Austin/sao Paulo UDay Flashcards
1
Q
Multiplayer center
A
- we’re Working on a series of templates to easily get started
- we also want to Allow navigating technical choices now AND later
- This will all live in a Central location in the editor, codenamed the multiplayer center
2
Q
Multiplayer Playmode
A
- Try out with multiple clients
- separate processes
- along with server
3
Q
Relay Integration
A
- Easily setup a casual co-op client authoritative gameplay.
- easier testing and iteration
4
Q
Multiplay Playmode W/ dedicated server
A
- For games that require a server authoritative model
- multiplayer Playmode will support local and remote server deployments
5
Q
Dedicated server content selection
A
- in Unity 6 you’ll Build both client and server from the same project
- We’re adding additional content selection features to strip out client parts from the server
- This will decrease bloat and infrastructure needed.
6
Q
Transport package w/ Unity web
A
- All multiplayer solutions are built on our transport package
- The package is a robust low level networking layer that can be customized
- and now supports Unity web
7
Q
Multiplayer Services SDK
A
- building multiplayer games requires several services and products
- W/ our multiplayer services SDK we are simplifying integration and dependency management
8
Q
Distributed Authority
A
- building multiplayer is tough because of complexity and high operational costs
- distributed authority helps lower the operational costs by distributing some of the simulation to the clients.
- This takes some of the burden off of the servers
9
Q
Skill-based Matchmaker
A
- maintaining fair competition is crucial to keep players engaged
- establishing a skill system can be tough
- Through skill based matchmaking you can effortlessly compute player skills and match players into their respective lobbies
10
Q
Matchmaker session details
A
- better observability which allows devs to track matches created by the matchmaker
- this helps catch issues and see trends earlier than before to create the best sessions for players
11
Q
Safe Voice
A
- Curating matches is only one step in the process of enhancing player engagement
- utilizing AI based detection systems Safe voice helps create a secure and welcoming space for all players
12
Q
Safe text
A
- along with safe voice, safe text actively screens and filters toxic content in real time.
- with advanced context technology, safe text finds toxic content based on context not just syntax and words used.
13
Q
Moderation Platform
A
- organize and prioritize incidents from safe voice and safe text
- This helps to reduce overall toxicity and disruption scores
- You can not only take action, but get an overview of moderation activity and player behavior.
14
Q
Reaching your audience where they want to play
A
- off course building an engaging and immersive title is critical to the success of a game.
- but you also have to get that title to your customers
- let’s cover new features that will help you reach more players across platforms
15
Q
Core platform improvements
A
- In Unity 6 we’re rolling out improvements to make life easier when setting up builds and exploring new platforms.
- we know custom scripts are cumbersome and hard to manage when making builds
- we’ve heard that feedback and are excited to announce build profiles which give you the flexibility to create multiple profiles for a target platform.
- and also, the new platform browser to discover and setup new platforms
16
Q
Web
A
- starting with Unity 6 you’ll be able to run games anywhere the web exists.
- Through our strategic partnership with Google, A preview of WebGPU is now available in Unity 6 beta.
- and finally with a partnership with meta we’ve built support for their instant games platform.
17
Q
Windows and Xbox
A
- in Unity 6 we’re adding native Unity editor support for arm based windows devices.
- with that the editor will run on arm devices and provide more flexibility to which devices you can work on
- finally you’ll also be able to build win32 games using the Microsoft Game Development Kit
18
Q
Mobile Android
A
- we know how important it is to have your games install quickly and be performant on Android.
- to help with this Unity 6 supports play asset delivery through the new addressables Android package
- Unity will also include a new application point, game activity, powered by the Android game development kit. This brings improved threading support and enhanced update ability
19
Q
Incremental build pipeline for consoles
A
- We’ve made some major improvements to iteration speeds while developing for console platforms.
- The incremental build pipeline allows subsequent builds to focus only on what’s changed
- after doing a script change build times dropped 50%
- and building a scene without any changes dropped from 40 seconds to just over 5
20
Q
XR
A
- lastly let’s dive into new capabilities on XR platforms
- while there are a ton of new features in Unity 6 for XR I’m going to highlight a few of the key features to look for
21
Q
Bring the physical world into your game
A
- AR foundation allows you to expand a game into mixed reality.
- in Unity 6 we’re expanding meshing, occlusion, bounding boxes, and persistent anchors to more platforms as seen here.
- we’re also adding in Vulcan support to AR Core
22
Q
Improved visual fidelity
A
- composition layers is an exciting way to increase fidelity on text, video, UI, and images.
- here you can see on the left a standard texture and on the right a composition layer.
23
Q
Create social experiences easily
A
- setting up multiplayer in VR will be getting much easier with our new multiplayer VR template built on open XR.
- This combines many of the multiplayer features discussed before and allows you to customize to your needs
24
Q
Iterate efficiently on device
A
- and finally I saved the best for last.
- for those developing for visionOS Play-to-Device will allow you to leverage Unity’s polyspacial to stream your apps content to device.
- any tweaks you make in editor will instantly sync to device
25
Achieving Peak Performance
* with all of these flashy features being added and improved, we’re also working on the core engine.
* high optimization and performance is extremely important to the best games.
* now I’ll walk you through some key aspects of this plan.
26
Dots ECS
* Talk about ECS/DOTs
* 2022 LTS fully integrated into editor
* more control over target device hardware
27
DOTS ECS enables you to build more ambitious games
* Hostile mars simulation scale
* V rising data streaming
* Hysteria multiplayer
28
Committed to the DOTS ecosystem
* ECS 1.1 and 1.2 are already available in the package manager with over 100 fixes and quality of life improvements
* we’re preparing 1.3 with tons of fixes targeted at netcode for entities
29
We’re bringing game objects and entities closer together
* we’re working hard on bringing entities together with Game objects
* by doing this we would be providing the power of ECS in the context of the editor.
* you’ll also be able to introduce targeted ECS solutions to game object based projects!
30
Convergence of game objects and entities
* first thing we will need to do is ensure there is an entity for every game object in your project
* second we need to align the transform APIs across entities and GOs
* then we’ll need to unify scenes and build workflows
31
ECS availability used in editor workflow
* to demonstrate the power of this convergence we’ve been rework core features such as animation and world building.
* these ECS based cores allow for more complex and dynamic streams then we’ve ever seen in Unity before.
* well share more about these developments in the future
32
CoreCLR
* speaking of delivering additional performance to 100% of Unity projects!
* I’m happy to inform you that we are making significant progress migrating to CoreCLR
33
CoreCLR modernizes Unity Engine’s Foundation
* with our work integrating CoreCLR into the Unity engine we’re bringing raw speed to the editor and runtime.
* This improves everything including iteration time, runtime performance on all devices, and IDE build integration