Disclaimer: this is an automatic aggregator which pulls feeds and comments from many blogs of contributors that have contributed to the Mono project. The contents of these blog entries do not necessarily reflect Xamarin's position.

January 15

Community Component – 2019 in review and community creators to follow

Last year had great highlights like, the longest uninterrupted streak of #UnityTips on Twitter, regular weekly episodes of Best of Made with Unity projects and the rise of a new wave of Unity centric content creators on YouTube. With so much awesomeness to keep track of we’re dedicating the first Community Component of 2020 to […]

The post Community Component – 2019 in review and community creators to follow appeared first on Unity Technologies Blog.

January 14

Reimagining in-vehicle experiences with real-time 3D

Unity is teaming up with NXP Semiconductors, the world’s largest provider of automotive semiconductors, to demonstrate a human-machine interface (HMI) toolchain that operates on NXP’s popular i.MX 8QuadMax Applications Processor. The collaboration creates opportunities to bring real-time 3D experiences, including games made with Unity, to mass-production vehicles, regardless of their trim level and cost. One […]

The post Reimagining in-vehicle experiences with real-time 3D appeared first on Unity Technologies Blog.

Definitive ignore.conf for Unity projects

Why do you need a good ignore.conf?

Unity, like many other editors such as Visual Studio and Visual Studio Code, and many others, creates a wide variety of files that shouldn't be part of the repository. The ignore.conf file contains a list of rules that makes those files and directories not to be tracked by Plastic SCM.

The main advantages of a good ignore.conf are:

  • Smaller repository: Big assets are kept local; therefore, the repository size doesn't grow.
  • Avoid constant conflicts: Automatic files created by IDEs are changed continuously. If they are part of the repository, the users will face merge conflicts every time the IDE changes them locally.
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January 13

Understanding Lifetime Value and using it to grow your game

The secret to creating a successful mobile games business is to have players that come back to your game day after day. The way to do that is by focusing on the one metric that matters: Lifetime Value (LTV).  If you can optimize your game to focus on retaining your players over the long term, […]

The post Understanding Lifetime Value and using it to grow your game appeared first on Unity Technologies Blog.

January 09

How to set up Unity’s High Definition Render Pipeline for high-end visualizations

Prior to Unite Copenhagen in September 2019, Unity collaborated with Lexus and its agency Team One to showcase a real-time car configurator and promote Unity as a photographic tool with real-world camera controls, using the High Definition Render Pipeline (HDRP). The demo featured a high-detail car model from Lexus in different trims, a fully-modeled 3D […]

The post How to set up Unity’s High Definition Render Pipeline for high-end visualizations appeared first on Unity Technologies Blog.

January 08

7 steps to grow your game with paid user acquisition

After countless hours of development and iteration, you finally launched your mobile game in various app stores. But this is just the beginning. How will you maintain the health of your app? Here we will break down seven steps to get started with paid user acquisition and explain why you need it to grow your […]

The post 7 steps to grow your game with paid user acquisition appeared first on Unity Technologies Blog.

January 07

Unity at Sundance Film Festival 2020

In January of 2020, real-time storytellers will be able to dazzle and inspire the Sundance Film Festival audience with immersive creative achievements in the show’s New Frontier program. Time and again, creative visionaries find new ways to bring their stories to the audience of one of the world’s premier film festivals, and Unity is proud […]

The post Unity at Sundance Film Festival 2020 appeared first on Unity Technologies Blog.

Unity Simulation is now on AWS, making it multi-cloud compatible

Today at CES, we announced that Unity Simulation, our cloud-based simulation product, is now multi-cloud compatible with its launch on Amazon Web Services (AWS).  This strategic collaboration with AWS bolsters our commitment to users by giving you the choice to run simulations in the cloud of your choice. You can take advantage of a scalable, […]

The post Unity Simulation is now on AWS, making it multi-cloud compatible appeared first on Unity Technologies Blog.

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