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
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2
Q

Multiplayer Playmode

A
  • Try out with multiple clients
  • separate processes
  • along with server
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3
Q

Relay Integration

A
  • Easily setup a casual co-op client authoritative gameplay.
  • easier testing and iteration
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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
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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.
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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
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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
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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
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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
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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
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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
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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.
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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.
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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
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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
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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
Q

Achieving Peak Performance

A
  • 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
Q

Dots ECS

A
  • Talk about ECS/DOTs
  • 2022 LTS fully integrated into editor
  • more control over target device hardware
27
Q

DOTS ECS enables you to build more ambitious games

A
  • Hostile mars simulation scale
  • V rising data streaming
  • Hysteria multiplayer
28
Q

Committed to the DOTS ecosystem

A
  • 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
Q

We’re bringing game objects and entities closer together

A
  • 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
Q

Convergence of game objects and entities

A
  • 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
Q

ECS availability used in editor workflow

A
  • 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
Q

CoreCLR

A
  • 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
Q

CoreCLR modernizes Unity Engine’s Foundation

A
  • 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