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Networking avec uNet, TNet et ForgeNetworking
Créer un RollerCoster avec Curvy
Maitriser PlayMaker
Création d'un jeu 2D avec Unity 5.6

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A look at how Simulation works in Unity MARS

The Simulation system in Unity MARS reduces testing time for augmented reality (AR) app development. It provides world-understanding capabilities, like plane and image marker detection, right in the Unity Editor — in both Play and Edit Mode. Read on to learn more about this system and how creators can use it to rapidly iterate on […]

The post A look at how Simulation works in Unity MARS appeared first on Unity Technologies Blog.

The road to 2021

We are excited to share our plans for 2021. We’ve listened to your feedback and established our plan based on what we’ve heard. Our 2021 product commitment is simple. It’s about giving you production-ready features, workflows, and components based on what you have told us you need. We consider a feature production-ready if it fully […]

The post The road to 2021 appeared first on Unity Technologies Blog.

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. “Kitbashing” is combining different assets to create something original and new. The idea comes from modeling hobbyists, who would mash up model train or airplane kits […]

The post Realizing rapid conceptual design with kitbashing appeared first on Unity Technologies Blog.

Feature highlight: Improved workflows for editing Prefabs in Unity 2020.1

In Unity 2020.1, you can enter Prefab Mode without leaving the context of your scene. The new default means that when you open a Prefab Asset via an instance in the scene, you’ll be able to edit it with the background grayed out. When we introduced Prefab Mode in Unity 2018.3, it became easy to […]

The post Feature highlight: Improved workflows for editing Prefabs in Unity 2020.1 appeared first on Unity Technologies Blog.

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