Our latest features are available early for your evaluation and feedback
Влияйте на функции в ходе разработки
Access features in the early stages of development and let us know how they work for you! Find pre-release features inside the Editor. Get Preview packages from Package Manager, remember to enable Show preview packages in Project Settings.
You can find more information about pre-release features on our Beta & Experimental Features forum.
UI Toolkit for runtime
UI Toolkit (formerly known as UIElements) support for runtime UI is available in 2020.1. It now offers a new component for screen space UI, which can be manipulated with the API for things like transform position or tweening animations. UI Toolkit uses the same core technology for font rendering as TextMesh Pro uses for Signed Distance Field (SDF) fonts, and it renders all the elements with a highly performant shader made for UI Toolkit. It includes an event system for user interaction and predefined controls. To learn more and stay updated keep an eye on the UI Toolkit forum.
Kinematica is based on the concept of Motion Matching that produces high quality character animation at runtime without relying on animation graphs.
Traditional animation workflows require you to explicitly define every possible transition. However, given a skeletal pose and a desired trajectory movement, Kinematica performs a search of related skeletal poses that will be considered the continuation of the previous skeletal pose. Watch this Unite Now webinar to learn more.
Animation Rigging: Bidirectional motion transfer
Bidirectional motion transfer is an authoring workflow that lets you transfer existing motion onto active constraints and, inversely, transfer the motion from active constraints back to the original motion source while preserving visual fidelity of the motion. It can shorten the iteration loop by making animation edits directly in Unity and in the context of your Scene. Get started with our documentation.
Cinemachine 2.6 comes with improved UX for quickly creating and aiming cameras, a frame recomposer for applying composition tweaks over keyframed or captured camera work, and two new rigs for third-person cameras.
Cinemachine Aiming Rig takes care of reticle, raycast, camera collision calculation and aiming mechanics for you, providing an out-the-box solution for creating advanced shooter games and Cinemachine Dual Target keeps track of two objects at the same time, dynamically following and framing two separate objects.
In 2019.3, the Device Simulator gave you the power to test the behaviors and physical characteristics of different mobile devices without leaving the Unity Editor. With 2020.1, we’ve added even more devices and improved the user experience (UX) so you can search and filter the list of devices. Use the Device Simulator to 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 information like RAM and chipset. Watch the webinar to get started.
New caching shader preprocessor
Shader compilation is a lengthy process that involves several steps. One of the first steps is preprocessing the shader source. Caching shader preprocessor, is a new experimental custom solution to perform this compilation step. It’s up to 25% faster than relying on the platform compilers’ preprocessor, closely follows the C standard, and offers new features. A checkbox to switch it on or off can be found in the Editor settings in the Shader Compilation section.
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. It works with the Unity Test Framework package, but if you don’t have any tests, it helps you capture coverage data on demand through the Coverage Recording feature. Let us know what you think about it on the forum.
Streaming Virtual Texturing
Streaming Virtual Texturing is a 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. It’s now supported in the High Definition Render Pipeline (9.x-Preview and later) and for use with Shader Graph.
With Unity real-time Ray Tracing, a preview feature included in the High-Definition Render Pipeline, you can mimic light’s real behaviors. For example, you can use it to request position data, normal data, or lighting data, and then use this data to compute quantities that are hard to approximate using classic rasterization techniques. Check out the Unity Ray Tracing manual to get started and share feedback with the team in this forum.
UI Builder in UI Toolkit
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. Join this forum thread to share feedback with the team and get notified of updates.
Эта система представляет собой технологичное решение для разработчиков, которым нужны сложные физические вычисления. В основе лежит знаменитый движок Havok Physics, используемый более чем в половине лучших игр для нынешнего поколения консолей. Система построена с использованием той же платформы C# DOTS, что и Unity Physics, и обеспечивает функциональность, производительность и стабильность проприетарного движка Havok Physics, написанного на нативном 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 Memory Profiler creates a unified solution allowing you to profile both small projects on mobile devices and big projects on high-end machines. It provides actionable information about allocations in the engine to allow developers to manage and reduce memory usage. The tool is undergoing stabilization improvements and improved capture memory overhead and capture times.
You can 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 or use the Vector Graphics API to create or manipulate vector data directly in the code.
Experimental 2D Graphics Features
The 2D Renderer is now compatible with the Universal RP feature, camera stacking where you can layer the output of multiple Cameras and create a single combined output. Camera Stacking allows you to create effects in 2D games such as creating mini maps, applying post-processing to only the gameplay camera or use different cameras for character dialogue systems.
2D Shadows adds more visual depth to your project by making sprites dynamically cast shadows using 2D Lights by adding the Shadow caster component.
Build Report Inspector
BuildReport API gives you more details about the build times of your project, breaking them down to the asset level. This information will help you optimize your iteration times. It’s now available as a package. You can also get the Build Report Inspector script (including future experimental versions), as well as contribute to improving it, from this GitHub repository.
Sprite Atlas v2
A new version of the Sprite Atlas will let you create a Sprite Atlas from textures or sprites using the Scripted Importer workflow. As this is an experimental feature in 2020.1, we don't recommend it for use in production yet. This version adds support for the Cache Server and Accelerator. See documentation to get started.
Pixar’s Universal Scene Description
Pixar’s Universal Scene Description (USD) is a file format designed for large-scale asset pipeline, with a particular focus on parallel workflows. Apple also recently adopted this format for augmented reality applications in the form of USDZ.