators of all skill levels create usable assets with just a few prompts, to go from idea to prototype faster than ever before.
- [Demo and Q&A with the creators of Unity Sentis](https://unity.com/resources/demo-and-q-and-a-with-the-creators-of-unity-sentis): Unity Sentis enables you to embed a running AI model in the Unity Runtime inside a game or application for enhanced gameplay and other functionality on end-user devices. In this demonstration and Q&A with the product team, you’ll learn more about how this powerful new technology can be applied to your projects.
- [Demystifying IoT Data for Operational Digital Twins | Unity](https://unity.com/resources/unite-2024-iot-digital-twins): Explore how IoT data can be integrated into digital twin platforms to drive real-time monitoring, boost operational efficiency, and enhance decision-making.
- [Deploy anywhere: Deploy to any device on any platform | Unity](https://unity.com/resources/unity-industry-creator-series-episode-4): Accelerate project development and upskill faster with guidance from Unity Industry experts. Quarterly virtual sessions with hands-on demos and problem-solving presentations will help take you from concept to completion.
- [Design Collaboration Software for 3D Teams: A Guide](https://unity.com/resources/3d-design-collaboration-software): Compare design collaboration software for 3D and engineering teams: real-time review, markups, CAD/BIM support, permissions, and what to look for.
- [Designing a balanced in-game economy: How-to guide | Unity](https://unity.com/how-to/design-balanced-in-game-economy-guide-part-3): No two players are the same, and your economy must account for that to ensure that all players have a positive experience with your game.
- [Desktop to console: Best practices roundtable with Microsoft](https://unity.com/resources/desktop-to-console-best-practices-roundtable): Desktop to console: Best practices roundtable with Microsoft
- [Dev Summit On Demand Apple Vision Pro | Unity](https://unity.com/resources/dev-summit-on-demand-apple-vision-pro): Learn how to build or port spatial games and apps for Apple Vision Pro using familiar Unity authoring tools and workflows from GDC 2024.
- [Dev Summit On Demand High-Fidelity Graphics Across Platforms | Unity](https://unity.com/resources/dev-summit-on-demand-high-fidelity-graphics-across-platforms): Learn how Unity 6 enhances graphics performance while getting the most out of hardware capabilities on mobile, VR, PC, and consoles in this GDC 2024 session.
- [Dev Summit On Demand Rendering Customization and Performance in Unity 6 | Unity](https://unity.com/resources/dev-summit-on-demand-rendering-customization-performance-unity-six): Discover Unity 6 advancements in rendering, lighting, and VFX technologies, including artist tooling for materials and shaders, plus scaling illumination across platforms.
- [Dev Summit On Demand Unity Building Successful Web Games | Unity](https://unity.com/resources/dev-summit-on-demand-successful-web-games): Get time-saving tips, optimization tricks, and strategic insights for web platform games, plus a sneak peek at Unity’s web runtime investments coming to Unity 6.
- [Dev Summit On Demand Unity Muse Prototyping with AI | Unity](https://unity.com/resources/dev-summit-on-demand-muse-prototyping-ai): Learn how Unity Muse – a collection of AI-powered capabilities – helps make creating in the Unity Editor faster, less complex, and more flexible.
- [Develop XR Solutions For Any Business Need | Unity](https://unity.com/campaign/xr-for-industry): Create immersive experiences that scale across all XR platforms to drive sales, provide training, and solve visualization challenges.
- [Developer Interview: Loric Games](https://unity.com/resources/developer-interview-loric-games): Loric Games’s cofounder and CEO Brian Johnson reveals the tech behind Echoes of Elysium, an airship RPG set in an expansive world of sky islands and ancient mysteries. Learn why the team went big on player-built airships, how they power procedural worldbuilding, and why the team chooses to stay indie. Check out a demo of Echoes of Elysium at Steam Next Fest: https://on.unity.com/4kXo4QU Time Stamps: [0:50] Building a procedurally handcrafted world [2:55] Creativity through chaos
- [Developer Tools & Resources | Unity](https://unity.com/developer-tools): Download Unity Hub & explore the tools you need to complete your project. Whether it is documentation, articles, or issue tracking, we have the tools you need.
- [Digital Thread: Definition, Examples, and Where It Breaks](https://unity.com/resources/digital-thread): A digital thread links product data across the lifecycle. How it works, how it differs from a digital twin, and where it breaks during 3D conversion.
- [Digital Transformation & Evolution of Industrial Metaverse | Unity](https://unity.com/resources/digital-transformation-success-industrial-metaverse): Discover the driving force behind the industrial metaverse, and learn why you should get involved now.
- [Digital Twin Architecture: Layers, Components & Types](https://unity.com/resources/digital-twin-architecture): How a digital twin is structured: the core architecture layers, components, reference models, and the four types of digital twins, explained.
- [Digital Twins in Manufacturing: Use Cases & Benefits](https://unity.com/resources/digital-twins-in-manufacturing): See how digital twins work in manufacturing: product, asset, factory, and end-to-end twins, real use cases, benefits, and how to get started.
- [Digital Twins: Enhancing Stakeholder Engagement and Water Resource Management in the Digital Era](https://unity.com/resources/digital-twins-enhancing-stakeholder-engagement-and-water-resource-management-in-the-digital-era): In this presentation, we’ll introduce a cutting-edge digital twin that is enhancing stakeholder engagement and driving progress in water resource management- the Water Intelligence Platform. Through an innovative approach that leverages immersive visualizations, dialog forums, and AI-powered virtual facilitation, the platform empowers communities to tackle water resource issues head-on and remove barriers to collaboration. Join us to explore the platform's participatory and engaging features and learn how it is driving progress towards a brighter future for all.
- [Discovering Shader Graph](https://unity.com/resources/discovering-shader-graph): The Unity Shader Graph enables users to create shaders without programming ability. Simply connect nodes in a graph network to see real-time, instant changes.
- [Diversifying Revenue Streams Using a Player First Approach | Unity](https://unity.com/resources/diversifying-revenue-streams-player-first-approach): Learn how to optimize your mobile game monetization strategy by blending ads into an IAP game and get insights on designing for player-first experiences.
- [DOTS - Unity’s Data-Oriented Technology Stack](https://unity.com/dots): Unity’s Data-Oriented Technology Stack (DOTS) is a combination of technologies and packages that delivers a data-oriented design approach to building games in Unity.
- [DOTS Bootcamp | Bonus session: Adding Animation and UI | Unity](https://unity.com/resources/dots-boot-camp-bonus): In this bonus session, learn how to sync entities and GameObjects for animation and UI purposes.
- [DOTS Bootcamp | Day 1: Starting with Entities | Unity](https://unity.com/resources/dots-boot-camp-day-1): In this introduction to the Data-oriented design Bootcamp, we'll start with a feature of Entities called “baking” to spawn the elements that make up the Firefighters tutorial.
- [DOTS Bootcamp | Day 2: Game code – Simulating a spreading fire | Unity](https://unity.com/resources/dots-boot-camp-day-2): In this session, we'll use DOTS collections and dynamic buffer components to begin simulating a spreading fire.
- [DOTS Bootcamp | Day 4: Game code: Bot behavior I Unity](https://unity.com/resources/dots-boot-camp-day-4): In this last lesson, we'll implement the behavior of the firefighter bots using a state machine.
- [DOTS Bootcamp | Unity](https://unity.com/campaign/data-oriented-design-bootcamp): Tune in to our DOTS for advanced game developers. This four-session training series will help you learn how to optimize your game using the Data-Oriented Technology Stack.
- [E-book: Best practices from successful mobile indies](https://unity.com/resources/best-practices-from-successful-mobile-indies): E-book: Best practices from successful mobile indies
- [Earn To Die 2 Soars Above Market Video Engagement Rate | Unity](https://unity.com/resources/not-doppler-earn-to-die-2): Using the ironSource rewarded video ads, Earn to Die 2, by Not Doppler game app developers significantly increased their video engagement rate, well above the market benchmarks.
- [East Side Games increases ARPDAU 60% with LevelPlay in-app bidding | Unity](https://unity.com/resources/east-side-games-budfarm): Read how mobile games studio East Side Games increased ARPDAU by switching from a waterfall setup to LevelPlay in-app bidding
- [ECS for Unity](https://unity.com/ecs): ECS for Unity (Entity Component System) is a data-oriented framework compatible with GameObjects. It scales processing in a highly performant way, enabling experienced Unity creators to build more ambitious games with an unprecedented level of control and determinism.
- [Efficiently Convert and Optimize Industrial 3D Data | Unity](https://unity.com/resources/how-to-convert-optimize-industrial-3d-data-asset-transformer): Learn how to convert and optimize industrial 3D data with Unity Asset Transformer. Explore workflows, Unity tools like Plugin, Studio, SDK, and efficient 3D data preparation.
- [Effortlessly Design Mobile Games for Android and IOS | Unity](https://unity.com/topics/mobile-game-design): Learn the basics and essentials of mobile game design with Unity and instantly begin creating your iOS or Android game.
- [Elevate](https://unity.com/learn/elevate): Explore resources designed to support job seekers, educators, and employers in creating a more accessible real-time 3D industry.
- [Elevating the pitch: Orlando’s regional Digital Twin | Unity](https://unity.com/resources/elevating-the-pitch-orlandos-regional-digital-twin): Discover how the Orlando Economic Partnership leveraged Unity to build one of the world’s most comprehensive and immersive digital twin of an entire region.
- [Empower Your Content through Our Community Platforms | Unity](https://unity.com/community): Elevate your games by joining forces with Unity experts across our Community platforms. Engage, connect, and inspire with strategies, tips and social tools.
- [Empowering 3D creation with Unity Studio | Unity](https://unity.com/resources/how-unity-studio-democratizes-interactive-3d-creation): Discover how Unity Studio enables anyone to create interactive 3D experiences - without coding complexity. Explore how to use the tool, common use cases, and industry insights to unlock next-gen creation.
- [Enhanced physics performance for smooth gameplay | Unity](https://unity.com/how-to/enhanced-physics-performance-smooth-gameplay): Physics can create intricate gameplay – with a performance cost. Use these tips to stay within your target frame rate and create smooth playback with Unity’s built-in Physics (NVIDIA PhysX).
- [Enhancing the Workplace with XR, VR, and AI Tools | Unity](https://unity.com/resources/enhancing-workplaces-with-xr): Technical innovators are already using XR applications to improve the way their teams iterate, collaborate, and upskill. Learn how to leverage 3D data to build practical workplace tools.
- [Escape from Tarkov by Battlestate Games - A shooter | Made with Unity](https://unity.com/made-with-unity/escape-from-tarkov): How did EFT become so awesome? See how Battlestate built an FPS with massive 3D terrains using Unity's Memory Profiler to reduce RAM consumption and CPU time, and Mecanim for animated detail.
- [Expand your rewards with a click of a button | Unity](https://unity.com/campaign/offerwall-expand-your-rewards): Drive incremental revenue, long-term loyalty, and sustainable growth with one of the world’s largest networks of rewarded games and experiences.
- [Explore Unity’s best practices | Unity](https://unity.com/how-to): This page shares beginner, intermediate, and advanced best practices for Unity creators across industries.
- [Exploring LevelPlay App Analytics: How to Take Action on Your Performance Data | Unity](https://unity.com/resources/exploring-levelplay-app-analytics-how-to-take-action-on-your-performance-data): Learn about how to turn data into actionable insights using ironSource's App Analytics tool and walk through scenarios.
- [Exploring the power of Ready Player Me avatars | Unity](https://unity.com/resources/exploring-the-power-of-ready-player-me-avatars-in-unity-sercan-altundas): Dive into the world of digital twin creation using the Ready Player Me Unity SDK for avatars. We will explore how this technology can enhance the user experience in a variety of contexts.
- [Extended Reality: XR Is Transforming Industries | Unity](https://unity.com/resources/extended-reality-xr-transforming-industries): Explore how XR technologies, including AR, VR, and generative AI, are reshaping industries with immersive experiences and enhanced customer engagement.
- [Eyewind Raises CVR with ironSource's Solution for CPP | Unity](https://unity.com/resources/eyewind): Eyewind leveraged the increase in holiday traffic over Halloween with ironSource's solution for CPP, boosting their CVR 21% and IPM 51%.
- [Falcon Games Drives Scale and Revenue Across Their Portfolio with Tapjoy from Unity’s Offerwall | Unity](https://unity.com/resources/falcon-games-offerwall): Since utilizing their offerwall, the Tapjoy network has become one of Falcon Games' top UA channels, delivering high-quality users and increasing revenue significantly across their titles. Read the full story here.
- [Falcon Games: ROAS Optimization With Unity Ads](https://unity.com/resources/falcon-games-roas-optimization): Falcon Games layered D7 and D28 Hybrid ROAS optimization campaigns on Unity Ads to scale user acquisition, driving a 1.84x increase in total spend.
- [Falcon Increases ARPDAU 87% and Doubles Scale With ironSource LevelPlay | Unity](https://unity.com/resources/falcon-1945-air-force): Falcon used ironSource LevelPlay to optimize monetization and automate UA to drive scale. Read how they boosted ARPDAU 87% and doubled scale.
- [Fantasy Kingdom in Unity 6](https://unity.com/demos/fantasy-kingdom): Discover Fantasy Kingdom in Unity 6, a stylized game environment that showcases the advanced rendering performance, cutting-edge lighting capabilities, and strong mobile optimization of the Universal Render Pipeline (URP).
- [Finz Games Grows Revenue By 20% And Achieves 10x DAU With Unity LevelPlay | Unity](https://unity.com/resources/finz-games-unity-levelplay): Finz Games reviewed their apps’ revenue performance and saw the potential to increase both scale and profitability. Seeing success stories from LevelPlay partners, the studio was curious to test their titles on LevelPlay mediation.
- [Flying into the metaverse: Creating a digital twin for the Vancouver Airport Authority (YVR)](https://unity.com/resources/executive-series-episode-2-flying-into-the-metaverse): Join Ryan and Vancouver’s Airport Authority(YVR)’s CIO, Lynette DuJohn, as they discuss the digital transformation of YVR with their digital twin.
- [Formatting Best Practices for C# Scripting & Code | Unity](https://unity.com/how-to/formatting-best-practices-c-scripting-unity): Pick up best practices for C# scripting in Unity. These tips can help you and your team develop games with a cleaner, more readable and scalable codebase.
- [Four critical DevOps practices for game developers | Unity](https://unity.com/resources/four-essential-devops-practices-to-make-all-your-games-stand-out): Discover the most important practices game developers must include in their DevOps workflow to optimize for maximum efficiency and simplicity across the development pipeline.
- [Fundoshi Parade Triples Month-Over-Month UA With Multi-Reward CPE | Unity](https://unity.com/resources/fundoshi-parade-just-kill-me-3): Fundoshi Parade starts running cost per engagement (CPE) campaigns and reached 3x the amount of users they had prior.
- [FunPlus Games beats ROAS target by 58% with Tapjoy Offerwall ads](https://unity.com/resources/funplus-guns-of-glory): FunPlus increases the number over users in their acquisition funnel by 32x quarter over quarter and exceeds ROAs goal by 58%
- [Fusing worlds in thrilling multiplayer Histera | Unity](https://unity.com/resources/histera-stickylock): DOTS performance gains help StickyLock transport players through space and time in this fresh take on a multiplayer FPS.
- [Gaining A Growth Edge With Media For Equity Deals | Unity](https://unity.com/resources/greg-turtle-what3words-equity): Greg Turtle discusses media for equity deals and gaining a growth edge through localization and re-marketing. Listen here.
- [Galactic Kittens - A 2D cooperative game demo | Unity](https://unity.com/demos/galactic-kittens): Download the sample project of Galactic Kittens and learn how to build, structure, and network small scale co-op games with Unity’s Netcode for GameObjects.
- [Game development for desktop | Unity](https://docs.unity3d.com/Manual/Windows.html): Maximize your game’s full potential by creating desktop games with Unity’s end-to-end solutions for PC and Mac.
- [Game Development Resources, Case Studies & Articles | Unity](https://unity.com/resources): Read the latest game development guides, e-books, webinars, case studies, as well as other resources for industry experts, in Unity's resource hub.
- [Game Development Software: Create 2D & 3D Games | Unity](https://unity.com/games): Unity game development software enables you to create high-quality 3D and 2D games and deploy them across platforms like desktop, mobile, VR/AR, and console.
- [Game Development Testing and QA Best Practices | Unity](https://unity.com/how-to/testing-and-quality-assurance-tips-unity-projects): Testing is a critical process that occurs throughout the game development cycle. Learn about a range of testing methods you can use for your Unity project.
- [Game Economy Design | ironSource](https://unity.com/resources/how-to-balance-your-in-game-economy): In this episode of LevelUp, Guy Bar Sade, co-founder and CEO at Simpool, breaks down everything around building in-game economies. Listen here
- [Game Economy Design: IAP, Hybrid, and D2C](https://unity.com/resources/game-economy-design-guide): Game economy design controls how currencies and sinks drive mobile game monetization. Learn how to balance IAP, hybrid ad models, and web shop sales.
- [Game Hive uses Ad Quality by ironSource to monitor bad UX and track creative trends | Unity](https://unity.com/resources/game-hive): Learn how Game Hive uses Ad Quality by ironSource to monitor bad UX and track creative trends.
- [Game Monetization: Models, Strategies & How to Choose](https://unity.com/resources/mobile-game-monetization-guide): Learn how game developers monetize free-to-play and premium games — from in-app purchases and rewarded ads to hybrid models. Includes strategies by genre and platform.
- [Get hands-on with Unity’s 2D tools | Unity](https://unity.com/resources/get-hands-on-with-unitys-2d-tools): Looking to take your 2D art to the next level? This follow-along ebook puts you up close and personal with the next generation of 2D tools.
- [Get started developing for Apple Vision Pro | Unity](https://unity.com/resources/vision-os-webinar-series-getting-started): Learn how to create immersive real-time 3D applications for Apple Vision Pro.
- [Get Started with the ScriptableObjects Demo | Unity](https://unity.com/how-to/get-started-with-scriptableobjects-demo): Dive into this overview of the ScriptableObjects demo and learn how it uses design patterns and modularity in its code architecture.
- [Get Unity 2019.3 here! | Unity](https://unity.com/releases/2019-3): Download Unity 2019.3 includes a new UI, a new Input System, physics updates, faster in-Editor iteration, the debut of ray tracing in Unity, and many production-ready features, from 2D tools to HDRP.
- [Getting Started with Netcode for Entities I Unity](https://unity.com/resources/getting-started-with-netcode-for-entities): Tune in to Unity’s latest on-demand webinar for a deep dive into new Megacity Metro and Netcode for Entities.
- [Getting started with Unity Asset Manager for 3D data workflows](https://unity.com/resources/getting-started-with-asset-manager-for-3d-workflows): Learn how to use Unity Asset Manager to upload, organize, inspect, optimize, and publish CAD and 3D assets across Unity Industry Cloud.
- [Getting Started with Unity: How to Use Unity | Unity](https://unity.com/learn/get-started): Everything you need to start your Unity journey. Access free resources, get started tutorials, and launch into the Unity Editor.
- [Glossary of All Industrial Unity Products & Terms | Unity](https://unity.com/developer-tools/industrial-glossary): Discover and obtain valuable information about all the industrial products Unity offers and find out which ones are the most suitable for your team's needs.
- [Glossary of Terms & Acronyms for Immersive Technology](https://unity.com/how-to/xr-glossary): Keeping up with all the terms surrounding immersive technology and mixed reality can be overwhelming. Here is a glossary you can use to keep you in the loop.
- [Glovo Increases Scale and Reduces CAC with ironSource Aura | Unity](https://unity.com/resources/glovo): Learn how working with Aura’s setup manager, notifications manager, and dynamic preloads enabled the Glovo team to boost installs 5x and decrease customer acquisition costs by 60%.
- [Google Maps Immersive View: Redefining Navigation with Android XR & Unity | Unity](https://unity.com/resources/google-maps): See how Google Maps Immersive View for Android XR and Unity transforms navigation to help users explore landmarks, restaurants, and venues in stunning 3D detail.
- [Gram Games Sees 4x Installs With Tapjoy CPE Ads & Per-App Bidding | Unity](https://unity.com/resources/gram-games-merge-dragon): Gram Games sees 4x installs and an 132% increase in conversions with Tapjoy Offerwall CPE ads & per-app bidding
- [Grow & Monetize Your App Business | Unity](https://unity.com/campaign/grow-app-business): Find new, high-quality users, diversify your ad stack, and surpass your revenue goals with Unity’s powerful solutions for apps.
- [Grow UA with Unity Ads, get the best practices guide | Unity](https://unity.com/resources/unity-ads-vector-user-acquisition-best-practices): This step-by-step guide details how to scale User Acquisition using Unity Ads Vector by selecting the optimal mix of ROAS campaigns tailored to a game's specific monetization strategy.
- [Growing your web game’s playerbase | Unity](https://unity.com/resources/growing-your-web-games-playerbase): Learn best practices for expanding your web game’s reach.
- [Guide to Collaborative Development With Unity Asset Manager & Version Control | Unity](https://unity.com/resources/collaborative-development-asset-manager-version-control): This article covers how to get started with collaborative development with Unity Cloud using Version Control and Asset Manager.
- [Guide to Connecting Data for 3D Industrial Solutions | Unity](https://unity.com/resources/connecting-data-3d-industrial-solutions-guide): This playbook helps engineering, training, and operations teams connect data, streamline workflows, and ensure secure, accessible 3D environments.
- [Guide to Launching Unity Ads Campaigns | Unity](https://unity.com/resources/ua-manager-guide-to-launching-unity-ads-campaigns): Master your UA campaign launch with Unity Ads. Discover expert strategies for optimizing creatives, setting bids, and managing budgets to scale game growth.
- [Guide to Learning Phase & ROAS Optimization | Unity](https://unity.com/resources/advertiser-guide-to-roas-optimization-and-learning-phase-unity-ads): Optimize your Unity Ads campaigns with learning phase best practices and ROAS bidding strategies. Expert guide to targeting, budgeting, and maximizing results.
- [Guide to lighting in the HDRP (Unity 2021 LTS) | Unity](https://unity.com/resources/the-definitive-guide-to-lighting-in-the-high-definition-render-pipeline-unity-2021-lts-edition): Updated for Unity 2021 LTS, this guide supports existing Unity artists and developers to further explore physically based lighting techniques available in HDRP.
- [Guide to Turning Connected Data into Interactive 3D Experiences | Unity](https://unity.com/resources/turning-connected-data-interactive-3d-experiences-guide): Learn how to transform connected 3D data into interactive simulations. Get expert tips for training, product, and field service leaders to create immersive experiences.
- [Gunosy Achieves 130% of their ROAS Goals with Aura from Unity | Unity](https://unity.com/resources/gunosy): When Gunosy first heard about Aura's unique capabilities, they knew the advertising solution was the perfect fit. Learn more here.
- [Hand Tracking and Mid-Air Haptics: From Prototype to Product | Unity](https://unity.com/resources/hand-tracking-haptics-product): We will see how the workflow in Unity can be broken down before it is then turned into a live product.
- [Hand-tracking in XR for Industrial Applications](https://unity.com/resources/hand-tracking-xr-industrial): Extended reality (XR) is already transforming industry - from training, to immersive collaborative review, to prototyping and design.
- [HAVIK Case Study: VR JTAC & Defense Training with Unity Industry](https://unity.com/resources/havik-vr-military-training): HAVIK built a portable VR platform for JTAC, sUAS, and joint fires training using Unity Industry's real-time 3D engine, replacing fixed simulators with deployable, scalable XR.
- [HBK Essen: Educating game artists for a better tomorrow](https://unity.com/resources/hbk-essen-educating-game-artists-for-a-better-tomorrow): Join Pauline, Fiona, Noah, and Patrick when they demonstrate their BA Game Art and Design learning experience: An adventure that leads the students from their chairs in front of the screen into a virtual Wonderland.
- [HDRP for Animated Storytelling | Unity](https://unity.com/resources/road-to-real-time-hdrp-animated-storytelling): HDRP for Animated Storytelling | Unity
- [Helpshift - Level up the Player Experience with the best In-Game Support](https://unity.com/resources/helpshift-level-up-player-experience): Think inside the game; when players need help, the last thing they want to do is leave the game.
- [Higgs Studio boosts ARPDAU 10% with ironSource in-app bidding and Facebook Audience Network | Unity](https://unity.com/resources/higgs-studio-tile-connect): Learn how Higgs Studio boosts ARPDAU 10% with ironSource in-app bidding and Facebook Audience Network.
- [High-End Lighting & Environments with HDRP in Unity 6 | Unity](https://unity.com/resources/lighting-environments-hdrp-unity-6): Get in-depth tips for creating physically accurate, high-fidelity lighting, environments, and effects in the High Definition Render Pipeline in Unity 6.
- [Hollow Knight - An Adventure Game | Made with Unity](https://unity.com/made-with-unity/hollow-knight): Learn how Team Cherry made 2D side-scroller Hollow Knight with Unity tools including 2D Physics, Sprite Packer, Particle System & the Asset Store's 2D Toolkit.
- [HoloQuest: Crafted by Heroes | Unity](https://unity.com/resources/holoquest-crafted-by-heroes): How did Sean Wybrant and his students at Crafting Heroes end up presenting at the 37th Annual Space Symposium?
- [Holy Water Increases ROAS 250% and IPM 5x with the ROAS Optimizer and Custom Product Pages Solution, Balancing Automation and Control | Unity](https://unity.com/resources/holy-water-my-fantasy): Learn how Holy Water increased their ROAS 250% and IPM 5x with the ROAS optimizer and custom product pages solution.
- [Homa Games boosts ROI using ARPU insights from ironSource cohort reports | Unity](https://unity.com/resources/home-games): Learn how Homa Games used ironSource cohort reports to track ARPU from each user cohort to help boost ROI by 9%.
- [How 31 Games increased installs 2x and boosted ARPU by 143% with ironSource Ads event optimization](https://unity.com/resources/31-games): 31 Games implemented event optimization for their game Magic Paper Dolls to drive growth and maximize the number of high-quality users acquired.
- [How 37 Games Exceeded D30 ROAS Goal by 35% | Unity](https://unity.com/resources/37-games): See how 37 Games used Tapjoy offerwall multi-reward campaigns to boost their CTR by 47%, while consistently exceeding their ROAS goal.
- [How 52 Entertainment Exceeds Performance Goals with Aura | Unity](https://unity.com/resources/52-entertainment): With Aura’s ROAS Optimizer, 52 Entertainment exceeded many of their initial KPIs. Most significantly, Bubble Shooter Rainbow exceeded performance goals by 20%.
- [How a team of six ported LEGO® Builder’s Journey to Apple Vision Pro in just three months](https://unity.com/resources/light-brick-studio-visionos): Learn how Light Brick Studio overcame rendering and optimization challenges in their first foray into mixed reality, porting LEGO Builder’s Journey to Apple Vision Pro in less than three months.
- [How Alt Shift brought their story-rich spacefaring experience to mobile | Unity](https://unity.com/resources/crying-suns-unity-case-study): Learn how Alt Shift expanded their game from PC to mobile and console with Unity Pro’s extensible Editor and multiplatform deployment capabilities.
- [How Amanotes increased ARPDAU 14% with LevelPlay in-app bidding | Unity](https://unity.com/resources/amanotes-dancing-road-color-ball-run): Learn how Amanotes increased ARPDAU 14% with LevelPlay in-app bidding.
- [How Animation Teams at Riot Games Halved Review Times | Unity](https://unity.com/resources/riot-games): Learn how The Riot Animation Team uses SyncSketch to keep creative teams on track for League of Legends esports events and more.
- [How App Agency Reliz Drove 25% D1 Retention With ironSource | Unity](https://unity.com/resources/reliz): Learn how Reliz increased buying power and acquired the highest-quality users for a photo editing app utilizing the ironSource network.
- [How Appynation optimized the Tapjoy Offerwall, multiplying iOS revenue 9x and increasing Android revenue 2x without cannibalizing IAP](https://unity.com/resources/appynation-message-to-earn): Find out how Appynation optimized their Offerwall with Message to Earn, increasing iOS and Android revenue without cannibalizing IAP.
- [How Arcadian Lab Increased D7 ROAS 27% with Unity Ads Powered by Vector | Unity](https://unity.com/resources/arcadian-lab): Learn how Unity helped Arcadian Lab set hybrid ROAS campaigns, tailoring it to their game’s unique economy so they could identify and acquire hybrid users right for their game.
- [How Autoliv uses real-time 3D to drive sales & marketing effectiveness | Unity](https://unity.com/resources/autoliv): Learn how the world’s largest automotive safety supplier used Unity to showcase its complex products in a new, interactive way and improve customer engagement.
- [How Avatar Medical Uses Unity XR Solutions for Medical Imagery | Unity](https://unity.com/resources/avatar-medical-webinar): Discover how Avatar Medical uses Unity to create XR solutions that enable stakeholders to interact with complex medical imagery wherever they are.
- [How Battle Creek Games Increased ROAS by 21% | Unity](https://unity.com/resources/battle-creek-games): Learn how Battle Creek Games leveraged Unity’s ecosystem to acquire high-quality users and achieve remarkable growth in the competitive action game genre.
- [How Big Fish Games Boosted their Offerwall Revenue 96% and IAP ARPDAU by 10% with the Tapjoy Offerwall | Unity](https://unity.com/resources/big-fish-games-evermerge-match3): Learn about how Big Fish Games boosted their offerwall revenue 96% and IAP ARPDAU by 10% with the Tapjoy offerwall
- [How Big Fish Soft Launched EverMerge with ironSource and Increased ARPU by 21% | Unity](https://unity.com/resources/big-fish-evermerge): Read the story on how the team at Big Fish launched EverMerge worldwide with ironSource.
- [How Bingo Tour increased D7 ROI by 39% | Unity](https://unity.com/resources/bingo-tour): Learn how Wawayu used Unity’s User Acquisition campaigns to increase D7 ROI and boost retention for their hit game, Bingo Tour.
- [How BlackMill Games Enhanced Visual Fidelity & Performance in Gallipoli | Unity](https://unity.com/resources/how-blackmill-games-enhanced-visual-fidelity-and-performance-in-gallipoli): Learn how BlackMill Games overcame technical challenges while migrating from Built-in Render Pipeline to the High Definition Render Pipeline (HDRP).
- [How BMW Group built 3D Mine with Unity Asset Manager | Unity](https://unity.com/resources/bmw-3d-mine-asset-management): Transforming 3D asset management at BMW Group with Unity. Discover how BMW Group’s 3D asset Management platform, 3D Mine, is powered by Unity Asset Manager.
- [How BMW uses real-time 3D to unify vehicle data and XR workflows | Unity](https://unity.com/resources/BMW-automotive-innovations-asset-manager): Discover how BMW Group uses Unity-powered asset management and automation to unify 3D data, streamline XR workflows, and scale virtual experiences across the vehicle lifecycle.
- [How Bosch Rexroth's Virtual Showroom Improved Customer Engagement | Unity](https://unity.com/resources/bosch-rexroth): Discover how Bosch Rexroth, a leading supplier of drive and control technologies, increased customer engagement with a virtual showroom.
- [How brands use Unity to reduce costs and increase speed to market | Unity](https://unity.com/resources/how-brands-can-use-unity-to-reduce-costs-and-increase-speed-to-market-ashley-crowder): See how apparel and footwear brands are using Unity to automate content creation and create virtual showrooms to streamline the wholesale process.
- [How Breach VR and Unity Revolutionized Racing with CUPRA’s Exponential Experience](https://unity.com/resources/breach-vr-cupra-solving-motion-synchronization-for-mixed-reality-racing): Discover how Breach VR used Unity’s XR tools to create the CUPRA mixed reality racing experience that merges real-world driving with virtual immersion.
- [How Brose Group Reduced costs by Embracing 3D Marketing | Unity](https://unity.com/resources/brose-group): Discover how a leading automotive supplier is embracing 3D marketing to enhance their sales cycle and improve customer engagement
- [How Camille Fournet Creates Immersive Online Shopping Experiences | Unity](https://unity.com/resources/camille-fournet): Discover how Paris-based luxury leather goods maker, Camille Fournet, used an interactive 3D product configurator to create an immersive online experience for customers.
- [How can the dental sector benefit from mixed reality and the metaverse?](https://unity.com/resources/how-can-the-dental-sector-benefit-from-mixed-reality-and-the-metaverse): Join us as we learn how the dental space can benefit of the Metaverse, This session focuses on how Mixed Reality can enhance the dental workspace, offering interactive 3D dental artifacts and revolutionizing patient experiences. We'll explore its role in patient education, treatment, remote collaboration, consulting and streamlining workflow. A notable point its application in navigated dental implantology, allowing precise overlay of crucial imaging during procedures.
- [How Candywriter Increased Ad ARPDAU 26% After Switching To ironSource | Unity](https://unity.com/resources/candywriter): Learn how Candywriter increased Ad ARPDAU 26% after switching to Unity LevelPlay.
- [How Comind Increased D7 ROAS by 32% with Tapjoy | Unity](https://unity.com/resources/comind): When Comind wanted to drive growth for Crazy Sort - Goods Sort 3D, Unity recommended diversifying their UA strategy by launching Tapjoy’s CPE campaigns.
- [How Crazy Maple Studio exceeded their D7 ROAS goal by 150% and drove 120% higher LTV with Tapjoy from Unity offerwall](https://unity.com/resources/crazy-maple-daily-rewards-tapjoy): Find out how Crazy Maple Studio exceeded their D7 ROAS goal by 150% and drove 120% higher LTV with Tapjoy's Daily Reward CPE campaign.
- [How CTW Beat their D30 ROAS Goal by 150% with Tapjoy | Unity](https://unity.com/resources/ctw-tapjoy): Learn how by launching CPA campaigns with Tapjoy, CTW drove incremental growth, delivering 4x higher ROAS than non-reward based advertising channels.
- [How Custom Targeting And Strategic Optimizations Helped Winc Achieve Brand Safety At Scale | Unity](https://unity.com/resources/winc): Winc uses mobile direct response to offset cacs and hit growth goals reaching a 26% CVR increase and $75 average CPS.
- [How Dave the Diver Sold 2 Million Copies Worldwide | Unity](https://unity.com/resources/dave-diver): See how the Dave the Diver team tackled complicated visual elements and created a complex, 2D/3D multi-genre hit across multiple platforms using Unity.
- [How Deutsche Bahn Transforms Railway Transportation with XR | Unity](https://unity.com/resources/unite-ies-2024-deutsche-bahn-railway-transportation-xr): Explore how Deutsche Bahn leverages Unity to create AR and VR experiences to enhance passenger experiences and improve railway operations.
- [How Dish Retail Wireless engages its 8M customers with ironSource Aura | Unity](https://unity.com/resources/dish-retail-wireless): We sat down with Otto Schmitz, Head of Business Development and Partnerships at Dish Retail Wireless, to dive into the factors behind the successful partnership.
- [How Drest Increased Grew IPM by 78% with Playable Ads | Unity](https://unity.com/resources/drest): Learn how Drest leveraged Unity’s Ad Design Studio to create playable ads that increased their IPM by 78%.
- [How Dual Cat Leveraged the Growth Loop to Multiply Revenue 10x | Unity](https://unity.com/resources/dual-cat): With fierce competition from other hyper-casual publishers, Dual Cat turned to ironSource to scale its growth for the game Kitten Up.
- [How Edurino Transforms Digital Education with Real-time 3D | Unity](https://unity.com/resources/unite-ies-2024-edurino-digital-education-rt3d): Discover how Edurino is revolutionizing digital education with Unity, utilizing 3D technology to create a more immersive educational experience for children.
- [How Eleven Puzzles Saved Time and Resources with UGS | Unity](https://unity.com/resources/eleven-puzzles): See how Eleven Puzzles saved time and resources by using Unity Gaming Services to build and launch their first multiplayer game, Unsolved Case.
- [How Esri's ArcGIS Maps SDK powers immersive worlds | Unity](https://unity.com/resources/building-immersive-worlds-with-arcgis-and-unity): Discover how organizations are harnessing ArcGIS and Unity to design smarter cities, deliver real-time situational awareness, and create high-impact training simulations.
- [How Everguild Conquered a Multiplatform Release | Unity](https://unity.com/resources/warhammer-40000-warpforge): Learn how Everguild used URP, the Unity Asset Store, Profiler, and Addressables to conquer a multiplatfom release for Warhammer 40,000: Warpforge.
- [How ForgeFX is bridging the labor gap with VR training | Unity](https://unity.com/resources/forgefx_webinar): Discover how ForgeFX Simulations uses Unity to revolutionize construction operator training with immersive virtual reality.
- [How Foster + Partners uses XR to transform architectural design | Unity](https://unity.com/resources/foster-partners-architecture-immersive-tech): How Foster + Partners uses Unity-powered XR to transform architectural design, client storytelling, and collaboration with scalable virtual mockups and immersive on-site experiences.
- [How FreePlay Got Back to #1 with ironSource LevelPlay | Unity](https://unity.com/resources/freeplay-count-masters): FreePlay's Count Masters first launched and became #1. Then like most hyper-casual games, it fell. Learn how ironSource got it back to #1.
- [How Fugo Games Increased On-Device Installs 20x with ironSource Aura | Unity](https://unity.com/resources/fugo-crossword): Learn how Fugo Games increased installs 20x running on all of Aura’s available placements across 12 geos for their game Words of Wonders: Crossword
- [How Funvent Drove 30% D7 ROAS Growth with Aura | Unity](https://unity.com/resources/funvent): To diversify beyond traditional channels and level up their UA, Funvent chose Aura’s on-device solution for its transparency and premium OEM inventory.
- [How Galactic Slice used Unity UDP to publish to new app stores & gain new players | Mobile games | Unity](https://unity.com/resources/onebit): Galactic Slice, the one-man development studio responsible for the mobile title OneBit Adventure, uses UDP to make his game more accessible and discoverable to global audiences without needing a team of people to accomplish it.
- [How Gamejam drove +50 million installs in 2 years | Mobile game user acquisition | Unity](https://unity.com/resources/gamejam-thien): Being successful in the hyper-casual games genre is no easy task. See how a small team developed 28 hyper-casuals in two years and drive more than 50 million installs
- [How Highstreet Market Scaled a VR MMO with ECS for Unity | Unity](https://unity.com/resources/highstreet-market-scaled-vr-mmo-with-ecs-for-unity): Learn how Highstreet Market scaled a VR MMO and overcame compute and rendering inefficiencies with ECS for Unity.
- [How Homa Increased D28 ARPU by 14% with Vector | Unity](https://unity.com/resources/homa): Homa shares how running campaigns on Unity Ads powered by Vector deepened player retention and unlocked sustainable growth for their hit game.
- [How Hugecalf rocket-fueled their multiplayer development | Unity](https://unity.com/resources/rocket-fuel-their-multiplayer-development): See how a team without multiplayer experience utilized UGS Multiplayer Solutions to deliver a physics-heavy multiplayer title with rock-solid infrastructure.
- [How Huuuge Deepened Funnel Engagements And Doubled Its ROAS Goal With Multi-Reward CPE | Unity](https://unity.com/resources/huuuge-billionaire-casino): Huuuge Games scales global UA with multi-reward cost per engagement increasing in offer initializations by 81%
- [How Icon Group is Shaping the Future of HMI with XR | Unity](https://unity.com/resources/unite-ies-2024-icon-group-hmi-xr): Discover how Icon Group is revolutionizing human machine interfaces for cars, toys, home appliances, and more with Unity.
- [How IEC Games Boosted Installs 5x and D1 ROAS 85% with the Offerwall | Unity](https://unity.com/resources/iec-games-water-sort-puzzle-offerwall): Learn about how IEC Games boosted installs 5x and D1 ROAS 85% by running a cost per engagement campaign on the offerwall.
- [How IEC Games boosted their D7 ROAS by 40% with the Tapjoy Offerwall | Unity](https://unity.com/resources/iec-games): Learn how IEC Games, a hyper-casual game publisher, boosted their D7 ROAS by 40% with the Tapjoy Offerwall.
- [How Immersive Tech is Redefining the Industrial Landscape | Unity](https://unity.com/resources/immersive-tech-xr-redefining-industrial-landscape): Discover how immersive tech drives enterprise success by improving efficiency, creativity, and competitive edge. Plus get actionable insights into getting started.
- [How Immersive Tech is Reinventing Facility Operations | Unity](https://unity.com/resources/carls-jr-digital-twin): Discover how franchisees of Carl’s Jr. are leveraging Unity real-time 3D technology to reduce costs, improve quality, and better manage energy consumption.
- [How Imperia Online’s Siege: WWII increased revenue and cut CPI with Unity LevelPlay and ironSource Ads | Unity](https://unity.com/resources/imperia-online-levelplay): Imperia Online looked for new ways to scale and monetize their title effectively. To achieve this, they implemented Unity’s comprehensive suite of tools - including ironSource Ads for user acquisition (UA) and LevelPlay for monetization.
- [How indie game developer 1UP went from losing money to profitability with ironSource in-app bidding | Unity](https://unity.com/resources/1up): Learn how indie developer 1UP turned its word search game into a profitable business using ironSource's in-app bidding solution.
- [How industries are adopting new technology | Unity](https://unity.com/resources/unite-innovation-panel): In this panel discussion, industry leaders share examples of enterprises embracing innovation and driving digital transformation with real-time 3D.
- [How Inspired Square Scaled Up with ironSource Offerwall and Aura | Unity](https://unity.com/resources/inspired-square-x2-blocks-2248): Learn about how Inspired Square scaled up and met their KPI goals using both ironSource Offerwall and Aura
- [How Jam City Built Disney Magic Match 3D For High Performance | Unity](https://unity.com/resources/jam-city-disney-magic-match-3d): Learn how Jam City navigated complex performance issues while creating Disney Magic Match 3D.
- [How Jam City Saves Time and Scales Revenue with LevelPlay In-App Bidding | Unity](https://unity.com/resources/jam-city-panda-pop): Jam City, turned to ironSource’s in-app bidding solution, LevelPlay, for their hit game, Panda Pop! ironSource caught up with their monetization manager, Kiel LeBaron, to hear about its impact on their business.
- [How King drove incremental scale with Tapjoy from Unity's Daily Rewards, exceeding their D7 ROAS goal by 1.5x](https://unity.com/resources/king-candy-crush-saga-tj): Find out how King drove incremental scale and surpassed their D7 ROAS goal for Candy Crush Saga with Tapjoy’s new Daily Rewards CPE campaign.
- [How KLM built a VR cockpit trainer with XR tech | Unity](https://unity.com/resources/klm): Discover how KLM Cityhopper utilizes XR technology to create an immersive cockpit trainer that enhances pilot readiness and reduces training iteration time.
- [How Kohler Scales 3D eCommerce Experiences with Unity Asset Transformer | Unity](https://unity.com/resources/kohler-scaling-customer-engagement-3d-content-journey): Learn how Kohler uses Unity Asset Transformer to automate at scale to produce high-quality product configurators.
- [How Kwalee Improved D0 Ad Revenue ROAS by 22% | Unity](https://unity.com/resources/kwalee-unityads): Discover how Kwalee leverages Unity Ads’ D0 ROAS campaigns to boost profitability, drive engagement, and expand into global markets.
- [How Labster Advances Nursing Education through Immersive, scalable VR Simulation | Unity](https://unity.com/resources/labster): Explore how Labster leverages Unity to build immersive, repeatable VR experiences that boost clinical readiness, improve student confidence, and help institutions train more nurses with fewer resources.
- [How Laerdal Medical Powers Immersive Healthcare Simulation and Training | Unity](https://unity.com/resources/laerdal-medical): Discover how Laerdal Medical uses Unity to scale simulation, improve training access, and enhance patient care outcomes worldwide.
- [How LBC Studios boosted ARPDAU 37% | Unity LevelPlay](https://unity.com/resources/lbc-studios): Learn about how LBC Studios boosted ARPDAU, ARPDEU, and impressions/DEU using Unity LevelPlay’s A/B testing tool
- [How Lihuhu Increased Average Install CVR ARPDAU | Unity](https://unity.com/resources/lihuhu-games): Learn how Lihuhu increased average install CVR by 15% and ARPDAU by 10% with Unity.
- [How Lotte Members boosted their ad revenue 20x | Tapjoy from Unity](https://unity.com/resources/lotte-members): Lotte Members multiplied their revenue 20x and increased eCPM 10x by implementing the Tapjoy from Unity Offerwall.
- [How Ludia Games Increased ARPDAU by 255% and Quadrupled Revenue with ironSource LevelPlay | Unity](https://unity.com/resources/ludia-games-jurassic-world-alive): Learn about how Ludia Games increased ARPDAU by 255% and quadrupled revenue using the LevelPlay platform by ironSource
- [How Ludo King and Unity Captured the Attention of Non-Gamers | Unity](https://unity.com/resources/ludoking): Find out how Gametion achieved 475 million installs with Ludo King, a mobile game targeted for all audiences that produced tremendous growth with Unity platform.
- [How Malpa Games Grew their D14 Retention 40% higher than ROAS Campaigns with Unity Ads’ Event Optimization](https://unity.com/resources/malpa-games-unity-ads-event-optimization): Learn how How Malpa Games grew their D14 retention 40% higher than ROAS campaigns with Unity Ads’ event optimization.
- [How Mana Games Used ironSource’s Suite of Products to Increase Metrics Across the Board - ARPU by 300%, IPM by 18%, and ARPDAU by 18% | Unity](https://unity.com/resources/mana-games-fairy-town): Learn how Mana Games used ironSource’s suite of products to increase metrics across the board - ARPU by 300%, IPM by 18%, and ARPDAU by 18%
- [How Medtronic Builds Digital Twins for Robotic-Assisted Surgery | Unity](https://unity.com/resources/medtronic-building-digital-twins-for-robotic-surgery): Medtronic shares how they use digital twins of their Hugo RAS system to collect data, train AI, and shape the future of robotic-assisted surgery.
- [How MegaJoy Studio Doubled Revenue with a ROAS Optimizer | Unity](https://unity.com/resources/megajoy): Find out how leading hyper-casual game publisher MegaJoy Studio doubled their revenue in just 60 days with Unity's LevelPlay mediation and the ironSource Ads ROAS optimizer.
- [How Megapop Built Life Below’s Living Ocean with the Entity Component System | Unity](https://unity.com/resources/megapop-life-below): How Megapop uses ECS for Unity to simulate a living coral reef. Discover how the Entity Component System powers 15,000 entities, boid behaviors, and dynamic ocean life.
- [How Mercedes-Benz used Unity to build better in‑car HMI and infotainment](https://unity.com/resources/mercedes-benz-hmi-infotainment-testimonial): Mercedes explains how Unity powers HMI and infotainment: 3D clusters, maps, avatars, hyperscreen, safety-focused rendering, performance, scalability, and AI.
- [How Mercedes-Benz uses real-time 3D to redefine in-car experiences | Unity](https://unity.com/resources/Mercedes-Benz-automotive-innovations-3D): Discover how Mercedes-Benz uses real-time 3D and AI-powered interfaces to reinvent in-car experiences, from immersive hyperscreens to intelligent assistants.
- [How Metacore Increased IAP & ARPDAU 5x | Unity](https://unity.com/resources/metacore): Learn how Metacore integrated Unity LevelPlay into their monetization strategy, which led to a 5x boost in IAP & ARPDAU among non-payers.
- [How MobileVoice® Helped Drive IGG's Game Development Strategy With Authentic Mobile Insights | Unity](https://unity.com/resources/igg-lords-mobile): Global Game Dev IGG gains valuable market research insights with MobileVoice® reaching 1,217 responses from a targeted demographic %.
- [How Monomi Park Built a More Performant World | Unity](https://unity.com/resources/slime-rancher-2): Learn how Monomi Park used Unity’s HDRP, source code access, and NVIDIA PhysX to build a bigger and more performant world with Slime Rancher 2.
- [How Moonee's Square Bird Reached #1 with the ironSource Growth Loop | Unity](https://unity.com/resources/moonee-square-bird): Learn how Moonee's game, Square Bird, reached #1 in the US charts
- [How Mortenson Improved Hospital Designs with Virtual Reality | Unity](https://unity.com/resources/mortenson): Learn how Mortenson uses Unity to design fully immersive 3D hospital rooms in VR for surgeons and nurses to tailor their workspaces, saving time and money.
- [How Mortenson lowered construction costs by using VR | Unity](https://unity.com/resources/mortenson-building-designs): Learn how Mortenson used Unity's virtual reality (VR) and 360 video capabilities for better collaboration and faster iteration on building-design projects.
- [How MWM multiplied their installs 2.5x and increased event conversion by 15% | Unity](https://unity.com/resources/mwm-color-pop): Learn how MWM increased their installs 2.5x and event conversion by 15% with ironSource Ads' tCPA optimizer.
- [How MWM Used Dynamic Playables to Cut Testing Costs by 60%](https://unity.com/resources/mwm-color-pop-ai): Dynamic Playables saved MWM time and resources, automating their playable A/B and reducing testing costs by 60%. Learn how here.
- [How My Town Games grew into a robust business with ironSource mediation and LevelPlay in-app bidding | Unity](https://unity.com/resources/my-town-games): Read how indie game developer My Town grew into a profitable business using ironSource's mediation and in-app bidding solution
- [How MY.GAMES transformed their monetization strategy and expanded their global reach with Tapjoy | Tapjoy from Unity](https://unity.com/resources/my-games-rush-royal-tj): Learn how MY.GAMES transformed their monetization strategy and expanded their global reach with Tapjoy, increasing their Offerwall revenue by 181% without sacrificing any IAP revenue.
- [How Navegante reached more players with less resources | Unity](https://unity.com/resources/greak-memories-azur): Learn how Navegante developed a multiplatform 2D platformer for consoles and PCs for Greak: Memories of Azur in this Unity case study.
- [How NetEase Games Increased Revenue 6x with Tapjoy Offerwall | Unity](https://unity.com/resources/netease): See how NetEase Games multiplied revenue by over 6x by enhancing its offerwall promotions through adding pop-ups and increasing its exchange rate.
- [How Nexters Boosted Overall eCPM 50% and Revenue 40% by A/B Testing the Tapjoy Offerwall | Unity](https://unity.com/resources/nexters-hero-wars): Learn about how Nexters boosted their overall eCPM 50% and revenue 40% by A/B testing the Tapjoy offerwall
- [How Nexters Increased Ad Engagement by 73% with Unity’s Ad Strategy Consultancy Team | Unity](https://unity.com/resources/nexters-hero-wars-ad-strategy): Learn about how Nexters increased their ad engagement by 73% with help from Unity’s ad strategy consultancy team.
- [How Obayashi Improves Stakeholder Collaboration in Construction | Unity](https://unity.com/resources/obayashi): Discover how Japan-based construction company, Obayashi, uses Unity to remove the barriers for collaboration on- and off-site.
- [How Origin Mood Increased Installs 40% with the ironSource ROAS Optimizer | Unity](https://unity.com/resources/origin-mood): Learn about how Origin Mood increased installs by 40% with ironSource’s ROAS optimizer
- [How Osso VR Improves Healthcare Training with XR | Unity](https://unity.com/resources/ies-atlanta-2024-osso-vr): Discover how Osso VR are exploring the benefits of using XR to deliver more effective healthcare training.
- [How PALFINGER is transforming crane visualization| Unity](https://unity.com/resources/palfinger): Discover how PALFINGER built a scalable, browser-based crane simulation tool with Unity WebGL, improving planning, sales efficiency, and real-time decision-making.
- [How Panda Studio Boosted ROAS 222% and Reduced eCPI 21% with Unity LevelPlay’s Product Suite | Unity](https://unity.com/resources/panda-studio-battle-bingo): Learn about how Panda Studio boosted ROAS 222% and reduced eCPI 21% using Unity LevelPlay’s ROAS Optimizer and CPM buckets.
- [How Panzerdog lifted revenue with In-app purchases & rewarded video | Mobile game monetization | Unity](https://unity.com/resources/panzerdog): Learn how Unity’s Ads, Analytics, Unity Cloud Build helped Panzerdog get over 3M downloads, 300K DAU, and $1M in revenue after a month of the Tacticool launch.
- [How Papaya Gaming increased D7 ROAS +64% using ironSource’s growth platform | Unity](https://unity.com/resources/papaya-gaming-solitaire-cash): Learn how Papaya Gaming used ironSource's ROAS Optimizer tool and ad creative studio to scale UA and smash KPIs for their hit game, Solitaire Cash
- [How Partnership Helped Subway Surfers Hit 3B | Unity Case Study](https://unity.com/resources/subway-surfers): Learn how SYBO and Unity worked together to help Subway Surfers scale exponentially and become one of the most downloaded games in history.
- [How Performance Pricing Helped Manscaped Reach US Profitability And Take On An International Expansion | Unity](https://unity.com/resources/manscaped): Manscaped scaled 100k+ first-time purchases with in-app CPA ads and reaches a 45% higher CVR than baseline
- [How PetterSteel uses VR Onboarding for Skilled Trades Training | Unity](https://unity.com/resources/pettersteel-3d-talo): Discover how PetterSteel uses Unity and Meta Quest 3 to deliver immersive, hand-tracked VR training for sheet metal installers.
- [How Philips uses XR to power healthcare innovations | Unity](https://unity.com/resources/philips-healthcare-innovations-xr): Discover how Philips is using immersive technology to transform healthcare for medical professionals, patients, and consumers.
- [How PIGIAMA KASAMA cut 218 MB from web game Kasama: The Awakening | Unity](https://unity.com/resources/pigiama-kasama-the-awakening): Learn how PIGIAMA KASAMA optimized performance across devices while maintaining high visual fidelity in Kasama: The Awakening.
- [How PikPok Increased ARPDAU 14% with LevelPlay In-App Bidding | Unity](https://unity.com/resources/pikpok-rival-stars-horse-racing): Learn how PikPok worked wtih LevelPlay in-app bidding and Facebook Audience Network to increase ARPDAU.
- [How PikPok Used Ad Quality to Reduce Negative Ad-Related Feedback by 75% | Unity](https://unity.com/resources/pikpok-rival-stars-horse-racing-ad-quality): Learn about how PikPok utilized the Ad Quality tool to reduce negative ad-related feedback for their game by 75%
- [How Playrix achieved 4.5x campaign spend on iOS with Tapjoy | Unity](https://unity.com/resources/playrix): With a long-standing history with Unity spanning 10 years, Playrix consistently works with Unity’s user acquisition products to maintain KPIs.
- [How Playrix Increased ROAS 14% With Unity Vector | Unity](https://unity.com/resources/playrix_vector): Playrix’s Aleksandr Bajev shares how the top studio leverages Unity Ads powered by Unity Vector to grow their game Township for the long-term.
- [How Pocket FM monetized their non-paying users with ads and offerwall, boosting revenue 20%](https://unity.com/resources/pocketfm): Learn about how PocketFM monetized their non-paying users with rewarded video ads and offerwall, boosting revenue 20%
- [How Pocket Gems used ironsSource’s Solution for Custom Product Pages to Boost Conversion Rate and IPM | Unity](https://unity.com/resources/pocket-gems-episodes): Learn about how Pocket Gems used ironsSource’s solution for Custom Product Pages to boost conversion rate and IPM
- [How Prespective Powers Industrial Digital Twin Simulation | Unity](https://unity.com/resources/prespective): Discover how Prespective is empowering manufacturers to simulate, validate, and optimize high-tech systems with Unity-powered digital twins before they’re even built.
- [How Qiiwi Games Used ironSource’s LevelPlay and Google's Firebase to Simplify their Data Analysis | Unity](https://unity.com/resources/qiiwi): Learn about how Qiiwi Games used ironSource’s LevelPlay and Google's Firebase to simplify their data analysis
- [How Ramen VR Created a Cross-Platform MMO | Unity](https://unity.com/resources/zenith-the-last-city): How Ramen VR conquered “gamedev on hard mode” and brought players together in the world’s first cross-platform VR MMO, Zenith: The Last City.
- [How Random42 Brings Complex Science to Life Through Interactive XR | Unity](https://unity.com/resources/random42): Discover how Random42 uses Unity to transform complex medical science into immersive, interactive 3D experiences that educate, engage, and inspire.
- [How real-time 3D technology can support a low-carbon economy | Unity](https://unity.com/resources/how-real-time-3d-technology-support-low-carbon-economy-energy-transition-ebook): Discover the current energy market landscape, the business value and challenges of technological innovation, and a range of viable use cases for digital twin solutions.
- [How real-time tech can be used to build dynamic smart city digital twins | Unity](https://unity.com/resources/digital-twin-technology-gmbh-i2cat-building-a-dynamic-smart-city-digital-twin): Discover how real-time technology powers smart city digital twins.
- [How ROAS Campaigns made Match Masters a Global Success | Unity](https://unity.com/resources/candivore): See how Candivore used Unity's ROAS campaigns & user acquisition tools to target their most valuable players, and generated revenue for Match Masters with IAPs.
- [How Rollerdrome quickly expanded from PC to consoles | Unity](https://unity.com/resources/rollerdrome): Learn how Roll7 used Unity’s multiplatform capabilities to ensure their dynamic action shooter shines at 4K 120 fps.
- [How Rouvy decoupled content delivery from deployment cycles | Unity](https://unity.com/resources/rouvy-scaling-content-delivery-through-a-modular-content-provider-system-and-bff-layer): Discover Rouvy's modular Content Provider System and Backend-for-Frontend (BFF) architecture that decouples content delivery from deployment cycles to deliver seamless customer experiences.
- [How Rouvy uses Unity to power AR indoor cycling experiences | Unity](https://unity.com/resources/rouvy-indoor-cycling-XR): See how Rouvy uses Unity, real video footage, and AR to bring real-world cycling routes indoors creating an immersive training experience.
- [How Rush Royale saw 50% growth in revenue | Unity](https://unity.com/resources/rush-royale): Learn how MY.GAMES used Unity’s API feed to decrease manual hours and exceed their predicted ROI for user acquisition campaigns for Rush Royale.
- [How SayGames Increased US D7 ROAS by 26% with Unity Vector | Unity](https://unity.com/resources/saygames): SayGames shares how they drove growth across 2 of their leading hybrid-casual hits after they started running campaigns on Unity Ads powered by Vector.
- [How Seiko Epson is enhancing efficiency in product development | Unity](https://unity.com/resources/seiko-epson): Discover how Seiko Epson leveraged 3D technology to enhance efficiency in product development.
- [How SEW-EURODRIVE & realvirtual.io Transformed Virtual Commissioning | Unity](https://unity.com/resources/sew-eurodrive): Discover how SEW-EURODRIVE has transformed the way virtual commissioning is conducted by integrating MOVIKIT® Custom SimInterface into Unity via realvirtual.io.
- [How Shedworks crafts Sable with a modular design approach | Unity](https://unity.com/resources/shedworks-sable-modular-design-approach): Learn how Shedworks leveraged Unity worldbuilding features like ProBuilder and tools from the Unity Asset Store to create Sable’s stunning desert world in days.
- [How Shipbreaker Achieved Eye-Catching Graphics With Unity](https://unity.com/resources/shipbreaker): Find out how Unity’s artist tools and workflows helped create stunning visuals and highly realistic environments in this unique space-salvage game.
- [How SHoP Architects use BIM, VR & AR at the office & job site | Unity](https://unity.com/resources/shop-architects): Award-winning architecture firm SHoP Architects is creating real-time BIM experiences with Unity Reflect, the new AEC product from Unity, making the process for bringing buildings from vision to physical reality more efficient.
- [How Siemens Reimagined Electrical Workforce Training with XR & AI | Unity](https://unity.com/resources/siemens): Explore how Siemens uses Unity-powered XR and AI platforms to modernize electrical workforce development across the U.S. construction industry.
- [How Sitowise creates smarter & safer cities | Unity](https://unity.com/resources/sitowise): Sitowise uses Unity to create digital twins and run real-time simulations, increasing efficiency by up to 15-20% to make smart, sustainable, and safe cities.
- [How Skanska Creates Safer Construction Sites with VR Training | Unity](https://unity.com/resources/outhere-and-skanska): Learn how OutHere's easily rendered, 3D training scenarios in VR increase job-hazard awareness, create safer worksites, and boost productivity for Skanska.
- [How Skul: The Hero Slayer slays 2D pixel art | Unity](https://unity.com/resources/skul-the-hero-slayer-case-study): Learn how SouthPAW Games used Unity’s 2D Engine and tools like the Tilemap Editor, Pixel Perfect camera, Sprite Atlas, and more to make Skul: The Hero Slayer an award-winning hit.
- [How Socialpoint Increased Rewarded Video ARPDAU by 25% | Unity](https://unity.com/resources/socialpoint-monster-legends): Learn how Socialpoint Increased Rewarded Video ARPDAU by 25%
- [How Space Ape Games tripled their DAU | Mobile game monetization | Unity Case Study](https://unity.com/resources/space-ape): Learn how Space Ape worked closely with Unity on Fastlane: Road to Revenge, tripling DAU, boosting ARPDAU ($0.25) & ad revenue (5x) without impacting retention.
- [How Stork Limited Increased Their ROAS By 100% With ironSource | Unity](https://unity.com/resources/stork-limited-goodville): Learn about how Stork Limited boosted their return on ad spend by 100% using ironSource's ROAS Optimizer tool
- [How Story-Based App Tapas Boosted eCPM by 30% with the Tapjoy Offerwall | Unity](https://unity.com/resources/tapas): Learn about how the story-based app Tapas boosted eCPM by 30% by diversifying their monetization strategy and using the the Tapjoy Offerwall
- [How Subcult Joint managed 2,000+ Sprite Sheets and 10,000+ 2D Lights | Unity](https://unity.com/resources/subcult-joint-cookie-cutter): Discover how Subcult Joint unlocked new possibilities for 2D lighting and asset management in Cookie Cutter’s final stages of development by upgrading to Unity 2022 LTS.
- [How Sybo Increased ARPDAU 67% YoY with ironSource Mediation | Unity](https://unity.com/resources/sybo-subway-surfers): Learn how Subway Surfers, the most downloaded game of the decade, used ironSource mediation to increase revenue 67% and improve operations
- [How Sycoforge fuels rapid ideation and iteration with Version Control | Unity](https://unity.com/resources/unity-devops-case-study-return-to-nangrim): Learn how adopting Unity Version Control accelerates Return to Nangrim’s development, bringing programmers and artists together to increase commits by over 300%.
- [How Tap4Fun Tripled their Monthly Spend and Doubled their D30 ROAS with the Tapjoy Offerwall | Unity](https://unity.com/resources/tap4fun-kingdom-guard): Learn about how Tap4Fun tripled their monthly spend and doubled their D30 ROAS by simplifying their events on the Tapjoy offerwall
- [How Taqtile built its industrial AR solution | Augmented Reality Development | Unity](https://unity.com/resources/taqtile-augmented-reality-training): Learn how Taqtile uses Unity-based augmented reality to help industrial customers capture, learn and execute training tasks faster while reducing errors.
- [How Teledyne FLIR Built a Unified Simulation Architecture With Unity](https://unity.com/resources/teledyne-flir-uas-unified-simulation-architecture-for-unmanned-systems): See how Teledyne FLIR UAS uses Unity Industry to build a unified simulation architecture for unmanned systems, sensors, and training.
- [How The Blacksmith Was Built and Rendered in Unity 5](https://unity.com/demos/blacksmith): Learn how three people built The Blacksmith directly in Unity's engine and implemented advanced graphics features with Unity 5 shaders and lighting tools.
- [How the pandemic catalyzed enterprises to embrace immersive tech](https://unity.com/resources/how-the-pandemic-catalyzed-enterprises-to-embrace-immersive-tech): In this one-hour virtual event, you will learn how immersive technologies such as augmented and virtual reality (AR and VR) became a solution to pandemic problems.
- [How Thermo Fisher Scientific Create XR Experiences | Unity](https://unity.com/resources/ies-atlanta-2024-thermo-fisher-scientific): Discover how Thermo Fisher Scientific uses a Unity-based platform to create XR experiences.
- [How Thunderful Games rolled a AAA hit with “dice opera” fantasy Lost in Random | Unity](https://unity.com/resources/case-study-lost-in-random): How Thunderful Games rolled a AAA hit with “dice opera” fantasy Lost in Random
- [How Tilting Point is unlocking the value of D2C webstores | Unity](https://unity.com/resources/podcast-tilting-point): Melissa Zeloof sits down with Yi Gong, VP of Growth at Tilting Point. They get into how Tilting Point is leveraging D2C webstores to drive new revenue .
- [How Tilting Point used ironSource’s full product suite to increase their portfolio’s profitability | Unity](https://unity.com/resources/tilting-point): Learn how mobile game publisher Tilting Point used ironSource's monetization, user acquisition, and creative management solutions to grow their business
- [How Timberborn’s complex runtime UI was built | Unity](https://unity.com/resources/timberborn): Mechanistry saved extensive production time by switching to UI Toolkit and crafted an intricate user interface for their beaver-based city-builder.
- [How Tinytouchtales reached 1M+ yearly downloads | Unity](https://unity.com/resources/tinytouchtales): Discover how Tinytouchtales launched a successful mobile business and achieved over 1 million downloads with no coding experience.
- [How to Accelerate VR & AR Development with Unity XR Templates | Unity](https://unity.com/resources/elevate-industrial-applications-with-unity-xr-industry): Discover how to elevate your industrial operations with extended reality applications, using Unity's specialized XR templates.
- [How to add interactivity to your immersive experience | Unity](https://unity.com/resources/workshop-3-add-interactivity-to-you-immersive-experience): Senior technical specialists Ben Radcliffe and Jerome Maurey-Delaunay dive deep into the simplest way to build logic and interactive systems
- [How to architect code as your project scales | Avoiding technical debt | Unity](https://unity.com/how-to/how-architect-code-your-project-scales): Effective tips for how to architect the code of a growing game, so it scales neatly and with fewer problems.
- [How to bring your real-time 3D digital twin data into Unity | Unity](https://unity.com/resources/workshop-4-how-to-bring-realtime-3d-data-into-unity): Senior technical specialists Ben Radcliffe and Jerome Maurey-Delaunay show you how to integrate data sources, including external sensors, Internet of Things (IoT) data and cloud-based digital twin APIs, to visualize right-time data.
- [How to Build 3D Training Without a Developer](https://unity.com/resources/build-3d-training-without-developer): Build interactive 3D training with little or no code: why it beats video and PDF, turning SOPs into 3D walkthroughs, and how to author it.
- [How to Build a Growth Strategy for Photo Editing Apps | Unity](https://unity.com/resources/how-to-build-a-growth-strategy-for-photo-editing-apps): Tune into the webinar to learn how to scale up your photo editing app with expert insights on building LTV curves, designing creatives, and implementing rewarded video ads.
- [How to build a marketing strategy for an early stage finance app | Unity](https://unity.com/resources/trang-dao): Learn how to attract users based on psychographics, as well as the best tactics to advertising on channels as an early stage startup
- [How to Build a Mobile Game Webshop & Sell In-Game Items Direct To Consumers](https://unity.com/resources/how-to-build-mobile-game-webshop): A mobile game webshop lets developers sell in-game items directly to players. This guide covers UI design, exclusive web bundles, and retention mechanics.
- [How to Build a Product Configurator in 1 Hour | Unity](https://unity.com/resources/build-product-configurator-unity-industry): Build a simple product configurator in 1 hour or less with this Unity Industry tutorial. Learn the basic steps for creating professional product configurators.
- [How to Build a Product Configurator Without a Developer](https://unity.com/resources/how-to-build-a-product-configurator): Learn how to build a product configurator without code. Compare web-based editor, low-code, and custom builds, plus steps from CAD file to a live web tool.
- [How to Build and Design a Multiplayer Game | Unity](https://unity.com/how-to/how-build-design-your-multiplayer-game): Learn how to build a scalable multiplayer game by simplifying your architecture, designing game loops, and understanding why backends matter.
- [How to Build and Scale Winning Ad Creatives | Unity](https://unity.com/resources/mobile-ua-managers-guide-to-scaling-ad-creatives): Discover best practices for building, testing, and scaling mobile ad creatives.
- [How to Build immersive worlds in virtual reality (VR) | Unity](https://unity.com/resources/workshop-7-build-immersive-worlds-in-virtual-reality-vr): Turn your concept into virtual reality. Learn how to build immersive worlds, create a deeper sense of presence, and add interactions to breathe life into your virtual reality experience.
- [How to Build Interactive 3D Product Configurators | Unity](https://unity.com/resources/how-to-build-interactive-product-configurators): This article covers material switching, camera controls, UI creation, and Web deployment using Unity Industry and the Industry Product Configurator sample project.
- [How to Choose an Engine for Your Mobile Game | Unity](https://unity.com/resources/choose-engine-for-mobile-game): Explore crucial factors when picking an engine for your live mobile games. Download our e-book for expert insights and set the course for your game’s success.
- [How to Choose Runtime Asset Loading Tech for RT3D Projects | Unity](https://unity.com/resources/runtime-asset-loading-technology-for-rt3d): Discover the different approaches to runtime asset loading that Unity Asset Manager offers, helping you select the tech best suited to your project.
- [How to Conduct Immersive Design, Engineering; Process Reviews | Unity](https://unity.com/resources/how-to-conduct-immersive-design-engineering-process-reviews): Learn how immersive collaboration with Unity can help your team catch flaws earlier, and refine designs quicker during product development.
- [How to Convert A Game to DOTS | Unity](https://unity.com/resources/how-to-convert-a-game-to-dots): Learn how to apply tools from the Data-Oriented Technology Stack (DOTS) to a GameObject-based project to unlock greater performance.
- [How to create the next generation of automotive HMI with Unity | Unity](https://unity.com/resources/how-to-create-the-next-generation-of-automotive-hmi): This session will highlight how to use Unity for a best-in-class authoring experience with streamlined workflows, real-time editing, editor extensions, and more.
- [How to Create World Space UI with UI Toolkit in Unity 6.2 | Unity](https://unity.com/resources/how-to-create-world-space-ui-toolkit): This video tutorial covers a high-level walkthrough of how to create World Space user interfaces using UI Toolkit in Unity 6.2.
- [How to debug code with Microsoft Visual Studio 2022 | Unity](https://unity.com/how-to/debugging-with-microsoft-visual-studio-2022): Learn how to fix bugs in your Unity game code efficiently using the 2022 edition of the Microsoft Visual Studio debugger.
- [How to debug game code with Roslyn Analyzers | Unity](https://unity.com/how-to/debugging-with-rosyln-analyzers): Learn how a Roslyn analyzer can help you debug and improve the quality of your game code in Unity.
- [How to Deploy 3D Experiences Anywhere | Unity](https://unity.com/resources/deploying-interactive-3d-anywhere-guide): Master device-aware deployment of 3D experiences with this expert guide. Learn to optimize for end users, enhance performance, and scale rollouts effectively.
- [How to Design Playable Ads In-House | Unity](https://unity.com/resources/how-to-design-playable-ads-in-house): Get tips and best practices from Luna for designing playable ads that convert - across each and every game category.
- [How to Get Started with the Unity Asset Transformer | Unity](https://unity.com/resources/get-started-asset-transformer-unity-industry): This page provides an overview of Unity Asset Transformer, a suite of tools designed to help you convert, optimize, and automate your 3D data pipelines.
- [How To Get Started with Unity AI](https://unity.com/onboardingsuccess/unity-ai): Unity AI allows you to get from idea to implementation, faster. Get started with three simple steps. Open the editor, install the Unity AI package, and start building.
- [How to get started with Unity Version Control | Unity](https://unity.com/how-to/redeem/version-control): Step-by-step guide on how to set up and operate Unity Version Control (formerly Unity Plastic SCM) – source control built for artists and programmers alike.
- [How to Improve Retail Customer Engagement with AR & VR | Unity](https://unity.com/resources/improve-retail-customer-engagement-ar-vr-mr): As immersive technology matures and consumer interest grows, retail brands feel the need to roll out AR, VR, and MR experiences.
- [How to improve your users' ad experience with Ad Quality | ironSource](https://unity.com/resources/improve-user-experience-ad-quality-ironsource): Learn about the different ways you can improve your users' ad experience using the Ad Quality tool by ironSource.
- [How to make a 2D game: art, animation, and lighting for artists (Unity 6.3 LTS edition) | Unity](https://unity.com/resources/2d-game-art-animation-lighting-unity-6-3-lts): Get Unity’s definitive guide to 2D game art, animation, and lighting in Unity 6.3 LTS. Learn project setup, sprite workflows, tilemaps, level design, VFX, and performance tips.
- [How to Make a Game Without Coding: What's Actually Possible in 2026](https://unity.com/resources/make-games-without-coding): An honest guide to making games without programming — from no-code tools to AI assistants. What works, what doesn't, and where you'll hit walls.
- [How to Make a VR Multiplayer Game Video Tutorial | Unity](https://unity.com/resources/make-a-vr-multiplayer-game-tutorials): Learn about how the VR Multiplayer Project Template for Unity 6 can be used to make your own VR game by reusing prefabs and creating new gameplay.
- [How To Master App Discovery For Your Fintech App | Unity](https://unity.com/resources/modern-mobile-consumer-2022-the-fintech-apps-report): A deep dive into how consumers discover and use investment apps, budget apps, and banking apps. Download the guide to learn more.
- [How to master marketing for the holidays | Unity](https://unity.com/resources/holiday-marketing-playbook-2023): Unity created a playbook for mobile marketers to navigate the holiday landscape, analyzing insights from a survey of 16,000 respondents.
- [How to Maximize UA Profit with the Right ROAS Goals | Unity](https://unity.com/resources/how-to-set-roas-goals-that-maximize-user-acquisition-profit): Watch Amir Shaked's webinar to learn how to maximize profit for your user acquisition campaign by setting the most accurate ROAS goals.
- [How to Maximize your App’s Revenue by Minimizing Latency | Unity](https://unity.com/resources/maximize-your-apps-revenue-by-minimizing-latency): Learn how to maximize your app’s revenue by minimizing latency from Ravid Naori, Product Manager at Unity LevelPlay.
- [How To Move Your Built-in Render Pipeline Project To URP | Unity](https://unity.com/resources/how-to-move-from-built-in-to-urp): Learn how to upgrade your Built-in Render Pipeline Unity project to the Universal Render Pipeline, and see how 3 studios reached more platforms by switching to URP.
- [How to Optimize 3D models for HMI Applications with Asset Transformer Toolkit | Unity](https://unity.com/resources/optimize-complex-model-asset-transformer-toolkit): Learn how to use the Rule Engine in Unity Asset Transformer Toolkit 3.2 to prepare and optimize a complex car model for a real-time HMI application.
- [How To Optimize Communities To Drive Revenue | Unity](https://unity.com/resources/tobias-boerner-fastic-community): Tobias Boerner talks about the value of community-based apps, how to master the growth loop, and the importance of building and improving community
- [How To Optimize Your Subscription App Today To Grow Tomorrow | Unity](https://unity.com/resources/thomas-petit-subscription): Jess Overton sits down with Thomas Petit to discuss trends in subscription apps and how to optimize and grow yours in today’s ecosystem.
- [How to profile and optimize a web build | Unity](https://unity.com/how-to/profile-optimize-web-build): Get tips on how to optimize your Unity Web projects. Web games should be optimized to be efficiently distributed and embedded on websites and social media.
- [How to run automated tests for your games with the Unity Test Framework](https://unity.com/how-to/automated-tests-unity-test-framework): Learn to automate your game testing with Unity Test Framework. Boost efficiency, reduce errors, and focus on creativity.
- [How to Run Cost Per Engagement Campaigns | Unity](https://unity.com/resources/the-mobile-gamer-advertisers-guide-to-cpe-advertising): Learn how to take your game's user acquisition to the next level with cost per engagement campaigns.
- [How to Scale Hit Hyper-Casual Games | Unity](https://unity.com/resources/growing-hyper-casual-games): From marketability to monetization and global launch, get experts tips and strategies for scaling hit hyper-casual games. Get the eBook.
- [How to Secure and Scale Digital 3D Asset Management | Unity](https://unity.com/resources/secure-scalable-asset-management): Learn how industries can protect valuable intellectual property and scale immersive solutions across production environments with Virtual Private Cloud.
- [How to set up a task branching workflow | Unity DevOps](https://unity.com/how-to/devops-task-branch-workflow): Learn about task branching workflows, how to implement one, and achieving a seamless process for high-quality changes.
- [How to streamline rigging, animation and world creation in your project using Anything World](https://unity.com/resources/how-to-streamline-rigging-animation-and-world-creation-in-your-project-using-anything-world): Come learn about Anything World's automatic rigging and animation tools and the Anything Browser, and how our AI agent can help in your world creation. In this talk we will show you how to get started using these amazing tools that will greatly help you in the rigging process.
- [How to Succeed with Subscription App Monetization | Unity](https://unity.com/resources/jean-francois-grang-purchasely-subscription-monetization): Jean-François from Purchasely shares tips for succeeding with subscription app monetization including how to segment paywalls and reactivate churned users. Listen now.
- [How to use 2D lights to set mood | 2D game design | Unity](https://unity.com/how-to/use-2d-lights-unity-set-mood): How Odd Bug studio used Unity's 2D lights to set the mood in Tails of Iron
- [How to Use Digital Twins in Retail | Unity](https://unity.com/topics/digital-twins-for-retail): From immersive, luxury product configurators to space planning, discover how retailers are already using digital twins to prepare their companies for the future.
- [How to use SQL Data Explorer in Unity Gaming Services | Unity](https://unity.com/how-to/use-sql-data-explorer-analyze-game-data): Learn how to use Unity Gaming Services’ SQL Data Explorer to build and execute queries, visualize and export data, and better understand your player experience.
- [How to Use Unity Asset Manager | Unity](https://unity.com/resources/how-to-use-unity-asset-manager): Learn how to use Unity Asset Manager to upload, manage, transform, share and access complex real-time 3D assets to streamline workflows.
- [How to use Unity’s memory profiling tools | Unity](https://unity.com/how-to/use-memory-profiling-unity): Learn how to optimize your game's performance by testing against hardware platform memory limitations with the profile memory usage tool in your Unity project.
- [How TomTom Embraces Gaming Tech for In-Car Experiences | Unity](https://unity.com/resources/ies-atlanta-2024-tomtom): Bringing in-car map experiences to life with gaming technology. Discover how TomTom is embracing real-time 3D for HMI.
- [How TomTom Uses Real-time Technology for Map Design and Visualization Workflows | Unity](https://unity.com/resources/from-gis-to-gpu-real-time-rendering-for-real-world-navigation): Discover TomTom's solutions using Unity for map design and visualization workflows. Learn about simulator environments that combine automotive navigation software with Unity in virtual worlds, and world synthesis from real map data.
- [How Trailmix went from soft launch to a global success using Audience Pinpointer | Unity](https://unity.com/resources/trailmix): Trailmix is a small but mighty studio responsible for the creation of the hit title Love & Pies, winner of the Best Casual Game at the TIGA Awards in 2021. The studio collaborated with Unity from early stages all the way up to global release to refine their targeting, test creatives, and help them scale up their user acquisition.
- [How Travancore Analytics Elevates Forklift Operator Training with VR | Unity](https://unity.com/resources/travancore-analytics): Discover how Travancore Analytics, a leading custom software development company, improved learning results with a VR forklift training solution.
- [How Triangle Factory gained a cross-platform tactical advantage | Unity](https://unity.com/resources/breachers): See how Triangle Factory accelerates development time on backend architecture, enables cross-platform play, and keeps developers focused on gameplay with UGS.
- [How Triumph Reaches Diverse Audiences with Unity CTV | Unity](https://unity.com/resources/triumph): By adopting Unity's recommendations, Triumph enhanced its targeting and bidding strategies, resulting in a significant boost in user engagement and acquisition.
- [How Tuatara Games Powers Bare Butt Boxing with UGS | Unity](https://unity.com/resources/bare-butt-boxing): Learn how Tuatara Games powers its chaotic multiplayer brawler Bare Butt Boxing with Unity DOTS and Multiplay Hosting from Unity Gaming Services.
- [How TutoToons is using brand partnerships to drive growth for their biggest games](https://unity.com/resources/tutotoons-podcast): In this LevelUp episode, Melissa Zeloof sits down with Stefano Accossato, Head of Business Development at TutoToons. Tune in to learn how TutoToons is thinking about IP and brand partnerships, the challenges and opportunities they face, and how they communicate the value of these partnerships to brands.
- [How Unico Studio increased ARPDAU and reduced manual operations with LevelPlay in-app bidding | Unity](https://unity.com/resources/unico-studio-brain-test): Learn how Unico Studio increased ARPDAU and reduced manual operations with in-app bidding
- [How Unico Studio Scaled by more than 4X with Unity Ads Powered by Vector | Unity](https://unity.com/resources/unico-studio): Learn how Unico Studios drove more than 4x higher scale on both iOS and Android, kept CPI flat, and increased installs by running Ad Revenue ROAS campaigns on Unity Ads.
- [How Valeo uses real-time data to develop in-car XR gaming | Unity](https://unity.com/resources/valeo-racer-real-time-data-for-in-car-xr-gaming): Learn how Valeo used Unity and sensor data to drive in-car entertainment with the first Unity-powered in-car gaming experience, Valeo Racer.
- [How VIZOR Grew Campaign Spend 380% with Tapjoy | Unity](https://unity.com/resources/vizor): Tapjoy's tROAS optimizer for Daily Rewards campaigns was recommended to help address VIZOR's scaling challenges while maintaining their D7 ROAS KPIs.
- [How Volvo Cars uses RT3D to improve vehicle production | Unity](https://unity.com/resources/volvo): Find out how Volvo Cars sought out Unity to execute virtual life environments that completely re-imagine the lifecycle production in the automotive industry.
- [How Volvo Group Developed Interactive VR Experiences | Unity](https://unity.com/resources/volvo-group-overcoming-distance-with-vr): Learn how Volvo Group developed interactive VR experiences to showcase the new FH Aero product line in just 12 weeks using Unity.
- [How Voodoo Unlocked Growth at Scale with Unity Ads Powered by Vector | Unity](https://unity.com/resources/voodoo): When Voodoo was looking for new ways to scale Mob Control, they worked with the Unity team to diversify their UA strategy with Unity Ads, powered by Vector.
- [How VR is Changing Health Care Industries | Unity](https://unity.com/resources/unite-ies-2024-cincinnati-childrens-hospital-vr): XR is transforming global pediatric healthcare. Discover Unity-powered real-time expert consultations and VR Surgical Simulation for congenital heart disease.
- [How Wonder Group Boosted ARPDAU 24% and Reached #2 on the US Charts With Unity LevelPlay Mediation | Unity](https://unity.com/resources/wonder-group-save-the-doge): Learn about how Wonder Group boosted ARPDAU 24% and reached #2 on the US charts with Unity LevelPlay mediation.
- [How Wonder Group Increased D7 ARPU by 76% | Unity](https://unity.com/resources/wonder-group): When Wonder Group wanted to increase traffic to one of their hit mobile puzzle games, they ran DR-CPE campaigns with Tapjoy from Unity’s tROAS optimizer. URL: /resources/wonder-group
- [How World Ocean Explorer uses VR to improve education outcomes | Unity](https://unity.com/resources/world-ocean-explorer-virtual-immersion-for-the-classroom): Discover how a virtual reality application is transforming education about ocean literacy in classrooms around the world. Built with Unity for easy rollout to resource-limited education establishments, learn how this was achieved and the results already seen.
- [How Wren Kitchens Uses Unity and VR Showrooms to Revolutionize Customer Confidence in Kitchen Design](https://unity.com/resources/wren-kitchens-vr-showroom-testimonial): Learn how Wren Kitchens built a Unity-powered VR showroom and 3D kitchen planner that lets customers step into designs that don’t exist yet, boosting confidence and sales.
- [How Wren Kitchens uses Unity to reimagine kitchen design | Unity](https://unity.com/resources/wren-kitchens-retail-innovations-xr): See how Wren Kitchens uses Unity, real-time 3D, VR, and path-traced “Wrenders” to help customers design dream kitchens faster while cutting cloud rendering costs to nearly zero.
- [How XGame Grew Their ROAS by 20% | Unity](https://unity.com/resources/x-game): Learn how this highly successful studio optimizes resources and keeps their user base growing by utilizing a diverse range of campaign types.
- [How XR Connects Design, Operations, and Engineering Teams | Unity](https://unity.com/resources/bridgestone-how-xr-connects-design-operations-engineering): Learn how Bridgestone connects smart factory foundations to XR for real business outcomes. Frameworks for alignment, C-suite buy-in, and scaling beyond POCs.
- [How XR Is Transforming the Way We Work | Unity](https://unity.com/resources/how-xr-is-transforming-the-way-we-work): Discover how XR technology can help drive productivity, improve engagement, reduce costs, and enhance safety across various industries.
- [How XR Reinvents the Manufacturing Factory Floor | Unity](https://unity.com/resources/how-xr-reinvents-manufacturing): Advancements in extended reality have revolutionized industrial manufacturing with AR inspection tools, virtual product showrooms, AI simulations, and more cutting-edge applications.
- [How ZephyrMobile Increased Installs by ~50% | Unity](https://unity.com/resources/zephyrmobile): See how ZephyrMobile leveraged Vector and drove growth across 6 of their puzzle titles, leading to a ~50% uplift in installs on iOS.
- [How Zugalu Entertainment Reduced RAM Usage in Thrive: Heavy Lies the Crown | Unity](https://unity.com/resources/zugalu-entertainment-thrive-heavy-lies-the-crown): Learn how Zugalu Entertainment built an animation baking system to optimize performance & reduce RAM usage from 20 GB to 500 MB in Thrive: Heavy Lies the Crown.
- [Huuuge Games Increases D7 ROAS 9x with ironSource Offerwall | Unity](https://unity.com/resources/huuuge-casino-slots): Learn how Huuuge Games used the ironSource offerwall to increase their UA efforts.
- [Hyper-Casual Game Design | Unity](https://unity.com/resources/how-to-make-hyper-casual-games-part-1-designing): Discover the basics of how to make, design, plan and develop hyper-casual games with hyper-casual game idea fundamentals on this episode of LevelUp.
- [HyperBeard grows ARPDAU by 100% and boosts paid installs by 2x with ironSource LevelPlay | Unity](https://unity.com/resources/hyperbeard-adorable-home): HyberBeard used ironSource LevelPlay to optimize both sides of their business - monetization and UA. Read the story behind their success.
- [IEC Games Boosts D7 ROAS 41% with Aura from Unity | Unity](https://unity.com/resources/iec-games-water-sort-puzzle): IEC Games used Aura's unique placements and Scale Optimizer to increase their ROAS by 41%. Check out how they did it here.
- [Illuminating Harold Halibut's underwater world | Unity](https://unity.com/resources/slow-bros-harold-halibut): Learn how SLOW BROS. used the latest HDRP graphics tech from Unity to build Harold Halibut, a visually stunning game that’s been years in the making.
- [Immersive Retail with Unity: Walmart and Pigiama Kasama’s Mini‑Games](https://unity.com/resources/walmart-pigiama-kasama-immersive-commerce-testimonial): Walmart and Pigiama Kasama explain Walmart Unlimited: Unity‑built mini‑games with digital twins, interactive shopping, developer integration, and commerce flows.
- [Immersive Training for Employees: Use Cases, ROI & Tools](https://unity.com/resources/immersive-training): A guide to immersive and VR training for employees: how it works, use cases by industry, ROI and the stats behind it, and how to build a program.
- [Immersive Training for Plants and Job Sites | Unity](https://unity.com/resources/immersive-training-for-plants-and-jobsites): Learn how to use Unity’s XR solutions to create your own immersive training applications for plants and job sites
- [Impact | Unity](https://unity.com/impact): Our annual Impact report outlines our commitment to making the world a more equitable and sustainable place.
- [Import FBX assets and models into Unity | Autodesk Maya, VRED, and 3ds Max | Unity](https://unity.com/how-to/work-assets-between-unity-and-autodesk): Learn about the intuitive workflows for importing and exporting assets, models, and textures between Unity and 3ds Max, Maya, or Maya LT.
- [Improve Learning Retention with Immersive Training Experiences | Unity](https://unity.com/resources/workshop-8-improve-learning-retention-with-immersive-training-experiences): Extended reality (XR) learning environments can help improve people’s performance. Learn how to build an immersive training experience from scratch using Unity’s XR Interactions Toolkit.
- [Improving App Performance With The New Memory Profiler | Unity](https://unity.com/resources/improving-app-performance-with-new-memory-profiler): Learn the lesser-known aspects of memory footprint and how Unity’s Memory Profiler can help you profile and hone your game’s performance for multiple platforms.
- [Improving Workflows and Productivity with Immersive 3D Collaborative Apps | Unity](https://unity.com/resources/how-building-3d-apps-improves-workflows-and-productivity): Discover how to enhance project collaboration and boost efficiency with immersive apps powered by Unity Industry. Download the Unity Hub and get started today!
- [Impulse Boosts Their LTV 30-40% with ironSource Interstitials | Unity](https://unity.com/resources/impulse): Learn how the team at Impulse monetized with ironSource interstitials to increase their app’s LTV 30-40%.
- [In-game chat guide for developers | Unity](https://unity.com/how-to/in-game-chat-guide-developers): In this guide, game developers will learn the basics of in-game player communications, including how to use both voice and text chat in your game.
- [Inclusion and Diversity at Unity](https://unity.com/inclusion-diversity): Learn how Unity is creating a more diverse, equitable, and inclusive community.
- [Indie Survival Guide | Unity for Indies](https://unity.com/campaign/indie-survival-guide): Whatever tools you’re using, this archive of Q&As, live streams, and VODs offers practical insights from devs and industry folks. There's no universal playbook or magic formula, but shared lessons in design, business, and day-to-day survival can help to give you the best chance finding success.
- [Industrial Digital Developer Day](https://unity.com/resources/industrial-digital-developer-day-july): Join Unity's community of industry experts as they dive into an overview of our XR solutions, robotics and building an interactive 3D product configurator.
- [Industrial Digital Developer Day 2nd Edition: Introduction | Unity](https://unity.com/resources/industrial-digital-developer-day-introduction): Unity Industrial Digital Developer Day is back with our second edition. It is dedicated to supporting developers in automotive, transportation, and manufacturing and architecture, engineering, and construction (AEC).
- [Industrial Digital Twins and Machine Information Systems | Unity](https://unity.com/resources/from-visualization-to-action-unity,-machine-information-systems,-ai-agents,-and-the-industrial-digital-twin): Part 1 explores how industrial digital twins evolve into machine information systems by connecting live signals, MES context, documentation, and 3D HMIs.
- [Industrial Digital Twins with LLMs, Agents, and MCP | Unity](https://unity.com/resources/the-reasoning-layer-llms,-agents,-and-mcp): Part 2 shows how MCP, LLMs, and AI agents can ground industrial digital twins in machine state, MES data, and documentation for safer operator support.
- [Industry Features Bootcamp - Asset Transformer | Unity](https://unity.com/resources/industry-features-bootcamp-pixyz): Industry Features Bootcamp: Unity Asset Transformer - Best practices for 3D data transformation
- [Industry Fundamentals: In‑Editor tutorial for Unity Industry | Unity](https://unity.com/resources/industry-fundamentals-in-editor-tutorial-real-time-3d): Industry Fundamentals is an in‑Editor tutorial for Unity Industry developers. Learn about how to import and optimize industrial 3D assets, and add cameras, UI, and navigation.
- [Industry Leaders Discuss Adoption of Real-Time 3D Transformation | Unity](https://unity.com/resources/ies-atlanta-2024-panel): Industry leaders from Raytheon, Dimension X and Capgemini discuss their experiences implementing real-time 3D.
- [Industry Trends Report 2025: Explorations in XR & Immersive Tech | Unity](https://unity.com/resources/industry-trends-report-2025): We asked a range of technology professionals to share their forecasts for the use and adoption of immersive technology within their industry over the next year.
- [Ingesting 3D Data into Unity Industry with Asset Transformer| Unity](https://unity.com/resources/ingesting-3d-data-unity-industry-pixyz): Discover how Asset Transformer makes creating real-time 3D solutions in Unity straightforward.
- [Innovative Immersive Training with i2CAT Foundation & Unity - XR Training Applications](https://unity.com/resources/i2cat-xrtraining-testimonial): Join i2CAT Foundation in exploring innovative XR for immersive and engaging training experiences with Unity. Discover expert insights & game-changing techniques.
- [Integrate Cloud-based IoT Data into Your XR Experience | Unity](https://unity.com/resources/workshop-10-integrate-cloud-based-iot-data-into-your-xr-experience): Harness the power of data – from the Internet of Things (IoT) cloud to physics and geolocation. Learn how to bring right-time data into your Unity extended reality (XR) experiences.
- [Interactive 3D made easy: Unity Studio webinar | Unity](https://unity.com/resources/interactive-3d-made-easy-unity-studio): Watch the on-demand recording of this Unity Studio webinar to learn how the web-based, approachable 3D editor makes it easy for anyone to build interactive 3D experiences.
- [Intro to 2D](https://unity.com/resources/intro-to-2d): Don't be flat, be 2D! Join us to learn how you can create a project like Dragon Crashers, using 2D tools in Unity such as 2D Tilemap, 2D Sprite Shape, 2D Animation, 2D Light.
- [Intro to Distributed Authority for client-hosted multiplayer games | Unity](https://unity.com/resources/distributed-authority-webinar): Intro to Distributed Authority: Client-hosted multiplayer games that are resilient and cost-efficient
- [Intro to the DOTS Features & Samples in Unity 6 | Unity](https://unity.com/resources/dots-concepts-features-samples-resources-unity-6): Learn about the performance benefits of Unity’s DOTS features for games and other real-time apps, and get an overview of the latest DOTS samples & resources.
- [Introducing Adam - A Unity Short Film Rendered in Real Time](https://unity.com/demos/adam): Discover how Unity's demo team created the multiple award-winning short film "Adam" using Unity's lighting and sequencing tools enabling real-time rendering.
- [Introducing Game Server Hosting (Multiplay) and Matchmaker | Unity](https://unity.com/resources/introducing-multiplay-and-matchmaker-webinar): This video will help you get started with the latest tools available to create dedicated game server hosting and flexible matchmaking for your multiplayer title.
- [Introducing Mich-L: An Animated Short Powered by Unity](https://unity.com/demos/mich-l-cinematics): Get a closer look at Mich-L, an animated short film created with Unity's powerful Cinematic tools that are designed for ambitious projects in film & animation.
- [Introduction to Asset Manager Transfer Methods | Unity](https://unity.com/resources/asset-manager-transfer-methods): This guide explains the various transfer methods available in Unity Asset Manager to help teams efficiently move assets in and out of the platform.
- [Introduction to Augmented Reality (AR)](https://unity.com/resources/introduction-to-augmented-reality): Unity’s AR Foundation is built for augmented reality development, allowing you to build rich experiences once, then deploy across multiple mobile and wearable AR devices.
- [Introduction to Editor Scripting](https://unity.com/resources/introduction-to-editor-scripting): Discover how Editor Scripting can improve efficiency and productivity.
- [Introduction to game level design](https://unity.com/resources/introduction-to-level-design-in-game-development-and-in-unity): Introduction to level design in game development and in Unity
- [Introduction to the Data-Oriented Technology Stack | Unity](https://unity.com/resources/introduction-to-dots-ebook): This guide will help you and your teams evaluate if DOTS technology is suitable to implement in your projects.
- [Introduction to the UI Toolkit](https://unity.com/resources/introduction-to-ui-toolkit): The Unity UI Toolkit is a collection of features, resources and tools for developing user interfaces (UI), and it is based on and inspired by standard web technologies.
- [Introduction to the Unity Editor Webinar](https://unity.com/resources/introduction-to-unity-editor-webinar): Design your first project in Unity! Learn about key concepts and basic features in the Unity Editor through this foundational introduction.
- [Introduction to the Universal Render Pipeline for advanced Unity creators | Unity](https://unity.com/resources/introduction-universal-render-pipeline-for-advanced-unity-creators): Download this valuable guide to fully leverage the benefits of URP for professional game development.
- [Introduction to the URP for advanced creators (Unity 2022 LTS) | Unity](https://unity.com/resources/introduction-universal-render-pipeline-for-advanced-unity-creators-2022lts): This e-book will help you start a new project based on Universal Render Pipeline (or migrate an existing project from the Built-In Render Pipeline).
- [Introduction to Unity Physics](https://unity.com/resources/introduction-unity-physics): Learn to simulate real-world physics within Unity.
- [Introduction to Unity Visual Scripting](https://unity.com/resources/introduction-to-unity-visual-scripting): Introduction to Unity Visual Scripting
- [Introduction to URP for advanced creators (Unity 6 edition) | Unity](https://unity.com/resources/introduction-to-urp-advanced-creators-unity-6): This guide can help experienced Unity developers and technical artists develop as efficiently as possible with the Universal Render Pipeline (URP) in Unity 6.
- [ironSource 4x Offerwall Promotion Drastically Increases Socialpoint's ARPDAU | Unity](https://unity.com/resources/socialpoint-dragon-city): See how Socialpoint increased revenue and engagement on the offerwall and simplified the user experience.
- [ironSource Quickly Becomes Top Ad Network for Music Streaming App Audiomack | Unity](https://unity.com/resources/audiomack): Audiomack is a top global music streaming app. Learn how ironSource became their #1 ad network.
- [ironSource ROAS optimizer increases Kwalee's ROAS by 40% | Unity](https://unity.com/resources/kwalee): By implementing the ROAS optimizer solution, Kwalee utilized in-app purchase and impression level revenue data to maximize their scale and performance.
- [ironSource ROAS optimizer triples Idle Heroes' installs | Unity](https://unity.com/resources/dh-games-idle-heroes): Learn how Droidhang Games hit their ROAS goal while maximizing volume across multiple traffic sources and geos
- [Jam City Doubles Cross Promotion Installs with ironSource Solution | Unity](https://unity.com/resources/jam-city): Read how Jam City uses ironSource's cross promotion solution to boost cross promotion installs and easily optimize its position in the waterfall.
- [Jam City Uses Ad Quality By ironSource To Safely Unblock Competitor Content And Boost CPMs By 20% | Unity](https://unity.com/resources/jam-city-genies-and-gems): Learn how Jam City used Ad Quality by ironSource to safely unblock competitor content And boost CPMs by 20%.
- [Japanese Game Publisher ITI Reaches Top 10 with ironSource | Unity](https://unity.com/resources/iti-golf-nest): Learn how Japanese game publisher ITI reaches top 10
- [Japanese studio Barows’ ARPDAU surges across all their titles with Unity LevelPlay | Unity](https://unity.com/resources/barows-levelplay): Read to learn how Barows came to partner with LevelPlay, how the Unity team supported their in-app bidding implementation, and the results that led them to migrating their entire mobile game portfolio to LevelPlay.
- [John Henry vs the AI Steam Drill: Creating with Your New AI Sidekick](https://unity.com/resources/john-henry-vs-the-ai-steam-drill-creating-with-your-new-ai-sidekick): In this thought provoking talk we follow the story of John Henry, a character known for his incredible strength and stamina, as he competes against a steam drill powered by artificial intelligence in a high-stakes race to build AI powered XR business applications, platforms and even reshape society. Together we probe critical creative questions and learnings from our experience with AI generation of art, music, code, and more. We share our enterprise experiences on what creators should look out for. How AI works on real projects. And where AI tools fail to deliver. ChatGPT, Midjourney, Stable Diffusion, DALL-E, Copilot, Lensa, and 3D XR Asset Creation are just the beginning. Will AI eat our reality? Join us as we consider the age-old question of what happens when technology surpasses humanity's abilities in the race to build a new AI XR reality and how it fundamentally changes our existing one.
- [Join the Unity Insider program. Get early access to new features & events | Unity](https://unity.com/unity-insiders): Join the Unity Insider program and grow your social presence. Get exclusive access to Unity experts, content, and events to inspire your community.
- [Join Unity's Reseller Partner Program | Unity](https://unity.com/partners/resellers): Grow your business with Unity—access tools, rewards, and local distributor support to scale and drive real-time 3D innovation.
- [JTC’s Open Digital Platform: The technology powering Singapore’s smart district | Unity](https://unity.com/resources/jtc-open-digital-platform): As Singapore’s first smart and sustainable district, JTC’s Punggol Digital District (PDD) will be supported by its proprietary digital infrastructure - the Open Digital Platform (ODP).
- [Keep your players engaged with stunning 2D visuals in real-money games | Unity](https://unity.com/resources/keep-your-players-engaged): Learn from Unity’s experts about our easy and efficient 2D toolkit to create engaging casino games and other interactive content, and use dedicated workflows for 2D.
- [Keynote: The future of automotive human-machine interface (HMI) | Unity](https://unity.com/resources/keynote-future-of-automotive-human-machine-interface): Watch this keynote from Car HMI Europe 2023 to find out how OEMs like Mercedes-Benz AG are pushing boundaries by embracing real-time 3D gaming technology.
- [KLab Increases Revenue By 30% With Tapjoy Offerwall | Unity](https://unity.com/resources/klab-bleach-brave-soouls): Japanese mobile studio KLab increases revenue by 30% with Tapjoy Offerwall with one of Klab's biggest hits Bleach: Brave Souls
- [Leadership in Games: Solving the Human Puzzle Genre | Unity](https://unity.com/resources/leadership-in-games-solving-the-human-puzzle-genre): Sophie Vo, GM at Savage Games, joins Jasmine to discuss her career, lessons in leadership, and what games can learn from other industries.
- [Learn](https://unity.com/learn): Explore online learning paths, certifications, institutional licenses, tools for educators, and more.
- [Learn large-scale multiplayer with Megacity Metro | Unity](https://unity.com/resources/megacity-metro): Dive into large-scale multiplayer development with Unity’s Megacity Metro, featuring advanced multiplayer mechanics like prediction, interpolation, and lag compensation.
- [Learn Multiplayer Game Development Features in Unity](https://unity.com/campaign/multiplayer-summer-series): Learn multiplayer game dev features in Unity. Boost playtesting and streamline your workflow from setup to deployment in one-hour learning sessions.
- [Learn the true costs and tips for creating a game | Unity](https://unity.com/resources/unity-roundtable-learn-the-true-costs-and-tips-for-creating-a-game): Unity has invited experts from Unknown Worlds, Zoink, Radical Forge and Aerial_Knight to share their insight on successful game development and launch.
- [Learn with a Unity trainer Episode 1: How to Unlock the Full Potential of Your Data with Pixyz Plugin | Unity](https://unity.com/resources/how-to-unlock-full-potential-data-pixyz-plugin): Join us for an exclusive on-demand webinar, delivered by a Unity subject matter expert, that explores the capabilities of using Pixyz Plugin within Unity
- [Learnings from 2022 and what happens next](https://unity.com/resources/executive-series-episode-5-learnings-from-2022-and-what-happens-next): Unity’s Ryan Peterson and the head of Capgemini’s Metaverse-Lab, Alexandre Embry, reflect on metaverse learnings from 2022, and predict trends to look out for in 2023.
- [Lessons learned in Building a Digital Landfill Twin](https://unity.com/resources/lessons-learned-in-building-a-digital-landfill-twin): The project was born out of a landfill tour that Phil with SCS invited Bryan to attend one Saturday just for fun. Bryan, who has a background working and developing projects in Unity had an idea based on what was shown on that tour and it had to do with the data being collected from under the ground. The question was, How are they using that data and is it useful for them? It became apparent that the current techniques for inputting and understanding the data were not giving the engineers at SCS information that was easily understandable or accurate as we found out later after making the project. The thought was if we rendered the data in a more immersive and interactive way that the engineers would be able to glean more information from the data they collect. The project became a reality after Bryan spent a weekend creating a basic prototype in Unity so that SCS could visually see the idea for themselves. The prototype was enough to convince SCS that the idea had merit and at that point Mehr Imaging and SCS partnered up to make the project a reality. Bryan recruited one of his partners at Sirenix who is a more accomplished Unity programmer and they took the project from a prototype to a real working project. Now that the project is live and being used, SCS has a much better and more accurate understanding of what is happening under the ground with the Landfills they manage across the nation. The presentation will of course contain all the beautiful details of how this all works and came to be.
- [Let’s get Physical! | Unity](https://unity.com/resources/lets-get-physical): In this session we learn how to effortlessly create custom, and complex, colliders using Pixyz Plugin.
- [Level up your code with design patterns and SOLID E-book | Unity](https://unity.com/resources/design-patterns-solid-ebook): Enhance your Unity projects with our guide on 11 programming patterns. Download the sample project and start coding better today!
- [Level up your code with game programming patterns | Unity](https://unity.com/resources/level-up-your-code-with-game-programming-patterns): Our new e-book explains well-known design patterns and shares practical examples for using them in your Unity project.
- [Leveraging Unity in the New Age of Digital Twins: Booz Allen Hamilton’s Campus Project | Unity](https://unity.com/resources/digital-twins-booz-allen-hamilton): Booz Allen Hamilton leverages digital twins to help build a hospital campus.
- [Lifting off with visionOS: A creator roundtable | Unity](https://unity.com/resources/visionos-webinar-series-roundtable): Learn best practices on creating for Apple Vision Pro with studio experts and Unity.
- [Lighting and environments in the High Definition Render Pipeline (Unity 2022 LTS)](https://unity.com/resources/hdrp-lighting-environments-2022-lts-ebook): Download the Unity 2022 LTS version of the HDRP lighting and environments e-book to learn about the latest updates on the water system, terrain, clouds, and more.
- [Lihuhu Boosts Installs 6x with ironSource LevelPlay | Unity](https://unity.com/resources/lihuhu): Learn how the team at Lihuhu used ironSource mediation products like the ROAS optimizer to boost game installs by 6x.
- [Lilith Games Boosts Scale 4x and ARPU 3x Running Double Credit Offerwall Campaign | Unity](https://unity.com/resources/lilith-games-rise-of-kingdom): Learn how Lilith Games tripled their install volume for their game Rise of Kingdoms running double credit promotion campaigns on the ironSource offerwall.
- [Lilith Games Doubles ROAS With Tapjoy Multi-Reward CPE Offers | Unity](https://unity.com/resources/lilith-gaming-rise-of-kingdom-tapjoy-multi-reward): Lilith Games shows a 200% growth rate in D7 ROAS and a 1.5x more user installs with Tapjoy multi-reward CPE offers
- [Lion Studios, a Tripledot Studio, Scaled Point Out 6x On iOS With Unity Vector](https://unity.com/resources/lion-studios-vector-ai-hybrid-roas): Lion Studios, a Tripledot Studio, leveraged Unity Vector D28 Hybrid ROAS campaigns to acquire high-LTV players for Point Out, driving a 6x iOS scale increase and 44% higher D28 ARPU.
- [LiveOps Game Development Tools & Player Insights | Unity](https://unity.com/features/liveops): With Unity’s liveops game development tools, you can get a better understanding of player insights and save on valuable development time.
- [Loady Dungeons – A casual puzzle game project sample | Unity](https://unity.com/demos/loady-dungeons): Create a casual puzzler game with Unity Gaming Services in our sample, Lady Dungeons.
- [Lucky Day Switches to ironSource Mediation and Increases ARPDAU | Unity](https://unity.com/resources/lucky-day): Learn how switching to ironSource’s platform with the same networks integrated boosted Lucky Day’s monetization and user acquisition performance.
- [Lucky Kat Increases ARPDAU by 50% with ironSource Ad Monetizaton A/B Testing Tool | Unity](https://unity.com/resources/lucky-kat): Learn how Lucky Kat worked with the ironSource Ad Monetization A/B testing tool to increase ARPDAU by 50%.
- [Madbox achieves "mad growth" monetizing with ironSource interstitials | Unity](https://unity.com/resources/madbox): The interstitial video ads Madbox was serving were not delivering the revenue results they were aiming for. Madbox was looking for a monetization partner that could serve high-performing interstitials which would boost their overall revenue. That's where ironSource helped out.
- [Made With Unity | Unity](https://unity.com/made-with-unity): We’re shining a spotlight on creators and developers who are using Unity to create mind-blowing game experiences. See what’s being Made With Unity.
- [Make It Persistent: Developing Next-Gen Multiplayer Experiences | Unity](https://unity.com/resources/persistent-worlds-next-gen-multiplayer): Learn how to overcome the challenges of creating persistent worlds for multiplayer games like MMOs and virtual spaces in this on-demand session from Unite 2023.
- [Make Your Own Runner Game | Unity](https://unity.com/features/build-a-runner-game): Unity’s new and intuitive Runner template enables you to make your own high-quality mobile runner game. Download it today in the Unity Hub.
- [Making Card Shark with Unity’s 2D Toolkit | Unity](https://unity.com/resources/card-shark-case-study): Learn how Nerial Ltd used Unity’s 2D Toolkit to bring Card Shark’s hand-drawn visual aesthetic to life on multiple platforms.
- [Making of Baba Yaga | Unity](https://unity.com/resources/making-of-baba-yaga): Learn from Nathaniel Dirksen, Digital Supervisor at Baobab Studios, as we discuss the development of our latest VR animation Baba Yaga.
- [Managing GPU usage for PC and console games | Unity](https://unity.com/how-to/gpu-optimization): Understand the limitations of your target hardware and how to profile the GPU. Try these best practices to optimize the rendering of your graphics.
- [Mango Feedback demo](https://unity.com/mango-feedback-demo): Mango Feedback demo
- [MARVEL SNAP Case Study | Unity](https://unity.com/resources/marvel-snap): Learn how Second Dinner leverages the Unity Editor and Unity Gaming Services to continuously deliver engaging content updates for MARVEL SNAP – 2022’s Best Mobile Game of the Year.
- [Masterclass: Build a Collaborative Multiuser Experience | Unity](https://unity.com/resources/workshop-11-masterclass-build-a-collaborative-multiuser-experience): Discover how to add multiuser capabilities to your Unity immersive experience, explore the available solutions for deploying, and scale for social experiences.
- [Mastering the World of IPs | Unity](https://unity.com/resources/mastering-the-world-of-ips): In this episode, Josh Burns, Senior Director of Business Development at FunPlus, talks IPs and mobile games in 2023 and forever with Melissa.
- [Matthew Bromberg, Chief Executive Officer and President, Unity](https://unity.com/leadership/matthew-bromberg/archive): Learn about Unity's CEO and President - Matthew Bromberg.
- [Matthew Bromberg, Chief Executive Officer and President, Unity](https://unity.com/our-company/matthew-bromberg): Learn about Unity's CEO and President - Matthew Bromberg.
- [Maximize Multiplatform Game Development | Unity](https://unity.com/features/multiplatform): Unity helps developers bring games to PlayStation, Xbox, and Nintendo Switch™. Create your game once, and ship it to more than 17 platforms.
- [McDonald’s Spain Achieves 64% App Launch Rate and Drives Over 34K Installs With Aura | Unity](https://unity.com/resources/mcdonalds): When McDonald's launched their new global app in Spain, they worked with OMD Spain and Aura to reach users directly on devices and drive over 34K installs,.
- [Megacity Metro – Large-Scale Multiplayer Demo | Unity](https://unity.com/demos/megacity-competitive-action-sample): Experience this competitive, 100+ player cross-platform sample to learn multiplayer mechanics, implement gaming services, and experiment with all-new Unity 6 features.
- [Mercedes-Benz Builds In-Car Experiences with Unity | Unity](https://unity.com/resources/unite-mercedes-benz): Discover why Mercedes-Benz uses Unity for their human-machine interface (HMI) and more.
- [Meta (page) title Dev Summit On Demand DOTS baking | Unity](https://unity.com/resources/dev-summit-on-demand-dots-baking): Learn how to maximize your game’s performance with Unity’s Data-Oriented Tech Stack (DOTS), including baking to convert scene data into entities and components in this GDC 2024 session.
- [Metaverse avatars and the importance of an interoperable identity](https://unity.com/resources/executive-series-episode-4-metaverse-avatars-and-the-importance-of-an-interoperable-identity): Watch Timmu Tõke in a fireside chat about the history of Ready Player Me, creating an interoperable identity and how this will affect monetization for the metaverse and much more.
- [Milanuncios reduces cost per lead 47% with Aura | Unity](https://unity.com/resources/milanuncios): Find out how Milanuncios reduced cost per lead by 47% with Aura from Unity.
- [Mobile Advertising Monetization | Unity](https://unity.com/resources/designing-ad-monetization-strategy): Watch the webinar to learn best practices for rewarded video, interstitial ads, and offerwall, and benchmarks you can expect for each ad unit.
- [Mobile App Performance Optimization | Unity](https://unity.com/resources/how-to-hack-creative-optimization): Learn from Noa Eckstein, Playwork’s Product Manager, about the best practices for optimizing in-ad experiences and gathering in-ad data. Watch the webinar here.
- [Mobile game optimization in Unity 6 | Unity](https://unity.com/resources/mobile-game-optimization-in-unity-6): Join Unity’s advocacy team for a learning session on the latest mobile game optimization tools available to mobile game developers in Unity 6, including Adaptive Probe Volumes (APV), the Vulkan API, and Spatial-Temporal Post-Processing (STP).
- [Modern Mobile Gamer: Game Dev Edition | Unity](https://unity.com/resources/modern-mobile-gamer-2022-game-dev-edition): With insights from 9,000 mobile gamers, learn spending habits, genre preferences, and how they interact with the mobile ecosystem.
- [More Ways to Use Unity Source Code Webinar](https://unity.com/resources/advanced-source-code-webinar): More Ways to Use Unity Source Code Webinar
- [Mujoy Increases Ad ARPDAU 60% with LevelPlay | Unity](https://unity.com/resources/mujoy-idle-angel): Learn how Mujoy used LevelPlay to improve their ad monetization strategy for their in-app purchase game Idle Angels, increasing ARPDAU 60%.
- [Multiplayer Game Engine, Platform & Services | Unity](https://unity.com/features/multiplayer): Accelerate multiplayer game development with Unity 6’s end-to-end solution that makes integration, iteration, and deployment more reliable and faster than ever.
- [Multiplayer Server Hosting for Unreal Engine Games | Unity](https://unity.com/unreal-engine): Host your Unreal Engine game with Multiplay, Unity’s engine agnostic game server hosting service. Trusted by games like Valorant, Rogue Company and Worms Rumble.
- [Mytona Improves and Protects Seekers Notes’ Player Experience with Ad Quality | Unity](https://unity.com/resources/mytona-ad-quality): Learn how Mytona used Ad Quality to monitor the ads in Seekers Notes and protect the player experience.
- [Naming Rules & Style Conventions for C# Scripting Code | Unity](https://unity.com/how-to/naming-and-code-style-tips-c-scripting-unity): Pick up best practices for styling your C# code in Unity. These tips can help you and your team create a cleaner, more readable and scalable codebase.
- [Narrative Game Design in 1000xRESIST | Unity](https://unity.com/resources/1000xresist-narrative-game-design): sunset visitor 斜陽過客’s Remy Siu (founder and creative director), Pinki Li (narrative designer), and Nicole MacDougall (programmer) on combining their theater and game development skills to create one of the decade’s defining narrative games with Unity.
- [Narrative in mobile games: why the story matters | Unity](https://unity.com/resources/narrative-in-mobile-games-why-the-story-matters): Lisa Brunette, Narrative Designer and Game Writer at Brunette Games, sits down with Melissa to discuss the role of storytelling in mobile games.
- [Neon Play Boosts ARPDAU with ironSource Ad Monetization A/B Testing Tool | Unity](https://unity.com/resources/neon-play): Learn how Neon Play boosts ARPDAU with ironSource Ad Monetization A/B Testing tool.
- [Neon Play 获客提升350%的秘诀](https://unity.com/resources/neon-play-idle-army): 了解Neon Play如何利用ironSource的ROAS优化器，将他们的游戏《Idle Army Base》的用户获取规模扩大了350%。
- [NEOWIZ Increases Revenue by 23% After Switching to LevelPlay | Unity](https://unity.com/resources/neowiz-cats-soupplay): Switching mediation platforms to ironSource LevelPlay helped NEOWIZ boost in-app and ad revenue by 23% and save time. Read the full story.
- [Neowiz moves all Android traffic to ironSource offerwall after reaching a $ 729 eCPM | Unity](https://unity.com/resources/neowiz): Learn how publisher Neowiz used the ironSource offerwall to increase ad revenue, optimize the user experience, and achieve their highest eCPM
- [Networking & Netcode Software Solution | Unity](https://unity.com/features/netcode): Learn more about Unity’s first-party multiplayer networking solutions, aka Netcode for GameObjects, to create your multiplayer games.
- [Nexon increases IPM by 50% with ironSource soft launch | Unity](https://unity.com/resources/nexon-battlejack): Learn how Nexon increased IPM by 50% and decreased CPI by 8% with ironSource.
- [Next-Gen Car Experiences with the Mercedes CLA | Unity](https://unity.com/resources/next-gen-car-experiences-mercedes-cla): Learn how Mercedes-Benz is reshaping the in-car experience with their Unity-powered Mercedes-Benz User Experience (MBUX) system in the new Mercedes CLA.
- [Nissan and Capgemini: Innovating In-Car Experiences | Unity](https://unity.com/resources/ies-atlanta-2024-capgemini-nissan): Discover how Nissan Motor Corporation and Capgemini use Unity to create innovative in-car experiences.
- [Offerwall Increases Gardenscapes Grows Engaged User Base | Unity](https://unity.com/resources/playrix-gardenscapes): By utilizing the ironSource offerwall for their CPE campaign, Playrix's app Gardenscapes increased quality installs by 1500%.
- [On-demand webinar: Unlocking VR’s potential for Industry | Unity](https://unity.com/resources/unlocking-vrs-potential-for-industry): On-demand webinar: Unlocking VR’s potential for Industry | Unity
- [One-person studio Addiktive Games boosts eCPM 50% with ironSource in-app bidding | Unity](https://unity.com/resources/addiktive-games): Learn how a one-man development studio used ironSource's bidding solution to increase his eCPM by 50% and turn his game into a profitable business
- [OPTICS Digital Twin for real-time port operations | Unity](https://unity.com/resources/optics-3d-digital-twin-arcgis): Learn how a real-time digital twin built with Unity and Esri gives port operators a single view of security, vessel tracking, and imagery for faster response.
- [Optimize performance for mobile, XR & web games (Unity 6 edition) | Unity](https://unity.com/resources/mobile-xr-web-game-performance-optimization-unity-6): This guide brings together all the best and latest mobile, XR, and Unity Web performance optimization tips for Unity 6.
- [Optimize performance of 2D games with Unity Tilemap](https://unity.com/how-to/optimize-performance-2d-games-unity-tilemap): Create 2D levels quickly and boost the performance of your mobile game with Unity Tilemap.
- [Optimize Your Console and PC Game Performance (Unity 2022 LTS) | Unity](https://unity.com/resources/performance-optimization-console-pc-games-2022-lts-e-book): Read this guide for expert tips and instructions on how to achieve smooth performance for your console and PC games without compromising on visual quality.
- [Optimize your console and PC game performance | Unity](https://unity.com/resources/optimize-your-console-and-pc-game-performance): Get over 80 actionable tips and advice on how you can optimize your games for PC and console to empower players with the best experience.
- [Optimize your game performance for consoles and PCs in Unity (Unity 6 edition) | Unity](https://unity.com/resources/console-pc-game-performance-optimization-unity-6): This guide brings together all the best and latest PC and console performance optimization tips available in Unity 6.
- [Optimize your game performance for mobile | Unity](https://unity.com/resources/unity-e-book-optimize-your-mobile-game-performance): In this e-book, get over 75 actionable tips from Unity’s engineers on how you can optimize your mobile game to run smoothly on as many devices as possible.
- [Optimize your game with the Unity Profile Analyzer](https://unity.com/how-to/optimize-your-game-unity-profile-analyzer): Learn how to use Unity’s Profile Analyzer to see the impact of an asset or code change, optimization work, a settings modification, or an upgrade in the Unity version.
- [Optimize Your Mobile Game Performance (Unity 2022 LTS) | Unity](https://unity.com/resources/optimize-mobile-game-performance-unity-2022lts): Read this guide for expert tips and instructions on how to enhance your mobile game’s performance while reducing its power consumption.
- [Optimized coding workflows | Unity 2021.2 Tech Stream](https://unity.com/releases/programmer-features/2021-2-tech-tier2-features): Discover coding workflows for an optimized, performant game with Unity 2021.2 Tech Stream
- [Optimizing game performance with culling techniques | Unity](https://unity.com/resources/performance-culling-techniques-webinar): In this free demo, Unity software development consultant Anthony Rosenbaum shows you how to optimize game performance with Umbra Occlusion, CullingGroup API, and Unity 6’s GPU Occlusion Culling.
- [Optimizing lighting for a healthy frame rate | Mobile app & game development | Unity](https://unity.com/how-to/optimize-lighting-mobile-games): MetalPop Games faced the challenge of making it possible for players to build huge cities on their low-end devices, without their frame rate dropping or their device overheating. See how they found a balance between good-looking visuals and solid performance.
- [Optimizing Sonic Dream Team to Hit fps Targets on Apple Arcade Devices | Unity](https://unity.com/resources/hardlight-sonic-dream-team): Learn how Hardlight optimized performance to hit the required frame rate on both low-end and high-end devices for Sonic Dream Team.
- [Optimizing Your Monetization Strategy With Cross-Team Collaboration | Unity](https://unity.com/resources/alice-muir-phiture-monetization-models): Jess Overton sits down with Alice Muir from Phiture to discuss mixed models, cross-team collaboration and A/B testing. Learn more.
- [Organize content and create faster with Unity Asset Manager I Unity](https://unity.com/resources/organize-content-create-faster-unity-asset-manager): Welcome to Unity Asset Manager, a digital asset management system tailored for the rigors of 3D asset creation.
- [OTTO Sees Over 100% MoM Growth And Significantly Increased ROI For Their ironSource Aura Volume | Unity](https://unity.com/resources/otto): Aura enabled Otto to reach a large, high quality audience and gave them the opportunity to place their app directly on-device. Learn more here.
- [Overcoming Data Annotation Challenges for ML solutions](https://unity.com/resources/overcoming-data-annotation-challenges-for-ml-solutions): One of the biggest barriers to effectively productizing ML solutions is access to high-quality training data. Learn how you can leverage human data insights to productize your ML modal with Sama's ethical AI approach.
- [Overcoming Internal Resistance to Digital Transformation | Unity](https://unity.com/resources/overcoming-internal-resistance-digital-transformation): Discover how to overcome internal resistance, build scalable digital strategies, and foster collaboration for successful digital transformation.
- [Panel discussion from data silos to immersive experiences | Unity](https://unity.com/resources/panel-unlocking-xr-power-transforming-data-silos-into-immersive-experiences): Hear from a panel of industry leaders from Philips, Realvirtual, Visometry, and Breach VR, exploring the topic of managing and accessing large quantities of digital and real-world 3D data.
- [Panteon Boosts Installs 10x & ARPDAU 32% with ironSource | Unity](https://unity.com/resources/panteon-100-mystery-buttons): Learn how Panteon used ironSource's D1 ROAS optimizer and LevelPlay mediation to get 100 Mystery Balls back into the top charts.
- [Parsec vs. HP Anyware: Remote Desktop for Creative Teams](https://unity.com/resources/parsec-vs-hp-anyware-remote-desktop-alternative): Compare Parsec vs. HP Anyware for creative remote work. See differences in latency, visual quality, security, Linux support, and air‑gapped environments.
- [Performance optimization for high-end graphics on PC and console](https://unity.com/how-to/performance-optimization-high-end-graphics): This is the second in a series of articles that unpacks optimization tips for your Unity projects. Use them as a guide for running at higher frame rates with fewer resources.
- [Philips and the XR-powered future of minimally invasive care](https://unity.com/resources/xr-solutions-philips-healthcare-webinar): Watch Philips and Unity explore how XR and AI are transforming surgical training, planning, and collaboration. Stream the on-demand webinar now.
- [PickCrafter Game Monetization With Rewarded Video Ads | Unity](https://unity.com/resources/pickcrafter): Learn how multiple Rewarded Video ads helped Fiveamp boost user engagement and revenue over 150% with ironSource game monetization strategy.
- [PikPok increases Offerwall revenue 2x with M2E on the Tapjoy Offerwall | Unity](https://unity.com/resources/pikpok-rivalstars-horseracing): PikPok optimizes its Offerwall performance using the Unity team's best practices for Message to Earn (M2E) during currency sales to double revenue.
- [Pixel Federation Increases ARPDAU 11% with LevelPlay In-App Bidding | Unity](https://unity.com/resources/pixel-federation-train-station-2): Learn how Pixel Federation increased ARPDAU 11% with LevelPlay in-app bidding.
- [Pixelberry Boosts ARPDAU 32% Across Android and iOS After Using ironSource LevelPlay | Unity](https://unity.com/resources/pixleberry): Pixelberry used ironSource LevelPlay to optimize monetization and increase ARPDAU 32% across iOS and Android. Read their story here.
- [Pixonic - War Robots: More revenue for a first-person shooter game | Unity Case Study](https://unity.com/resources/pixonic-war-robots): Learn how Pixonic monetized War Robots by using rewarded video ads. They increased player engagement and generated an estimated $190M in lifetime gross revenue.
- [Platform Module Installation](https://unity.com/pages/platform-installation): Platform Module Installation for Xbox, PlayStation, Nintendo
- [Podcast: Step 3 of the Growth Loop, Optimizing Monetization | Unity](https://unity.com/resources/step-3-growth-loop-optimize-monetization): Learn how you can optimize monetization and maximize LTV
- [Podcast: The Growth Loop Step 1, UA | Unity](https://unity.com/resources/breaking-down-the-growth-loop-step-1-starting-with-ua): Should game developers start their growth cycle with UA instead of monetization? Get valuable growth loop insights in this podcast.
- [Podcast: Why Game Growth is a Loop and not a Funnel | Unity](https://unity.com/resources/game-growth-loop-not-funnel): Tune in to hear Yevgeny Peres, VP Growth at ironSource, explain why game developers just look at growth as a funnel and not a loop, how he came up with the concept, and how developers can start implementing it into their growth strategy.
- [Polyspatial VisionOS Industry](https://unity.com/pages/polyspatial-visionos-industry): Unity is collaborating with Apple to bring its authoring tools for creating immersive real-time 3D experiences and simulations to Apple’s new spatial computing platform, Apple Vision Pro.
- [PONOS Increases ARPDAU 15% With LevelPlay And Tapjoy Bidding | Unity](https://unity.com/resources/ponos-battle-cats): Learn how PONOS used Tapjoy in-app bidding on ironSource LevelPlay to increase ARPDAU 15% and 100% revenue. Read more.
- [Powering Industrial Digital Transformation with Sony’s Spatial Content Technologies | Unity](https://unity.com/resources/sony-spatial-content-technologies-industrial-digital-transformation): Discover how Sony uses Unity alongside technologies like photogrammetry and 3D Gaussian splatting to drive industrial digital transformation.
- [Prepare your digital assets for real-time 3D, AR and VR | Unity](https://unity.com/resources/workshop-2-bring-your-digital-and-physical-assets-into-unity): Volumetric video, photogrammetry, data preparation — learn all the metaverse-building elements and so much more.
- [Private 1:1 Unity Training Course Catalog | Unity](https://unity.com/learn/professionals/course-catalog): Get valuable 1:1 time with a Unity expert in a flexible, private environment that enables you to improve your skills and expertise.
- [Procedural Poses and Motion with Animation Rigging](https://unity.com/resources/procedural-poses-motion-animation-rigging): Did you know that animation rigging enables users to set up procedural motion on animated skeletons at runtime? This makes it possible to do powerful things during runtime such as world interactions, skeletal deformation rigging and physics-based secondary motion.
- [Product Configurator Software: A Guide for Manufacturers](https://unity.com/resources/product-configurator-software): Compare product configurator software for manufacturing: CPQ, visual, ERP, and standalone tools, must-have features, and CAD-to-3D workflows.
- [Product Configurator: Types, Benefits & How They Work](https://unity.com/resources/product-configurator): A product configurator lets buyers customize products in real time. Learn how 3D configurators work, their benefits, types, and where they're used.
- [Product Madness Boosts Ad ARPDAU 11% Across Their Games Using Vungle In-App Bidding on LevelPlay | Unity](https://unity.com/resources/product-madeness-heart-of-vegas): Using ironSource LevelPlay, Product Madness started bidding on the Vungle network and increased ARPDAU 11%. Read the full story here.
- [Product roadmaps | Unity](https://unity.com/roadmap/detail): Explore the timeline for the future of Unity’s products and submit your feedback directly to the teams developing them.
- [Profiling and debugging with Unity and native platform tools | Unity](https://unity.com/how-to/profiling-and-debugging-tools): Learn how to profile and debug your game performance early in the development lifecycle by running profiling builds using Unity's powerful profiling tools.
- [Profiling tips and strategies to optimally run your mobile games | Unity](https://unity.com/resources/ultimate-profiling-tips-roundtable): Get profiling tips from SYBO, Arm, and Unity experts. Plus, learn how to identify common performance challenges using Unity and native profiling tools.
- [Profiling tools in Unity Video Tutorials Playlist | Unity](https://unity.com/resources/profiling-tools-video-playlist): This video series covers tips on Unity Profiler, Profile Analyzer, Memory Profiler.
- [Prototype a Game Level in 20 Minutes With Unity Muse | Unity](https://unity.com/resources/prototype-game-level-unity-muse): Learn how Unity’s AI-based Muse platform can help you easily explore concepts and save you significant game development time with just a few simple natural-language prompts.
- [Prototyping with Unity Muse | Unity](https://unity.com/resources/prototyping-with-unity-muse): Learn best practices for prototyping with Unity Muse.
- [Qcplay Increases Ad ARPDAU 29% with the Unity Ads Bidder | Unity](https://unity.com/resources/qcplay): Check out how Qcplay boosted ad ARPDAU 29% for their idle-RPG Super Snail using the Unity Ads bidder.
- [Real-time tools for real money game development | Unity for Gambling](https://unity.com/resources/real-time-tools-for-real-money-games): Real-time technology is transforming game development across the gambling industry by empowering teams of engineers, artists, and designers to create better games, faster.
- [Recipes for popular visual effects using the Universal Render Pipeline](https://unity.com/resources/the-universal-render-pipeline-cookbook-unity-2022-lts-edition): Recipes for popular visual effects using the Universal Render Pipeline
- [Redeem your asset store credits. Login, assign paid credits to teams, & download | Unity](https://unity.com/support-services/redeem/asset-store-credits): Manage all of your team's Asset Store purchases in one place.
- [Reduce Toxicity in Gaming Communities with AI Tools | Unity](https://unity.com/resources/reduce-toxicity-with-unity-safe-voice): Watch this on-demand session from Unite 2023 to see how Safe Voice and Moderation leverage AI to identify and take action on disruptive and toxic in-game behaviors live and at scale.
- [Reforming Bridgestone’s Engineering Operations with In-House VR Apps | Unity](https://unity.com/resources/reforming-bridgestone-engineering-operations-vr-apps): Discover how Bridgestone uses Unity to create in-house VR apps to transform engineering operations. Learn about XR benefits and Unity-based app development.
- [Reimagining Retail Customer Experiences with XR | Unity](https://unity.com/resources/reimagining-retail-cx-with-xr): Explore how leading brands like Diageo and Audi use extended reality (XR) technologies to drive sales through innovative and immersive customer experiences.
- [Remote Playtesting To Improve Your Game Quality With Xbox Research | Unity](https://unity.com/resources/remote-playtesting-to-improve-game-quality): Discover how Parsec’s remote gameplay tools can help you collect high-quality data to dramatically improve your game.
- [Render Pipelines strategy for 2026](https://unity.com/topics/render-pipelines-strategy-for-2026): Discover Unity's focused 2026 strategy for render pipelines. Learn how we're advancing the Universal Render Pipeline (URP) for all platforms, maintaining HDRP with Nintendo Switch™ 2 support, and deprecating the Built-In Render Pipeline to simplify your workflow and enhance performance.
- [Renew Unity Industry: Drive Business ROI | Unity](https://unity.com/campaign/unity-industry-renewal): Renew your Unity Industry subscription to get enterprise-level tools and dedicated technical support tailored to industrial applications.
- [Reshaping Vancouver Airport’s operations with Unity](https://unity.com/resources/unite-yvr): Discover how Vancouver International Airport’s digital twin has become crucial to operations and is driving future innovation for the airport.
- [Rethinking 3D creation with Audi | Unity for VisionOS](https://unity.com/resources/audi): Discover how Audi leveraged Unity to build an immersive experience for Apple Vision Pro.
- [Revolutionizing Automotive Maps with Real-time 3D | Unity](https://unity.com/resources/unite-2024-tomtom-automotive-maps): Explore how TomTom is transforming automotive navigation and HMI by merging cartography and geospatial tech with Unity’s real-time 3D rendering techniques.
- [Rewiring the Electrical Workforce with Siemens | Unity](https://unity.com/resources/siemens-rewiring-the-electrical-workforce-xr): See how Siemens uses XR to modernize electrical apprenticeships to address the skilled labor gap.
- [Riot Games Adds Vivox Voice Chat to VALORANT | Unity](https://unity.com/resources/riot-games-adds-vivox-voice-comms-to-its-latest-title): Learn how Riot Games powers in-game communications with Vivox Voice Chat from Unity Gaming Services.
- [Road to Real-time: Audio | Unity](https://unity.com/resources/road-to-real-time-audio): Learn how you can use both audio sources and spatial audio in your work. Discover how to use the audio mixer and audio effects, as well as how to time and sequence audio tracks in the Timeline.
- [Road to Real-Time: Layout | Unity](https://unity.com/resources/road-to-real-time-layout): This session demonstrates how to animate physical cameras using the Timeline, then how to sequence, edit, and blend shots together to define the cut.
- [Road to Real-time: Look Development | Unity](https://unity.com/resources/road-to-real-time-look-development): This session looks at how materials use texture maps to define the overall appearance of assets, then demonstrates how materials, textures, shaders and lighting all work together to create the final look.
- [Road to Real-time: Virtual Production for Animated Storytelling | Unity](https://unity.com/resources/road-to-real-time-virtual-production-animated-storytelling): This session offers an overview of the virtual production process and the technologies required to take advantage of this production model.
- [Road to the metaverse: TIMI skid loader demo | Unity](https://unity.com/resources/road-to-the-metaverse-special-edition-how-its-made-skid-loader-demo): Road to the metaverse: Special Edition. How it’s made - TIMI skid loader demo
- [Roblox Understood: Lessons for Virtual Economies | Unity](https://unity.com/resources/roblox-properly-understood-lessons-for-virtual-economies): In this episode we dive into the differences between game economies and real-world economics, the success of Roblox, and what other apps can learn.
- [Rocket Studio Increases ARPDAU 38% With LevelPlay And Vungle Bidding | Unity](https://unity.com/resources/rocket-studio-galaxy-attack): Learn how Rocket Studio used Vungle in-app bidding on ironSource LevelPlay to increase ARPDAU 38% and achieve 99% fill rate. Read more.
- [Roundtable: The Business of Being an Indie Game Studio | Unity](https://unity.com/resources/business-of-being-an-indie-webinar): Dreaming of running your own studio? Don’t miss this Unity webinar with Xalavier Nelson Jr. (Strange Scaffold), Yves Hohler (Broken Arms Games), and Réjon Taylor-Foster (Soft Not Weak).
- [Ruby Games Boosts Revenue 15x with ironSource LevelPlay | Unity](https://unity.com/resources/ruby-games-streamer-life): Learn how Ruby Games used multiple ironSource LevelPlay tools to increase daily installs 7.9x, boost DAU by 5.3x, and drive 15x higher revenue
- [Scaling Fantasian’s handcrafted dioramas for Apple Arcade](https://unity.com/resources/case-study-fantasian): Scaling Fantasian’s handcrafted dioramas for Apple Arcade
- [Scaling Subway Surfers City For Performance and Speed | Unity](https://unity.com/resources/sybo-subway-surfers-city): Discover how Subway Surfers City scaled visual fidelity and live content while maintaining performance across mobile devices – expanding the share of supported devices from 16% to 95% through modular architecture, streaming, and adaptive rendering.
- [Scripting in Unity for experienced C# & C++ programmers](https://unity.com/how-to/programming-unity): Learn more about scripting in Unity, including our new high-performance multithreaded Data-Oriented Technology Stack (DOTS).
- [Sculpting Terrain in Unity](https://unity.com/resources/sculpting-terrain-unity): Create detailed and realistic terrains with ease using the Unity Terrain Editor!
- [Separate Game Data and Logic with ScriptableObjects | Unity](https://unity.com/how-to/separate-game-data-logic-scriptable-objects): Use this guide to learn how to use ScriptableObjects as data containers that separate the data from the logic in your game code.
- [Showcasing aircraft in AR for a premium sales experience](https://unity.com/resources/showcasing-aircraft-in-ar-for-a-premium-sales-experience): Showcasing the intricacies and unique selling points of aircraft can be challenging for sales teams when they need to rely on traditional methods. Unity invited creative agency Sector 5 Digital (S5D) to tell us more about its work with Bell Flight to build an innovative augmented reality (AR) application made with Unity.
- [Siemens and the Future of Electrical Trades | Unity webinar](https://unity.com/resources/xr-solutions-siemens-electrical-products-webinar): Join Siemens to explore how digital tools & XR tech are closing the electrical skills gap. Watch now to discover the future of skilled trade in construction.
- [Simplify your content management with Addressables | Video game development | Unity](https://unity.com/how-to/simplify-your-content-management-addressables): Learn how the Addressable Asset System can simplify your content management at both edit and runtime so your game’s initial and updated releases are smoother and easier.
- [Simulating the World of Today and Tomorrow](https://unity.com/resources/simulating-the-world-of-today-and-tomorrow): Simulation-ready digital twins are a vital tool for building sustainable communities and enabling sustainable behaviors. From lighting and shadow studies, to tree inventory, to planning a built environment which is accessible and energy efficient; learn how Geopipe can help you build visualizations, simulations, and interactive experiences in Unity.
- [Simulating the World’s Fastest Electric Hypercar on the World’s Most Challenging Race Track | Unity](https://unity.com/resources/simulating-the-worlds-fastest-electric-hypercar-on-the-worlds-most-challenging-race-track): The world’s fastest electric hypercar isn’t built yet, but thanks to the modularity and power of Unity-based simulation and testing.
- [Simulation & Training Speaker Series: AR, MR & VR | Unity](https://unity.com/resources/simulation-training-speaker-series-ar-mr-vr): In this edition of the Simulation & Training Speaker Series, we explore exciting applications of extended reality technology in defense, government, and cybersecurity.
- [SmartNews Drives 35 Million Installs and Meets Retention Goals with Aura | Unity](https://unity.com/resources/smartnews): By partnering with Aura, SmartNews was able to reach quality users directly on their devices, driving over 35M installs and meeting their KPI of retention.
- [So You Wanna Build and Launch a Mobile Game?](https://unity.com/resources/so-you-want-build-launch-mobile-game): So You Wanna Build and Launch a Mobile Game?
- [Social Impact & Corporate Social Responsibility | Unity](https://unity.com/impact/social): We believe the world is a better place with more creators in it. Learn how Unity is empowering creators from all backgrounds to change the world.
- [Solving Asset Management Challenges for Industry Leaders | Unity](https://unity.com/resources/solving-asset-management-challenges): Learn what to look for in a digital asset management solution to solve common 3D asset challenges that industry leaders face.
- [Solving complex, human-centric computer vision challenges | Unity](https://unity.com/resources/solving-complex-human-centric-computer-vision-challenges): Motec shares how they mix real and synthetic data to enhance neural network training.
- [Sovelia Visualizer – Reflect for Inventor | Unity](https://unity.com/resources/sovelia-visualizer): Learn how Sovelia Visualizer enables Autodesk Inventor users to view their design data in real-time 3D and in Augmented or Virtual Reality (AR/VR).
- [Speed up debugging with Microsoft Visual Studio Code](https://unity.com/how-to/debugging-with-microsoft-visual-studio-code): Set up and optimize Visual Studio Code for Unity development with key features like debugging, Unity-specific analyzers, and a rich extension ecosystem.
- [Speed up QA testing with Unity’s Debug class | Unity](https://unity.com/how-to/improve-qa-testing-debugging-debug-class): Learn how to visualize information about your game’s code so you can investigate and resolve performance issues with Unity’s Debug class.
- [Spotlight on Consume Me](https://unity.com/resources/consume-me): The directors of multiple IGF award-winner Consume Me dive into the challenges of growing a team around a personal project, learning to collaborate better, and demo how they created an event chain system to power modular storytelling.
- [Springcomes achieves ROAS goals while scaling user acquisition with the Tapjoy offerwall’s self-service function | Unity](https://unity.com/resources/springcomes-offerwall): Springcomes looked to scale their user acquisition while maintaining their ROAS targets for their Hello Town: Merge & Story and Merge Sweets titles. They turned to the Tapjoy offerwall. Read to learn more.
- [Square Enix Uses ironSource Offerwall to Increase ARPDAU 5x | Unity](https://unity.com/resources/square-enix-war-of-the-visions-final-fantasy): Learn how Square Enix used the Offerwall to double revenue for their game.
- [Start your 3D engines: Unity Studio challenge | Unity](https://unity.com/campaign/start-your-3d-engines-unity-studio-challenge): Build and publish an interactive 3D racing experience with Unity Studio for a chance to win a free 1-year license. Join the livestream or watch the on-demand build and submit your project before the contest deadline.
- [Stop rebuilding the wheel: How to scale your CAD-to-3D pipeline](https://unity.com/resources/technical-leaders-guide-to-automating-cad-to-3d-pipelines): Learn how to scale a CAD-to-3D pipeline that converts, optimizes, governs, and distributes complex 3D data securely across engineering teams.
- [Storytelling And Mobile Apps: A Tale As Old As Time | Unity](https://unity.com/resources/peter-fodor-appagent-storytelling): Peter Fodor discusses the importance of storytelling, building a bridge between brand and narrative, and leveraging user motivation.
- [Streamline 3D design reviews with Unity Asset Manager. Learn how to find and reuse assets, and leverage integrations with the Unity Editor.](https://unity.com/resources/3d-design-review-unity-asset-manager-webinar): Unity Asset Manager 3D Design Review Webinar| Unity
- [Streamlining creativity: Essential Unity tools for artists](https://unity.com/resources/streamlining-creativity-essential-unity-tools-for-artists): Discover tips for how artists can streamline and enhance workflows.
- [Study: The New Way of Working Is Immersive](https://unity.com/resources/study-the-new-way-of-working-is-immersive): Study: The New Way of Working Is Immersive
- [Subito looked to Aura to boost engagement 4x, grow scale, and diversify their user acquisition strategy | Unity](https://unity.com/resources/subito): Aura's placements helped Subito reach users when they were most engaged with their devices and their intent to install was high. Learn how here.
- [Subscription app Simple increases D7 ROAS by 185% with the ironSource ROAS optimizer | Unity](https://unity.com/resources/simple-app): Learn how Simple, a subscription based app designed to help users intermittently fast, almost doubled D7 ROAS using the ironSource ROAS optimizer.
- [Sunday GmbH 通过 LevelPlay 聚合平台产品，将广告收入增加 70%，下载量飙升 400%](https://unity.com/resources/sunday-gmbh-cat-escape): 使用实时数据报表优化瀑布流，营收增长 70%；启用ROAS 智能优化工具，获客规模飙升 400%
- [Superbox Achieves Global Scale and Improves D30 ROAS with the Tapjoy from Unity Offerwall and Per App Bidding](https://unity.com/resources/superbox-offerwall): Superbox looked to scale their portfolio with high-quality users using a reliable and scalable rewarded channel to drive engagement. Learn how they used the Tapjoy from Unity offerwall to achieve 130% of their D30 ROAS.
- [Supported browsers | Unity](https://unity.com/pages/supported-browsers): Unity.com requires an up-to-date web browser to ensure the best user experience.
- [Supporting innovation at The Manufacturing Technology Centre (MTC) | Unity](https://unity.com/resources/mtc): Learn how the MTC applies the latest Unity tech to complex use cases across industries.
- [Survival Games Ltd Increases Unique Purchases 5X With The ironSource Ads IAP ROAS Optimizer | Unity](https://unity.com/resources/survival-games-ironsource): Survival Games Ltd looked to move beyond simply acquiring installs and focus on increasing ROAS. They turned to the ironSource Ads network and the ironSource Ads IAP ROAS optimizer, achieving a 5X increase in unique purchases. Read the full story here.
- [Synthetic data pipeline for manufacturing AI in Unity](https://unity.com/resources/kitech-synthetic-data-pipeline-manufacturing-ai): KITECH and Unity built a synthetic data pipeline for manufacturing AI: a casting plant digital twin from point cloud data, generating labeled human-robot data.
- [Systems-driven design in Caves of Qud](https://unity.com/resources/systems-driven-design-in-caves-of-qud): The Freehold Games team shares the story behind their utterly unique fantasy saga Caves of Qud, a project over 15 years in the making. Get insights into the genesis of their roguelike engine, why they moved the game into Unity, and how the creative team approaches imaginative worldbuilding and systems-driven design to power singular storytelling for players.
- [Taking HMI to the next level with real-time 3D | Unity](https://unity.com/resources/taking-human-machine-interface-to-the-next-level-real-time-3d): Watch this roundtable discussion with HMI experts from Unity and TomTom to find out how real-time 3D is revolutionizing the automotive industry.
- [Thanks for downloading Unity](https://unity.com/download/confirmation-exp-404487-dup): We’re excited to see what you’ll create.
- [The 16th Unity Awards](https://unity.com/awards/2024): The Unity Awards celebrate the outstanding achievements of Unity creators across Games, the Asset Store, Unity Influencers, Social Impact, Industry, and Student Projects in a dedicated moment shared with our global community.
- [The beginner’s guide to building extended reality (XR) experiences | Road to the Metaverse](https://unity.com/resources/a-guide-to-building-ar-vr-mr-experiences): In this collection of workshops from our Road to the Metaverse: Creator Series, AR/VR experts dive into the skills you need to build immersive extended reality (XR) experiences, using Unity’s tools.
- [The Best Way to Build Creatives in 2022 | Unity](https://unity.com/resources/vitaly-gladkov-appquantum-building-creatives): Learn which creative production team structure is the right one for you in this deep dive with Vitaly Gladkov, Head of Creative at AppQuantum.
- [The Chase - Revolutionizing Mobile Graphics with Unity](https://unity.com/demos/chase): Discover how The Chase showcases the limitless potential of the Unity game engine for bringing stunning visual fidelity and performance to handheld devices.
- [The Data of LiveOps with Sensor Tower | Unity](https://unity.com/resources/podcast-sensor-tower): In this LevelUp episode, Chirag Ambwani, SVP Gaming & Entertainment at Sensor Tower, discusses the data of LiveOps. Listen here.
- [The Definitive Guide to Ad Monetization | Unity](https://unity.com/resources/the-definitive-guide-to-ad-monetization): Discover actionable strategies to optimize ad monetization in your mobile games without compromising player experience. Learn about user-initiated ads, A/B testing, and user segmentation to maximize revenue effectively.
- [The definitive guide to creating advanced visual effects in Unity | Unity](https://unity.com/resources/definitive-guide-to-creating-visual-effects): The e-book provides a complete overview of how to use visual effects authoring tools in Unity to create any kind of effect.
- [The definitive guide to lighting in the HDRP | Unity](https://unity.com/resources/lighting-hdrp-guide): Get this new, in-depth guide, created with Unity’s technical artists, to learn how to harness the power of physically based lighting in the High Definition Render Pipeline.
- [The Future of Education is XR with Kai XR | Unity](https://unity.com/resources/the-future-of-education-is-xr-with-kai-xr): As a teacher, Kai Frazier witnessed firsthand how her students consumed information digitally, but unfortunately, her teaching resources were technologically lagging behind.
- [The Growth Loop: 4 Stages to Scaling Your Game Business | Unity](https://unity.com/resources/the-growth-loop): Discover how unifying user acquisition and ad monetization teams through the Growth Loop drives game growth and optimizes revenue strategies.
- [The Heretic](https://unity.com/the-heretic): Unity’s award-winning Demo team presents The Heretic, a cinematic real-time demo showcasing Unity’s capabilities for high-end visuals with SRP, HDRP, and Visual Effect Graph.
- [The hidden productivity costs disrupting your release timelines](https://unity.com/resources/games/hidden-productivity-costs-e-book): Discover how implementing DevOps practices to manage your projects can result in a perfect workflow that saves you time, money, and other resources.
- [The immersive 3D bottleneck: Why demand is growing faster than delivery | Unity](https://unity.com/resources/how-to-address-immersive-3d-bottleneck-with-no-code-tools): Discover how approachable 3D editors and web-based tools are revolutionizing immersive 3D creation, empowering non-technical teams to innovate faster and collaborate better.
- [The Incredible Impact of Enterprise AR and VR](https://unity.com/resources/the-incredible-impact-of-enterprise-ar-and-vr): The Incredible Impact of Enterprise AR and VR
- [The Making of The Butterfly Effect - Powered by Unity](https://unity.com/demos/butterfly-effect): Explore creative techniques Unity used in collaboration with Passion Pictures and Nvidia to make an academy award-winning and real-time rendered short film.
- [The metaverse: The next frontier of change in 2023 and beyond](https://unity.com/resources/the-metaverse-the-next-frontier-of-change-in-2023-and-beyond): Interactive, real-time 3D experiences are the future of B2B and B2C marketing. Get advice on how to start your metaverse marketing journey.
- [The Modern Mobile Consumer Report 2022 | Unity](https://unity.com/resources/modern-mobile-consumer-2022-app-discovery-report): Meet the modern mobile consumer in 2022. Dive into new data on how they discover new apps and which monetization methods they prefer.
- [The New Mobile Market According to John Wright | Unity](https://unity.com/resources/john-wright-podcast): Melissa Zeloof sits down with John Wright, strategic advisor and ex-VP of Mobile Games at Kwalee, to discuss his vision for the mobile gaming market. They explore the biggest trends impacting the industry, the role of AI in development, funding strategies, the evolution of hybrid games, and the potential of alternative app stores.
- [The New TCF 2.2 Requirements and What You Need to Know | Unity](https://unity.com/resources/the-new-tcf-cmps-what-you-need-to-know): In this LevelUp episode, Božo Janković joins us to discuss the new TCF 2.2 requirements, CMPs, and what they mean for you.
- [The Power of Storytelling and Technology in Driving Sustainable Change](https://unity.com/resources/the-power-of-storytelling-and-technology-in-driving-sustainable-change): Join Juliano Calil, a leading expert in immersive experiences, as he shares his insights into the power of storytelling and technology in driving sustainable change. In this talk, he will showcase a range of examples from his work at Virtual Planet, a company that creates innovative experiences that inspire people to take action toward a more sustainable future. Through these examples, you'll learn how immersive experiences can create emotional connections, drive engagement, and promote behavior change in the pursuit of sustainability.
- [The role of a producer in an indie game studio](https://unity.com/resources/the-role-of-a-producer-in-an-indie-game-studio): Attendees will learn about the role of a producer as well as some tools and ideas on how to get organized to take a project from the initial idea to release.
- [The Ultimate Advanced Multiplayer Networking Guide | Unity](https://unity.com/resources/ultimate-guide-advanced-multiplayer-networking): This e-book explores core concepts of Unity multiplayer, different multiplayer systems and networking models, and covers an example using Netcode for GameObjects.
- [The Ultimate Game Developer UA Guide to Boosting Profit | Unity](https://unity.com/resources/ammunition-for-user-acquisition-your-guide-to-boosting-profit): Learn how to boost profit for your game business through your user acquisition campaigns.
- [The Ultimate Mobile App & Game Growth Strategy | Unity](https://unity.com/resources/mobile-game-growth-strategy): Learn from Yevgeny Peres, ironSource’s VP Growth, about the best practices for your app and creative strategies for mobile game user acquisition. Watch the Webinar here:
- [The Ultimate Unity Gamedev Field Guide | Unity](https://unity.com/resources/unity-game-dev-field-guide): Familiarize yourself with Unity's rich feature set and intuitive workflows. This guide is for experienced devs who are either new to Unity or need a refresher.
- [The Unity Awards](https://unity.com/awards): The Unity Awards are a yearly celebration of the outstanding achievements of Unity developers, creators, and innovators across our global community.
- [The Unity Awards | Film, Video Games, and Industry](https://unity.com/awards/2023): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [The Unity Game Designer Playbook](https://unity.com/resources/game-designer-playbook): Download your free copy of The Unity Game Designer Playbook, a new guide to inspire and instruct game designers who want to learn how to prototype, craft, and test gameplay in Unity.
- [The Unity Gaming Report: Diving in with the Team Behind It | Unity](https://unity.com/resources/the-unity-gaming-report-diving-in-with-the-team-behind-it): In this episode, Emory Irpan and Nathan TenBoer, two of the leads behind the Unity Gaming Report, give their highlights and insights from the report.
- [The XR Revolution in Marketing | Unity](https://unity.com/resources/xr-revolution-marketing): Uncover the potential of XR technology propelling marketing teams to accelerate business growth through immersive experiences.
- [Three ways companies are shifting strategies with 3D marketing post-pandemic](https://unity.com/resources/three-ways-companies-shifting-strategies-with-3d-marketing-post-pandemic): Three ways companies are shifting strategies with 3D marketing post-pandemic
- [Tier IV’s AWSIM: Open-source autonomous driving simulator in Unity](https://unity.com/resources/tier-iv-awsim-open-source-autonomous-driving-simulator): Discover how Tier IV built AWSIM, an open-source autonomous driving simulator in Unity that helps teams test and validate Autoware with realistic, scalable virtual testing.
- [Tilbury Douglas Connect: The game-changing platform towards digital twin delivery | Unity](https://unity.com/resources/td-connect-the-game-changing-platform-towards-digital-twin-delivery-alan-moylan): Discover how UK-based construction company Tilbury Douglas is taking the first step towards digital twin delivery with their new tool for creation of concept designs, Connect.
- [Time Ghost](https://unity.com/demos/time-ghost): Discover Time Ghost, a real-time 3D cinematic showcased at Unite 2024 in Barcelona. This demo features Unity 6's advancements in visual quality, support for complex real-time projects, and machine learning-enabled workflows.
- [Tips for 3D Character Lighting From A Professional CG Artist | Unity](https://unity.com/resources/tips-for-3d-character-lighting-in-unity): Learn how Lapsus Games adapted film lighting techniques for real-time game development in HDRP for NODE: The Last Favor of the Antarii. Discover their approach to character lighting and readability in dark, atmospheric settings.
- [Tips for a successful PC launch from PikPok](https://unity.com/resources/tips-for-a-successful-pc-launch-from-pikpok): PikPok’s Chief Publishing Officer Karah Sutton shares how the team builds momentum for the release of ‘Into the Dead: Our Darkest Days.’ Tap into hard-won advice on how to get more value out of events and define KPIs to reach your goals, plus great tips on pitching your game to publishers, the differences between mobile and PC launch strategies, and helping your game stand out to players.
- [Tips for building animator controllers in Unity](https://unity.com/how-to/build-animator-controllers): Learn how to build animator controllers for characters and control animations with scripts.
- [Tips for creating mobile web games | Unity](https://unity.com/resources/tips-for-building-mobile-web-games): Learn best practices for building mobile web games.
- [Tips for creating premium graphics on Apple Vision Pro | Unity](https://unity.com/resources/creating-premium-graphics-for-apple-vision-pro): Learn best practices on designing for Apple Vision Pro with studio experts and Unity.
- [Tips for Launching a Multiplatform Game Webinar | Unity](https://unity.com/resources/tips-for-launching-a-multiplatform-game): Learn best practices on planning a multiplatform release with experts from Triangle Factory and Unity.
- [Tips for planning a multiplatform release](https://unity.com/resources/ready-set-ship-planning-a-release): Get best practices on planning a multiplatform release from Navegante, Double Stallion Games, and Unity experts.
- [Tips for prototyping a web game roundtable | Unity](https://unity.com/resources/tips-for-prototyping-a-web-game): Join our webinar with Instinct and DAPALAB experts to kickstart your web game development: optimization, prototyping, and more tips to succeed
- [Tips for prototyping with AI | Unity](https://unity.com/resources/tips-for-prototyping-with-ai): Learn best practices for prototyping with AI tools from studio experts and Unity.
- [Tips For Starting a Multiplatform Game Webinar | Unity](https://unity.com/resources/ready-set-ship-multiplatform-roundtable): Tips For Starting a Multiplatform Game Webinar | Unity
- [Tips to Increase Productivity in Unity 6 | Unity](https://unity.com/resources/tips-improve-productivity-workflow-unity-6): This guide provides numerous tips on how to work faster with Unity’s toolsets, regardless if you’re an artist or a programmer. It covers new features in Unity 6 along with time-saving steps and workflows that have been a part of Unity for years.
- [TomTom: Transforming Automotive HMI with Unity](https://unity.com/resources/tomtom-hmi-testimonial): Discover how TomTom harnesses Unity to push the boundaries of automotive HMI. Gain insights from their VP of Engineering in our exclusive video.
- [Top 3 Applications of XR Across Industries | Unity](https://unity.com/resources/xr-applications-for-industry): Explore the top 3 extended reality (XR) applications across industries: immersive training, 3D collaboration, and customer experiences.
- [Top 3 ways 3D visualization is great for teams and decision-making | Unity](https://unity.com/resources/three-ways-3d-visualization-connects-data-and-stakeholders): Discover the top 3 ways 3D visualization impacts diverse sectors playing a pivotal role in connecting stakeholders and complex data for improved collaboration and decision-making.
- [Top 5 Automotive Processes Improved by AR & VR | Unity](https://unity.com/resources/automotive-processes-improved-by-ar-vr): Explore how AR and VR are transforming 5 key aspects of the automotive product life cycle.
- [Top 5 reasons to invest in a third-party gamedev platform](https://unity.com/resources/top-5-reasons-for-third-party-gamedev-platform): To keep up with increasing competition, ensure faster time to market, and meet growing customer expectations for quality experiences, real-money game developers need to ensure they have the right development technology and tools.
- [Top tips for improving your workflows and productivity with Unity 2020 LTS | Unity](https://unity.com/resources/improve-workflow-unity-2020-lts): Uncover the best optimization tips for game development from Unity expert engineers.
- [Tour the Test Track Sample Template from Unity and Volvo Cars | Unity](https://unity.com/resources/tour-the-test-track-sample-template-from-unity-and-volvo-cars): Featuring an artistic and technical interpretation of one of Volvo Cars’ test tracks in Sweden, the template was built using 29 packages and is rendered using the High Definition Render Pipeline.
- [Toyota & Lexus Next-Gen HMI Development | Unity](https://unity.com/resources/toyota-lexus-next-gen-hmi-development): Explore Toyota and Lexus' next-gen in-vehicle HMI development using Unity. Learn about automotive industry trends, HMI software projects, and Unity’s impact.
- [Tracking bad ads with UX patterns | Unity](https://unity.com/resources/tracking-bad-ads-with-ux-patterns): Learn how to track bad ads with UX patterns from our live workshop with Unity's Keren Karol and Justin Norman.
- [Training & Deploying AI for Industrial Robotics | Unity](https://unity.com/resources/training-deploying-ai-for-industrial-robotics): Skip time-consuming data collection by training your AI for robotics in Unity. Learn about domain randomization how this is shaping the future of robotics.
- [Transform Medical Training with CCH & Unity - VR Surgery Excellence](https://unity.com/resources/cch-vr-surgeryplanning-testimonial): Explore Cincinnati Children's Hospital’s transformation in surgery training. Discover their reasons for choosing Unity’s VR for an interactive healthcare education.
- [Transformative Power of Real-Time 3D for Industries | Unity](https://unity.com/resources/transformative-power-real-time-3d-industries): Discover how real-time 3D technology can help businesses in various industries accelerate growth through immersive experiences.
- [Trends report 2022: Immersive technology in industry](https://unity.com/resources/trends-report-2022-how-emerging-technologies-are-shaping-the-future-of-industry): Trends report 2022: Immersive technology in industry
- [Turi Cacciatore on Design and Digital Twins | Unity](https://unity.com/resources/design-and-digital-twins-turi-cacciatore): This session focuses on designer and developer Turi Cacciatore's past experiences and future vision regarding digital twins in design, spanning the luxury goods, aviation and automotive sectors.
- [TutoTOONS Decreases The Number Of User Complaints By 60% With Ad Quality By ironSource | Unity](https://unity.com/resources/tutotoons): Learn how TutoTOONS decreased the number of user complaints by 60% with Ad Quality by ironSource.
- [Uken Games - Unity Ads for LTV and revenue | Unity Case Study](https://unity.com/resources/uken): Learn how Unity Ads' easy integration, stability, and transparency helped Uken improve monetization, add UX value, and reduce the crash rate of their games.
- [Ultimate Guide to Profiling Unity 6 Games | Unity](https://unity.com/resources/ultimate-guide-to-profiling-unity-games-unity-6): Learn about the toolset in Unity 6 for profiling your game’s performance across platforms and devices, so you can create smooth experiences for your players.
- [Ultimate guide to profiling Unity games | Unity](https://unity.com/resources/ultimate-guide-to-profiling-unity-games): This 70+ page guide brings together advanced knowledge from external and in-house Unity experts on how to profile an application in Unity, manage its memory, and optimize its power consumption from start to finish.
- [Understanding Unity’s Mitigation Tool](https://unity.com/security/mitigation): Learn more about Unity's mitigation tool - How it works, step-by-step installation, and download.
- [Understanding your game’s memory usage with Unity 6 Memory Profiler | Unity](https://unity.com/resources/unity-6-memory-profiler-webinar): Join Unity’s Profiling team for a learning session on the newest features and recommended profiling workflows in Unity 6, including a deep dive into Unity’s memory management system (Memory Profiler).
- [Unico Increases Engagement And Retention With The Unity Game Design & Revenue Consultancy | Unity](https://unity.com/resources/unico-unity-consultancy): Unico Studio turned to the Unity Game Design & Revenue Consultancy to help them drive performance for their mobile game. The consultancy team offered recommendations that increased retention and user engagement.
- [Unico reaches #1 in US with ironSource's full product suite | Unity](https://unity.com/resources/unico-brain-test-tricky-puzzles): Learn how the developers of the hit puzzle mobile game, Brain Test, took their game to the top charts in the US with ironSource's product suite
- [Unite 2024: Conference for Game Devs & Creators | Unity](https://unity.com/events/unite-2024): Join us for Unite 2024 in Barcelona, September 18–20. Our annual Unite conference enables game developers to connect and learn about our latest tools, tips, and services to build, run, and grow their games.
- [Unite 2025 Conference: Frequently Asked Questions | Unity](https://unity.com/events/unite/faq): Here are the answers to your top questions about attending Unite 2025.
- [Unite 2025: Conference for Game Devs & Creators | Unity](https://unity.com/events/unite): Join us for Unite 2025 in Barcelona, November 19–20 to connect and learn about Unity's latest tools, tips, and services to build, run, and grow your games.
- [Unity & Air France-KLM’s VR program | Unity](https://unity.com/resources/air-france-klm-webinar): See how Air France-KLM uses Unity to create immersive VR experiences for training, operations, employee wellbeing, and more in this on-demand webinar
- [Unity & Trigger XR's Tequila Don Julio Experience | Unity](https://unity.com/resources/tequila-don-julio): See how Trigger XR used Unity to create Diageo’s Tequila Don Julio Apple Vision Pro experience. Explore the innovative project now!
- [Unity 2019.3: Updates & improvements to Unity Editor workflows | New UI for Unity](https://unity.com/releases/2019-3/editor-tools): The Unity Editor UI in the 2019.3 release features new icons, fonts, and visual feedback systems. A new Quick Search function helps you find anything in Unity, and UI Builder is now in a Preview package.
- [Unity 2020 LTS | Optimized coding workflows | Unity](https://unity.com/releases/programmer-features/2020-lts-tier2-features): Coding workflows for an optimized, performant game with Unity 2020 LTS
- [Unity 2020.1 - Updates & improvements to Unity Editor workflows | Unity](https://unity.com/releases/2020-1/editor-team-workflows): Download this latest version of Unity. See what’s new for developers in Unity 2020.1, including updates to project templates, Editing Prefabs in context, Importer improvements, Unity Accelerator, Addressables improvements, and more.
- [Unity 2020.1 - Updates and improvements to Input System, AR Foundation, Device Simulator & more | Unity](https://unity.com/releases/2020-1/platforms): Download the latest version of Unity. Learn what’s new in Unity 2020.1 for XR plugin framework, AR Foundation, device simulator, editor HDR display, WebGL loader, Uniform HDR API, and more .
- [Unity 2020.1 is now available. Download the latest Unity release and see what's new](https://unity.com/releases/2020-1): Download Unity 2020.1. This latest release includes a new workflow and performance improvements, updates Input System and Cinemachine, and more.
- [Unity 2021.1 Tech Stream | Create stunning visuals | Unity | Unity for artists and designers](https://unity.com/releases/artist-features/2021-1-tech-tier2-features): Optimized workflows to easily create cinematic content, gameplay sequences and stunning visuals without an engineer using Unity 2021.1 Tech Stream
- [Unity 2021.1 Tech Stream | Optimized coding workflows | Unity](https://unity.com/releases/programmer-features/2021-1-tech-tier2-features): Coding workflows for building an optimized, performant game with Unity 2021.1 Tech Stream
- [Unity 2021.2 Tech Stream for artists and designers](https://unity.com/releases/artist-features/2021-2-tech-tier2-features): Optimize your workflows to create cinematic content, gameplay sequences, and stunning visuals with the latest version of Unity's 2021.2 Tech Stream
- [Unity 2022 Long Term Support for Programmers | Unity](https://unity.com/releases/lts/programmers): Prioritize your game’s quality and performance with the latest Unity LTS release to drastically improve productivity with new features and production-ready tools.
- [Unity 2022 LTS for Artists | Unity](https://unity.com/releases/lts/artists): Discover the latest artist tools and workflows dedicated to help you craft stunning game visuals faster.
- [Unity 2022.1 Tech Stream | Unity](https://unity.com/releases/2022-1): Speed up your workflow process and discover the latest features and enhanced platform optimizations in the latest release, Unity 2022.1 Tech Stream.
- [Unity 2022.2 Tech Stream | Unity](https://unity.com/releases/2022-2): Discover the latest features and enhanced platform optimizations in the latest release, Unity 2022.2 Tech Stream.
- [Unity 2D Tech Art Video tutorial playlist | Unity](https://unity.com/resources/2d-technical-art-video-tutorials): With this video tutorial playlist, you can learn how to create advanced shader effects, secondary textures and 2D VFX, and more.
- [Unity 6 for Game Development](https://unity.com/campaign/unity-6-for-games): Reach more players with fewer sacrifices using Unity 6’s enhanced rendering performance, optimized mobile browser builds, and faster multiplayer iteration. Try it today and build for all devices with Unity Pro.
- [Unity 6 Hands-On, Graphics Tech Training Sessions | Unity](https://unity.com/campaign/unity-6-graphics-training-sessions): Join Unity experts for free, hands-on sessions covering new graphics tech in Unity 6 including Adaptive Probe Volumes, the GPU Resident Drawer, the CullingGroup API, and more.
- [Unity 6 Input System Video Tutorials | Unity](https://unity.com/resources/input-system-video-tutorial-series): Input System Tutorials covering Actions editor, scripting, mobile controls, UI Toolkit, rebinding, Player Input Component, and Input Manager for Unity 6.
- [Unity 6 Releases & Support: LTS & Updates Releases | Unity](https://unity.com/releases/unity-6/support): Find out more about Unity 6 releases and support, and learn how to choose the version that’s most suitable for your needs.
- [Unity 6 Resources Hub: Docs, Samples, and Tutorials | Unity](https://unity.com/campaign/unity-6-resources): All the Unity 6 technical resources you need, including practice guides, documentation, samples, and tutorials, in one place. Get started now.
- [Unity 6: Download the Latest Release of Unity 6 | Unity](https://unity.com/releases/unity-6): Get faster rendering, powerful lighting options, end-to-end multiplayer workflows, dynamic AI capabilities, and increased support for mobile web runtimes.
- [Unity 6: The Definitive Guide to Advanced Visual Effects | Unity](https://unity.com/resources/creating-advanced-vfx-unity6): This guide provides specific instructions on how to use the VFX Graph and its related tools to build real-time visual effects in Unity 6.
- [Unity 7: The Next Generation of Unity Is Coming](https://unity.com/releases/unity-7): Unity 7 is the next major version of the Unity Editor and runtime, built on foundations shipped across Unity 6.x for faster iteration and connectivity.
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- [Unity AI Navigation 2.0 Video Tutorial Playlist | Unity](https://unity.com/resources/ai-navigation-video-tutorial-series): This three-part video series covers an overview of AI Navigation in Unity.
- [Unity and visionOS: Spatial Computing for Industry | Unity](https://unity.com/resources/unity-spatial-computing): Discover how visionOS, Apple Vision Pro, and spatial computing can be applied to industrial use cases in this presentation from Unity’s Director of Software Engineering.
- [Unity as a Library. For native mobile apps written in Objective C & Java | AR for Android & iOS | Unity](https://unity.com/features/unity-as-a-library): Unity as a Library lets you insert features powered by Unity, such as augmented reality (AR), 3D/2D real-time rendering, 2D mini-games, and more, directly into your native mobile apps.
- [Unity Asset Manager collaboration and review ❘ Unity](https://unity.com/resources/managing-3d-asset-reviews-and-collaboration-in-asset-manager): Collaborate and review 3D assets in Unity Asset Manager: manage access, inspect in the 3D viewer, annotate, compare versions, and publish approved assets.
- [Unity at GDC](https://unity.com/events/gdc): Discover what's new at Unity’s Daily Talks, celebrate indies & connect at our community events.
- [Unity Awards 2008](https://unity.com/awards/2008): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [Unity Awards 2009](https://unity.com/awards/2009): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [Unity Awards 2010](https://unity.com/awards/2010): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [Unity Awards 2011](https://unity.com/awards/2011): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [Unity Awards 2012](https://unity.com/awards/2012): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [Unity Awards 2013](https://unity.com/awards/2014): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [Unity Awards 2013](https://unity.com/awards/2013): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [Unity Awards 2015](https://unity.com/awards/2015): Winners have been announced for the 2015 Unity Awards! Congratulations to the winners and all of the nominees and a heartfelt thank you to everyone in the Unity Community who continue to amaze, inspire, teach and entertain us year over year!
- [Unity Awards 2016](https://unity.com/awards/2016): Winners have been announced for the 2016 Unity Awards! Congratulations to the winners and all of the nominees and a heartfelt thank you to everyone in the Unity Community who continue to amaze, inspire, teach and entertain us year over year!
- [Unity Awards 2017](https://unity.com/awards/2017): Winners have been announced for the 2017 Unity Awards! Congratulations to the winners and all of the nominees and a heartfelt thank you to everyone in the Unity Community who continue to amaze, inspire, teach and entertain us year over year!
- [Unity Awards 2018](https://unity.com/awards/2018): The Unity Awards have ended, and the votes are in, see your winners below! Thank you to everyone who voted and helped us celebrate the creative and technical excellence across games, experiences, films, assets and more.
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- [Unity Awards 2020](https://unity.com/awards/2020): Your votes are in! See the Unity Awards winners below. Thank you to everyone who joined us to celebrate creative and technical excellence across games, experiences, films, assets and more.
- [Unity Awards 2021](https://unity.com/awards/2021): The Unity Awards celebrate creative and technical excellence from Unity creators across video games, film, industry, and more.
- [Unity Certified Instructor | Unity](https://unity.com/learn/certified-instructor): Certify your real-time 3D experience and gain global recognition by joining a vast and diverse network of professional trainers.
- [Unity Cloud Onboarding Guide | Unity](https://unity.com/onboardingsuccess/unity-cloud-platform): Dive into resources to get the most out of Unity Cloud. Unity Cloud centralizes content and streamlines workflows with vital connections between Unity Asset Manager, Unity Version Control, and the Unity Editor, helping your team create better games faster.
- [Unity Collaboration Tools for Teams | Version Control & Builds](https://unity.com/features/collaboration): Learn how Unity’s collaboration tools help teams work together with built-in version control, automated builds, and DevOps workflows that scale from indie to enterprise.
- [Unity Core Standards | Unity](https://unity.com/core-standards): Our Unity Core Standards ensure we maintain an open and healthy ecosystem, while providing reliable compatibility and security.
- [Unity Customer Service: Technical Support & Training | Unity](https://unity.com/support-services): Whether you have an account issue or want personalized consulting, get the level of support you need. Contact us to learn more.
- [Unity Demos, Sample Games and Projects | Unity](https://unity.com/demos): Learn about the Unity demos, sample games, and projects that showcase our advancements in high-end visuals, real-time rendering, and more.
- [Unity Digital Developer Day: M&E + Games | Unity](https://unity.com/resources/digital-developer-day-july-2021): Connect Middle East and Africa game developers with industry professionals to share information and provide insights into the resources available to Unity developers.
- [Unity Digital Twin Solutions](https://unity.com/resources/unity-digital-twin-solutions-video): Discover the world of Digital Twin solutions, powered by Unity.
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- [Unity Engine Graphics | URP, HDRP, Shader & VFX Graph](https://unity.com/features/graphics): Build beautiful, scalable visuals with Unity’s graphics engine. Use URP and HDRP with Shader Graph and VFX Graph for real-time rendering.
- [Unity enterprise 3D data infrastructure guide](https://unity.com/resources/enterprise-guide-to-automating-and-governing-3d-data-infrastructure): Learn how Unity Asset Manager, Asset Transformer, and Pipeline Automation work together to automate, centralize, and govern 3D data at enterprise scale.
- [Unity Events, Meetups, & Conferences | Unity](https://unity.com/events-hub): The Unity community gathers around from the world to share its experiences, current projects, and recent wins. Sign up for an upcoming Unity event!
- [Unity for Humanity | Changemakers](https://unity.com/humanity/showcase): Find out how Unity's creators from around the world are making a difference with real-time 3D in areas like education, inclusivity, environment & healthcare.
- [Unity for Humanity: Grant Application & Program FAQs | Unity](https://unity.com/humanity): The Unity for Humanity program uplifts, supports, and connects changemakers using real-time 3D to build a brighter future.
- [Unity for Technical Artists: key toolsets and workflows](https://unity.com/resources/tech-artists-key-toolsets): Read our new guide that provides an overview of the toolsets and systems in Unity that Technical Artists can use to help their teams meet the visual requirements of their games
- [Unity for technical artists: Key toolsets and workflows (2021 LTS) | Unity](https://unity.com/resources/unity-for-technical-artists-key-toolsets-and-workflows): This e-book provides an overview of the toolsets and systems in Unity that technical artists can use to help their teams meet the visual requirements of their games.
- [Unity Game Programming Patterns Video Tutorials | Unity](https://unity.com/resources/game-programming-patterns-video-series): This video series explains well-known design patterns and shares practical examples for using them in your Unity project.
- [Unity Grow: Mobile App Marketing & Growth Solutions | Unity](https://unity.com/grow): Discover Unity’s complete suite of solutions to monetize your app, publish your game, acquire high-quality users, and grow your business for the long term.
- [Unity Hub Release Notes - Unity](https://unity.com/unity-hub/release-notes): Find out what’s new in the latest release of the Unity Hub. Download the Unity Hub to install Unity Editor versions and manage your projects.
- [Unity IAP 5 Migration Guide: How to Upgrade from IAP 4](https://unity.com/resources/unity-iap-5-migration-guide): Upgrading from Unity IAP 4 to Unity IAP 5? This migration guide covers the new event-driven StoreController, async initialization, and receipt validation.
- [Unity IAP Early Access | Unity](https://unity.com/campaign/iap-early-access): Sign up to register your interest for early access to Unity's expanded IAP offering, expected to be available more broadly later this year.
- [Unity IAP Payment Providers: Stripe & Coda Integration](https://unity.com/resources/unity-iap-payment-providers): Learn how to integrate Stripe and Coda Payments as direct-to-consumer payment providers in Unity IAP 5. Reduce platform fees with web checkouts.
- [Unity Independent Software Vendor (ISV) Partner Program | Unity](https://unity.com/partners/isv): Empower your organization to build and innovate the businesses of the future. Amplify the power of creators to disrupt and innovate with real-time 3D.
- [Unity Industrial Collection: Improve Workflows and Productivity with Unity and Pixyz | Unity](https://unity.com/resources/unity-industrial-collection-workflows-and-productivity): Learn how Unity Pro and Pixyz Plugin can eliminate repetitive and error prone workflows, accelerate industrial data preparation and simplify content creation for AR/VR, including HoloLens 2.
- [Unity Industry Case Studies & Testimonials | Unity](https://unity.com/campaign/unity-industry-testimonials): Discover the benefits of Unity Industry through testimonials from leaders across different industries.
- [Unity Industry Onboarding Guide | Unity](https://unity.com/onboardingsuccess/unity-industry-onboarding-guide): Save time with 3D data ingestion and optimization workflows. Unlock the power of your CAD and 3D data to create, scale, and validate your vision.
- [Unity Industry Product Walkthrough: Demos & Tutorials | Unity](https://unity.com/campaign/unity-industry-product-walkthrough-demos): Get familiar with the main stages of creating with Unity Industry – convert, access, render, and deploy – plus AI-assisted workflows and the collaboration that happens throughout.
- [Unity Industry: Creator Series | Collaborative workflows: Manage projects, assets, and people | Unity](https://unity.com/resources/unity-industry-creator-series-episode-2): Watch the second episode Unity Industry: Creator Series covering Collaborative workflows: Manage projects, assets, and people.
- [Unity Industry: Creator Series | Data ingestion: Manage CAD, BIM, and Point Cloud data](https://unity.com/resources/unity-industry-creator-series-episode-1): Accelerate project development with quarterly virtual sessions hosted by Unity Industry experts. From real-time demos to troubleshooting tips, learn and hone the skills you need.
- [Unity Industry: Creator Series | Virtual Sessions & Expert Guidance](https://unity.com/campaign/unity-industry-creator-series): Accelerate project development with four virtual sessions hosted by Unity Industry experts. From real-time demos to troubleshooting tips, learn and hone the skills you need.
- [Unity Industry: Creator Series, Episode 3 | Create Experiences: Create interactive, realistic, immersive real-time](https://unity.com/resources/unity-industry-creator-series-episode-3): Watch this in-depth webinar focused on creating stunning, immersive visuals with Unity. Our Unity presenters will guide you through demonstrations and share the best tools and techniques to elevate your projects.
- [Unity Industry: Product Vision and Roadmap | Unity](https://unity.com/resources/ies-2024-industry-roadmap): Explore Unity Industry's product vision & roadmap. Discover how Unity empowers industries to convert 3D data into interactive experiences across platforms.
- [Unity January 2023 Security Update Details](https://unity.com/security/jan-2023-01): Find out everything you need to know about Unity’s January 2023 security update.
- [Unity Labs | Unity](https://unity.com/labs): Unity Labs utilizes the latest technology (AR, VR, & MR), advanced research, and world-renowned partners to revolutionize the future of game development.
- [Unity LevelPlay 聚合平台与 Tapjoy 积分墙分别帮助 OK Cashbag & Syrup 将收入提升 63% 和 225%](https://unity.com/resources/ok-cashbag): 了解 Unity LevelPlay 聚合平台和 Tapjoy 积分墙如何分别帮助 OK Cashbag 将收入提升 63% 和 225%
- [Unity Licensing and Unity Editor Software Terms for Subscribers](https://unity.com/pages/license-compliance): Make sure you’re using the right Unity license option for your needs, revenue, and usage by checking our Unity Editor Software Terms.
- [Unity May 2020 Security Update Details](https://unity.com/security/unity-sec-2143): Find out everything you need to know about Unity’s May 2020 security update.
- [Unity Office Locations Around the Globe | Unity Addresses](https://unity.com/addresses): Discover the locations of all Unity offices around the world!
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- [Unity Originals | Unity](https://unity.com/demos/unity-originals): Unity Originals are in-house productions created by Unity’s Demo Team to push our engine to its limits. These projects highlight major milestones in Unity’s evolution.
- [Unity packages in development beta page](https://unity.com/pages/experimental-and-pre-release-packages): Learn about the Unity Experimental and Pre-release packages lifecycle, plus where to find them, how to download them, and where you can share your feedback.
- [Unity Partner Awards](https://unity.com/partners/awards): Meet the Unity Partner Awards 2025 winners. Recognizing outstanding partners driving innovation with real-time 3D and Unity Industry.
- [Unity Partner Directory](https://unity.com/partners/directory): Find a Unity Partner near you
- [Unity Partner Programs | Unity](https://unity.com/partners): Explore our Unity Partner Programs to enhance your Unity projects. Connect with our Unity-approved expertise for top-tier support and co-development services. Jump in and find a partner to get started.
- [Unity Pipeline and Unity CLI — Technical Walkthrough](https://unity.com/resources/unity-pipeline-cli-technical-walkthrough): Learn how Unity Pipeline and the Unity CLI connect to the Editor, expose commands over HTTP, run tests, support agents, and automate custom workflows.
- [Unity Platform Partners – Powering our cross-platform development reach | Unity](https://unity.com/partners/platform): Unity is no longer just a game engine. We’ve evolved into a holistic development platform that reaches a wide range of industries through strategic partnerships with other industry leaders.
- [Unity Playbooks: Connect, create, deploy your 3D data](https://unity.com/resources/unity-playbooks-connect-create-deploy): Learn how to turn scattered 3D asset data into a shared, reusable library. Unity Playbooks: Connect, Create, Deploy guides industrial teams to connect, create, and deploy interactive 3D.
- [Unity Pro Onboarding Guide | Unity](https://unity.com/onboardingsuccess/unity-pro): This is a web page designed to consolidate all information and resources needed for new Pro users to successfully get started, from installation/activation instructions for Unity Hub and Editor, Pro-specific benefits (i.e. Unity Mars, ODT, Partner Advisor Team, etc.), and educational resources.
- [Unity Product Roadmaps | Unity](https://unity.com/roadmap): Explore the timeline for the future of Unity’s products and submit your feedback directly to the teams developing them.
- [Unity production pipeline: cloud platform for game teams | Unity](https://unity.com/features/unity-production-pipeline): Artists, producers, QA, and agents can reach the same Unity production you do from the web, the command line, and the tools they already use. No extra Editor seats required. Join the closed beta.
- [Unity Professional Training | Live and On-Demand Courses](https://unity.com/learn/professionals): Enhance your productivity and workflows with Unity Professional Training. Our courses are offered live and on-demand, led by certified instructors for professionals in any industry.
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- [Unity Publications](https://unity.com/publications): The team in Grenoble does research only and their output is papers. We will use this page to share said papers.
- [Unity QA: Building quality with passion](https://unity.com/releases/editor/qa): Unity QA provides building tools, frameworks and test suites for both end-users and corporate partners.
- [Unity real-time ray tracing for high fidelity reflections & global lighting | Graphics & Rendering | Unity](https://unity.com/ray-tracing): Unity’s ray tracing capabilities enable rendering of global illumination in real-time for photorealistic graphics with maximum visual fidelity.
- [Unity Security Vulnerability: Developer Remediation Guide](https://unity.com/security/sept-2025-01/remediation): A security vulnerability was identified that affects games and applications built on Unity versions 2017.1 and later for Android, Windows, and macOS operating systems. Download the patching tool here and read on for further instructions.
- [Unity Service Partner (SP) Program | Unity](https://unity.com/partners/service-partner): Empower your organization to deliver services to enterprise clients deploying Unity solutions.
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- [Unity Solutions for 2D | Unity](https://unity.com/features/2d): Unity 2D game development software will help every step of the way as you create a 2D game for consoles, PC, or the App Store.
- [Unity Studio Importer: move projects to the Unity Editor](https://unity.com/resources/industrial-teams-migrating-web-projects-with-unity-studio-importer): Learn how to use the Unity Studio Importer to move web-built 3D projects into the Unity Editor while preserving hierarchy, assets, UI, and logic.
- [Unity Studio vs. Unity Engine: What's the Difference?](https://unity.com/resources/unity-studio-vs-unity-engine): Unity Studio is a no-code, browser-based 3D editor for non-technical teams. Unity Engine is a full development platform for developers. Here's how they compare.
- [Unity Technologies FAQs](https://unity.com/faq): Access a compiled list of Unity's most frequently asked questions and find the answer you're looking for.
- [Unity U.K. binary gender pay gap report](https://unity.com/pages/unity-uk-binary-gender-pay-gap-report): Unity is committed to building a fair and equitable workplace, which includes compensating our employees fairly.
- [Unity UI performance optimization tips](https://unity.com/how-to/unity-ui-optimization-tips): Facilitate the creation of optimized Unity UI Elements for your game.
- [Unity Use Cases: Solutions for Gaming & Industry | Unity](https://unity.com/use-cases): From gaming to industry, Unity has all the tools you need to successfully bring all of your real-time 3D projects to life.
- [Unity Version Control (Previously Plastic SCM) - Fast VCS | Unity](https://unity.com/features/version-control): Improve your game development pipeline by enabling seamless collaboration with Unity’s fast and easy-to-use VCS (previously Plastic SCM Cloud Edition).
- [Unity Version Control Support [Legacy]](https://unity.com/features/version-control/legacy-support): Unity Version Control Legacy Support terms.
- [Unity Webshop Guide: How to Configure Your Storefront](https://unity.com/resources/configure-web-shop): A Unity Webshop lets developers route in-app purchases through a browser-based storefront. This guide covers setup, catalogs, and payment providers.
- [Unity x Mercedes-AMG Formula One Academy Team](https://unity.com/campaign/unity-mercedes-amg-partnership-f1-academy): Unity empowers innovation in sport and industry. Proud sponsor of Mercedes-AMG F1 Academy 2026 — and the 3D simulation platform redefining robotics, HMI, and industrial design.
- [Unity: Develop, Deploy, and Grow | The World's Leading Game Engine](https://unity.com): Develop, deploy, and grow with Unity, the world’s leading 3D game engine. Build for all major platforms from mobile, to PC and console as well as XR, acquire players, monetize your game, and power industrial applications.
- [Unity's AI Game Development Tools & RT3D Software](https://unity.com/features/ai): Streamline game development with Unity's AI tools—an in-editor assistant that automates tasks, generates assets, and simplifies workflows so you can focus on creating.
- [Unity’s AI tools for Industry teams: A practical guide](https://unity.com/resources/unity-ai-tools-industry): Learn how AI tools, Unity Studio, and Unity Asset Manager support Industry teams with coding, asset management, and accessible 3D authoring.
- [Unity’s August 2017 Security Update](https://unity.com/security/unity-sec-884): Find out everything you need to know about Unity’s August 2017 security update
- [Unity’s March 2019 Security Update](https://unity.com/security/unity-sec-1291): Find out everything you need to know about Unity’s March 2019 security update
- [Unity’s mobile insights 2022: Growth and monetization report | Unity](https://unity.com/resources/key-findings-from-unitys-mobile-insights-2022): Discover the key findings from Unity’s mobile insights 2022 growth and monetization report.
- [Unity's Protection Policies For Its Creators | Unity Security](https://unity.com/security): Find out more about Unity’s security updates and patches, and what we do to protect our customer’s assets.
- [Unity’s World-Renowned Conference for Creators | Unite](https://unity.com/pages/unite-2023): Our annual Unite events enable creators from around the globe to connect and learn about the latest tools, tips, and services to build, run, and grow their games.
- [Unleashing Timeline and Cinemachine for Animation and Cinematics Creators | Unity](https://unity.com/resources/unleashing-timeline-and-cinemachine-for-animation): This video will provide the core fundamentals of how real-time technology is revolutionizing the filmmaking process.
- [Unlock a world of new possibilities through digital twins | Unity](https://unity.com/resources/world-of-new-possibilities-through-digital-twins): See firsthand how digital twins are leading digital transformation with renowned organizations such as Tyndall Air Force Base and Bell Textron.
- [Unlock CAD & Mesh Data with Pixyz](https://unity.com/resources/unlock-cad-mesh-data-pixyz): Pixyz can help you reuse, optimize or speed up data preparation of your 3D files for visualization in Unity.
- [Unlock CAD and mesh data with Pixyz Studio | Unity](https://unity.com/resources/unlock-cad-mesh-data-with-pixyz): Unlocking CAD/3D data makes it possible to create digital twins, AR/VR applications and other interactive, real-time 3D content.
- [Unlocking behavior trees in Unity | Unity](https://unity.com/resources/webinar-unlocking-behavior-trees-in-unity): Learn how to create interactions for NPCs with our new Unity Behavior tool
- [Unlocking mental health journeys in XR with Anomie: A quest of self-discovery and meaning](https://unity.com/resources/unlocking-mental-health-journeys-in-xr-with-anomie-a-quest-of-self-discovery-and-meaning): How a personal journey of VR, long-covid, filmmaking, gaming and theatre created the perfect tool for therapists and coaches in the middle of a pandemic.
- [Upgrade to Unity Industry: Drive Business ROI | Unity](https://unity.com/campaign/unity-pro-to-industry-upgrade): Upgrade from Unity Pro to Unity Industry and get enterprise-level product features and dedicated support tailored to industrial applications.
- [Upgrading HR Wallingford's Ship Navigation Simulation Training | Unity](https://unity.com/resources/hr-wallingford): Discover how HR Wallingford, the world leader in simulating vessel navigation, upgraded their simulation training using Unity.
- [UPRISE Doubles Revenue and Increases ARPDAU by 2.6x with Unity LevelPlay](https://unity.com/resources/uprise-levelplay): Learn how UPRISE partnered with Unity LevelPlay mediation to significantly optimize their monetization, while also ensuring a positive user experience with Ad Quality.
- [URP 3D Sample](https://unity.com/demos/urp-3d-sample): Discover how to create, customize, and scale beautiful graphics with flexibility and performance.
- [URP 3D Sample deep dive | Unity](https://unity.com/resources/urp-3d-sample-deep-dive-webinar): Discover how to build beautiful multiplatform games using the Universal Render Pipeline (URP). Learn how to leverage custom post-processing, custom lighting, and shaders, plus many of the latest URP features.
- [URP 3D sample deep dive webinar: Configuring for VR | Unity](https://unity.com/resources/urp-3d-sample-configure-vr-project): Learn how to configure and optimize a Unity project built with the Universal Render Pipeline (URP) for VR platforms like Meta Quest.
- [URP 3D sample deep dive webinar: Lighting techniques | Unity](https://unity.com/resources/urp-3d-sample-deep-dive-lighting-techniques): Learn how to use the latest lighting features in the Universal Render Pipeline (URP), and get a preview of new solutions coming in Unity 6.
- [Use ScriptableObject-based Enums in Your Project | Unity](https://unity.com/how-to/scriptableobject-based-enums): Learn about the benefits of ScriptableObject-based enums and get tips on how to use them in your Unity project.
- [Use ScriptableObjects as Delegate Objects | Unity](https://unity.com/how-to/scriptableobjects-delegate-objects): Learn how to use ScriptableObjects as logic containers, so you can treat them as delegate objects that are called when needed.
- [Use ScriptableObjects as Event Channels in Your Code | Unity](https://unity.com/how-to/scriptableobjects-event-channels-game-code): How do you make disparate systems in your application work together? Learn how to use ScriptableObjects as event channels in your Unity project.
- [User Acquisition for Mobile Games: The Complete Guide](https://unity.com/resources/mobile-game-user-acquisition-guide): Master mobile game user acquisition with this complete guide. Learn how to optimize CPI, ROAS, and LTV across paid channels, ad networks, and organic growth.
- [User interface design and implementation in Unity](https://unity.com/resources/user-interface-design-and-implementation-in-unity): Learn how to build sophisticated interfaces with Unity’s UI systems.
- [Using DevOps to scale multiplatform | Unity](https://unity.com/resources/using-devops-to-scale-multi-platform-webinar): In this free roundtable, experts from Hugecalf and Cygnus Entertainment share insights on using DevOps for successful multiplatform game development and launch.
- [Using Digital Asset Managers to Improve Digital Workflow Excellence & Collaboration | Unity](https://unity.com/resources/strategic-guide-to-digital-workflow-excellence-collaboration): Learn how to build a culture of collaboration with effective communication strategies and the right technology stack, including digital asset management.
- [Using randomization to create Please, Touch the Artwork | Unity](https://unity.com/resources/please-touch-the-artwork): How does a team of one transform generative art into a captivating mobile game? Discover how Please, Touch the Artwork became an award-winning hit.
- [Using ScriptableObject-based Runtime Sets | Unity](https://unity.com/how-to/scriptableobject-based-runtime-set): This guide explains how to use a ScriptableObject-based runtime set for frequently referenced components.
- [Using Unity to create world leading VR sports training with Rezzil | Unity](https://unity.com/resources/using-unity-to-create-world-leading-vr-sports-training-with-rezzil-dr-thomas-day): Explore how Rezzil employs different features built-in to Unity, as well as third party libraries, to create immersive training software.
- [UX in Games: User-Centered vs Human-Centered | Unity](https://unity.com/resources/ux-in-games-user-centered-vs-human-centered-design): Melissa chats with Om Tandon, UX Director at UX Reviewer, on how to navigate stakeholders, the value of design thinking, and why UX is not just UI.
- [Value of Immersive 3D Automotive Experiences](https://unity.com/resources/ebook-value-of-immersive-3d-automotive-experiences): Valuable highlights from an industry conference and insights to help auto companies better understand the opportunities and helping them take advantage of real-time, interactive, immersive 3D
- [Vancouver International Airport Digital Twin | Case Study](https://unity.com/resources/vancouver-airport-authority): Discover how one of the busiest airports in North America is building a first-of-its-kind digital twin to improve operational efficiency, sustainability, and enable jobs of the future.
- [Verified Solutions | Unity](https://unity.com/partners/verified-solutions): Unity Verified Solutions are third-party SDKs, plug-ins, editor applications, development tools, and more that offer value to Unity developers
- [Version control and project organization best practices for game developers | Unity](https://unity.com/resources/version-control-project-organization-best-practices-ebook): Read our new e-book, created for both technical and non-technical game creators, on how to set up version control and plan for productive teamwork.
- [Very Beats CPI Goal By 10% And Boosts ROI By 12x With Aura | Unity](https://unity.com/resources/very): Aura enabled Very to beat their CPI goal by 19% and increase ROI by 12x. Hear from the team how they did it.
- [VirtaMed’s VR Robotics Surgery Training Solution | Unity](https://unity.com/resources/virtamed): Discover how VirtaMed created a VR training solution for robotic surgery that shortens the learning curve.
- [Virtual NVH validation with Unity at Tata Daewoo Mobility](https://unity.com/resources/tata-daewoo-virtual-nvh-validation): Virtual NVH validation with Unity: how an NVH engineer at Tata Daewoo Mobility built a standalone VR tool to check truck noise and vibration before prototypes.
- [Virtual Reality Surgical Simulation Suite (VR3S)](https://unity.com/resources/virtual-reality-surgical-simulation-suite): Virtual surgical planning is defined as the development of a personalized, preoperative surgical plan using an interactive 3D anatomic digital twin of a patient’s heart created from CT or MRI. With rapid advances in digital technology, surgeons can now manipulate these anatomic digital twins in an immersive VR environment – which has all but replaced 3D printed heart models at several academic institutions. Even in the early stages of adoption, there has been evidence to suggest this more detailed and personalized approach to surgical planning will greatly improve individual patient outcomes. Yet, there remains a significant barrier to adoption because simple-to-use VR solutions developed specifically for surgeons do not exist. Our internal development team at Cincinnati Children’s created the Virtual Reality Surgical Simulation Suite (VR3S) to address this barrier to entry, with an initial focus on congenital heart surgery (CHS) – one of the most complex surgical specialties in modern surgery.
- [Virtually possible: Creating an immersive experience | Unity](https://unity.com/resources/executive-series-episode-7-virtually-possible-creating-an-immersive-experience): Road to the Metaverse, Executive Series, Episode 7: Virtually Possible, Creating an immersive experience
- [Want to reduce costs? Start by avoiding rework in the field](https://unity.com/resources/want-to-reduce-costs-start-by-avoiding-rework-in-the-field): Want to reduce costs? Start by avoiding rework in the field
- [Watch Enemies – State-of-the-art digital humans | Unity Demo](https://unity.com/demos/enemies): Enemies is a cinematic demo showcasing Unity’s latest advancements for rendering high-end digital humans and implementing a strand-based hair solution.
- [Watch the Unity Studio livestream on-demand | Web-based 3D editor](https://unity.com/resources/unity-studio-livestream-on-demand): Watch the Unity Studio livestream on-demand and see how our web-based 3D editor lets designers, engineers, and training teams build interactive 3D applications fast.
- [WeatherBug Drives 7M Installs with Aura On-Device Advertising | Unity](https://unity.com/resources/weatherbug): Learn how WeatherBug worked with Aura on-device advertising to drive installs.
- [Webinar: Introduction to Source Code](https://unity.com/resources/introduction-to-source-code): Unity technical experts Jason Mann and Simon Elliston Ball explore the basics of how to use Unity Source Code to take your projects further.
- [Webinar: Introduction to Unity Industry | Unity](https://unity.com/resources/introduction-to-unity-industry-webinar): Unity Industry, enables developers, artists, and engineers across industries to build and deliver custom real-time 3D experiences for AR, AV, mobile, desktop, and web.
- [Webinar: Mobile A/B Testing | Unity](https://unity.com/resources/how-to-ab-test-ad-monetization-strategy): Watch the webinar to learn the most impactful ad monetization A/B tests, best practices, and how to conduct them.
- [Welcome to the Metaverse | Unity](https://unity.com/resources/workshop-1-welcome-to-the-metaverse-your-journey-starts-here): Join us for our latest workshops, Road to the Metaverse, where you’ll learn about real-time 3D technology and how to equip yourself with the Unity tools you need to build metaverse experiences.
- [WeWard Increases Offerwall ARPDAU by 90% | Unity](https://unity.com/resources/weward): Learn how working closely with the team at Unity and optimizing the offerwall helped boost Offerwall ARPDAU by 90%.
- [What Are In-App Purchases? Types, Strategy & How They Work](https://unity.com/resources/in-app-purchases-guide): Learn what in-app purchases are, how they work in mobile games, and which IAP types — consumables, cosmetics, subscriptions — drive the most revenue.
- [What are Unity’s AI tools?](https://unity.com/resources/what-is-unity-ai): Unity’s AI tools are built into the Unity Editor: an in-editor AI assistant, AI generators, an AI gateway, and the Unity MCP server. See what each one does.
- [What Consumers Want From Brands This Holiday Season | Unity](https://unity.com/resources/adrienne-rice-mc-holiday): Jess Overton, Sarah Chafer, and Adrienne Rice discuss consumer insights and trends for the 2022 holiday season.
- [What is a Digital Twin? Building a smarter, safer and more sustainable reality](https://unity.com/resources/what-is-a-digital-twin): With digital twins estimated to accelerate time to market by as much as 50 percent, it's no surprise that this technology is the main topic of conversations in companies across multiple sectors. Industry leaders such as the Orlando Economic Partnership and Globetrotter are just two out of many companies that are already deploying digital twins to get their businesses ready for the future.
- [What is an in-game economy | Unity](https://unity.com/how-to/what-game-economy-guide-part-1): A strong in-game economy is much more than monetization. It’s the silent force behind player engagement, and it can define how players progress through your game.
- [What Is Programmatic Advertising? How It Works in 2026](https://unity.com/resources/advertiser-and-publisher-guide-to-understanding-programmatic-advertising): Learn how programmatic advertising works in 2026: DSPs, SSPs, exchanges, deal types (RTB, PMP, PG), channels including CTV and mobile gaming.
- [What Is ROAS? Formula, Benchmarks & How to Improve It](https://unity.com/resources/what-is-roas): Learn what return on ad spend (ROAS) means, how to calculate it, what a good ROAS looks like by channel and industry, and how to improve your ROAS over time.
- [What Is Unity IAP? Native In-App Purchases & Web Shop](https://unity.com/resources/what-is-unity-iap): Unity IAP is an engine-native commerce solution in the Unity Editor. SDK 5.4 adds native store support, a no-code webshop, and third-party payments.
- [What Is Unity Studio?](https://unity.com/resources/what-is-unity-studio): Unity Studio is a browser-based, no-code editor for creating and publishing interactive real-time 3D experiences. Learn more about the powerful tool.
- [What is Unity’s 3D Data Engine? FAQs for enterprise teams](https://unity.com/resources/unity-3d-data-engine-faq): Learn what Unity’s 3D Data Engine is, how it helps teams scale 3D programs, and why managed 3D data matters for RT3D and AI workflows.
- [What the hell is in-app bidding anyway? | Unity](https://unity.com/resources/what-the-hell-is-in-app-bidding-anyways): Learn from Nimrod Zuta , ironSource’s VP Product, about in-app bidding, the opportunities, challenges, and his in-app bidding solutions. Watch the webinar here:
- [Which Unity Asset Transformer tool should you use?](https://unity.com/resources/choose-asset-transformer-tool): Five workflows, four products. Compare Unity Asset Transformer Studio, Toolkit, SDK, and Pipeline Automation to see which fits your CAD and scan data.
- [Whitepaper: The Definitive Guide to Digital Twins for the Energy Industry](https://unity.com/resources/dt-for-energy-whitepaper): Whitepaper: The Definitive Guide to Digital Twins for the Energy Industry
- [Why Automotive Innovators Embrace Extended Reality | Unity](https://unity.com/resources/why-automotive-innovators-embrace-xr): Automotive corporations and OEMs use extended reality (XR) applications in design and manufacturing to empower developers to visualize and interact with data in new contexts.
- [Why Your CAD Data Is Stuck in Engineering (and the Fix)](https://unity.com/resources/cad-data-beyond-engineering): Your CAD data is trapped in engineering, and a better CAD seat will not free it. Why viewers fall short, what actually fixes it, and how to tell if you need to.
- [WiNDUP - For Your Consideration | Unity](https://unity.com/demos/windup): Learn more about animated short film WiNDUP, shared for your consideration as a 2020 awards contender.
- [World Golf Tour Generates 149% More Revenue Through Recent Tapjoy Currency Sale | Unity](https://unity.com/resources/world-golf-tour): World Golf Tour shows a 70% increase in total revenue, 223% increase in revenue on IOS and 27% increase on Android.
- [XGame Studio Grows iOS Scale 2.5x with Unity Vector](https://unity.com/resources/xgame-studio-roas-optimization-case-study): XGame Studio used Unity Vector and D28 Ad Revenue ROAS campaigns to grow Wool Puzzle 3D, achieving a 2.5x increase in iOS scale and 4x better retention
- [XR for Digital Transformation in the EU | Unity](https://unity.com/resources/unite-i2cat): Find out why XR is key to digital transformation for European companies, and how Unity drives it.
- [XR Solutions Prove Vital to Modern Healthcare | Unity](https://unity.com/resources/xr-vital-to-healthcare): From VR surgical training to interactive patient consultations, explore how healthcare professionals use XR to improve patient outcomes & accelerate learning.
- [XR Training for Logistics, Travel, and Transportation | Unity](https://unity.com/resources/xr-training-for-transportation): Explore real-world examples from transportation innovators like KLM and YVR using extended reality (XR) technologies to deliver immersive, risk-free training.
- [Your Guide to Cost Per Action Campaigns | Unity](https://unity.com/resources/the-growth-marketers-guide-to-cpa-advertising): Learn how to run winning cost per action campaigns that deliver the ROAS you need to scale up.
- [YVR’s vision as the Gateway to the New Economy | Unity](https://unity.com/resources/yvr-gateway-to-the-new-economy): Learn about YVR’s approach to building a digital twin of their terminal, airfield and surrounding Sea Island, as well as the launch of the Innovation Hub @YVR.
- [ZeptoLab doubles revenue with ironSource auto-optimization algorithm](https://unity.com/resources/zeptolab-cut-the-rope): ZeptoLab doubles revenue with ironSource auto-optimization algorithm
- [ZiMAD Increases ARPDAU 18% by A/B Testing Interstitials with ironSource | Unity](https://unity.com/resources/zimad-dig-out): Learn how ZiMAD used the ironSource A/B testing tool to optimize their ad monetization strategy and boost revenue 17% and ARPDAU 18%.
- [ウェビナー：Unityで始めるApple Vision Pro向けアプリケーション開発ウェビナー：Unityで始めるApple Vision Pro向けアプリケーション開発](https://unity.com/resources/vision-os-webinar-series-getting-started-jp): このウェビナーでは、Apple Vision Pro の基本的なコンセプトとUnityを活用したアプリケーション開発のために必要な環境や手法などを紹介します。
- [ウェビナー：ゲーム業界から産業領域へ！加速させる産業DX ～革新的リアルタイム3D開発ソリューション Unity Industry～](https://unity.com/resources/introduction-to-unity-industry-2nd-jp): Unity は 4月3日に、製造業、建設業、自動車、小売業など、あらゆる業界の企業がインタラクティブなリアルタイム体験を開発・展開するために活用できる最適な製品・サービス群 「Unity Industry」 を発表しました。

## Optional

### Legal

- [ASPA](https://unity.com/legal/asset-store-content-transparency-legacy): ASPA
- [Asset Store Content Transparency](https://unity.com/legal/asset-store-content-transparency): Asset Store Content Transparency
- [Asset Store Provider Agreement - Legacy](https://unity.com/legal/provider-legacy): Asset Store Provider Agreement - Legacy
- [Asset Store Terms and EULA](https://unity.com/legal/as-terms-legacy): Asset Store Terms and EULA
- [Changelog*](https://unity.com/legal/licenses/unity-companion-license/changelog): v1.3 against v1.2: 1. Clarification and change of definition of "Software" from "software" to "work of authorship", now defined as "Work".
- [Community Services Content Transparency](https://unity.com/legal/community-services-content-transparency): Community Services Content Transparency
- [Community Services Content Transparency - Legacy](https://unity.com/legal/community-services-content-transparency-legacy): These are legacy terms for Unity's Community Services Content Transparency.
- [Consulting Services Additional Terms - Legacy](https://unity.com/legal/consulting-services-additional-terms-legacy): N/A
- [Developer Data Framework](https://unity.com/legal/developer-data-framework-additional-terms): Developer Data Framework
- [Digital Services Act - Compliance Update](https://unity.com/legal/digital-services-act): Digital Services Act - Compliance Update
- [Digital Services Act - Information on Average Monthly Active Recipients in the European Union](https://unity.com/legal/digital-services-act-eu-mau): Digital Services Act - Information on Average Monthly Active Recipients in the European Union
- [Digital Services Act - Transparency Report](https://unity.com/legal/digital-services-act-eu-transparency-report): This report is being provided in accordance with our obligations under the Digital Services Act (DSA).
- [IAP Additional Terms](https://unity.com/legal/iap-additional-terms): IAP Additional Terms
- [Industry Terms of Service](https://unity.com/legal/industry-terms-of-service): Unless you have entered into a separate agreement with Unity governing the Industry Offerings, your use of the Industry Offerings is subject to these Industry Terms (the “Industry Terms”), which supplement and are incorporated into the Unity Terms of Service. The Additional Industry Offerings and any related services are supplied by Unity Technologies SF.
- [Offerwall Advertising Terms](https://unity.com/legal/offerwall-advertising-terms): Offerwall Advertising Terms
- [Other Services Content Transparency](https://unity.com/legal/other-services-content-transparency): Other Services Content Transparency
- [Platform Browser - Package Guidelines](https://unity.com/legal/platform-browser-package-guidelines): Platform Browser - Package Guidelines
- [Professional Artistry Additional Terms](https://unity.com/legal/professional-artistry-additional-terms): Professional Artistry Additional Terms
- [Professional Artistry Additional Terms - Legacy](https://unity.com/legal/professional-artistry-additional-terms-legacy): Professional Artistry Additional Terms - Legacy
- [Pulse Additional Terms](https://unity.com/legal/pulseterms-legacy): Pulse Additional Terms
- [Struckd Terms of Service](https://unity.com/legal/struckd-terms-of-service): Strucked Terms of Service
- [Struckd Terms of Service Legacy](https://unity.com/legal/struckd-terms-of-service-legacy): Struckd Terms of Service Legacy
- [Tapjoy Users Terms of Service](https://unity.com/legal/tapjoy-users-terms): Tapjoy Users Terms of Service
- [Technical and Organisational Measures](https://unity.com/legal/technical-and-organisational-measures): Technical and Organisational Measures
- [Third Party Al Terms](https://unity.com/legal/third-party-ai-terms): Third Party Al Terms
- [Third Party Products & Services](https://unity.com/legal/third-party-terms-of-service): Unity selectively resells third party software products and cloud services. The links below contain the applicable terms.
- [Unity – Data Processing Addendum ("DPA")](https://unity.com/legal/unity-data-processing-addendum-dpa): Unity – Data Processing Addendum Effective : April 3, 2023 This Data Processing Addendum (this “DPA”) is incorporated into and forms an integral part of the Unity Terms of Service, available at https://unity3d.com/legal/terms-of-service,the Unity Advertising Terms of Service, available at
- [Unity 6.4 Beta Sweepstakes Terms & Conditions](https://unity.com/legal/6-4-beta-sweepstakes): Unity 6.4 Beta Sweepstakes Terms & Conditions
- [Unity 6.5 Beta Sweepstakes Official Rules and Conditions](https://unity.com/legal/6-5-beta-sweepstakes): Unity 6.5 Beta Sweepstakes Terms & Conditions
- [Unity 6.6 Beta Sweepstakes Official Rules and Conditions](https://unity.com/legal/6-6-beta-sweepstakes): Unity 6.6 Beta Sweepstakes Official Rules and Conditions
- [Unity 6.7 Beta Sweepstakes Official Rules and Conditions](https://unity.com/legal/6-7-beta-sweepstakes): The Unity 6.7 Beta Sweepstakes (the “Sweepstakes”) is organized by Unity Technologies ApS, who is identified in more detail in Provision 11 herein (the “Sponsor” or “Unity”).
- [Unity Advertising Additional Terms](https://unity.com/legal/one-operate-services-terms-of-service): These Terms of Service (the General Terms and the Additional Terms, being the “Terms”) are a binding agreement between you and Unity Technologies SF, which is an entity d
- [Unity Advertising Additional Terms - Legacy](https://unity.com/legal/unity-advertising-additional-terms-legacy): N/A
- [Unity AI Credits Terms](https://unity.com/legal/unity-ai-credits-terms): 'Read the full terms and conditions that apply to Unity AI Credits'
- [Unity AI Guiding Principles](https://unity.com/legal/unityai-guiding-principles): This page identifies the AI models used by Unity and third party providers and any additional third party terms of service that may apply.
- [Unity Awards Showcase 2025 Livestream Giveaway Terms & Conditions](https://unity.com/legal/unity-awards-showcase-2025-livestream-giveaway-terms-and-conditions): Unity Awards Showcase 2025 Livestream Giveaway Terms & Conditions
- [Unity Cloud Additional Terms](https://unity.com/legal/cloud-terms-of-service): Unity Cloud Additional Terms
- [Unity Consulting Services Additional Terms](https://unity.com/legal/terms-of-service/consulting-services): These Unity Consulting Services Additional Terms (“Consulting Services Terms”) govern your purchase and use of Unity’s Consulting Services and constitute a binding legal agreement between you and Unity.
- [Unity Content Transparency Center](https://unity.com/legal/unity-content-transparency-center): Unity's Content Transparency policies
- [Unity Developer Data Framework Additional Terms - Legacy](https://unity.com/legal/developer-data-framework-additional-terms-legacy): Unity Developer Data Framework Additional Terms - Legacy
- [Unity DevOps Additional Terms](https://unity.com/legal/terms-of-service/devops): Last updated: April 3, 2023 Your use of the Unity DevOps Offerings is subject to these Additional Terms (the “DevOps Terms”), which supplement and incorporate the Unity Terms of Service. If you do not agree with these DevOps Terms, you are not authorized to use the DevOps Offerings in any manner.
- [Unity Documentation Terms of Use](https://unity.com/legal/docs-terms): Unity Documentation Terms of Use
- [Unity Editor Software Terms](https://unity.com/legal/editor-terms-of-service/software): Last updated: July 15, 2020 Your use of Unity Build Server is subject to these Additional Terms (the “Unity Build Server Terms”), which supplement and are incorporated into the Unity Terms of Service.
- [Unity Editor Source Code Terms - Legacy](https://unity.com/legal/unity-editor-source-code-terms-legacy): N/A
- [Unity Education Accelerator Program and Product Terms and Conditions](https://unity.com/legal/terms-of-service/education-accelerator): Last updated: July 10, 2023 These Terms & Conditions are effective for Unity Education Accelerator program memberships that start on or after August 1, 2023.
- [Unity Educational Grant License Eligibility Criteria](https://unity.com/legal/egl-eligibility-criteria): Unity Educational Grant License Eligibility Criteria
- [Unity Gaming Services Additional Terms - Legacy](https://unity.com/legal/ugs-terms-of-service-legacy): Unity Gaming Services Additional Terms - Legacy
- [Unity Industry Terms](https://unity.com/legal/industry-terms-of-service-legacy): Unity Industry Terms
- [Unity Invoicing Requirements for Vendors](https://unity.com/legal/unity-invoicing-requirements-for-vendors): Unity Invoicing Requirements for Vendors
- [Unity Learning Products and Services Additional Terms](https://unity.com/legal/terms-of-service/learning): Unity Learning Products and Services Additional Terms
- [Unity Learning Products and Services Additional Terms - Legacy](https://unity.com/legal/terms-of-service/learning-legacy): Unity Learning Products and Services Additional Terms - Legacy
- [Unity PO T&Cs](https://unity.com/legal/unity-po-tcs): Unity PO T&Cs
- [Unity Rewards Terms](https://unity.com/legal/unity-rewards-terms): Unity Rewards Terms
- [Unity Safe Voice Consent](https://unity.com/legal/biometric-consent): By consenting to the use of voice chat, you agree that your voice and player ID may be recorded and monitored for the purposes of moderation and training moderation models on the basis of consent. In some jurisdictions, voice data may be considered biometric data.
- [Unity Services Content Transparency](https://unity.com/legal/unity-services-content-transparency): Unity Services Content Transparency
- [Unity Site and Communities Additional Terms - Legacy](https://unity.com/legal/terms-of-service/site-and-communities-legacy): Unity Site and Communities Additional Terms - Legacy
- [Unity Sub-Processors](https://unity.com/legal/subprocessors): The following is a list of Unity’s sub-processors who may have access to our customers' personal information in order to perform services on our behalf, as detailed in Unity’s Data Processing Addendum.
- [Unity Success Services Additional Terms](https://unity.com/legal/terms-of-service/success-plans): Unity Success Services Additional Terms
- [Unity Success Services Terms - Legacy](https://unity.com/legal/terms-of-service/success-plans-legacy): Unity Success Services Terms
- [Unity Terms of Service](https://unity.com/legal/terms-of-service): Unity (sometimes “our” or “we”) provides game-development and related software (the “Software”), support services and other development-related services
- [Unity Terms of Service Update FAQ](https://unity.com/legal/editor-terms-of-service/software/faq): We are updating our Terms of Service and certain other agreements effective April 3, 2023. Please review them here.
- [Unity Trademarks](https://unity.com/legal/trademarks): Unity Trademarks
- [Unity UK Tax Strategy](https://unity.com/legal/uk-tax): Unity UK Tax Strategy
- [Unity Vendor Code of Conduct](https://unity.com/legal/unity-vendor-code-of-conduct): Unity Vendor Code of Conduct
- [Unity Vendor Security Asset Configurations](https://unity.com/legal/unity-vendor-security-asset-configurations): Unity Vendor Security Asset Configurations
- [Unity Webshop Terms](https://unity.com/legal/webshop-terms): Unity Webshop Terms
