When I joined Unity in 2010, we were well under 100 people. I don’t just mean in the Copenhagen office. I mean total. I can’t remember; I think I was employee number 60-something, or maybe it was 70-something. Unity 2.7 was the current version. There was no Linux version. Almost all of R&D sat in a couple of European timezones. We had a single, company-wide mailing list that we used
A couple of weeks ago at Unite Boston, I had the pleasure of giving a talk entitled How We Make Unity: A Look into How Development in Unity’s R&D Organization Works. If you missed it and would like to view the slides, they’re available online over here. Unity’s development mainline is managed with a gatekeeper workflow. A gatekeeper workflow means that developers do not push their own changes to the development mainline,
At Unite Europe this year, we at Unity released our public roadmap. And while it’s super cool to be able to share all of the amazing stuff we’re doing at Unity, one thing that is close to my heart is the Linux Editor. The story behind Linux port of the Unity Editor is a lot like the story behind Linux runtime support, which was released in Unity 4.0. It’s basically a “Labor of
DISCLAIMER: This blog post is now several years old and it should not be used as a source of current advice. The landscape of version control, and DVCS in particular, has changed a lot in recent years. Not too long ago, @CorporateShark asked for a blog post about Unity’s experience using Mercurial for version control. This is that blog post. NOTE: Throughout this post, I use several terms that assume knowledge of DVCS in
Most people reading this know that I lead the Build & Release Engineering team at Unity Technologies. On Unity’s company blog, I’ve posted about our in-house build automation / CI solution, Katana. I wanted to write more about this project, and go over a few key elements as to why I believe it has turned into a successful project for Unity. First of all, if you haven’t read the blog post I wrote
I wrote a blog post on our company blog about how we used Buildbot, and open-source CI framework, to build Katana, our internal continuous integration / build automation system.
I gave a talk this May at our Unite Developer Conference in Malmö, Sweden, about gaming on Linux and exporting for Linux from Unity 4.
I spent last week in San Francisco at GDC 2013. While I was there, I spent most of my time working in the Unity booth, answering questions about Unity (I was happy to see that Linux support is a hot topic this year). I did, however, do a brief interview with Nixie Pixel about Linux support in Unity.
Rochard is now on Steam for Linux. If you’re a Linux user and you missed Rochard in the Humble Indie Bundle 6, log on to steam and buy this game. Now. I’m serious. Go do it. On a side note, I’m so happy to have been part of bringing this awesome game to Linux because of my work at Unity. The developers of the game are awesome, and I wish them