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Games Focus
In our Games Focus blog series, leaders and dev teams from across the company share what they’re working on, what you can expect from us, and what that means for you and your projects.

Discover the series

See the full breakdown of all the blog posts in the Games Focus series.

Lost in random
LOST IN RANDOM BY ZOINK GAMES
Rendering that scales with your needs

Our aim with the Scriptable Render Pipelines (SRPs) is to reduce your cost to scale and deliver your games for the widest platform reach, with the best possible visual quality and performance.

This blog post covers the status, upcoming release plans, and future vision for High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP), including new and upcoming features, plus learning resources to help you level up your skills.

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Profiling and performance optimization

When we think about performance at Unity, there are three main areas where we believe we can help:

Insight: Empowering you to dig into your game’s performance, identify bottlenecks, and pinpoint areas that would benefit from optimization strategies

Experience: Ensuring that creating your projects feels seamless by raising the performance of the Unity Editor and runtime

Innovation: Guiding you in new programming techniques and paradigms that have performance in mind from the ground up

Learn what we’ve recently released or are currently working on to boost performance in these three areas.

Multiplatform
Reach more players over multiple platforms and form factors

The Unity engine is known for its strength on mobile, but we know many of you want your content on all major platforms – from mobile and handhelds to desktops and consoles to XR.

Discover what we’re working on to help you take your game to more platforms.

STILL FROM RAMEN VR'S ZENITH: THE LAST CITY
STILL FROM RAMEN VR'S ZENITH: THE LAST CITY
Extending your reality with XR

We’re fortunate enough to enjoy an incredible XR game developer community building up around Unity during a period of rapid growth and evolution in XR technology and hardware.

We anticipate that the XR space will continue to evolve – pushing us and all of you to keep up with new input paradigms alongside ever more capable hardware, world understanding, and user expectations. This post dives into XR Interaction Toolkit (XRI), newly supported hardware, and updates to OpenXR and AR Foundation to show you our recent and upcoming work to simplify XR creation.

Games Focus series
How your feedback drives product development

Your feedback is critical to helping us make the right decisions about our products. We want to share what we do with your feedback, and hopefully encourage you to keep sharing your needs, insights, and experience.

Read how our engineers prioritize and integrate your feedback into product development to direct the work of our engineers, product managers, designers, and QA staff.

Cross-functional collaboration
Empowering teams for cross-functional collaboration

Creating ambitious games and RT3D experiences brings complex challenges as teams work to integrate different skill sets, processes, and content. These complexities often grow as teams scale and hire more non-coder roles like artists or designers.

This post gathers several solutions that might not seem to be related – a version control system and other DevOps solutions here, a node-based authoring system for codeless creation there. But these tools are all designed to drive faster, smoother cooperation across teams by shaping better collaborative workflows.

Boss Room
STILL FROM BOSS ROOM — A SMALL SCALE COOPERATIVE GAME SAMPLE PROJECT – BUILT WITH NETCODE FOR GAMEOBJECTS.
Creating and operating connected games with multiplayer networking

Making multiplayer games can be really hard, from designing the mechanics to implementing and testing. This post covers our vision, tools, and future plans for Unity Multiplayer Networking and Netcode for GameObjects.

We’re working to build a netcode solution that’s flexible enough to accommodate every core aspect of your multiplayer game, while also making it easier for you to scale and use third-party tools or services if you need to.

Megacity
Expanded scale for ambitious games

Starting with Unity 2022.2 Tech Stream, ECS for Unity comes with the following packages:

Entities, a foundational package that enables ECS in Unity

Unity Physics and Havok Physics for Unity, for deterministic large-scale simulations

Netcode for Entities, to create multiplayer games

Entities Graphics, to batch large amounts of ECS data to Unity Scriptable Render Pipelines

In this edition of the Games Focus series, we talk about the benefits seasoned Unity creators can get with ECS for Unity, how early adopters have created ambitious games with ECS for Unity, and what’s planned for 2023 and beyond.

Unity 2023 roadmap
Product roadmap

Understanding Unity’s 2023 roadmap

Tune in to this session to hear about Unity's roadmap for 2023 and get an overview of Unity’s vision. You’ll learn about upcoming developments for the Data-Oriented Technology Stack (DOTS), graphics, artist tooling, multiplayer games, and more.

Discover more resources
Best practices guides

Access this series of how-to articles, e-books, and other resources – written for creators, by creators – with actionable tips and best practices to help you achieve more in less time.

Unity 2022.2 Tech Stream

Get early access to the latest features in our final Tech Stream release of this cycle, available today for download.

Try the new UI Toolkit sample

See the UI Toolkit in action in our new demo. This project consists of a full-featured UI over a slice of the 2D project Dragon Crashers using the Unity 2021 LTS UI Toolkit workflow at runtime.

See what’s coming and submit feedback

Explore our plans for the evolution of our platform, from features to functionality, and submit your feedback directly to the teams developing it.