• At Risk
  • Delayed
  • On Track

Released July 10th, 2018

Animation Stream API (C# jobs)

Animation

ARM64 bit support for Android

Mobile

Enable ARM64 bit support for Android, based on IL2CPP technology. Running 64-bit Android apps will have performance benefits, plus games will be able to address more than 4 GB of memory space.

C# Platform Certificate Store Synchronization

Certificate validation using .Net or UnityWebRequest APIs now validates against the platform system CA store where possible.
On XboxOne, PS Vita and Nintendo 3DS, which doesn't provide access to system store validation, an embedded CA store is used for validation.

C# TLS provider through mbedTLS

Support for TLS 1.2 (secure socket) from .NET code

Drop support for UnityScript

Scripting

As our [blog](https://blogs.unity3d.com/2017/08/11/unityscripts-long-ride-off-into-the-sunset/) noted, we are dropping UnityScript support.

High DPI monitor support for Windows

Editor

Support for per-monitor display scale factors on Windows.

IL2CPP managed debugger

Scripting

IL2CPP managed debugging enables developers to use their preferred debugger to find and fix errors, even when using the IL2CPP back end. All debugging features should be supported for Visual Studio (with Visual Studio Tools for Unity) and Jetbrains Rider on Standalone, Playstation 4, and Mobile platforms.

Physical Camera

Asset Management
Editor

Updates Camera component to optionally allow setting Focal Length / Sensor Size instead of vertical FOV in "Physical Camera" mode. These values will also be imported from FBX.

SSL/TLS Consistency

Networking

TLS 1.2 is now supported across all platforms. This brings the ability to secure your network traffic with the latest standards.

Support for using Java source files as plugins in Unity project

Mobile

Ability to add .java (and .cpp) source files to Unity project plugin folder and those will be recognized as Unity plugins without requiring to separately build libraries for plugins in Android studio.

Support meshes with 8 UVs

Graphics

Support for up to 8 UVs for model import, Mesh API and in shaders. Previously the maximum was 4.

Texture Mipmap Streaming

Graphics

The Texture mipmap Streaming system gives you direct control over which mipmap levels are loaded into memory. Helping reduce the total amount of memory required for textures by only loading the mipmaps needed to render the current camera position in a scene. It trades a small cost of CPU for GPU memory saving.

TrailRenderer Improvements

Graphics

Adds a number of small improvements to the TrailRenderer:

  • SetPositions/AddPositions API
  • Trails smoothly remove their old points, to remove visual popping.
  • A new "Emit" checkbox, to allow trails to start/stop emitting geometry.

Vulkan support for Editor on Windows and Linux (experimental)

Graphics
Vulkan

Experimental support for running the editor on Vulkan for both Windows and Linux.

2019.1.0

In development

Add WebAssembly multi-threading support

WebGL

Implement multi-threading support in WebAssembly using the upcoming Shared Array Buffers feature in Javascript.

C# Job System Support for Polygonal Queries on the NavMesh

AI

Methods for obtaining polygonal geometry from the NavMesh, compatible with the C# job system.

2018.3.0

Download Beta

Beta in progress

Android App Bundles for Google Play

Mobile

Support for Android App Bundle (https://developer.android.com/guide/app-bundle/) the new upload format for Google Play, which allows to generate and serve optimized APKs for each user’s device configuration.

APKzlib for faster APK package build times on Android

Build
Mobile

Faster APK package build times on Android with internal build system: allow using apkzlib instead of aapt / apkbuilder when building Android applications.

C# Job System Support for Navmesh Raycasts

AI

Methods for doing raycasts on the NavMesh, compatible with the C# job system.

C#7 - Roslyn

Scripting

Update to use the Roslyn compiler. This will let users use the latest C# 7 features.

GPU Accelerated Lightmapper (Preview)

Graphics
Lighting

Support for GPU acceleration of the Progressive Lightmapper. Light baking with the Progressive Lightmapper will be significantly faster. This will improve iteration and baking times. Does not affect the Enlighten baking backend.

Isometric Tilemaps

2D

Enables tilemap users to build isometric or hexagonal tilemaps.

Light Probe Deringing

Graphics
Lighting

Sometimes probes cannot faithfully represent the actual lighting information in a scene. In such cases “ringing” may occur which manifests itself as unwanted rings in objects lit by light probes. When enabled, the new feature removes ringing at the cost of reduced accuracy and contrast.

Nested Prefabs and Improved Prefab workflows

Editor

This update introduces a number of improvements to Unity’s Prefab workflows.

  1. Nested Prefabs. Yes, it’s finally happening.
  2. Prefab Variants. This feature lets a Prefab inherit the properties of another Prefab.
  3. Prefab Mode. New workflow for editing Prefab assets in isolation. You’ll no longer need to drag a Prefab to an open Scene to edit it.

Particle System Improvements 2018.3

Graphics
Particles
  • Burst Probability: Adds a new property to the Burst UI, which gives bursts a random chance of not being triggered at all.
  • External Forces Upgrade: Introduces a new ParticleSystemForceField Component, which can be assigned to the External Forces Module of Particle Systems. This new Component offers a variety of controls, for gravity, drag, vortex motion, etc, when particles are inside its volume.
  • Flip Option: We have moved the FlipU/FlipV options from the Texture Sheet Animation Module into the Renderer Module and enabled flipping on each axis for Mesh Particles. Be sure to use a shader with backface culling disabled, when flipping your meshes!
  • Ordered Mesh Emission: A new option in the Shape Module for meshes, called "Vertex Ordered", which emits particles from each vertex of the mesh in order. This option behaves similarly to the Systematic option in the Legacy Particle System and is being added prior to the final removal of the Legacy Particle System.
  • Ring Buffer Mode: A new Particle System mode where particles don't die when their lifetimes elapse. Instead, they remain until the Max Particles property is exceeded, at which point the oldest particles are replaced when new ones spawn. Useful for footprints, bullet holes, etc, and other persistent objects, where the user wants them to stay as long as possible, whilst maintaining a maximum budget.
  • Roll Option (for VR): A new checkbox to disable roll when the camera rolls. This is most useful in VR applications where users do not want particles to follow the camera when the user rolls their head from side to side.
  • Shape Module Improvements:
    • Add visualization of the Radius Thickness property in the Scene View.
    • Allow the Arc property to be used on the Sphere/Hemisphere shape.
  • Texture Sheet Animation Improvements: Adds 2 new modes to the Texture Sheet Animation Module:
    • An FPS mode, where animations play at a fixed FPS, regardless of particle lifetimes.
    • A speed-based mode, where the animation frame is chosen based on particle speed, rather than age.

PhysX 3.4 Upgrade

Physics

Upgrade NVIDIA PhysX from 3.3 to 3.4

Remove the Legacy Particle System

Particles

It is time to remove the Legacy Particle System.

We are providing an upgrader on GitHub, which will convert Legacy Components (e.g. ParticleEmitter) into new Components (e.g. ParticleSystem). this upgrade should be performed in Unity 2018.2 or earlier.

Starting with Unity 2018.3, Legacy Particle Components will not work.

SpeedTree v8 support

Graphics

In 2018.3 SpeedTree v8 assets (*.st files) are recognized and imported using SpeedTree importer:
• A new SpeedTree8 shader is used by the generated materials.
• Supports per-LOD approximated sub-surface scattering effect.
• Supports top-down billboards.
• Supports back face lighting.
• Improved vertex shader performance.

Terrain Improvements

Editor
Graphics
  • GPU-instanced render path for terrain, yielding a dramatic reduction in draw calls for most cases.
  • Auto-connect of adjacent terrain tiles.
  • Seamless painting across multiple connected tiles
  • An experimental C# API for building custom terrain tools, which can interact with newly introduced asset types for terrain materials and brushes

Feedback Builds

Help us make Unity better

Usability and Functional Feedback (Targeted or Public)

Editor VR

xR

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/

Linux Support

Desktop
Editor

New Input System (Preview)

Input

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

Redesigned editor asset and component icons

Editor

The icons are getting a stylistic update, while being designed for greater consistency.

Unity Hub (Preview)

Hub

The Unity Hub provides a convenient new way to manage your Unity projects and installations. You can use the Hub to create your Project, associate a default version of the Unity Editor with the project, and manage the installation of multiple versions of the Editor.

Development

In-progress, timelines long or uncertain

2D Physics - Low Level API

2D
2D Physics
  • 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

2D
2D Physics
  • 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

AssetBundle
Asset Management
Build
Package: Addressable Assets

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

ARM64 support for UWP

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.

C# Job System Support for Polygonal Queries on the NavMesh

AI

Methods for obtaining polygonal geometry from the NavMesh, compatible with the C# job system.

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 .

Editor DPI Emulation

Editor

Extend Game View resolutions by also emulating a given DPI.
Particularly useful for getting accurate representations of UI layouts on target devices.

Freeform Animation : Modular Rigging

Animation

A form of rigging that uses a collection of interchangeable parts that connect together to create a modular rig. Each interchangeable part is comprised of a series of RigConstraints that defines how the part moves, deforms, and is influenced by other parts of the ControlRig.

Garbage Collector Upgrade

Scripting

Upgrade to a modern, generational, low latency Garbage Collector (GC). This will reduce stutters and time spikes spent in GC during collection.

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

Profiler: Profiling API improvements

Editor
Profiler

Low-overhead C# Samplers. Ability to collect high-level performance data in non-development players.

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

Stereo (Multi) Layer Support

xR

Adds support for rendering textures directly to an HMD compositor, bypassing the application rendering.

UIElements for Editor Extensions

Editor
UI

A new retained-mode GUI framework to rapidly develop performant and reusable Editor Extensions.

Video: Network Streaming

Video

Investigations & design work

2D Physics - Animation

2D
2D Physics
Animation
  • New Animatable 2D Collider that tracks SpriteRender mesh.
  • Explicit Kinematic Rigidbody2D Hierarchy control.

2D Physics - Colliders

2D
2D Physics
  • EdgeCollider2D 'adjacent edge' support allowing chaining of EdgeCollider2D together with virtual edges.
  • EdgeCollider2D to EdgeCollider2D collision support

2D Physics - Effectors

2D
2D Physics
  • 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

2D
2D Physics
  • LiquidFun Integration

2D Physics - Joints

2D
2D Physics
  • HingeJoint2D motor "free spin" support
  • Joint2D anchor local scaling support

2D Physics - Materials

2D
2D Physics
  • Full integrated shared physics materials

2D Physics - Performance

2D
2D Physics
  • Asynchronous CompositeCollider2D outline and triangulation.
  • Asynchronous PolygonCollider2D triangulation.
  • Multithreaded simulation.

2D Physics - Rigidbodies

2D
2D Physics
  • 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.

2D: Standard Shader for Various Image Effects

2D
Graphics

Extended 2D shaders that provides various image effects including 2D lighting and shadow.

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, ...

Recording API for iOS and Android (experimental)

Mobile

Recording API provides a high-performance thin-layer audio and screen and front-camera recording functionality to Unity engine on iOS and Android platforms.

Recording API allows developers to record their gameplay moments so that can be shared to different audiences.

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 Merge

Collaborate
Editor
  • Allows you to visually compare differences in your Unity project for prefabs and scenes.
  • Built on top of the existing Unity smart merge (YAMLMerge).

Visual Scripting

Editor

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