This Expert Guides section draws together pieces of work written by Unity’s area experts in their own words. Here, Unity developers provide detailed insights into features and topics relevant to using Unity and how to get the most out of it.
Some of these documents originated as blog posts, thers were written specificially for this section by developers who want to get their knowledge into your hands directly. Because their length and format differs from the the User Manual’s normal style, we provide them to you as downloadable PDFs or Google documents.
Windows Performance Analysis Author: Tautvydas Zilys, Developer - Windows Team Date: 2016–06–15 Synopsis: This extensive set of guides from Tautvydas explains how to use Event Tracing for Windows to analyze your Windows-based games, including both standalone players and Universal Windows Platform players running on all PCs and devices, as well as in the Unity Editor.
Example files used in this expert guide:
Particle System Modules FAQ Author: Karl Jones, Developer - Sustained Engineering Date: 2016–04–20 Synopsis: Karl talks through scripting access to the particle system modules, and explains what goes on under the hood when you access and edit particle system properties in your code. (originally posted on the Unity blog)
Realtime GI on desktops and consoles Author: Jesper Mortensen, Graphics Engineer - GI & Lighting Lead Date: 2015–11–05 Checked with Unity version: 5 Synopsis: Jesper goes into detail about the techniques used to produce The Courtyard, a demo that puts the precomputed realtime GI features in Unity 5 to good use. (originally posted on the Unity blog)
Monitor Calibration Author: Laurent Harduin, Senior Lighting Artist Date: 2016–10–28 Checked with Unity version: 5.5 Synopsis: Monitor Calibration ensures you get true and consistent colors and luminance on your monitor. It is an often overlooked development practice that is essential when working with a team of artists or developers. This guide takes you through the process of calibrating your monitor step-by-step.
Using Enlighten with Unity Author: Kasper Engelstoft, Developer - Lighting Team Date: 2017–01–17 Checked with Unity version: 5.5 Synopsis: This guide details how Unity uses Enlighten for computing global illumination. Kasper Englestoft explains the workflow and the equations Unity uses to calculate lighting, and the benefits of using it.
High Dynamic Range Imaging (HDRI) Author: Sébastien Lagarde, Developer - Rendering Research Date: 2017–03–09 Checked with Unity version: 5.5 Synopsis: This extensive guide details many aspects of capturing and using HDRIs. Sébastien Lagarde explains the implementation and calibration of HDRIs in Unity, to help you achieve accurate real world environmental lighting.
Unity Photogrammetry Workflow Author: Sébastien Lagarde, Developer - Rendering Research Date: 2017–06–23 Checked with Unity version: 2017.1 Synopsis: This document is aimed at game studios. It describes a photogrammetry workflow dedicated to authoring game assets on an affordable budget. While it is possible to create extremely high quality assets for non-game use using photogrammetry, this documents focuses on using photogrammetry for game development. It describes how to get the best results within the typical time and budget constraints of game development.
Experimental De-Lighting in Unity Author: Sébastien Lagarde, Developer - Rendering Research Date: 2017–06–23 Checked with Unity version: 2017.1 Synopsis: In the computer graphics industry, photogrammetry is popular. Using a regular camera as a 3D scanner is an appealing way of creating realistic 3D assets. However, raw textures generated using this technique contain a lot of lighting information that needs removing. This document describes how to use the experimental Unity De-Lighting Tool developed to solve this problem.
Materials Authoring Guidelines : Dark Dielectric Materials Author: Laurent Harduin, Senior Lighting Artist Date: 2017–07–04 Checked with Unity version: 2017.1 Synopsis: This guide provides tips and calibrated albedo color measurements for authoring manufactured (non-natural) materials in the context of Unity’s physically-based shading system.
Collaborate - Keep The User Safe Author: Hollie Figueroa, Software Test Engineer for Collaborate Date: 2017–07–19 Checked with Unity version: 2017.1 Synopsis: Collaborate is the cloud based, client-server pairing that exists between the Unity Editor and the Unity-owned servers. This guide runs you through the process of getting up and running with Collaborate, and gives advice on best practices and considerations for parallel development with Unity.