2D Inverse Kinematics (IK)
This feature lets you apply 2D IK to the bones and Transforms of your characters’ animation skeletons. It automatically calculates for the positions and rotations of a chain of bones moving towards a target position. This makes it easier to pose and animate limbs, or to manipulate a skeleton in real-time, as manually keyframing the chain of bones is not required. Let us know what you think in the forum.
This feature lets you test the behaviors and physical characteristics of different devices without leaving the Editor. You can now preview specific resolutions and notch/cutout layouts in the Game View, as well as preview device-specific customizations such as selected quality settings based on device info like RAM, chipset, etc.
This feature helps you gather and present test coverage information. When you run your tests with code coverage enabled you can see exactly which lines of your code are executed when the tests run, in addition to whether the tests passed or failed. Let us know what you think about it on the forum.
When you use ProGrids snapping in Unity, any object you move snaps to the world grid, and the world grid never changes position or orientation. Starting with 2019.3, native grids in Unity are being replaced with ProGrids.
This feature is a visually oriented UI creation tool that lets artists and designers create UI for the Unity Editor. It provides familiar, tool-based access to the underlying UIElements framework, including the stylesheet, hierarchy, and standard controls like buttons, scrollers, toggles, and text fields. Watch our talk from Unite Copenhagen to learn about the new UI authoring workflows and our plans for runtime UI support.
Use the Unity Recorder to capture gameplay during Play Mode and save it as an .mp4 file. Unity Recorder also supports Timeline.
This feature provides a high-end solution for developers who need to produce complex physics simulations. It’s backed by the industry-leading Havok Physics engine, which powers over half the top titles of this console generation. This integration is written using the same C# DOTS framework as Unity Physics, and includes the features, performance, stability, and functionality of the closed-source, proprietary Havok Physics engine, written in native C++.
The new Unity Physics engine is built on DOTS technology, which enables you to create physics simulations that deliver exceptional performance compatible with modern networking needs. Unity Physics is currently in Preview, available via the Package Manager, and compatible with Unity 2019.1 and later versions.
The Input System is built from the ground up with ease of use, consistency across platforms, and flexibility in mind. The Input System’s new workflow is designed to provide one, simple interface that works for all platforms that can easily be extended to support custom or future devices. Take a look at our getting started guide, and join us on the forums to give us your feedback. The package source code is available in this GitHub repo.
You can now natively import scalable Vector Graphics in your projects. Vector graphics allow you to create assets with a very small file size that will look crisp in any resolution.
Get all the benefits of vector images just by dragging and dropping SVG files into the Editor.
The SVG Importer is compatible with many vector graphics standards like gradients, fillings, dashed lines or rounded corners, and many other Unity 2D tools.
The feature is currently in preview in the Package Manager.
Go to our forum and tell us how this fits into your workflow or improves your project.
The Profile Analyzer complements the Unity Profiler’s single-frame analysis by letting you analyze multiple frames at once. This is useful when it’s important to have a wider view of your performance, such as when considering upgrading your Unity version, testing optimization benefits, or reviewing your development cycle.
Learn more about the Profile Analyzer by watching this Unite Copenhagen talk.
Pixar’s Universal Scene Description (USD) is a file format designed for large-scale asset pipelines, with a particular focus on parallel workflows. Apple also recently adopted this format for augmented reality applications in the form of USDZ.