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2020.1.0

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Released July 23rd, 2020

[GPU Lightmapper] A-Trous Filter

Lighting

Support for A-trous filtering with the GPU Lightmapper.

AR Foundation - Environment Probes

Package
xR

Support of environment probes for ARCore in AR Foundation 3.0

C# Code Optimization Switching in Editor

Editor

New C# debugging workflow which makes Editor run with C# code optimization by default, improving Editor performance. You can also enable debug mode without restarting the Editor.

Cinemachine Verified Package

Cinematics
Package

Cinemachine, the versatile, dynamic camera system for cinematics and gameplay, comes out of Preview.

Focused Inspector

Editor
  • A Focused Inspector is a floating Inspector window dedicated to edit the object it’s focused on only. It can be opened by right-clicking on the target object or asset.
  • The Focused Inspector won’t listen to global selection change. This makes it easy to keep an eye on a specific object and also to compare multiple objects: just open a Focused Inspector for each objects to compare.

GPU Lightmapper Improvements

Graphics
Lighting

Various improvements to bring the GPU Lightmapper closer to feature parity with the CPU Progressive Lightmapper:

  • A-Trous filtering support.
  • Baked LOD Support.
  • Sky Occlusion Baking.
  • Memory usage improvements.

Input System Verified Package

Input
Package

The Input System Package comes out of Preview. It is a broad, extensible system for managing input from an array of common input devices from gamepads to touch screens to XR controllers. A simple interface and configurable profiles mean that your input isn’t hard-coded and as such is simple to amend as your project evolves.

Lighting Settings and Improvements

Graphics
Lighting

Several improvements including:

  • Lighting Settings Asset, which allows you to reuse settings across your scenes
  • Overlap-Free Packing, Calculated Pack Margins and a new Scene View mode for verifying your setup makes it easier to get a great lighting result, avoiding UV overlapping artifacts.

Major Shader System Improvements

Graphics

Removal of synchronous compilation from the shader import phase and added on-demand/background compilation of compute shaders: compute shader compilation no longer happens during the import process. This makes compute shader importing fast and gets rid of blocking Editor behavior. All the required variants are still compiled in time for use both in the Editor and in player builds.

Prefab Mode in Context

Editor

The Prefab Mode in Context feature lets you edit a Prefab Asset in Prefab Mode while visually retaining the context of the Prefab instance it was opened through. This means that while editing the Prefab Asset, you can still see the open scenes for reference, optionally with a gray-out effect.

Presets improvements

Editor
  • Partial presets (applying only a partial set of properties from a given Preset)
  • Preset drag & drop over imported files in project browser
  • Glob searching on path names (filtering in the Preset Manager based on a file’s path)
  • Fixes and other refinements

Streaming Virtual Texturing

Graphics

Streaming Virtual Texturing is a texture streaming feature that reduces GPU memory usage and texture loading times when you have many high resolution textures in your scene. It works by splitting Textures into tiles, and progressively uploading these tiles to GPU memory when they are needed.

Support for serialized data files and Asset Bundles >2GB in size

Base Libraries

Serialized game data files and asset bundles were limited to 2 gigabytes previously. This limitation is removed now, and files that Unity produces can be arbitrarily large.

Tilemap Updates

2D
  • Tile Palette Clipboard improvements.
  • Addition of Gizmos and GameObject support in the Tile Palette Window.

UDP (Unity Distribution Portal) Verified Package

Package

Unity Distribution Portal (UDP) allows you to distribute your games to multiple app stores through a single hub. UDP repacks your Android build with each store’s dedicated IAP SDK and lets you manage all your store submissions from the UDP console.

Visual Studio support Verified Package

Package
Scripting

IDE support for Visual Studio now shipped as a Verified package:

  • Using the same API used for Rider and Visual Studio Code.
  • Faster startup than the legacy built-in implementation.

Development

In-progress, timelines long or uncertain

Addressable Assets System for Creating, Managing and Loading Content

Asset Bundles
Asset Management
Build
Package

Addressable Assets handle the code complexity of creating, managing, and loading content by removing the steepest part of the learning curve and automating tedious tasks. Addressable Assets decouple the project code and content layout to eliminate the need for tracking assets and refactoring code. By starting with Addressable Assets, your game development can scale without increasing complexity. The game creator no longer needs to think about shipping details while making their game.

Animation Generic IK

Animation

User definable IK chains

Audio Recording

Audio

Add the ability to record Main and Mixer outputs to file

Automatic convex decompositions

Physics
  • Integrate V-HACD
  • A single mesh can be automatically decomposed into a set of convex MeshColliders
  • Helps with collision detection performance and accuracy
  • Enables sophisticated meshes on dynamic bodies and triggers

Basic Player Localization

Consoles
Desktop
Editor
Mobile
UI

The basic player localization feature is a set of features to add localization support in games made with Unity.

Build Reporting

Deployment

Deeper, more prominent reporting of information about the player build process and outputs.

Distributed LAN lighting builds

Graphics
Lighting

Polish the Hackweek X project on distributing lighting builds (precompute/baking) across machines on a LAN. The aim is to make a system that will automatically discover available machines and use them for time consuming lighting builds. No setup should be required. Video .

Graphics: Expose more formats to C#

Graphics

Allows creating texture and rendertexture with all the formats supported by modern GPUs

IMGUI Debugger

Editor

Gives the users ability to easily view all the draw calls for the IMGUI, with the option to open the source file in the right location, view all the data used to render the item.

Localization of Editor UI (Japanese)

Editor

Localization of the Editor UI. (No runtime or building localized assets)

PBR Mobile Optimizations

Graphics

Standard shader needs optimizations for low-end mobile/PC platforms. Some of these need to be GPU specific (for very popular GPU families)

  • Optimizations for Apple/PowerVR GPUs
  • Approximate/simplify for low-end GPUs like Mali-400
  • Automatic switching between "do math in shader" vs "texture lookup table" depending on GPU
  • Procedural Skybox shader optimizations

Prefab Mode in Context

Editor

The Prefab Mode in Context feature lets you edit a Prefab Asset in Prefab Mode while visually retaining the context of the Prefab instance it was opened through. This means that while editing the Prefab Asset, you can still see the open scenes for reference, optionally with a gray-out effect.

Save Play Mode Changes

Editor

Make it possible to selectively persist changes made during Play Mode so they are not lost.

Snapshot tracks for Timeline

Audio
Timeline

Support for serialized data files and Asset Bundles >2GB in size

Base Libraries

Serialized game data files and asset bundles were limited to 2 gigabytes previously. This limitation is removed now, and files that Unity produces can be arbitrarily large.

Video: Network Streaming

Video

Investigations & design work

Android: Support for Visual Studio project export

Mobile

Allows Android target to export Visual Studio project, you can the both build apk files and debug Android application from within Visual Studio.

In Visual Studio 2015, Microsoft added support for Android. It has capabilities of both building Android applications (with gradle) and debugging Android applications (with gdb wrapper).

Read more here - https://blogs.msdn.microsoft.com/vcblog/2016/06/12/build-your-android-applications-in-visual-studio-using-gradle/

Collaborate: Project Branching

Collaborate
Editor

Support more than one version of a project, for selective development

Focus Modes

Editor
  • Streamlined and unified structure for the increasing number of windows, tools, and visualisations in the editor.

Full physical light support

Lighting

Physical units, CCT, IES, ...

Script Api Updater: Expose APIUpdater to Asset Store authors

Scripting

Give Asset Store authors the ability change their APIs with less friction and retain compatibility

Visual Scripting

Editor

Initial prototype of Visual Scripting, for internal demonstration and feedback gathering purposes.