3 posts found under,

unity

(Note: This is a follow-up post to a previous article on optimisations and best practices for Unity development). This second part in our series will be entirely focused on Unity’s Physics engines. I’ll present, similarly to the previous article, simple topics which are easy to use and will optimise the physics engine usage. Let’s begin! Layers and Collision Matrix: All game objects, if not configured, are created on the Default layer where (by d [...]

Unity 3D v4.3 was released recently, and it brought with it a bunch of cool new features. We develop mostly 2D Games,  so one of the new features we were most excited about was the integration of a native 2D Mode Toolset. With this 2D Mode, the Unity3D team included Box 2D, a 2D Physics engine that has  already been around for a couple of years. Obviously using the 2D Physics engine for 2D Games will be faster. But how fast? We decided to create [...]

Let me start by telling you something you probably already knew when you got here – Unity is hands-down one of the best game development software out there. But why, you might ask. Well, I could probably write a book about it and I’d certainly still leave some stuff out. That’s why today I’ll just talk about one of my favorite features, editor extensions/plugins. If you come from a programming background you’ve probably experienced times when you [...]

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