Unity Game Engine lets you create real-time 3D projects for games, animation, film, architecture, engineering, manufacturing and construction. Unity includes tools to empower artists to create cinematic content and gameplay sequences without the need of an engineer.
Many high-profile games have been created using Unity, supporting multiple platforms including desktop, mobile, console and VR.
Is Unity free?
Unity offers a free Personal plan that includes all core features to create games and interactive experiences. It also includes support for Unity Ads and the in-app purchase plugin. You can download it and use Unity free of charge as long as your revenue (or funds raised in the last year) does not pass $100K.
Can I create AAA games with Unity?
Yes, you can. Unity has been used to create hundreds of popular games. Highlights include the likes of Among Us, Beat Saber, Genshin Impact, Pokémon Go, Super Mario Run, Iron Man VR, PC Building Simulator, Pillars of Eternity, Kerbal Space Program, Hearthstone, Temple Run, among many others.
Which is easier to use, Unity or Unreal Engine?
There is no right answer to that question. Both game engines are extremely robust and offer a fully featured free version to get you started. Both have strong communities in which you can participate and consult with. The general consensus at this stage is that Unity and Unreal Engine both are beginner friendly and won't require advanced programming knowledge for simple projects which will get the ball rolling as you learn.
Can I make money with Unity (free)?
Yes, you can create a game and legally sell it with the free version of Unity. You won't pay royalties or any revenue share unless you exceed sales of $100K in a year.
Can I create a game in Unity without coding?
Unity relies on the C# programming language and does require text-based programming. However, to be more welcoming to users with no coding experience, there is a "First-time Users" option that offers completed mini-games that you can edit and play around with, so you can get a better grasp at how the engine works. In that mode, Unity will guide you with step-by-step instructions to create your own tasks and build your own projects.
Features
Unity Personal
For beginners, students and hobbyists who want to explore and get started with Unity. Completely free --- no royalties, no credit card required. You fully own any content you create
Everything you need to get started
Unity Personal is a great place for beginners and hobbyists to get started. It includes access to all core game engine features, continuous updates, beta releases, and all publishing platforms.
Start creating
Move efficiently from prototyping to full production with a truly flexible editor and intuitive workflows supported by tons of tutorials and ready-made assets to guide your learning and development.
Work with the latest
Continuous updates allow you to develop with all the latest and most advanced features for high-end visuals, audio, animation, physics --- everything you need to make any kind of game.
Build for all audiences
Target more devices more easily --- with Unity, you can build once and deploy to the largest range of mobile, VR, desktop, Web, Console and TV platforms in the industry with a single click.
What's New
Known Issues in 2022.2.1f1
- Asset - Database: Crash on GameObject::ActivateAwakeRecursivelyInternal when opening project (UUM-17633)
- IMGUI Framework: Array values aren't changed when altering them in a custom EditorWindow (UUM-15645)
- Linux: Folder name is truncated when dot is used in the name (UUM-7046)
- MacOS: Crash on __pthread_kill when dragging Sprites into the Scene view (UUM-20950)
- MacOS: Crash on __pthread_kill when EditorUtility.OpenFolderPanel is executed (UUM-2293)
- Metal: [iOS]Unable to maintain 120fps consistently in a near-empty scene on iPhone 13 Pro (UUM-5944)
- Shader System: GameObjects doesn't get rendered when using "Unlit.Unlit_UsePass" Shader (UUM-18980)
- UI Toolkit Framework: Crash on UIToolkit::VectorUtils::MakeVectorGraphicsStretchBackground when resizing vector image (UUM-21218)
- Universal RP: [URP] Memory leak when in Play Mode (UUM-19089)
2022.2.1f1 Release Notes
Improvements
- Documentation: Optimized the example code in HDRP documentation related to Ray Tracing Settings override.
- Graphics: Increased the maximum Async Upload Buffer Size to 2047 MB and updated docs.
Fixes
- 2D: Fixed error when a Tile asset with an instanced GameObject is removed from the Tilemap during a Collider2D.OnCollision***2D event. (UUM-15455)
- DX12: Fixed for PSO naming in PIX. (UUM-7381)
- Editor: Composite Extensions for Text/Speedtree files are now correctly selected. (UUM-9204)
- Editor: D3D11 BRG visibility cbuffer creation optimization. (UUM-18207)
- Editor: Fixed "SerializedProperty m_Enabled has disappeared!" error arpeared in console while undoying switching scripts in debug inspector. (UUM-4170)
- Editor: Fixed a Crash/Freeze when using Handles.DrawGizmos in OnDrawGizmos. (UUM-15008)
- Editor: Fixed an issue where an ArgumentNullException could be logged when viewing Entities in hierarchy.
- Editor: Fixed an issue where AssetDatabase.FindAssets would return invalid results when specifying multiple search folders. (UUM-19314)
- Editor: Fixed BRG & entities.graphics crash on some GLES android. (UUM-16708)
- Editor: Fixed random user input combination would open debug canvas in playmode. (UUM-17026)
- Editor: Removed Fullscreen Play Mode experimental feature. Required additional backend work to support input in all scenarios. (UUM-12941)
- Editor: Under the Enter Playmode Options, the Disable Scene Backup label was inverted compared to its actual behaviour.
- Editor: Unsaved changes made to assets are now preserved when renaming an asset while using Perforce. (UUM-17896)
- GI: Lighting Settings Assets values default to another Assets values when multiple Assets are selected. (UUM-10419)
- Graphics: Added safe-guards to prevent GetPixels / GetPixels32 crashes in cases where C# array creation would fail.
- Graphics: Fixed a bug where ReadPixels would fail for textures larger than 2 GB.
- Graphics: Fixed crash in depth resolve when using HDR render textures. (UUM-2316)
- Graphics: Fixed cubemap uploads failing on Vulkan, D3D11 and D3D12 for cubemaps larger than 2 GB.
- Graphics: Fixed for incorrect values in ReadPixel for some graphics formats on DirectX. (UUM-15344)
- Graphics: Fixed GetPixelData / SetPixelData failing for textures larger than 2 GB. Added safe-guards to prevent NativeArray length overflows for the former API.
- Graphics: Fixed LoadRawTextureData failing when the input NativeArray contained more than 2 GB of data. Added safe-guards to GetRawTextureData. (prevent NativeArray length overflow and C# array creation failure).
- Graphics: Fixed mipmap generation for textures larger than 2 GB.
- Graphics: Fixed RenderTexture assets not accepting texture dimensions greater than 20000 in UI, even though they currently can already go up to 32768 in script if the graphics capabilities allow for it.
- Graphics: Fixed the Read/Write texture import setting becoming grayed out when "Max Size" was greater than 8192, regardless of actual texture dimensions or size. Replaced with an info box when enabling "Read/Write" that triggers if Unity detects a >512MB texture.
- Graphics: Texture 3D Preview (Volume / SDF mode) now becomes disabled if Unity detects a potential driver hang risk. Fixed an assert incorrectly being triggered when inspecting external Texture 3Ds.
- Particles: Fixed errors when baking a particle mesh after calling mesh->Clear(false). (UUM-8489)
- Particles: Fixed SetParticles API sometimes failing to emit the correct number of particles. (UUM-17027)
- Player: Fixed RuntimeInitializeOnLoad not working when used in precompiled assemblies in packages. (UUM-14487)
- Scene/Game View: Fixed "Auto-hide Gizmos" preference not remember state on application restart. (UUM-7848)
- Scene/Game View: Fixed the Rect Tool center handle not drawing in the correct position during a resize event. (UUM-17618)
- Shaders: Fixed asset bundles with shaders not loading correctly on newer versions of Unity. (UUM-17421)
- UI Elements: An EnumField no longer requires the associated EnumType to contain a value of 0 in order to be bound. (UUM-11706)
- UI Toolkit: Fixed an issue where pressing the arrow keys in the input field of a slider would change its value. (UUM-12796)
- UI Toolkit: Fixed an issue where the dragger of a slider would become visually corrupted after toggling the showMixedValue property. (UUM-13013)
- UI Toolkit: Fixed an issue where the ListView would generate the wrong hierarchy when the path from the list to the item is also a valid path for the item itself. (UUM-8144)
- UI Toolkit: Fixed the UI Toolkit property drawer for TextArea so it behaves like the imgui version. (UUM-9969)
- UI Toolkit: Fixed UI Builder undoing a selection takes two undo's. (UUM-16008)
- UI Toolkit: Show UI Toolkit warning when the serialize reference are missing (as per IMGUI). (UUM-15589)
- Windows: Modified full stack traces so that when they are enabled on Windows, Unity will no longer try to resolve symbols from the symbol server. This prevents a potential stall the first time a stack trace is printed. (UUM-11802)
Package changes in 2022.2.1f1
Packages updated
- com.unity.burst: 1.7.3 → 1.7.4
- com.unity.xr.oculus: 3.2.1 → 3.2.2