Get early access to the latest features available as packages
Influence features in development
Access features in very early stages of development to gain greater influence on their final form. You can access them either via Unity GitHub, the Package Manager, or via experimental builds of the editor. Learn more via the links below.
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.
Rig and add skeletal animation to your 2D characters with the new 2D Animation system and tools.
Now you can import your layered Photoshop file into Unity (make sure 2D PSD Importer is installed).
In the Sprite Editor you will find tools for bind-pose editing, bone creation, manual mesh tessellation and skin-weights painting. A runtime component ties this all together to drive sprite deformation.
Our goal is to enable you to create lively animations in a super-efficient way directly in the Unity Editor.
You can also add inverse kinematics to your 2D animated character with the 2D IK package.
Let us know what you think in our dedicated Forum.
SpriteShape is a sprite layout, or world-building tool, that provides the ability to tile sprites along the path of a shape based on given angle ranges. Additionally, the shape can be filled with a tiling texture.
The main feature of the SpriteShape is the powerful combination of a bezier spline path with the ability to tile sprites adaptively or continuously while automatically switching sprites assigned to given angles.
Head over to our forum and let us know what worked well and what didn’t. Tell us how this fits into your workflow or enhances your project.
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.
You can also use the Vector Graphics API to create or manipulate vector data directly in the code.
Let us know what worked well and what didn't. Go to our forum and tell us how this fits into your workflow or improves your project.
The new Animation Rigging package gives you more artistic control over your animations. You can use a set of predefined animation constraints to manually build a control rig hierarchy for a generic character. At runtime, rig constraints are converted to a list of Animation jobs that are appended as post-process operations to the controller PlayableGraph.
You can now sculpt complex shapes from any 3D model, position detail meshes, paint in custom lighting or coloring, and blend textures across meshes directly in the Editor. Compatible with Unity since 2018.1, Polybrush is now available via the Package Manager and includes a Mesh and Prefab scattering mode.
The Profile Analyzer complements the Unity Profiler’s single-frame analysis by adding the ability to 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.
A new physics system is written using the C# DOTS framework and leverages the Burst Compiler and C# Job System to deliver high-performance simulations. By using a stateless design with no caches, the solver is much simpler, allowing us to build a more network-friendly physics system that can be easily extended, tweaked, and modified to fit your production needs.
With the VFX Graph you can configure reusable next-generation effects, ranging from simple to complex. It enables you to handle millions of particles, which run on GPU. Inspired by the leading tools for film visual effects, the VFX Graph is easy to use and empowers artists to create standout VFX for games and more.
The Lightweight Render Pipeline (LWRP) now includes the experimental 2D Renderer, which contains 2D Pixel Perfect and the new Light 2D component. Add lights, blending effects or normal maps to your sprites to enhance the graphics of your 2D games with easy and complete control. Learn more about 2D lighting in this talk from GDC 2019 and in the documentation.
Now with the experimental 2D Renderer in the LWRP, you can use Shader Graph to create Lit and Unlit Sprite Graphs. Create shaders for your 2D sprites to recreate effects like deformations, dissolving animations, holograms, simulating materials and any other shader effect you need for your 2D project. Learn more in the documentation.
In a recent blog post, we introduced the concept of Scriptable Render Pipelines. In short, SRP allows developers to control how Unity renders a frame in C#. We will release two built-in render pipelines with Unity 2018.1: the Lightweight Pipeline and High Definition Render Pipeline. In this article, we’re going to focus on the High […]