Our decision to start open-sourcing components of Unity is intended to help us engage with you, our customers and users. We want to provide you with all of the securities and flexibilities that having source access provides.
We always welcome collaborative participation and community development. It is our hope and expectation that with this initiative, our community will be able to extend Unity in ways that were previously not possible.
We recommend that you use Bitbucket when contributing to Unity, as this is what we tend to use internally, and it keeps things simple. Unity has a number of open-source repositories to help developers use the Unity software:
http://bitbucket.org/Unity-Technologies/
This is our newest repository, used primarily by the UnityUI team and the R&D Content team. Some core R&D projects end up on here (largely due to developer preference), such as the 5.3 Memory ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating or in your game logic. More info
See in Glossary.
https://github.com/Unity-Technologies
This is our oldest repository, where some of our core R&D projects keep their open-source work. Key projects include Unity’s fork of Mono (the C# runtime), and Katana (our build/CI system). Much of the tech used for WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary, such as Emscripten, is also hosted here.
This repository is used by Unity Japan’s R&D and Evangelism teams. It contains demo projects, prototypes and side projects from that office’s employees. Interesting projects include the upcoming AssetAny media or data that can be used in your game or Project. An asset may come from a file created outside of Unity, such as a 3D model, an audio file or an image. You can also create some asset types in Unity, such as an Animator Controller, an Audio Mixer or a Render Texture. More info
See in Glossary Graph system for building AssetBundle, a demonstration project illustrating how to effectively use threads in Unity, and an example project demonstrating how to use Unity Ads.
If you’d like to learn more about contributing to the development of Unity, please see the section on Open Source Contributions.
2018–03–19 Page amended with limited editorial review
MonoDevelop replaced by Visual Studio from 2018.1