With the release of Unity 4.4, developers can now start building virtual reality experiences in Unity 3D.

We’ve put together a guide to how to use Unity 3.5 for VR.

We’re excited to announce that the first of a new series of tutorials on how to create VR experiences in the Unity 3 D engine will be out in the coming weeks.

If you’ve ever wanted to see how to build a VR game, or even just get your head around the concept, this is the series for you.

If you’re new to Unity, or just looking to learn Unity 3, head over to our Unity 3 Tutorials for more details.

Unity 4.5 is an incremental release that brings with it a bunch of new features.

If that sounds familiar, that’s because it is.

The new version of Unity 3 comes with the same features, but the new features have been reworked and reorganized into a single package.

This new package is called Unity 5.0.

In short, Unity 5 includes some of the features we’ve talked about in our Unity 4 tutorial series: A new set of rendering APIs, called “shaders” (Unity 4).

A new API called “ShaderManager”, which can be used to render content in 3D scenes.

A new Unity UI API called UnityWeb, which lets you create interactive web experiences.

The most important of the new shaders are “Tiled”, which is used to create tiled textures, or the more traditional “Mesh”.

These shaders have a number of important properties.

They can handle any type of texture, which means they can also be used in 3-D scenes, and they can be easily integrated into other projects.

Mesh shaders can also take advantage of a special kind of shader called “Tiling” which makes them extremely versatile.

“Tiled” shaders allow you to have many, many different types of shaders in the scene at once, but they can still be stored as separate objects.

This allows for a much richer set of features than Unity has today.

An example of the “Tilted” shader: UnityWeb: This is a “Tile” shader.

This means that it uses a combination of a texture, and a 2D texture to render.

This is a great example of “TILting” shading. 

Tiled shaders also support the “Tile”, which means that the tile is the actual object in the game, and not a texture that is being drawn.

It can be animated, or it can be destroyed.

Unity Web: Here is a tile shader.

It uses the tile’s normal as its input, which is an “Object” to render, but it also uses the normal as the input to update the mesh’s position. 

Mesh shader : These shaders use the same primitive as “Tiles” but with some interesting differences.

These shades are usually used for creating complex shaders, which we’ll cover in more detail later. 

We’ve also seen some changes to the “Lightmap” shaded shader. 

These are used to add depth to objects.

You can use this shader to add a shadow, or to add fog or smoke. 

Unity WebShader:The UnityWeb shader has two distinct variants: “StaticLightMap” and “DynamicLightMap”.

StaticLightMap: StaticLightmap shaders look like regular “Tile” shades.

It only uses a fixed-size, static, rectangular buffer, so it can only be used on objects with the proper “LightMapType” set.

DynamicLightMap shaders work in more complex ways.

You may want to use DynamicLightMaps on objects that have different lightmap types, and you might want to “map” an object in 3 dimensions using a DynamicLightmap. 

Shaders for “Lightmaps” and for “Mesh” shads can be found in the Shaders section of the Unity 5 documentation.

Shaders in Unity 5 have the following new properties: The ability to render at a certain resolution, in the range of 640×480, or at a lower resolution. 

A special “render mode” called “fog”, which you can see in the following image. 

The rendering capabilities of the renderer are still limited by the hardware.

Unity currently supports two rendering modes: “Simple” and OpenGL. 

You can use “Simple Mode” to load the renderers content directly, or you can use OpenGL to render the contents directly to the screen. 

“Flat” mode can be useful when working with static geometry, because it will only render triangles at a fixed width, and that means that you can have very small triangles.

This makes the game look much more realistic and less demanding on your hardware. 

An example scene in which you might use this rendering mode: We’re using UnityWeb to render an empty