There's a new Unigine development log post that details some of the latest changes. Catching our attention from the list is light dispersion support for refractive materials, a new glow mode that uses a full-screen buffer, heavy refactoring of all shaders (performance improvements), cube-maps are now used for all static reflections, distance-based fading of refraction, various bug fixes, and other optimizations.
On the mobile front, the Unigine Engine is running on Apple's iPad now, but no word on how it actually performs. Most of the mobile work though is going into Android. There's now support for the Adreno 200 mobile GPU, crash fixes for mobile GPUs without MRT support, simplified shaders for mobile GPUs, a refactored Android launcher, and various other work. It was just back in February when Unigine had announced the Android work.
Not only is the mobile work maturing, but the Mac OS X port is now getting in shape. "Hang on, the moment when both Mac OS X and iOS versions of Unigine will be available for licensing is coming very, very near."
Now if only there were more games and other projects taking advantage of this impressive engine with first-rate Linux support...