Feuille de route Unity
Découvrez un aperçu de nos plans à venir, et quand vous pouvez vous attendre à avoir accès aux nouveaux services et fonctionnalités sur la plateforme Unity.
Veuillez noter que notre objectif principal est de vous fournir des versions stables et fiables. Par conséquent, les dates de sortie visées et les fonctionnalités annoncées sont susceptibles de changer.
Flux RSS- At Risk
- Delayed
- On Track
Released July 23rd, 2020
[GPU Lightmapper] A-Trous Filter
Support for A-trous filtering with the GPU Lightmapper.
AR Foundation - Environment Probes
Support of environment probes for ARCore in AR Foundation 3.0
C# Code Optimization Switching in 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
Cinemachine, the versatile, dynamic camera system for cinematics and gameplay, comes out of Preview.
Focused Inspector
- 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
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
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
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
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
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
- 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
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
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
- Tile Palette Clipboard improvements.
- Addition of Gizmos and GameObject support in the Tile Palette Window.
UDP (Unity Distribution Portal) Verified 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
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.
Alpha in-progress
UI Toolkit: Theming
Usability and Functional Feedback (Targeted or Public)
Editor VR
Author VR in VR:
- Lay out your scenes in VR
- Adjust component properties while in VR
- Profile your performance as you edit
- Create custom tools and workspaces
Forum: https://forum.unity3d.com/forums/editorvr.126/
GitHub: https://github.com/Unity-Technologies/EditorVR/
New Input System (Preview)
Create a better, more adaptable input system for Unity.
- Event-based, framerate-independent input delivery
- Custom device creation
- More consistency between platforms and input devices
- Better integration of variety of input types
- Better support for multiple control schemes
- Better separation between input and game logic
- Deeper API access
- More customizability
In-progress, timelines long or uncertain
2D Physics - Low Level API
- Expose low-level collider primitives of circle, edge, polygon & capsule and ability to retrieve from existing Collider 2D components.
- New 2D collider with ability to be composed of low-level collider primitives.
- Super fast, primitive intersection tests with batching support not requiring 2D collider components.
- Gizmo support for primitive collider shapes of circle, edge, polygon & capsule. Useful in visualising/debugging intersection tests.
2D Physics - Simulation
- Multi-instance 2D physics worlds.
- Ability to assign simulation group(s) to Rigidbody2D and simulate specific group(s) and/or calculate contacts for those group(s) only.
- Expose contact processing allowing users to defer contact solving, enable/disable contacts etc.
Addressable Assets System for Creating, Managing and Loading Content
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
User definable IK chains
Audio Recording
Add the ability to record Main and Mixer outputs to file
Automatic convex decompositions
- 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
Build Reporting
Deeper, more prominent reporting of information about the player build process and outputs.
Distributed LAN lighting builds
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#
Allows creating texture and rendertexture with all the formats supported by modern GPUs
IMGUI Debugger
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)
Localization of the Editor UI. (No runtime or building localized assets)
PBR Mobile Optimizations
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
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
Make it possible to selectively persist changes made during Play Mode so they are not lost.
Snapshot tracks for Timeline
Support for serialized data files and Asset Bundles >2GB in size
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.
UI Toolkit: UI Builder
Video: Network Streaming
Investigations & design work
2D Physics - Animation
- New Animatable 2D Collider that tracks SpriteRender mesh.
- Explicit Kinematic Rigidbody2D Hierarchy control.
2D Physics - Colliders
- EdgeCollider2D 'adjacent edge' support allowing chaining of EdgeCollider2D together with virtual edges.
- EdgeCollider2D to EdgeCollider2D collision support
2D Physics - Effectors
- New asset-based effector behaviour system allowing blending of multiple behaviours.
- SurfaceEffector2D "speed-up only" support disabling slowing down if surface speed is too high.
2D Physics - Fluids
- LiquidFun Integration
2D Physics - Joints
- HingeJoint2D motor "free spin" support
- Joint2D anchor local scaling support
2D Physics - Materials
- Full integrated shared physics materials
2D Physics - Performance
- Asynchronous CompositeCollider2D outline and triangulation.
- Asynchronous PolygonCollider2D triangulation.
- Multithreaded simulation.
2D Physics - Rigidbodies
- Transform write-back to planes other than XY using swizzle option i.e. write back to XZ, YZ etc.
- Customised collision modes allowing alternatives to layer-based detection.
- Distance based wake-sleep for Rigidbody2D.
- Ability to retrieve all Rigidbody2D, Collider2D & Joint2D.
- Wake/Sleep Callbacks.
Android: Support for Visual Studio project export
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
Support more than one version of a project, for selective development
Focus Modes
- Streamlined and unified structure for the increasing number of windows, tools, and visualisations in the editor.
Full physical light support
Physical units, CCT, IES, ...
Script Api Updater: Expose APIUpdater to Asset Store authors
Give Asset Store authors the ability change their APIs with less friction and retain compatibility
Visual Scripting
Initial prototype of Visual Scripting, for internal demonstration and feedback gathering purposes.