Get early access to the latest features available as packages in the 2018.2b cycle
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.
ECS & Burst Compiler
ECS is a way of writing code that allows you to increase your focus on the data and behavior that make up your game.
In addition to offering a better approach to game programming for design reasons, using ECS enables you to, take full advantage of today's multicore processors by leveraging the Job System and Burst Compiler in 2018.1b.
Easier to use and share code
With ECS, we are moving from an object-oriented approach to data-oriented design, which means it will be easier for you to reuse code and for others to understand and work on it.
The new Burst compiler takes C# jobs and produces highly-optimized code that takes advantage of the particular capabilities of the platform you’re compiling for.
The ECS and Burst compiler are available as an experimental package, which will be continuously be updated. Learn more and get access to the latest package.
2D Animation System
We’re working on a new 2D animation system, which will be released over multiple phases and which is now available as a preview package.
In its first release, we have focused on developing tooling for rigging a sprite for skeletal animation (similar to Anima2D, but independent — not an integration of Anima2D into Unity).
The tools include: Bind-pose editing, 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.
An ongoing project
We will continue to build new features and workflows on top of this, which will include tooling to make the creation of complex multi-sprite characters more efficient and to support workflows for larger productions. Potentially, you will be able to share rigs and animation clips across multiple characters.
How to get started
We're eager to hear what you think. Let us know which workflows we supported correctly, what we missed, and ideas for improvement 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.
2D Pixel Perfect
A long awaited feature is now available as a preview to help you achieve pixel-perfect retro-greatness. You can rely on it to make all the calculations needed to keep your sprites crisp and faithful to your vision. Regardless of the screen resolution or ratio, you will always display square pixels.
You will also be able to restrict the movement on screen to increments of a pixel, or allow smooth movement like in more modern pixel-art creations.
The feature is currently in preview. In order to get access you need to download and install the latest Unity beta. Then get our sample project and documentation sample project including documentation.
We want your feedback. Tell us what worked and what didn’t on 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.
High-Definition Render Pipeline (HD RP)
In 2018.1, we launched Scriptable Render Pipeline as a preview and the High Definition Render Pipeline (HDRP) template as experimental features. In 18.2 beta, we are continuing our effort to improve HDRP and get it ready for to use for production.
HDRP targets high-end PCs and consoles and paves the way for stunning visuals. The trade-off here is that it will not work on less powerful platforms and, as with the Lightweight Render Pipeline template, learning and re-tooling will be required.
The HD template supports the following platforms: PC DX11, PS4, Xbox One, Metal, Vulkan.
Our target is for the HDRP to become production-ready during the 2018.2b cycle.