We are delighted to announce SpatialOS for Unreal 2020.1
A team’s journey to effect a company-wide set of changes to make continuous integration (CI) not just better but great.
The SpatialOS Runtime mediates an online game’s various servers, clients and engine instances. Earlier this year, we rebuilt it completely.
At Improbable, we developed the widely-used, open source metrics project Thanos to enable reliable monitoring at a global scale. Here’s how we use it ourselves.
The SpatialOS Games Development Kit (GDK) for Unity is now in pre-alpha for mobile game experimentation.
If you’ve ever wanted to integrate SpatialOS with an engine other than Unity or Unreal, then our developer Charlie Micou has an experimental Godot integration and can tel
Introducing support for KCP, an additional UDP-based network stack, in the SpatialOS 13.6 release. KCP provides a low-latency, secure network connection designed specifically for unreliable network conditions.
We explain how SpatialOS works and how developers use game engines with it.
Ollie Balaam, QA Engineer at Improbable, compares the ECS and MonoBehaviours workflows in the context of the SpatialOS Game Development Kit (GDK) for Unity and what they can do for your game.
Quickly building a scalable multiplayer FPS game with the SpatialOS Game Development Kit for Unity
The SpatialOS Game Development Kit for Unity is built on Unity’s Entity Component System, in this post we explain what ECS is and what it can do for your SpatialOS game.