Abu Dhabi Flashcards
State of Unity
- Welcome Audience
- Intro Myself
- I’m excited to be here
Safe Harbor
- Presentation is for informational purposes only
- Different in reality than I present here
- Timing, development, or functionality of any of the features or products
Once Upon A Time
- 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
Unity Before (Release Process)
- You’ve noticed all of the wonderful tools
- all those tools haven’t always existed
- Unity’s release process has improved greatly
Unity LTS and Tech Stream
- 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
Unity Platform Roadmap
- 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
Submit a new idea
- 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
Package Manager/Feature Sets
- 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
Unity Before (Artist/Designer Tools)
- 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
UI Toolkit / Streamline Terrain workflows
- Authoring of runtime UI
- Integrated Text Mesh Pro
- Terrain Tools package is fully “Verified” and contains many workflow improvements.
Speed Tree 8 / Decals
- 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.
Unity Face Capture / Unity Virtual Camera
- 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.
Shader Graph
- 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.
VFX Graph for URP / Shader Graph VFX Graph
- 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.
Sequences / Deferred Rendering
- 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
And lots More Artist & Design Features
- 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.
Unity Before (Programming Features)
- There have been many new changes to how we develop games in Unity.
- Changes have helped us to make better games faster
- Continue on this journey by showing new and improved programming features
Unity 2021 LTS
- The new 2021 LTS release continues our focus on quality, productivity, and performance for programmers.
- We also see new features being integrated into older platforms
- Finally, we see developer iteration time drop drastically.
VFX Graph for URP / WebGL Support for SRP Batcher
- Visual Effect (VFX) Graph is now officially supported by URP for PC, PlayStation, and Xbox
- Unity 2021 LTS adds WebGL support for the SRP Batcher
- Which enables improved performance that’s in line with our goal of achieving parity between the Built-In Render Pipeline and URP.
Apple Silicon Support / Synchronous API for Addressables
- Native support for the Unity Editor on Apple silicon and a stand alone player.
- In the past Addressables only had asynchronous APIs
- Increased options for games that need finely controlled download management.
Improved Memory Profiler UI / Improved Performance in HDRP
- Memory Profiler has had a pretty big overhaul in terms of UI
- HDRP 12.0 includes production-ready integration for both NVIDIA and AMD’s enhanced resolution algorithms.
- For more information consult our docs and Unity 2021 LTS release blog post.
And lots more programmer features!
- Again there are many more features that I have not mentioned.
- Lots of improvements for XR developers
- Also improvement to Mono and .NET which were a long time coming.
Unity Before (Universal Render Pipeline)
- Unity only provided one render pipeline
- All features were shipped and most couldn’t be removed or turned off.
- couldn’t be specified for a single game type so we made the Scriptable Render Pipeline
Universal Render Pipeline
- The SRP allows for multiple render pipelines to be used and created
- Universal render pipeline is one of these
- URP is one of the most used pipelines and is very powerful.
URP 12 for Unity 2021 LTS
- URP 12 is the latest version of URP
- Has been the most feature packed release to date.
- URP12 brings us much closer in feature-parity with our Built-in Render Pipeline
Reflection Probe Blending / Decal System
- Reflection probe blending and box projection support have been added to allow for better reflection quality
- (left) No blending, (right) Blending, (middle) Blending and Box Projection for the most realistic look
- Enables you to project decal materials into the surfaces of a Scene
Deferred Rendering Path / Lens Flare System
- Deferred rendering decouples the light calculation from scene geometry
- It supports an unlimited number of real-time lights (before 8)
- Lens Flares simulate the effect of lights refracting inside a camera lens
Light Cookies / Enlightened Realtime GI
- Light Cookies enable a technique for masking or filtering outgoing light and produce patterned illumination.
- Can be used to change the appearance, shape, and intensity of cast light for artistic effects
- Enlightened GI enrich your projects with more dynamic lighting effects
Scene Debug View / Render Pipeline Converter
- Scene Debug View allows users to inspect the properties of materials being rendered, how the light interacts with these materials, and how shadows and LOD operations are performed.
- A new converter framework for migrating from the Built-in Render Pipeline to URP
- It works for 2D and 3D projects, and covers: materials, Animation clips, and Rendering settings
And lots more (URP)
- Again there are many more features
- Some things to note are: new package samples
- And URP global settings
Unity Before (General Solutions)
- There was a time when unity was just an engine to build once and deploy everywhere.
- Unity didn’t have many tools for live ops and beyond solutions beyond the engine
- Now, Unity has many tools outside of creating your game.
General Solutions
- Vast amount of options and solutions we have outside of the editor.
- General solutions cover everything from live ops to monetization
- These solutions are just as important if not more than the Unity editor itself
Product Chart
- You can see here that there are 30 different solutions Unity has to offer
- I’ll cover just a few of these coming up.
- Three main groups of solutions: Create solutions, operate, and Success services
Cloud Content Delivery
- Cloud Content Delivery system, designed to be a convenient and cost-effective
- Used for hosting and delivering remote content to your players
- Engine-agnostic solution, you can use it with Unreal engine or other game engines.
Remote Config
- Empowers developers to change configurations remotely in real-time
- It allows you to configure your content based on user, geography, and device.
- You can fine-tune things graphics but also gate content based on player segmentation
Unity Game Backend
- Unity’s collection of tools and cloud services host and run content for your game
- Everything from authentication to economy and even saving game data
- Make it easy to setup user accounts and data
Unity Lobby
- Gives you the tools to Connect your players for great multiplayer experiences
- Out-of-the-box “Quick Join” functionality
- Invite only lobbies
Multiplay
- Most resilient game server hosting
- Scales fast and easy
- Low cost with bare metal servers but not only confined to bare metal
Vivox
- Trusted by the biggest games like VALORANT, PUBG, and League of Legends
- Allows voice and text communication between players
- Supports PC, mobile, and console, as well as cross play amongst these.
HelpShift
- Helpshift provides in game support for players
- Players don’t have to leave the game to access this support
- Support can be automated with AI and automatic answers to FAQs