Does anyone know if there's a best practice for labeling game versions. I'm not sure if there's a standard name for it other than versioning but what I mean is basically: 1.0 1.1 1.2 1.3.1 beta … [Read more...] about Best practices for labeling game versions?
Commvault best practices guide
Unity offers several rendering pipelines, two Global Illumination systems, four Lighting Modes, three Light Modes, two Shadowmask Modes, etc. This tremendous flexibility allows you to create projects targeting high-end PCs and console, as well as mobile and XR devices. However, the number of options can be overwhelming if, for instance, you are new to Unity, aren’t familiar with rendering jargon, or are accustomed to renderers with a very tight set of features. A few months ago, in May 2018, I joined the European Spotlight Team based in the UK. Our mission is to closely support high-profile developers and push the envelope of Unity. One of my other roles is to help creators to get the most out of Unity. During my career as a game lighting artist, I have principally worked with game engines with fully locked and ultra optimized rendering pipelines, therefore I understand the multitude of lighting features and permutations in Unity can initially seem daunting. This is why I wrote a … [Read more...] about Spotlight Team Best Practices: Setting up the Lighting Pipeline – Unity Blog
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 looks 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 earlier in the development cycle, you can make your life easier and your game much more ambitious. Scalability With Multi-Scene editing now built into Unity, more and more teams find themselves using multiple Scenes to define a single unit of gameplay or … [Read more...] about Spotlight Team Best Practices: GUID based references – Unity Blog
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 … [Read more...] about New Best Practice Guide – Memory Management in Unity – Unity Blog
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. Preparing Unity render settings Understanding how Unity’s rendering features can be used to realistically mimic the … [Read more...] about Spotlight Team Best Practices: Making believable visuals in Unity – Unity Blog