Abu Dhabi Flashcards
1
Q
State of Unity
A
- Welcome Audience
- Intro Myself
- I’m excited to be here
2
Q
Safe Harbor
A
- Presentation is for informational purposes only
- Different in reality than I present here
- Timing, development, or functionality of any of the features or products
3
Q
Once Upon A Time
A
- Take you on a little Unity journey today
- Less than ideal time before Unity was it’s current easy to use multi-functional Real Time 3D tool
- This is not everything there is out there
4
Q
Unity Before (Release Process)
A
- You’ve noticed all of the wonderful tools
- all those tools haven’t always existed
- Unity’s release process has improved greatly
5
Q
Unity LTS and Tech Stream
A
- LTS focus on stability and quality
- Battle tested and ready for productions that are shipping now.
- Tech Streams have new cutting edge features but less stable
6
Q
Unity Platform Roadmap
A
- Unity releases an open and transparent roadmap
* You can find all the details on new features, bug fixes, and other information about what is coming
7
Q
Submit a new idea
A
- If you don’t see what you are looking for on the Unity roadmap
- Click the “Submit a new Idea” button on the bottom of each roadmap page
- Ideas will be triaged and possibly added
8
Q
Package Manager/Feature Sets
A
- Packagemanger hasn’t always existed
- Packages have a lifecycle of experimental, pre-release, released, and deprecated.
- Feature sets combine packages to offer Faster overview, compatible versioning, and easy learning
9
Q
Unity Before (Artist/Designer Tools)
A
- Another one of my favorite subjects… Artist and Design tools.
- Artists and designers haven’t always been able to jump into the Unity editor and make their visions come to life
- Now we have visual coding, VFX Graph, Timeline, and many other tools
10
Q
UI Toolkit / Streamline Terrain workflows
A
- Authoring of runtime UI
- Integrated Text Mesh Pro
- Terrain Tools package is fully “Verified” and contains many workflow improvements.
11
Q
Speed Tree 8 / Decals
A
- SpeedTree 8 vegetation can now be directly imported into the HDRP
- Decals have been added to URP, with two modes, screen space or using a DBuffer
- The UI has been improved for decal projector placement as well as with pivot point and scale transform tools, Prefab support, and multi-select capability.
12
Q
Unity Face Capture / Unity Virtual Camera
A
- Released two companion apps on the App Store that will enable artists to use AR data
- Unity face capture enables you to preview and record real-time facial performances in the Unity Editor
- Unity Virtual Camera enables you to preview and record very natural handheld camera movements and lens controls in the app.
13
Q
Shader Graph
A
- Built-In Render Pipeline now supports Shader Graph
- Surface Options for URP - this allows you to expose more options from your Shader Graph shader in the Material Inspector
- Blackboard categories enable you to group the properties in the Blackboard and expose them as expandable sections in the Material Inspector.
14
Q
VFX Graph for URP / Shader Graph VFX Graph
A
- VFX Graph for URP is now officially supported for PC and consoles
- We have improved mobile support, but compute shader technology on mobile devices still varies widely across devices
- You can use any custom Shader Graph shader to target VFX Graph.
15
Q
Sequences / Deferred Rendering
A
- Sequences 1.0.0 empowers you to efficiently create linear content such as movies and game cinematics.
- You can now use either forward or deferred rendering paths to build mobile projects in URP.
- The URP Deferred Rendering Path performs light shading on a separate rendering pass
16
Q
And lots More Artist & Design Features
A
- You can see here that there are many more features we can talk about.
- This presentation could be 3 hours long if they would give me the time
- We’ll talk about URP 12 a bit later though because there are some exciting new things here that are covered there.