Special optimizations
5.6 draft documentation
Other Versions

Expert Guides

Our Expert Guides section draws together pieces of work written by area experts, and gives you detailed insight into features and topics. These documents tend to differ from the rest of Unity’s documentation - both in writing style and content. They represent some of the best developers providing their own insight into the workings of Unity and how to get the most out of it.

Some of these documents originated as blog posts, which we are collecting for convenience here to prevent them from being buried under the constant flow of new posts on our site. Others have been 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.

Guides

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 Windows Store players running on all PCs and devices, as well as in the Unity Editor. Example files used in this expert guide: Unity+CPU+MF+DotNet+DXGI Unity+CPU+MF+DXGI VirtualAlloc
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
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
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
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
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
Synopsis: This document aims to describe a photogrammetry workflow dedicated to authoring game assets with an affordable budget for a game studio. While it is possible to create extremely high quality assets for non-game usage using photogrammetry, this documents focuses on using photogrammetry for game development, and therefore 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
Synopsis: In the CG industry, photogrammetry is becoming more and more popular. Being able to use a regular camera as a powerful 3D scanner opens an appealing way of creating realistic 3D assets. However, raw textures generated using this technique contain a lot of lighting information that should be removed. This document describes how to use the experimental Unity De-Lighting Tool, developed to solve this complex problem.
Special optimizations
5.6 draft documentation