SlideShare ist ein Scribd-Unternehmen logo
1 von 161
Downloaden Sie, um offline zu lesen
Roadmap 2020
Will Goldstone, Product Management
Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Reliability & performance
Creative workflows
Scalable quality
Reaching your audience
Roadmap 2020 | Core engine & Creator tools
Overview. Reliability & performance. Cre
Please note: The content of this PDF is accurate as of March 2020.
Released
What we’ve done in the past
year or so, and why.
Prerelease In Development
What is available right now in
Prerelease (beta or alpha) or
as a Preview package.
What we are working on right
now that will be arriving in the
2020 series and beyond.
About this presentation
Overview. Reliability & performance. Cre
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Our first guiding principle is to
ensure that Unity is a reliable
and highly performant platform for
your creative and business goals.
w. Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Delivering a stable and robust Unity.
Building a reliable platform for you
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Three releases per year, with the final release
becoming your long term supported (LTS) version.
Packages shipped in Preview very early resulting in
unpredictable quality and unclear roadmap.
Unity was in tech transition, the focus of engineering
on new technology (e.g. SRPs, DOTS, UIElements,
etc.)
Building a reliable platform for you
2019
Past Present Future
2019.1 2019.2 2019.3 2019.4
L T S
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Now at two releases for 2020, with the final (second) release
becoming your LTS version. Two releases means a longer
stabilization phase (alpha, beta) resulting in a more robust and
stable release.
Number of publicly available Preview packages are reduced.
We are transitioning to a new definition of Preview.
Experimental items will be kept to focus groups.
Always users first, making sure you can succeed with the Unity
of today. Focus on core product quality.
Building a reliable platform for you
2020
Past Present Future
2020.1 2020.3
L T S
2020.2
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Keep up twice-yearly cadence.
Work with you our community on a new lifecycle for
packages with much more clarity and predictability.
Focus is balanced between current technology and
the future.
Building a reliable platform for you
2021
Past Present Future
2021.1 2021.3
L T S
2021.2
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
To validate new technology against our
own productions, ensuring production
readiness for you.
Production orientation
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
The Mission
Please note: The content of this PDF is accurate as of March 2020.
We began with FPS Sample
Game and Megacity, as a
means of pushing our ability
to network and scale.
Our current Prerelease focus is our
DOTS sample–a third-person
networked game showcasing our
NetCode and many of our new
DOTS-powered features such as
Unity Physics.
Another major focus is a large open-
world shooter which is being
developed alongside our new
Environment system and many of our
DOTS-powered features.
Production orientation
Creative workReliability & performance.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
We began with FPS Sample Game and Megacity, as a
means of pushing our ability to author and render
worlds at massive scale.
Released Prerelease In Development
Production orientation
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Our current Prerelease focus is our DOTS sample - a
third-person networked game.
This was a proving ground for our new DOTS
NetCode, Animation and Unity Physics systems to
ensure they worked harmoniously.
Released Prerelease In Development
Production orientation
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Our current focus is on a large open-world shooter
that combines our new Environment system and
many of our DOTS-powered features that we proved
in our DOTS Sample project.
In this project, the focus will be on performance at
scale, streaming and iterating on large Scenes,
networking and working with our DOTS systems for
Animation and Physics.
Released Prerelease In Development
Production orientation
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
FPS Sample
HDRP
NetCode
Megacity demo
Hybrid renderer
Sub-Scene workflows
DOTS Sample
Unity Physics
Animation low-level
NetCode (DOTS)
Live Link
Large open-world shooter (pre-production)
Streaming
Networking
Iterating on large Scenes
New Environment system
Animation & Unity Physics tooling
Production orientation - highlights
Creative workReliability & performance.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Discover new solutions and manage
updates with greater ease. Extend and
customize projects for your target
workflows and platforms.
Packages and you
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Unified in-Editor package
management experience
with native Asset Store “My
Assets” support
Greater performance and browsing
capabilities for the “My Assets” in-
Editor experience
Extended support for custom
package workflows
Improved discoverability browsing
the large set of Unity-hosted
packages and advanced controls
when installing/disabling packages
and their dependencies
Packages and you
Creative workReliability & performance.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Our first phase in a unified in-Editor package management
experience with native Asset Store “My Assets” support.
Manage all of your Asset Store purchases directly in the
Package Manager UI.
Download and import Asset directly in your project and
check for updates directly in the Package Manager “My
Assets” search filter.
Released Prerelease In Development
Packages and you
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
We’ve improved the native in-Editor Asset Store
“My Assets” integration with faster package
search/listing performance and enhanced the
user experience with new sorting & filtering
options.
In parallel, we’ve also extended the abilities to
install custom packages in your project with
authentication support for your npm scoped
registries and Git packages in repository sub-
folders.
Released Prerelease In Development
Packages and you
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
As we continue to modularize Unity, we are investing in
better user experience to support the large scale of
packages available while also providing greater clarity
on their current development state.
Support for new search filters, groups, bulk install/
uninstall, and categories will make it easier to discover
the right solutions.
We are also implementing a new dependency resolution
solver to address conflicts during updates.
Released Prerelease In Development
Packages and you
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
‘My Assets’
Native Asset Store
Editor integration
Download/import/
update purchased
Improved “My Assets”
performance and browsing UX
Scoped registry authentication
Install Git packages from
repository sub-folders
Unity package registry support for groups
filters and categories
Bulk install/uninstall of multiple packages
SAT solver-based package dependency
resolution
Packages and you - highlights
Creative workReliability & performance.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Profiling and performance optimisation
To help you get the maximum
performance by offering insightful views
and control of your performance and
memory data
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Unity’s profiling tools have been
improving steadily with a focus
on stability, performance and
quality of life.
Stability and performance are
still in focus, while we’re
making the profile data more
customizable and reducing
profiling overhead.
Stability and performance continue to
be in focus, as we’re making the
profile data much more flexible and
accessible – also through API at
runtime.
Profiling and performance optimisation
Creative workReliability & performance.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Over the past year, we’ve invested more in our
profiling tools than ever before, which is a key piece
in our Performance by Default strategy.
We already have a comprehensive suite of
performance tooling, so for a while now our focus
has been to make sure that tooling is solid in terms
of stability and performance.
Released Prerelease In Development
Profiling and performance optimisation
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
1 of 2
Stability and performance continue to be our focus
with our updates to the Memory Profiler. With its
most recent updates we have significantly cut down
on capture and opening times as well as capture
memory overhead, making it much faster and more
stable to use.
We’ve also significantly reduced the performance
overhead of profiling by making the Profiler window
optionally run in a separate process from the rest of
the Editor.
Released Prerelease In Development
Profiling and performance optimisation
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
2 of 2
With 2020.1 you can also add metadata to your profile
markers, giving you more control and context of your
profile data.
If you’re working with the Job System, from 2020.1
you’ll be able to see what’s going on with your job
execution through the new flow event visualization in
the Profiler window.
We have also completed a major documentation
overhaul for absolute clarity on profiling your projects.
Released Prerelease In Development
Profiling and performance optimisation
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
We’re making the profile data much more flexible and
accessible.
We’re redeveloping the Player connection to make it
more reliable across all devices.
We’re also making it possible to create your own
runtime counters and have them exposed via API.
Released Prerelease In Development
Profiling and performance optimisation
Creative workReliability & performance.
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Configurable frame count
Deep Profiler support in
Players
Managed allocation call stacks
in Players
Full streaming of memory
captures
Full Documentation rewrite
Metadata support for C# Profiler API
(2020.1)
Job System (Flow Event) visualization in
Profiler (2020.1)
GPU Recorder (2020.1)
Standalone Profiler (2020.1)
Profile Analyzer Preview package
Memory Profiler Preview package
Performance Counter API
Stable Player connection
Flow Event support for more use cases
Profiling and performance optimisation - highlights
Creative workReliability & performance.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
w.
Please note: The content of this PDF is accurate as of March 2020.
Our second guiding principle is
to build tools and workflows
that reduce the time from idea
to realization.
Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
e.
Please note: The content of this PDF is accurate as of March 2020.
2D projects
Provide 2D creators with a world-class
2D feature set, covering Foundations,
World-building, Animation, Graphics,
and Physics.
Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
e.
The Mission
Please note: The content of this PDF is accurate as of March 2020.
A new suite of 2D tools was
added to support the goals of
professional 2D creators.
We’re improving existing
features prioritizing stability
with an additional focus on
performance and smoother
workflows.
Continued focus on stability,
performance, and workflows.
2D projects
Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
e.
Please note: The content of this PDF is accurate as of March 2020.
We ensured that we were supporting world-building
in any style with tilemap in a variety of grids and
Sprite Shape for organic-style games.
We focused on creating a workflow from Photoshop
to Unity, supporting PSD layered files, especially for
animation. For cameras we also ensured that
cinemachine supports accurate pixel perfect
rendering.
Released Prerelease In Development
2D projects
Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
e.
Please note: The content of this PDF is accurate as of March 2020.
We are aiming at improving the new project workflow
for 2D projects by compiling all packages in a single
fast-loading template that includes sensible defaults
for building 2D experiences.
We are leveling up 2D rendering performance and
implementing the Universal Render Pipeline as a
standard. 2D Lights and Shadows, Secondary
Textures and Shader Graph support bring powerful
new ways to render in 2D.
Released Prerelease In Development
2D projects
Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
e.
Please note: The content of this PDF is accurate as of March 2020.
We will continue to focus on stability, performance,
and improved workflows.
We want to ensure that the current feature set grows
from strength to strength with your projects and
goals as guidance.
Released Prerelease In Development
2D projects
Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
e.
Please note: The content of this PDF is accurate as of March 2020.
2D Animation
2D PSD Importer
2D Sprite Shape
2D Pixel Perfect
(Standalone)
Improved 2D Template
2D Renderer
Improved 2D workflows
Improved 2D performance
2D projects - highlights
Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
e.
Please note: The content of this PDF is accurate as of March 2020.
Programming
Revolutionizing coding workflows
for programmers and
non-programmers alike.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Reduced iteration times, expanding
Burst Compiler platform support.
We are evolving the Burst
Compiler as a development
tool, adding Native debugging
capabilities.
Make it easier for everyone to create
code by providing a node-based
scripting solution and reducing player
build time between code iterations.
Programming
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We added Configurable Enter Play mode to help
reduce iteration time.
We also expanded the reach of our new Burst
Compiler, adding further platform support.
Released Prerelease In Development
Programming
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We are evolving the Burst Compiler as a development
tool, adding Native debugging capabilities.
Using a native debugger attached to Unity, you can
now set breakpoints, skip over and step into code.
You can also inspect and navigate call-stacks,
variables, autos and threads.
Released Prerelease In Development
Programming
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Aimed at non-programmers, the Visual Scripting
Editor will let you create Unity scripts with no C#
knowledge required. An intuitive graphical interface
with a comprehensive and extensible library of nodes
is at your disposal to make it easy to create, debug,
and use scripts.
Reduce player build time between code iterations to
make them scale better with the size of the code
change.
Released Prerelease In Development
Programming
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Burst 1.2
Multi-thread compilation (standalone player)
Added support for further popular platforms
Entities.ForEach (Preview)
Configurable Enter Play mode
Script-only patching
JetBrains Rider integration package
VS Code integration package
Burst 1.3
Native debugging
Aliasing control
Desktop cross-compilation support
Visual Studio integration package
IL2CPP improved compilation
performance
Visual Scripting
Stabilize Entities Core API
New Entities Debugger
Reduced IL2CPP conversion time
Roslyn Analyzer Support
Programming - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Editor evolution
Improving look and feel, taking care of
small workflow frictions, bringing new
workflow paradigms.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
We modernized Editor themes,
addressing accessibility and
usability.
We introduced new ways to
manage settings, preferences and
shortcuts.
We are broadly improving Editor
performance throughout Unity,
allowing you to scale without
friction and iterate faster.
We are creating new Editor paradigms
for you to be more flexible in editing only
the parts of the project you need to.
This lets you share the load more
effectively across your team.
Editor evolution
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Editor evolution
We introduced the new Editor theme in 2019.3 with a
flat design and better support for high-resolution
displays.
We consolidated all preferences and project settings
into searchable windows, and added a Shortcuts
Manager to allow you to customize the way you
work.
Released Prerelease In Development
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Editor evolution
1 of 2
We’ve made major performance improvements
across the Editor, everything from the way in which
we manage selection, to control over how the Editor
refreshes.
This means fewer interruptions, better support for
large projects and easy performance adjustment of
how Unity behaves while you work.
Released Prerelease In Development
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Editor evolution
2 of 2
We are supporting a more holistic Prefab editing
workflow with the new Prefab Mode in Context,
where you can see the context of a Prefab instance
in the Scene View (but locked for editing) while you
are editing the Prefab Asset of that instance.
Released Prerelease In Development
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Editor evolution
New workflows for Unity are coming.
We are building new ways to open Scenes, Prefabs,
and other assets independently of one another as
part of a new multi-document workflow.
This will add workspaces for you to create contexts
for your tasks or simply break up your working
environment into more manageable spaces. We will
also make enhancements to panel behavior and
broad accessibility improvements.
Released Prerelease In Development
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
W
IP
M
OCKUP
ONLY
Please note: The content of this PDF is accurate as of March 2020.
High-resolution display support
Project settings
Shortcuts Manager
Quick Search
Modernized Editor themes
Nested Prefabs, Variants
Prefab Mode
Activity reporting (2020.1)
Editor Speed (2020.1)
Prefab Mode in-context (2020.1)
Focused Inspector (2020.1)
Code optimization switching (2020.1)
Scene Templates (package)
Multi-document opening
Workspaces
Query Engine
Prefab encapsulation
Prefab performance improvements
Scene overlay tooling
Editor evolution - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Quality of life improvements
Bringing many small improvements
that improve your day-to-day workflow.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
In Prerelease versions of Unity, you’ll
see many of these updates, such as
improvements to the Hierarchy,
Inspector and Scene View.
Quality of life improvements
A great backlog of historical
Unity usability requests are in
the works.
e. Creative workflows. Scalable Quality. Re
Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
In Prerelease versions of Unity you’ll
see many of these updates already
landing, such as improvements to
the Hierarchy, inspector and Scene.
These include improvements to
copy-pasting of GameObjects and
properties, cut and paste in the
Hierarchy, better framing in the
Scene View, as well as improved
inspector Previews for meshes,
textures and cubemap arrays.
Prerelease In Development
Quality of life improvements
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
From our broad survey work with you, we have begun
to regularly queue up many more improvements to
keep adding throughout 2020 and beyond.
Coming soon are re-orderable arrays, active parent
object in the Hierarchy, improved UX for reparenting
and folders for the Hierarchy.
Thanks to everyone who has been contributing via
the Forum, Twitter and Reddit!
Prerelease In Development
Quality of life improvements
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Improved copy-paste for
inspector properties
Cut and paste in Hierarchy
window
Improved inspector Preview for
meshes, 3D textures, cubemap
arrays
Re-orderable arrays & lists in inspector
Default parent object in Hierarchy view
Improved UX for drag-reparenting items
in Hierarchy view
Folders in Hierarchy view
Quality of Life Improvement - highlights
e. Creative workflows. Scalable Quality. Re
Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Animation
Provide runtime and tools to author and
play back animation in Unity.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Made it easier for non-
programmers to work with
interactive Timelines
Creating tools for animation
artists to do less manual work,
achieve better quality, and
exert more creative control
Low-level systems for DOTS
Animation followed by higher level
features like animation graphs, state
machine, Timeline and Kinematica to
make DOTS animation available to all
Animation
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We introduced a simple visual interface to create and
manage events for designers and artists using
Timeline.
You can add signals and markers on any tracks to
accurately define when events are sent in just a few
clicks.
Released Prerelease In Development
Animation
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Before moving focus to DOTS Animation, we wanted
to deploy a set of useful animation tools to improve
the workflow of animators working in current tech.
With Animation Rigging, Keyframing Runtime Rig,
and Kinematica you can create more effectively than
ever before.
Released Prerelease In Development
Animation
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
The new DOTS Animation system is flexible, performant
and easy to use. It is fully scriptable and built to adapt to
a huge variety of use cases, from simple animation to
AAA pipelines. After solidifying the DOTS Animation core,
we will add tools to ease production and enable
animation artists in their work.
We aim to reduce the complexity of animation systems
with intuitive workflows like animation graphs and
hierarchical state machines. We will also add existing
essential tools like Timeline and Kinematica to DOTS to
provide artists with the same level of creative control
they enjoy in the current tech.
Released Prerelease In Development
Animation
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Timeline signals and
markers
Animation Rigging
Keyframing runtime rig
Kinematica
DOTS Animation system
DOTS Animation Graph 
DOTS Animation State Machine
DOTS Timeline
Animation - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Lighting
Empower you to create best-in-class
lighting in your games efficiently and
effortlessly.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Broad improvements to HDRP
precomputed lighting as well as
more control of light shapes
and usability improvements for
Light Probes
Many usability improvements
as well as bake quality
upgrades
A big push on our GPU Lightmapper
as well as work on adaptive sampling
Lighting
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Unity 2019.3 greatly improves the High Definition
Render Pipeline support for precomputed lighting.
Spotlights were improved and new Box/Pyramid light
shapes were added to the lighting toolbox.
The release also adds significant performance
improvements for Scenes with many lights. Usability
for Light Probes was also improved with better
exposure for Previews and settings for improving the
quality in Scenes with difficult lighting.
Released Prerelease In Development
Lighting
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Unity 2020.1 beta greatly improves usability for
lighting your creations. The addition of a separate
Lighting Settings Asset allows you to reuse settings
across your Scenes. 
We added Overlap-free Packing and a new Scene
View mode for verifying your setup, which makes it
easier to get a great lighting result.
Performance and quality have also been improved
adding Cookie/IES light emitter support and many
more GPU Lightmapper features.
Released Prerelease In Development
Lighting
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
GPU Lightmapper greatly improves lighting iteration
times as well as production bakes. Development to
make it production ready is in progress. 
Another great leap in usability is providing Scene-
independent presets making it much easier to set up
lighting–this is made possible by developing
adaptive sampling for the global illumination
backend.
Released Prerelease In Development
Lighting
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
HDRP light shapes support (Box spotlight,
Pyramid spotlight) and inner cone angle for
spot lights
Improved direct sampling
Flexible sample counts for probes
Scene View exposure controls
AMD Radeon Pro Denoiser
Light Probe merging 
Submesh support for GPU Lightmapper
Lighting Settings Asset
Overlap-free packing
Scene View mode for debugging
precomputed lighting
Cookie/IES support
Improved sampling
Russian Roulette
GPU Lightmapper feature complete
GPU Lightmapper - Out of Preview 
Adaptive sampling
Scene-independent lighting presets
Blue Noise sampling 
Light grid improvements 
DOTS support for global illumination backend
Lighting - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
World-building
Empower designers and artists in Unity
by providing a robust unified
foundation and create the next
generation of 3D world-building tools.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
New tools were added to enable
3D mesh authoring in Unity.
We also improved Scene-editing
and environment-authoring
workflows.
Create foundation APIs and
generic tools that can be
shared across Unity to enable
consistent authoring
workflows.
First we are going to improve selection,
manipulation, placement and grid tools for
efficient and intuitive Scene authoring.
Then we are going to add more advanced
features In ProBuilder and the Environment
system.
World-building
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We accelerated the work of level designers and artists
by providing basic in-engine 3D mesh authoring with
ProBuilder and Polybrush to reduce context switching.
To bring immediate improvement to authoring terrain,
we’ve made a terrain tools package with brand new
sculpting tools and a collection of common-use utilities
to help automate tedious tasks.
Then before moving to more advanced authoring
features, we improved the Unity Editor to make it a better
environment for asset creation through better control of
Scene visibility, Scene locks and improved grids.
Released Prerelease In Development
World-building
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We want to create a seamless experience when you
navigate the different World-building tools in Unity.
Once learned, patterns and behaviors should be
consistent across all features. We are building the
foundation APIs to share across Unity like we do with
Prefab handles.
Released Prerelease In Development
World-building
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We need to make sure that the essential actions are
truly efficient and intuitive, so we are going to
improve the selection, manipulation, placement grid
and window tools that you are using hundreds of
times a day.
We are also working on a new C#-based Environment
system that will have a non-destructive layer-based
workflow.
Then we are going to add more advanced features to
ProBuilder and Polybrush to make Unity a go-to
solution for common modeling needs.
Released Prerelease In Development
World-building
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
ProBuilder 4.0
Polybrush 1.0
Scene visibility
Scene lock
Improved grids
Terrain brushes
Terrain holes
Prefab handles
ProBuilder 4.3
New Environment System
Unified spline and brushes
Customizable toolbars and
windows
Snap, align and position
improvements
World-building - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
ProBuilder 4.0
Polybrush 1.0
Scene visibility
Scene lock
Improved grids
Terrain brushes.
Terrain holes
Prefab handles.
ProBuilder 4.3.
New Environment System
Unified spline and brushes
Customizable toolbars and
windows.
Snap, align and position
improvements
World-building - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
ProBuilder 4.0
Polybrush 1.0
Scene visibility
Scene lock
Improved grids
Terrain brushes.
Terrain holes
Prefab handles.
ProBuilder 4.3.
New Environment System
Unified spline and brushes
Customizable toolbars and
windows.
Snap, align and position
improvements
World-building - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Visual Effects
Create shaders and real-time VFX
without needing to write code
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Released Prerelease In Development
e. Creative workflows. Scalable Quality. Re
Use Shader graphs inside your
visual effects, and with Visual
Effect Graph out of Preview,
benefit from a consistent
upgrade path.
Focus entirely on stabilization
and bug-fixing in our current
Prerelease offerings.
Far broader extensibility with C# API
for our effects systems.
Visual Effects
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
With 2019.3, version 7.2.0 of the Visual Effect Graph
package is now out of Preview. That means we
guarantee stability, platform support and upgrade
path.
You will be able to migrate your project data and
code to future Visual Effect Graph versions safely,
and we will continue to develop and extend these
features.
There’s initial support for Visual Effect Graph and
Shader Graph integration - letting you use Shader
Graph shaders for your visual effects.
Released Prerelease In Development
Visual Effects
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Our current Prerelease offerings are focused on
stabilization and bug fixes, tackling all the feedback
we’ve received from you.
One highlight is that we have cut shader load times
by around 50% as of Unity 2020.1
Released Prerelease In Development
Visual Effects
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We’re working towards greater extensibility of effects
systems; our goal is to provide public C# APIs for
these features.
Released Prerelease In Development
Visual Effects
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
e. Creative workflows. Scalable Quality. Re
Shader load time reduced by ~40% (2019.3)
Use Shader Graph shaders in VFX Graph
Shader Graph
Render State Settings per material
Shader LOD (keyword switch node)
HDRP DXR Subshader Switch
VFX Graph
Particle Strips (Trails)
Motion Vectors
Per Spawn Time / Loop / Delay
Shader loading time reduced by ~50% (2020.1)
Stabilization and bug focused release.
Shader Graph
Cross Pipeline workflows
Splitting Shader Graph Output into Stage Blocks
Custom Material Inspectors for Graphs
Extensibility Through Injection Points,
Overrides, and Custom Output Targets
VFX Graph
Foundational work for public API
Debugging tools & Mesh sampling
Visual Effects - highlights
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
UI Development
Provide a unified framework to design
and develop UI for the Unity Editor and
runtime applications
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
A new UI Toolkit that makes it
easier to collaborate on Editor
tools and custom inspectors.
Visual authoring workflows
that make it easy for content
creators to build game and
application UI.
Ability to easily create highly dynamic
user interfaces for both screen and
world space.
UI Development
W
IP
M
OCKUP
ONLY
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
A new retained mode API which allows for complex and
performant user interfaces, by letting the system
optimize what to draw and when to draw it.
It also lets you decouple your Hierarchy and styling from
functionality, which results in a better separation of
concerns and more approachable UI authoring for both
designers and programmers.
Using UXML asset to define your Hierarchy and style
sheets for style and layout rules promotes collaboration
and reusability within or across projects.
Released Prerelease In Development
UI Development
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
The UI Builder provides a familiar UI authoring
experience. It offers easy access to the toolkit’s rich
feature set and allows quick validation and iteration,
all for an efficient onboarding process.
It’s now also possible to leverage existing features to
build screen space UI for all of Unity’s supported
target platforms.
Released Prerelease In Development
UI Development
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Add support for more advanced CSS features in order
to build rich and dynamic user interfaces, such as
Transitions, Animations, Gradients, Filters and more. 
Combined with the support of vector graphics, it will
be possible to make UI that looks great across
different screen resolutions or in world space, without
having to rely on textures.
Released Prerelease In Development
UI Development
W
IP
M
OCKUP
ONLY
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Toolkit for Editor extensions
VisualElement API
Layout engine
UI Renderer
UI assets (UXML & USS)
Event System
UI Debugger
Runtime support
UI Builder tooling
Rich text
UI Animation
Vector Graphics support
Responsive UI
World space UI
Custom Shaders
Timeline and Visual Scripting
integration
UI Development - highlights
W
IP
M
OCKUP
ONLY
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Smart Design & Creation
Unlock the power of AI, Machine
Learning, and Simulation to enable
more efficient creation and testing at
scale.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Deliver an innovative, AI-
assisted artistry tool to scale
your creativity.
Empowering designers to do
more and opening up machine
learning experimentation.
Building smarter and more deeply
integrated AI and machine learning
tools.
Smart Design & Creation
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
For large and enterprise studios, we released
ArtEngine, a content creation tool that uses Creative
AI to create ultra-realistic PBR materials based on
real world data.
ArtEngine helps close the gap between the massively
increasing demand for content and the current
limited ability to produce visuals.
Released Prerelease In Development
Smart Design & Creation
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Currently in beta, Unity Game Simulation is a new service that
optimizes your game balance more efficiently and accurately
by simulating millions of game playthroughs in the cloud.
We also are working on AI Planner which automatically
generates intelligent character behavior capable of governing
resource allocation, inventory management, path planning,
and so much more.
Finally, the open-source ML-Agents enable training and
deployment of intelligent agents using deep learning. These
trained agents can be used to control NPC behavior,
automate testing, and evaluate design decisions.
Released Prerelease In Development
Smart Design & Creation
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Unity ML Agents 1.0 will continue to be open source
with focus on stable APIs and thorough testing to
work with LTS versions of Unity. As part of that, we’re
working to provide the ML-Agents C# toolkit as a
package in the Unity Package Manager.
Meanwhile, we’re also focused on bringing the
ArtEngine’s AI-assisted artistry tools to individual
users through product enhancements and deeper
integration into the Unity engine.
Released Prerelease In Development
Smart Design & Creation
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
ArtEngine (Enterprise) Unity ML-Agents
Unity Game Simulation
Game Simulation Dashboard
Unity Editor Interface
SDK
AI Planner
Unity ML-Agents 1.0
ArtEngine (Individual Users)
Unity Integration
Individual User Enhancements
Smart design & creation - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Audio & Video
Create an audio and video toolset that
empowers you with a professional and
extensible
media solution.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Audio/video tooling and
Recorder export
Foundations for high
performance and extensibility
Building up from a solid foundation:
more and better front-end features
Audio & Video
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We shipped audio and video tooling to allow for
audio playback and mixing, as well as video playback
and offline recorder in the Editor.
Released Prerelease In Development
Audio & Video
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We're building out the foundations of a highly
performant and extensible A/V stack, including new
highly-optimized, DOTS-enabled features.
Meanwhile, we are hardening DSPGraph, the new
low-level rendering engine for DOTS.
Recorder gets public APIs to allow programmatic
control and support of external video codecs.
Released Prerelease In Development
Audio & Video
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We build on top of the foundation: a unified media layer
underpinning higher-level, developer-facing APIs and front-
end tooling. HDRP adds a compositing framework to enable
chroma keying, insertion of video plates in a 3D world and
per layer compositing.
Recorder can export broadcast-quality videos off-the-shelf.
Released Prerelease In Development
Audio & Video
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Windows Hardware acceleration:
DirectX Video Acceleration (2.0) -
supports both DX11 and DX12.
Video encoded as H.264 or H.265
can load into textures instead of
memory, saving bandwidth,
improving performance and
opening the possibility of higher
resolutions such as 8K.
DSPGraph – Low level rendering/mixing audio
engine
Low-level, node-based audio rendering system
Enables building high-performance, custom
audio engine in Unity using C#
Compatible with DOTS & mono Unity scripting
Recorder
Encoding API to plug custom codecs
Recorder API to pilot recorder from script
DOTS.Audio/DOTS.Media
Support for custom DSP effects
Interchangeable audio renderer
Pluggable building blocks (codecs, file
formats, devices, etc). 
High end offline video recording (Editor only)
ProRes & Cinematic Motion Blur Support
Converged full-frame path tracer Recording
Audio & Video - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Camera Design
To create a versatile, powerful dynamic
camera system for cinematics and
gameplay.
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
An artist-friendly toolset for
authoring cinematic and
game cameras
Cinemachine as a verified
package.
Next-gen version of Cinemachine,
leveraging the power of DOTS!
Camera Design
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Artist-friendly toolset that allows for the crafting of
camera movement and behaviors with a diverse
array of rigs that are tuneable in real-time.
Integration with 2D and 3D, Timeline and Post
Processing, linear storytelling and interactive
gameplay, as well as plug-in extensibility.
Released Prerelease In Development
Camera Design
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Bringing Cinemachine into the fold of verified
packages. This means that we’ve tested it
extensively against the current version of the Editor
so we have confidence that it functions well for the
majority of use cases.
Cinemachine has long been used by productions
large and small, so we have high confidence in its
stability and utility.
Released Prerelease In Development
Camera Design
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Cinemachine for DOTS is a completely rewritten
version of Cinemachine. We are still in early
development, but moving towards feature parity.
Includes new systems for enhanced, dynamic
camera selection.
Released Prerelease In Development
Camera Design
e. Creative workflows. Scalable Quality. Re
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
V2.4
HDRP 7 support
Pixel-perfect support
V2.5 is a verified for 2020.1
V2.6 (evolutionary improvement with
fixes and added features)
Improved Timeline tooling
2 new specialized rigs for 3rd-person
Frame recomposer – Interactively
reframe motion-captured camera data
Cinemachine for DOTS
Feature-parity with prior versions
Story Manager – Dynamically identifies the most
interesting event
Virtual Director – Dynamically selects the best
camera to present the event
DOTS allows for tens of thousands of active,
evaluated cameras with near-zero performance hit
Project Tiny-compatible
Camera Design - highlights
e. Creative workflows. Scalable Quality. Re
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
s. Scalable Quality. Reaching your audienc
Our third guiding principle is to
ensure that you can build
anything from the smallest 2D
game to the biggest 3D world
with no loss of quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Working with assets
Provide a non-intrusive, robust and
scalable asset import pipeline.
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Working with assets
New asset import pipeline to
enable scalable asset imports
with robust dependency
tracking
Faster asset refresh on
Windows
Importing assets on-demand
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Developed a new asset import pipeline from the
ground up to enable scalable asset imports with
robust dependency tracking. Providing the
foundation for on-demand and background importing
Performance improvements to the Addressable
Asset System to enable larger content libraries
Released Prerelease In Development
Working with assets
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Faster asset refresh on Windows by using operating
system APIs to monitor file directories for changes
instead of scanning them all.
This significantly reduces the pain of task switching
between Unity and other applications.
Released Prerelease In Development
Working with assets
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Importing assets on-demand - only when required
instead of everything up front
Integrating the build pipeline with the import pipeline
to share artifacts and improve performance for
incremental rebuilds
Released Prerelease In Development
Working with assets
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Accelerator 
New Asset Import Pipeline
Fast Platform Switching
Dynamic Dependency tracking 
Foundation for OnDemand mode
Addressable Asset System (v. 1.7.4)
Directory Monitoring 
(Windows / 2020.1)
Texture MipMap Stripping
Cache consistency checking
On-Demand Importing
Working with assets - highlights
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Universal Rendering
Bringing best-in-class visual quality,
performance, and scalability to wider
audiences.
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Lightweight is now Universal,
and aims to be our default
render option.
Focus in our next two releases
is bug fixing and stability, plus
we have added Camera
stacking that many of you
have asked for.
Development focus is now on
getting Universal Render Pipeline to
be our default option.
Universal Rendering
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We renamed the Lightweight Render Pipeline in
2019.3.
It’s now the Universal Render Pipeline, a powerful
solution that delivers beautiful graphics and
performance while scaling to a wide range of
platforms.
Released Prerelease In Development
Universal Rendering
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
This release has been focused on stabilization and
bug fixes. Additionally, we added support for multiple
cameras.
Released Prerelease In Development
Universal Rendering
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We’re working on improving Universal Render
Pipeline’s feature parity with our built-in renderer–
our goal is to make Universal Render Pipeline the
default render pipeline.
Feature example shown– Ambient Occlusion.
Released Prerelease In Development
Universal Rendering
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Optimized Post-Processing
Shadow Mask Support
Increased Light Limit
Bug fixes & stability improvements
Camera stacking
(package 7.2.0)
Ambient Occlusion Support
Deferred Renderer
Improved Shader Stripping
Post Processing Custom Effects
Universal Rendering - highlights
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
High Definition Rendering
Achieve stunning, high-fidelity graphics
on high-end hardware.
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
HDRP is verified with 2019.3,
a major milestone in our high
definition rendering offering.
A major bug-fix and stability
set of package releases are
now available in Prerelease.
Streaming virtual texturing and HDRP,
along with workflow and
performance improvements.
High Definition Rendering
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
With 2019.3, package Version 7.2.0, HDRP is now out
of Preview.
That means we guarantee stability, platform support,
and will provide upgrade paths when needed.
We’ve also improved our extensibility with custom
render passes and support for custom post
processes.
Released Prerelease In Development
High Definition Rendering
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Our HDRP 2020.1 release is focused on stabilization
and bug fixing. Streaming virtual texturing is
available in Unity 2020.1 beta as a test project using
a custom version of HDRP.
This will be supported in HDRP using Shader Graph
in one of the next 9.x-Preview releases.
Released Prerelease In Development
High Definition Rendering
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We are working on solidifying HDRP: Improving
performance, adding more debugging tools,
polishing our features, and improving artists’
workflow.
Released Prerelease In Development
High Definition Rendering
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Physically based Sky
Look Dev
HDRP scalability settings
Streaming Virtual Texturing test project
HDRP
Stabilization & bug fixes
Ray tracing Preview
Skinned/Blend Shape Meshes
Alembic Meshes
Hybrid Renderer V2 Support
Decal layers
HDR screen support
Hybrid Renderer
Integrated Streaming Virtual
Texturing
Procedural Virtual Texturing
Raytracing Scalability Settings
High Definition Rendering - highlights
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Physically-based Sky
Look Dev
HDRP scalability settings
Streaming Virtual Texturing test project
HDRP
Stabilization & bug fixes
Ray tracing Preview
Skinned/Blend Shape Meshes
Alembic Meshes
Hybrid Renderer V2 Support
Decal layers
HDR screen support
Hybrid Renderer
Integrated Streaming Virtual
Texturing
Procedural Virtual Texturing
Raytracing Scalability Settings
High Definition Rendering - highlights
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Physically-based Sky
Look Dev
HDRP scalability settings
Streaming Virtual Texturing test project
HDRP
Stabilization & bug fixes
Ray tracing Preview
Skinned/Blend Shape Meshes
Alembic Meshes
Hybrid Renderer V2 Support
Decal layers
HDR screen support
Hybrid Renderer
Integrated Streaming Virtual
Texturing
Procedural Virtual Texturing
Raytracing Scalability Settings
High Definition Rendering - highlights
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Traditional GameObject rendering architecture
Please note: The content of this PDF is accurate as of March 2020.
Released
Physically-based Sky
Look Dev
HDRP scalability settings
Prerelease In Development
Streaming Virtual Texturing test project
HDRP
Stabilization & bug fixes
Ray tracing Preview
Skinned/Blend Shape Meshes
Alembic Meshes
Hybrid Renderer V2 Support
Highlights
High Definition Rendering
Roadmap 2020 Core Engine & Creator Tools//
Decal layers
HDR screen support
Hybrid Renderer
Integrated Streaming Virtual
Texturing
Procedural Virtual Texturing
Raytracing Scalability Settings
s. Reaching your audiencScalable Quality.Unity Hybrid DOTS rendering architecture
Please note: The content of this PDF is accurate as of March 2020.
Released
Physically-based Sky
Look Dev
HDRP scalability settings
Prerelease In Development
Streaming Virtual Texturing test project
HDRP
Stabilization & bug fixes
Ray tracing Preview
Skinned/Blend Shape Meshes
Alembic Meshes
Hybrid Renderer V2 Support
Highlights
High Definition Rendering
Roadmap 2020 Core Engine & Creator Tools//
Decal layers
HDR screen support
Hybrid Renderer
Integrated Streaming Virtual
Texturing
Procedural Virtual Texturing
Raytracing Scalability Settings
s. Reaching your audiencScalable Quality.Unity Hybrid renderer v1 performance
100k dynamic entities
AddBatches (main thread) = 13.8 ms
HDRP (main thread) = 13.7 ms
HDRP (render thread) = 15.1 ms
Total frame time = 37.1 ms
Please note: The content of this PDF is accurate as of March 2020.
Released
Physically-based Sky
Look Dev
HDRP scalability settings
Prerelease In Development
Streaming Virtual Texturing test project
HDRP
Stabilization & bug fixes
Ray tracing Preview
Skinned/Blend Shape Meshes
Alembic Meshes
Hybrid Renderer V2 Support
Highlights
High Definition Rendering
Roadmap 2020 Core Engine & Creator Tools//
Decal layers
HDR screen support
Hybrid Renderer
Integrated Streaming Virtual
Texturing
Procedural Virtual Texturing
Raytracing Scalability Settings
s. Reaching your audiencScalable Quality.Unity Hybrid renderer v2 performance
100k dynamic entities
AddBatches (all threads) = 0.47 ms (29.4x faster)
HDRP (main thread) = 1.51 ms (9.1x faster)
HDRP (render thread) = 1.83 ms (8.3x faster)
CPU->GPU data copy (render thread) = 2.01 ms (new)
Total frame time = 6.97 ms (5.3x faster)
Please note: The content of this PDF is accurate as of March 2020.
Physically-based Sky
Look Dev
HDRP scalability settings
Streaming Virtual Texturing test project
HDRP
Stabilization & bug fixes
Ray tracing Preview
Skinned/Blend Shape Meshes
Alembic Meshes
Hybrid Renderer V2 Support
Decal layers
HDR screen support
Hybrid Renderer
Integrated Streaming Virtual
Texturing
Procedural Virtual Texturing
Raytracing Scalability Settings
High Definition Rendering - highlights
s. Reaching your audiencScalable Quality.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Physics
Empower you with the tools and
workflows to build rich, interactive, and
dynamic worlds.
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Updates to PhysX and continued development
of Unity Physics, and support for Havok
Physics.
Our goal is to deliver workflows that
allow you to seamlessly blend
between animation and physics-
driven motion for believable
characters.
Physics
s. Reaching your audiencScalable Quality.
Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Unity Physics 0.3.0-Preview is currently available
for users that need a lightweight, customizable,
deterministic physics engine.
Havok Physics 0.2.0-Preview is currently available
for users with ambitious physics requirements
and want to use a high-end physics solution that
has been used in over 600 shipped games.
Prerelease In Development
Physics
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We are working on improvements and enhancements
to the tooling and workflows for ragdolls and joints.
Our goal is to deliver workflows that allow you to
seamlessly blend between animation and physics-
driven motion for believable characters.
We are continuing to iterate on the character
controller sample to ensure it meets the standards
and requirements for believable character motion.
Physics
Prerelease In Development
s. Reaching your audiencScalable Quality.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Unity Physics
Terrain collider (0.2.5-Preview)
Single threaded immediate
mode Simulation (0.3.0-
Preview)
Havok Physics support
Preview package (0.2.0)
Unity Physics simulation stability
improvements
Physics-based animation
Ragdolls and joints
Character Controller
Physics - highlights
s. Reaching your audiencScalable Quality.
Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
y. Reaching your audience.
Our fourth guiding principle is to
make it as easy as possible to
take your content anywhere your
users want you to be.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Connected Games
Make scalable, highly optimized online
experiences with everything you need
to make them easier to build and cost-
effective to run.
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Offering solutions for
multiplayer game challenges
through our voice, analytics
and server management
services.
Solutions for match-making and
server runtime. Preview versions
of Unity Transport and NetCode
are available.
This coming year will be largely focused
on creating end-to-end systems that
integrate and tie all of our connected
games services together to form a
holistic solution.  
Connected Games
y. Reaching your audience.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
We are offering solutions for multiplayer game
challenges through Vivox (our voice service),
Multiplay (our game-hosting service), and deltaDNA
(our analytics service).
They provide the foundation you need to operate at
an incredible scale.
Released Prerelease In Development
Connected Games
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
To further empower you to connect your players together
and more easily build your server simulation logic, we are
working on Matchmaker and improving our Server
Runtime. 
Preview versions of Unity Transport and NetCode are
available. They were released to support the DOTS Sample
which shows how DOTS-driven simulation and replication
work together in a fully driven DOTS application.
We also upgraded Unity Transport to adopt our new
underlying platform base libraries for extended platform
reach and support for IPv6.
Released Prerelease In Development
Connected Games
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
This coming year will be largely focused on creating
end-to-end systems that integrate and tie all of our
connected games services together to form a
holistic solution.  
We continue to expand the capabilities of the Unity
Transport and NetCode packages. Our focus is on
developing an intuitive and performant solution for
all network play that can be used by everyone.
Released Prerelease In Development
Connected Games
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Multiplay 
Game server orchestration tools 
Global datacenter coverage 
Multi-cloud implementation
Vivox - integrated voice chat, instant
Messaging
deltaDNA - targeting & data mining
Server Runtime - Linux IL2CPP
Support
Server Runtime Improvements
Windows/MacOS to Linux Cross-Compilers 
Scriptable PlayerLoop Editor 
Matchmaking closed beta
Custom match functions & fast time to match
deltaDNA - Predictive churn segments
Transport and NetCode for DOTS sample (Preview)
Unity Transport
Refactored backend, extending platform reach
Support for IPv6
DOTS Server Runtime 
Encryption for Unity Transport
Unity NetCode
Simplifying setup of replication ghost
Lobby - persistent connection & offline mode
Friends - cross platform
Connected Games - highlights
y. Reaching your audience.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Mobile Platforms
Enable optimal performance and stability
across low to high-end mobile devices,
and improve iteration times.
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
We delivered Unity as a library,
many rendering improvements
and tools to help you iterate
quickly and control
performance.
We are improving iteration
time with Device simulator.
We continue to improve the Universal
Render Pipeline, along with better
workflow improvements too.
400 x 225
Mobile Platforms
y. Reaching your audience.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We enabled using Unity Runtime as a library inside iOS &
Android apps to power various scenarios including AR.
Meanwhile, we added various rendering improvements and
introduced new tools to speed up development and
iteration time.
Get device performance status and thermal trends to
proactively adjust performance and quality settings with
Adaptive Performance on Samsung devices.
Released Prerelease In Development
Mobile Platforms
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We are improving iteration time with the Device
Simulator, enabling fast previsualization in the Editor
Game View for many different devices.
Released Prerelease In Development
896 x 504
Mobile Platforms
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We continue to improve the Universal Render
Pipeline with refinement for iOS/Metal and Android/
Vulkan, while also pushing on various tools for faster
iteration.
Released Prerelease In Development
Mobile Platforms
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Unity as a Library
On-Demand Rendering
Optimized Frame Pacing
Local Shader Keyword
Iteration - Scripts Only patching (Android)
Android Logcat integration
Mobile Notifications
Android ARM 64bit support to 2017LTS
Adaptive Performance
Device Simulator Metal & Vulkan improvements
Support for iOS/Android new
versions
Mobile Platforms - highlights
y. Reaching your audience.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Project Tiny
Empower you to build instant games
and experiences across mobile and
web, with the most optimal file size and
load times.
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
Project Tiny Preview is built on
the new DOTS Runtime, using
the same Editor authoring
experience that you’re used to.
We are improving and extending 3D &
2D rendering and all Preview features.
Project Tiny
896 x 504
y. Reaching your audience.
Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Project Tiny Preview is built on the new DOTS
Runtime, using the same Editor authoring experience
and build support for iOS, Android and Web (WASM/
ASMJS) as you’re used to.
Current Preview includes 3D rendering, 3D Physics,
basic animation/input/audio, 2D foundation for
rendering and collision detection.
Prerelease In Development
Project Tiny
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We are improving and extending 3D & 2D rendering
and all Preview features.
We will support a subset of UIElements for UI
authoring, as well as more platform specific features
like single HTML export which enables Playable Ads,
mobile lifecycle events and more.
Project Tiny
Prerelease In Development
896 x 504
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Improvement of current features in Preview
Single HTML export for Playable Ads
Mobile lifecycle events
UIElements subset
Project Tiny - highlights
3D rendering  and Physics 
Basic animation/input/audio
2D foundation for rendering and physical collision detections
Initial platform support: iOS, Android and Web (WASM/ASMJS)
896 x 504
y. Reaching your audience.
Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
XR Platforms
Make it as easy as possible to create
AR/VR/MR experiences for any device
and form factor, with best possible
performance.
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
The Mission
Please note: The content of this PDF is accurate as of March 2020.
New plugin-framework for
platform integrations,
continued improvements to
AR Foundation, and state-of-
the-art rendering for VR.
Easily add input & interactions
to your AR/VR experience with
our XR Interaction Toolkit,
compatible across all
supported platforms.
Continued focus on engine-
level optimizations and
improving the first-touch
experience for developers.
XR Platforms
y. Reaching your audience.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
For XR platform integrations, we migrated to a new
and open plug-in framework called XR SDK, which
unlocks performance optimizations for hardware
vendors.
AR Foundation continues to be one of the leading
frameworks for AR development. It’s built on top of
our XR SDK and extends support for both handheld &
headworn AR devices.
On the graphics side, HDRP support for VR utilizes
state-of-the-art rendering to enable immersive &
photorealistic VR experiences.
Released Prerelease In Development
XR Platforms
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
The XR Interaction Toolkit enables you to add
interactivity to your AR/VR experiences without
having to code the interactions from scratch.
Released Prerelease In Development
XR Platforms
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
We continue to focus on engine-level graphics
optimizations to deliver best possible performance
of your XR experiences.
On-device remoting for handheld AR will help speed
up development and improve iteration time.
We are working on improving the first-touch
experience for developers with enhanced project
templates and sample projects.
Released Prerelease In Development
XR Platforms
y. Reaching your audience.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
Migrated platform integrations to support
XR SDK
ARCore & ARKit XR Plugins
Magic Leap XR Plugin
Oculus XR Plugin (Quest, Rift, Rift S, Go)
Windows XR Plugin (WMR & HoloLens)
URP and HDRP support for XR 
AR Foundation support for HoloLens &
Magic Leap
XR Interaction Toolkit
Vulkan support for Oculus Quest
Further URP and HDRP investments
Further Vulkan performance improvements
UX improvements to XR Plugin Management
On-device remoting for handheld AR
XR project templates
Evolving AR Foundation features & enhancements
Valve nearing completion of OpenVR XR Plugin
XR Platforms - highlights
y. Reaching your audience.
Released Prerelease In Development
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
y.
Reliability & performance
Creative workflows
Scalable quality
Reaching your audience
Summary.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
y.
Forums forum.unity.com
Twitter @unity3d #unity3d
Discord discord.gg/unity
Get in touch.
Roadmap 2020 | Core engine & Creator tools
Please note: The content of this PDF is accurate as of March 2020.
y.
Thank you.
Please note: The content of this PDF is accurate as of March 2020.
Please note: The content of this PDF is accurate as of March 2020.

Weitere ähnliche Inhalte

Was ist angesagt?

Unreal Engine 4 Introduction
Unreal Engine 4 IntroductionUnreal Engine 4 Introduction
Unreal Engine 4 IntroductionSperasoft
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game DevelopmentSumit Jain
 
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:Kyiv
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:KyivAnatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:Kyiv
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:KyivRalf C. Adam
 
기획자의 포트폴리오는 어떻게 써야 할까
기획자의 포트폴리오는 어떻게 써야 할까기획자의 포트폴리오는 어떻게 써야 할까
기획자의 포트폴리오는 어떻게 써야 할까Han Je Sung
 
Game Analytics: Opening the Black Box
Game Analytics: Opening the Black BoxGame Analytics: Opening the Black Box
Game Analytics: Opening the Black BoxAnders Drachen
 
Game Design Principle
Game Design PrincipleGame Design Principle
Game Design PrincipleNaquiah Daud
 
Game development
Game developmentGame development
Game developmentRareCoders
 
Creating explosive real-time visuals with the Visual Effect Graph – Unite Cop...
Creating explosive real-time visuals with the Visual Effect Graph – Unite Cop...Creating explosive real-time visuals with the Visual Effect Graph – Unite Cop...
Creating explosive real-time visuals with the Visual Effect Graph – Unite Cop...Unity Technologies
 
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Ki Hyunwoo
 
The Art of Game Development
The Art of Game DevelopmentThe Art of Game Development
The Art of Game DevelopmentAmir H. Fassihi
 
Introdução ao Desenvolvimemto de Jogos com Unity
Introdução ao Desenvolvimemto de Jogos com UnityIntrodução ao Desenvolvimemto de Jogos com Unity
Introdução ao Desenvolvimemto de Jogos com UnityWandreson Souza
 
Joyixir - Game Studio Pitch Deck
Joyixir - Game Studio Pitch DeckJoyixir - Game Studio Pitch Deck
Joyixir - Game Studio Pitch DeckJoyixir
 
INTRODUCTION OF GAME DESIGN AND DEVELOPMENT
INTRODUCTION OF GAME DESIGN AND DEVELOPMENTINTRODUCTION OF GAME DESIGN AND DEVELOPMENT
INTRODUCTION OF GAME DESIGN AND DEVELOPMENTLaili Farhana M.I.
 
Design your 3d game engine
Design your 3d game engineDesign your 3d game engine
Design your 3d game engineDaosheng Mu
 
Using Entity Command Buffers – Unite Copenhagen 2019
Using Entity Command Buffers – Unite Copenhagen 2019Using Entity Command Buffers – Unite Copenhagen 2019
Using Entity Command Buffers – Unite Copenhagen 2019Unity Technologies
 

Was ist angesagt? (20)

Unreal Engine 4 Introduction
Unreal Engine 4 IntroductionUnreal Engine 4 Introduction
Unreal Engine 4 Introduction
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game Development
 
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:Kyiv
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:KyivAnatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:Kyiv
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:Kyiv
 
기획자의 포트폴리오는 어떻게 써야 할까
기획자의 포트폴리오는 어떻게 써야 할까기획자의 포트폴리오는 어떻게 써야 할까
기획자의 포트폴리오는 어떻게 써야 할까
 
Game Analytics: Opening the Black Box
Game Analytics: Opening the Black BoxGame Analytics: Opening the Black Box
Game Analytics: Opening the Black Box
 
Offshore Game Development Presentation
Offshore Game Development PresentationOffshore Game Development Presentation
Offshore Game Development Presentation
 
Game Design fundamentals
Game Design fundamentalsGame Design fundamentals
Game Design fundamentals
 
Game Design Principle
Game Design PrincipleGame Design Principle
Game Design Principle
 
Game development
Game developmentGame development
Game development
 
Creating explosive real-time visuals with the Visual Effect Graph – Unite Cop...
Creating explosive real-time visuals with the Visual Effect Graph – Unite Cop...Creating explosive real-time visuals with the Visual Effect Graph – Unite Cop...
Creating explosive real-time visuals with the Visual Effect Graph – Unite Cop...
 
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
Unreal Summit 2016 Seoul Lighting the Planetary World of Project A1
 
The Art of Game Development
The Art of Game DevelopmentThe Art of Game Development
The Art of Game Development
 
Introdução ao Desenvolvimemto de Jogos com Unity
Introdução ao Desenvolvimemto de Jogos com UnityIntrodução ao Desenvolvimemto de Jogos com Unity
Introdução ao Desenvolvimemto de Jogos com Unity
 
Joyixir - Game Studio Pitch Deck
Joyixir - Game Studio Pitch DeckJoyixir - Game Studio Pitch Deck
Joyixir - Game Studio Pitch Deck
 
INTRODUCTION OF GAME DESIGN AND DEVELOPMENT
INTRODUCTION OF GAME DESIGN AND DEVELOPMENTINTRODUCTION OF GAME DESIGN AND DEVELOPMENT
INTRODUCTION OF GAME DESIGN AND DEVELOPMENT
 
Design your 3d game engine
Design your 3d game engineDesign your 3d game engine
Design your 3d game engine
 
Unity 3D, A game engine
Unity 3D, A game engineUnity 3D, A game engine
Unity 3D, A game engine
 
01 - Introduction to Game Mechanics
01 - Introduction to Game Mechanics01 - Introduction to Game Mechanics
01 - Introduction to Game Mechanics
 
Using Entity Command Buffers – Unite Copenhagen 2019
Using Entity Command Buffers – Unite Copenhagen 2019Using Entity Command Buffers – Unite Copenhagen 2019
Using Entity Command Buffers – Unite Copenhagen 2019
 
Frostbite on Mobile
Frostbite on MobileFrostbite on Mobile
Frostbite on Mobile
 

Ähnlich wie Unity Roadmap 2020: Core Engine & Creator Tools

Nitin_updated_Profile
Nitin_updated_ProfileNitin_updated_Profile
Nitin_updated_ProfileNitin Saxena
 
Adobe DPS, what's next? How to migrate from an existing digital publishing pl...
Adobe DPS, what's next? How to migrate from an existing digital publishing pl...Adobe DPS, what's next? How to migrate from an existing digital publishing pl...
Adobe DPS, what's next? How to migrate from an existing digital publishing pl...Rakuten Aquafadas
 
Snowplow - Analytics & Data Rollout at Seven
Snowplow - Analytics & Data Rollout at SevenSnowplow - Analytics & Data Rollout at Seven
Snowplow - Analytics & Data Rollout at SevenLuke Lewandowski
 
Power BI vs Tableau | Key features and Comparison 2022 
Power BI vs Tableau | Key features and Comparison 2022 Power BI vs Tableau | Key features and Comparison 2022 
Power BI vs Tableau | Key features and Comparison 2022 Sparity1
 
T Bytes Digital customer expierence
 T Bytes Digital customer expierence  T Bytes Digital customer expierence
T Bytes Digital customer expierence EGBG Services
 
A Comparison of Power BI, Tableau & Cognos
A Comparison of Power BI, Tableau & CognosA Comparison of Power BI, Tableau & Cognos
A Comparison of Power BI, Tableau & CognosSenturus
 
Scaling organic growth by building products - Turing Fest 2018
Scaling organic growth by building products - Turing Fest 2018Scaling organic growth by building products - Turing Fest 2018
Scaling organic growth by building products - Turing Fest 2018Fabrizio Ballarini
 
Fabrizio Ballarini — Scaling Organic Growth by Building Products (Turing Fest...
Fabrizio Ballarini — Scaling Organic Growth by Building Products (Turing Fest...Fabrizio Ballarini — Scaling Organic Growth by Building Products (Turing Fest...
Fabrizio Ballarini — Scaling Organic Growth by Building Products (Turing Fest...Turing Fest
 
Community user guide
Community user guideCommunity user guide
Community user guideJanis San
 
Power BI Overview, Deployment and Governance
Power BI Overview, Deployment and GovernancePower BI Overview, Deployment and Governance
Power BI Overview, Deployment and GovernanceJames Serra
 
specsavers-united-kingdom-casestudy-160910052548.pdf
specsavers-united-kingdom-casestudy-160910052548.pdfspecsavers-united-kingdom-casestudy-160910052548.pdf
specsavers-united-kingdom-casestudy-160910052548.pdfGrayMatter Software Services
 
Tableau vs Panorama Necto
Tableau vs Panorama NectoTableau vs Panorama Necto
Tableau vs Panorama NectoAlbert Johnson
 
Connect Your Disjointed Martech Stack with DAM from Widen
Connect Your Disjointed Martech Stack with DAM from WidenConnect Your Disjointed Martech Stack with DAM from Widen
Connect Your Disjointed Martech Stack with DAM from WidenWiden, an Acquia company
 
Optimizely's Vision for Product Development Teams
Optimizely's Vision for Product Development TeamsOptimizely's Vision for Product Development Teams
Optimizely's Vision for Product Development TeamsOptimizely
 
Bpc 10.0 NW Mass User Management tool
Bpc 10.0 NW Mass User Management toolBpc 10.0 NW Mass User Management tool
Bpc 10.0 NW Mass User Management toolShanmugam Veerichetty
 
Public-i User Group Presentation (June 14)
Public-i User Group Presentation (June 14)Public-i User Group Presentation (June 14)
Public-i User Group Presentation (June 14)lewieashman
 
Introducing visual studio_2010_v1.0--chappell
Introducing visual studio_2010_v1.0--chappellIntroducing visual studio_2010_v1.0--chappell
Introducing visual studio_2010_v1.0--chappellAravindharamanan S
 

Ähnlich wie Unity Roadmap 2020: Core Engine & Creator Tools (20)

Nitin_updated_Profile
Nitin_updated_ProfileNitin_updated_Profile
Nitin_updated_Profile
 
Adobe DPS, what's next? How to migrate from an existing digital publishing pl...
Adobe DPS, what's next? How to migrate from an existing digital publishing pl...Adobe DPS, what's next? How to migrate from an existing digital publishing pl...
Adobe DPS, what's next? How to migrate from an existing digital publishing pl...
 
Snowplow - Analytics & Data Rollout at Seven
Snowplow - Analytics & Data Rollout at SevenSnowplow - Analytics & Data Rollout at Seven
Snowplow - Analytics & Data Rollout at Seven
 
Power BI vs Tableau | Key features and Comparison 2022 
Power BI vs Tableau | Key features and Comparison 2022 Power BI vs Tableau | Key features and Comparison 2022 
Power BI vs Tableau | Key features and Comparison 2022 
 
T Bytes Digital customer expierence
 T Bytes Digital customer expierence  T Bytes Digital customer expierence
T Bytes Digital customer expierence
 
A Comparison of Power BI, Tableau & Cognos
A Comparison of Power BI, Tableau & CognosA Comparison of Power BI, Tableau & Cognos
A Comparison of Power BI, Tableau & Cognos
 
Scaling organic growth by building products - Turing Fest 2018
Scaling organic growth by building products - Turing Fest 2018Scaling organic growth by building products - Turing Fest 2018
Scaling organic growth by building products - Turing Fest 2018
 
Fabrizio Ballarini — Scaling Organic Growth by Building Products (Turing Fest...
Fabrizio Ballarini — Scaling Organic Growth by Building Products (Turing Fest...Fabrizio Ballarini — Scaling Organic Growth by Building Products (Turing Fest...
Fabrizio Ballarini — Scaling Organic Growth by Building Products (Turing Fest...
 
Community user guide
Community user guideCommunity user guide
Community user guide
 
Power BI Overview, Deployment and Governance
Power BI Overview, Deployment and GovernancePower BI Overview, Deployment and Governance
Power BI Overview, Deployment and Governance
 
specsavers-united-kingdom-casestudy-160910052548.pdf
specsavers-united-kingdom-casestudy-160910052548.pdfspecsavers-united-kingdom-casestudy-160910052548.pdf
specsavers-united-kingdom-casestudy-160910052548.pdf
 
Tableau vs Panorama Necto
Tableau vs Panorama NectoTableau vs Panorama Necto
Tableau vs Panorama Necto
 
Resume_Jayadevan
Resume_JayadevanResume_Jayadevan
Resume_Jayadevan
 
Connect Your Disjointed Martech Stack with DAM from Widen
Connect Your Disjointed Martech Stack with DAM from WidenConnect Your Disjointed Martech Stack with DAM from Widen
Connect Your Disjointed Martech Stack with DAM from Widen
 
Optimizely's Vision for Product Development Teams
Optimizely's Vision for Product Development TeamsOptimizely's Vision for Product Development Teams
Optimizely's Vision for Product Development Teams
 
Bpc 10.0 NW Mass User Management tool
Bpc 10.0 NW Mass User Management toolBpc 10.0 NW Mass User Management tool
Bpc 10.0 NW Mass User Management tool
 
Public-i User Group Presentation (June 14)
Public-i User Group Presentation (June 14)Public-i User Group Presentation (June 14)
Public-i User Group Presentation (June 14)
 
BizViz - CA PPM Analytics
BizViz - CA PPM AnalyticsBizViz - CA PPM Analytics
BizViz - CA PPM Analytics
 
Supreet Resume
Supreet ResumeSupreet Resume
Supreet Resume
 
Introducing visual studio_2010_v1.0--chappell
Introducing visual studio_2010_v1.0--chappellIntroducing visual studio_2010_v1.0--chappell
Introducing visual studio_2010_v1.0--chappell
 

Mehr von Unity Technologies

Build Immersive Worlds in Virtual Reality
Build Immersive Worlds  in Virtual RealityBuild Immersive Worlds  in Virtual Reality
Build Immersive Worlds in Virtual RealityUnity Technologies
 
Augmenting reality: Bring digital objects into the real world
Augmenting reality: Bring digital objects into the real worldAugmenting reality: Bring digital objects into the real world
Augmenting reality: Bring digital objects into the real worldUnity Technologies
 
Let’s get real: An introduction to AR, VR, MR, XR and more
Let’s get real: An introduction to AR, VR, MR, XR and moreLet’s get real: An introduction to AR, VR, MR, XR and more
Let’s get real: An introduction to AR, VR, MR, XR and moreUnity Technologies
 
Using synthetic data for computer vision model training
Using synthetic data for computer vision model trainingUsing synthetic data for computer vision model training
Using synthetic data for computer vision model trainingUnity Technologies
 
The Tipping Point: How Virtual Experiences Are Transforming Global Industries
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesThe Tipping Point: How Virtual Experiences Are Transforming Global Industries
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesUnity Technologies
 
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
 
Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity Technologies
 
Turn Revit Models into real-time 3D experiences
Turn Revit Models into real-time 3D experiencesTurn Revit Models into real-time 3D experiences
Turn Revit Models into real-time 3D experiencesUnity Technologies
 
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...Unity Technologies
 
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...Unity Technologies
 
QA your code: The new Unity Test Framework – Unite Copenhagen 2019
QA your code: The new Unity Test Framework – Unite Copenhagen 2019QA your code: The new Unity Test Framework – Unite Copenhagen 2019
QA your code: The new Unity Test Framework – Unite Copenhagen 2019Unity Technologies
 
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Unity Technologies
 
Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Unity Technologies
 
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...Unity Technologies
 
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Unity Technologies
 
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Unity Technologies
 
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019Unity Technologies
 
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019Unity Technologies
 
Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019
Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019
Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019Unity Technologies
 
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...Unity Technologies
 

Mehr von Unity Technologies (20)

Build Immersive Worlds in Virtual Reality
Build Immersive Worlds  in Virtual RealityBuild Immersive Worlds  in Virtual Reality
Build Immersive Worlds in Virtual Reality
 
Augmenting reality: Bring digital objects into the real world
Augmenting reality: Bring digital objects into the real worldAugmenting reality: Bring digital objects into the real world
Augmenting reality: Bring digital objects into the real world
 
Let’s get real: An introduction to AR, VR, MR, XR and more
Let’s get real: An introduction to AR, VR, MR, XR and moreLet’s get real: An introduction to AR, VR, MR, XR and more
Let’s get real: An introduction to AR, VR, MR, XR and more
 
Using synthetic data for computer vision model training
Using synthetic data for computer vision model trainingUsing synthetic data for computer vision model training
Using synthetic data for computer vision model training
 
The Tipping Point: How Virtual Experiences Are Transforming Global Industries
The Tipping Point: How Virtual Experiences Are Transforming Global IndustriesThe Tipping Point: How Virtual Experiences Are Transforming Global Industries
The Tipping Point: How Virtual Experiences Are Transforming Global Industries
 
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...
 
Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity XR platform has a new architecture – Unite Copenhagen 2019Unity XR platform has a new architecture – Unite Copenhagen 2019
Unity XR platform has a new architecture – Unite Copenhagen 2019
 
Turn Revit Models into real-time 3D experiences
Turn Revit Models into real-time 3D experiencesTurn Revit Models into real-time 3D experiences
Turn Revit Models into real-time 3D experiences
 
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
How Daimler uses mobile mixed realities for training and sales - Unite Copenh...
 
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
How Volvo embraced real-time 3D and shook up the auto industry- Unite Copenha...
 
QA your code: The new Unity Test Framework – Unite Copenhagen 2019
QA your code: The new Unity Test Framework – Unite Copenhagen 2019QA your code: The new Unity Test Framework – Unite Copenhagen 2019
QA your code: The new Unity Test Framework – Unite Copenhagen 2019
 
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
Engineering.com webinar: Real-time 3D and digital twins: The power of a virtu...
 
Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Supplying scalable VR training applications with Innoactive - Unite Copenhage...Supplying scalable VR training applications with Innoactive - Unite Copenhage...
Supplying scalable VR training applications with Innoactive - Unite Copenhage...
 
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
XR and real-time 3D in automotive digital marketing strategies | Visionaries ...
 
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
Real-time CG animation in Unity: unpacking the Sherman project - Unite Copenh...
 
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
Creating next-gen VR and MR experiences using Varjo VR-1 and XR-1 - Unite Cop...
 
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
What's ahead for film and animation with Unity 2020 - Unite Copenhagen 2019
 
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
How to Improve Visual Rendering Quality in VR - Unite Copenhagen 2019
 
Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019
Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019
Digital twins: the power of a virtual visual copy - Unite Copenhagen 2019
 
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...
Virtual or real? AR Foundation best practices from Krikey - Unite Copenhagen ...
 

Kürzlich hochgeladen

[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality AssuranceInflectra
 
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptxUse of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptxLoriGlavin3
 
Glenn Lazarus- Why Your Observability Strategy Needs Security Observability
Glenn Lazarus- Why Your Observability Strategy Needs Security ObservabilityGlenn Lazarus- Why Your Observability Strategy Needs Security Observability
Glenn Lazarus- Why Your Observability Strategy Needs Security Observabilityitnewsafrica
 
Long journey of Ruby standard library at RubyConf AU 2024
Long journey of Ruby standard library at RubyConf AU 2024Long journey of Ruby standard library at RubyConf AU 2024
Long journey of Ruby standard library at RubyConf AU 2024Hiroshi SHIBATA
 
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxPasskey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxLoriGlavin3
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity PlanDatabarracks
 
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxDigital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxLoriGlavin3
 
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS:  6 Ways to Automate Your Data IntegrationBridging Between CAD & GIS:  6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integrationmarketing932765
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxLoriGlavin3
 
Testing tools and AI - ideas what to try with some tool examples
Testing tools and AI - ideas what to try with some tool examplesTesting tools and AI - ideas what to try with some tool examples
Testing tools and AI - ideas what to try with some tool examplesKari Kakkonen
 
Potential of AI (Generative AI) in Business: Learnings and Insights
Potential of AI (Generative AI) in Business: Learnings and InsightsPotential of AI (Generative AI) in Business: Learnings and Insights
Potential of AI (Generative AI) in Business: Learnings and InsightsRavi Sanghani
 
Moving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfMoving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfLoriGlavin3
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.Curtis Poe
 
Generative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfGenerative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfIngrid Airi González
 
UiPath Community: Communication Mining from Zero to Hero
UiPath Community: Communication Mining from Zero to HeroUiPath Community: Communication Mining from Zero to Hero
UiPath Community: Communication Mining from Zero to HeroUiPathCommunity
 
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...Wes McKinney
 
Time Series Foundation Models - current state and future directions
Time Series Foundation Models - current state and future directionsTime Series Foundation Models - current state and future directions
Time Series Foundation Models - current state and future directionsNathaniel Shimoni
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsPixlogix Infotech
 
A Framework for Development in the AI Age
A Framework for Development in the AI AgeA Framework for Development in the AI Age
A Framework for Development in the AI AgeCprime
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxLoriGlavin3
 

Kürzlich hochgeladen (20)

[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance[Webinar] SpiraTest - Setting New Standards in Quality Assurance
[Webinar] SpiraTest - Setting New Standards in Quality Assurance
 
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptxUse of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
Use of FIDO in the Payments and Identity Landscape: FIDO Paris Seminar.pptx
 
Glenn Lazarus- Why Your Observability Strategy Needs Security Observability
Glenn Lazarus- Why Your Observability Strategy Needs Security ObservabilityGlenn Lazarus- Why Your Observability Strategy Needs Security Observability
Glenn Lazarus- Why Your Observability Strategy Needs Security Observability
 
Long journey of Ruby standard library at RubyConf AU 2024
Long journey of Ruby standard library at RubyConf AU 2024Long journey of Ruby standard library at RubyConf AU 2024
Long journey of Ruby standard library at RubyConf AU 2024
 
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptxPasskey Providers and Enabling Portability: FIDO Paris Seminar.pptx
Passkey Providers and Enabling Portability: FIDO Paris Seminar.pptx
 
How to write a Business Continuity Plan
How to write a Business Continuity PlanHow to write a Business Continuity Plan
How to write a Business Continuity Plan
 
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptxDigital Identity is Under Attack: FIDO Paris Seminar.pptx
Digital Identity is Under Attack: FIDO Paris Seminar.pptx
 
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS:  6 Ways to Automate Your Data IntegrationBridging Between CAD & GIS:  6 Ways to Automate Your Data Integration
Bridging Between CAD & GIS: 6 Ways to Automate Your Data Integration
 
The State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptxThe State of Passkeys with FIDO Alliance.pptx
The State of Passkeys with FIDO Alliance.pptx
 
Testing tools and AI - ideas what to try with some tool examples
Testing tools and AI - ideas what to try with some tool examplesTesting tools and AI - ideas what to try with some tool examples
Testing tools and AI - ideas what to try with some tool examples
 
Potential of AI (Generative AI) in Business: Learnings and Insights
Potential of AI (Generative AI) in Business: Learnings and InsightsPotential of AI (Generative AI) in Business: Learnings and Insights
Potential of AI (Generative AI) in Business: Learnings and Insights
 
Moving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdfMoving Beyond Passwords: FIDO Paris Seminar.pdf
Moving Beyond Passwords: FIDO Paris Seminar.pdf
 
How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.How AI, OpenAI, and ChatGPT impact business and software.
How AI, OpenAI, and ChatGPT impact business and software.
 
Generative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdfGenerative Artificial Intelligence: How generative AI works.pdf
Generative Artificial Intelligence: How generative AI works.pdf
 
UiPath Community: Communication Mining from Zero to Hero
UiPath Community: Communication Mining from Zero to HeroUiPath Community: Communication Mining from Zero to Hero
UiPath Community: Communication Mining from Zero to Hero
 
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
The Future Roadmap for the Composable Data Stack - Wes McKinney - Data Counci...
 
Time Series Foundation Models - current state and future directions
Time Series Foundation Models - current state and future directionsTime Series Foundation Models - current state and future directions
Time Series Foundation Models - current state and future directions
 
The Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and ConsThe Ultimate Guide to Choosing WordPress Pros and Cons
The Ultimate Guide to Choosing WordPress Pros and Cons
 
A Framework for Development in the AI Age
A Framework for Development in the AI AgeA Framework for Development in the AI Age
A Framework for Development in the AI Age
 
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptxMerck Moving Beyond Passwords: FIDO Paris Seminar.pptx
Merck Moving Beyond Passwords: FIDO Paris Seminar.pptx
 

Unity Roadmap 2020: Core Engine & Creator Tools

  • 1. Roadmap 2020 Will Goldstone, Product Management Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 2. Reliability & performance Creative workflows Scalable quality Reaching your audience Roadmap 2020 | Core engine & Creator tools Overview. Reliability & performance. Cre Please note: The content of this PDF is accurate as of March 2020.
  • 3. Released What we’ve done in the past year or so, and why. Prerelease In Development What is available right now in Prerelease (beta or alpha) or as a Preview package. What we are working on right now that will be arriving in the 2020 series and beyond. About this presentation Overview. Reliability & performance. Cre Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 4. Our first guiding principle is to ensure that Unity is a reliable and highly performant platform for your creative and business goals. w. Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 5. Delivering a stable and robust Unity. Building a reliable platform for you Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 6. Three releases per year, with the final release becoming your long term supported (LTS) version. Packages shipped in Preview very early resulting in unpredictable quality and unclear roadmap. Unity was in tech transition, the focus of engineering on new technology (e.g. SRPs, DOTS, UIElements, etc.) Building a reliable platform for you 2019 Past Present Future 2019.1 2019.2 2019.3 2019.4 L T S Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 7. Now at two releases for 2020, with the final (second) release becoming your LTS version. Two releases means a longer stabilization phase (alpha, beta) resulting in a more robust and stable release. Number of publicly available Preview packages are reduced. We are transitioning to a new definition of Preview. Experimental items will be kept to focus groups. Always users first, making sure you can succeed with the Unity of today. Focus on core product quality. Building a reliable platform for you 2020 Past Present Future 2020.1 2020.3 L T S 2020.2 Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 8. Keep up twice-yearly cadence. Work with you our community on a new lifecycle for packages with much more clarity and predictability. Focus is balanced between current technology and the future. Building a reliable platform for you 2021 Past Present Future 2021.1 2021.3 L T S 2021.2 Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 9. To validate new technology against our own productions, ensuring production readiness for you. Production orientation Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 10. We began with FPS Sample Game and Megacity, as a means of pushing our ability to network and scale. Our current Prerelease focus is our DOTS sample–a third-person networked game showcasing our NetCode and many of our new DOTS-powered features such as Unity Physics. Another major focus is a large open- world shooter which is being developed alongside our new Environment system and many of our DOTS-powered features. Production orientation Creative workReliability & performance. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 11. We began with FPS Sample Game and Megacity, as a means of pushing our ability to author and render worlds at massive scale. Released Prerelease In Development Production orientation Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 12. Our current Prerelease focus is our DOTS sample - a third-person networked game. This was a proving ground for our new DOTS NetCode, Animation and Unity Physics systems to ensure they worked harmoniously. Released Prerelease In Development Production orientation Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 13. Our current focus is on a large open-world shooter that combines our new Environment system and many of our DOTS-powered features that we proved in our DOTS Sample project. In this project, the focus will be on performance at scale, streaming and iterating on large Scenes, networking and working with our DOTS systems for Animation and Physics. Released Prerelease In Development Production orientation Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 14. FPS Sample HDRP NetCode Megacity demo Hybrid renderer Sub-Scene workflows DOTS Sample Unity Physics Animation low-level NetCode (DOTS) Live Link Large open-world shooter (pre-production) Streaming Networking Iterating on large Scenes New Environment system Animation & Unity Physics tooling Production orientation - highlights Creative workReliability & performance. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 15. Discover new solutions and manage updates with greater ease. Extend and customize projects for your target workflows and platforms. Packages and you Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 16. Unified in-Editor package management experience with native Asset Store “My Assets” support Greater performance and browsing capabilities for the “My Assets” in- Editor experience Extended support for custom package workflows Improved discoverability browsing the large set of Unity-hosted packages and advanced controls when installing/disabling packages and their dependencies Packages and you Creative workReliability & performance. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 17. Our first phase in a unified in-Editor package management experience with native Asset Store “My Assets” support. Manage all of your Asset Store purchases directly in the Package Manager UI. Download and import Asset directly in your project and check for updates directly in the Package Manager “My Assets” search filter. Released Prerelease In Development Packages and you Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 18. We’ve improved the native in-Editor Asset Store “My Assets” integration with faster package search/listing performance and enhanced the user experience with new sorting & filtering options. In parallel, we’ve also extended the abilities to install custom packages in your project with authentication support for your npm scoped registries and Git packages in repository sub- folders. Released Prerelease In Development Packages and you Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 19. As we continue to modularize Unity, we are investing in better user experience to support the large scale of packages available while also providing greater clarity on their current development state. Support for new search filters, groups, bulk install/ uninstall, and categories will make it easier to discover the right solutions. We are also implementing a new dependency resolution solver to address conflicts during updates. Released Prerelease In Development Packages and you Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 20. ‘My Assets’ Native Asset Store Editor integration Download/import/ update purchased Improved “My Assets” performance and browsing UX Scoped registry authentication Install Git packages from repository sub-folders Unity package registry support for groups filters and categories Bulk install/uninstall of multiple packages SAT solver-based package dependency resolution Packages and you - highlights Creative workReliability & performance. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 21. Profiling and performance optimisation To help you get the maximum performance by offering insightful views and control of your performance and memory data Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 22. Unity’s profiling tools have been improving steadily with a focus on stability, performance and quality of life. Stability and performance are still in focus, while we’re making the profile data more customizable and reducing profiling overhead. Stability and performance continue to be in focus, as we’re making the profile data much more flexible and accessible – also through API at runtime. Profiling and performance optimisation Creative workReliability & performance. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 23. Over the past year, we’ve invested more in our profiling tools than ever before, which is a key piece in our Performance by Default strategy. We already have a comprehensive suite of performance tooling, so for a while now our focus has been to make sure that tooling is solid in terms of stability and performance. Released Prerelease In Development Profiling and performance optimisation Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 24. 1 of 2 Stability and performance continue to be our focus with our updates to the Memory Profiler. With its most recent updates we have significantly cut down on capture and opening times as well as capture memory overhead, making it much faster and more stable to use. We’ve also significantly reduced the performance overhead of profiling by making the Profiler window optionally run in a separate process from the rest of the Editor. Released Prerelease In Development Profiling and performance optimisation Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 25. 2 of 2 With 2020.1 you can also add metadata to your profile markers, giving you more control and context of your profile data. If you’re working with the Job System, from 2020.1 you’ll be able to see what’s going on with your job execution through the new flow event visualization in the Profiler window. We have also completed a major documentation overhaul for absolute clarity on profiling your projects. Released Prerelease In Development Profiling and performance optimisation Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 26. We’re making the profile data much more flexible and accessible. We’re redeveloping the Player connection to make it more reliable across all devices. We’re also making it possible to create your own runtime counters and have them exposed via API. Released Prerelease In Development Profiling and performance optimisation Creative workReliability & performance. Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 27. Configurable frame count Deep Profiler support in Players Managed allocation call stacks in Players Full streaming of memory captures Full Documentation rewrite Metadata support for C# Profiler API (2020.1) Job System (Flow Event) visualization in Profiler (2020.1) GPU Recorder (2020.1) Standalone Profiler (2020.1) Profile Analyzer Preview package Memory Profiler Preview package Performance Counter API Stable Player connection Flow Event support for more use cases Profiling and performance optimisation - highlights Creative workReliability & performance. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools w. Please note: The content of this PDF is accurate as of March 2020.
  • 28. Our second guiding principle is to build tools and workflows that reduce the time from idea to realization. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools e. Please note: The content of this PDF is accurate as of March 2020.
  • 29. 2D projects Provide 2D creators with a world-class 2D feature set, covering Foundations, World-building, Animation, Graphics, and Physics. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools e. The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 30. A new suite of 2D tools was added to support the goals of professional 2D creators. We’re improving existing features prioritizing stability with an additional focus on performance and smoother workflows. Continued focus on stability, performance, and workflows. 2D projects Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools e. Please note: The content of this PDF is accurate as of March 2020.
  • 31. We ensured that we were supporting world-building in any style with tilemap in a variety of grids and Sprite Shape for organic-style games. We focused on creating a workflow from Photoshop to Unity, supporting PSD layered files, especially for animation. For cameras we also ensured that cinemachine supports accurate pixel perfect rendering. Released Prerelease In Development 2D projects Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools e. Please note: The content of this PDF is accurate as of March 2020.
  • 32. We are aiming at improving the new project workflow for 2D projects by compiling all packages in a single fast-loading template that includes sensible defaults for building 2D experiences. We are leveling up 2D rendering performance and implementing the Universal Render Pipeline as a standard. 2D Lights and Shadows, Secondary Textures and Shader Graph support bring powerful new ways to render in 2D. Released Prerelease In Development 2D projects Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools e. Please note: The content of this PDF is accurate as of March 2020.
  • 33. We will continue to focus on stability, performance, and improved workflows. We want to ensure that the current feature set grows from strength to strength with your projects and goals as guidance. Released Prerelease In Development 2D projects Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools e. Please note: The content of this PDF is accurate as of March 2020.
  • 34. 2D Animation 2D PSD Importer 2D Sprite Shape 2D Pixel Perfect (Standalone) Improved 2D Template 2D Renderer Improved 2D workflows Improved 2D performance 2D projects - highlights Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools e. Please note: The content of this PDF is accurate as of March 2020.
  • 35. Programming Revolutionizing coding workflows for programmers and non-programmers alike. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 36. Reduced iteration times, expanding Burst Compiler platform support. We are evolving the Burst Compiler as a development tool, adding Native debugging capabilities. Make it easier for everyone to create code by providing a node-based scripting solution and reducing player build time between code iterations. Programming e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 37. We added Configurable Enter Play mode to help reduce iteration time. We also expanded the reach of our new Burst Compiler, adding further platform support. Released Prerelease In Development Programming e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 38. We are evolving the Burst Compiler as a development tool, adding Native debugging capabilities. Using a native debugger attached to Unity, you can now set breakpoints, skip over and step into code. You can also inspect and navigate call-stacks, variables, autos and threads. Released Prerelease In Development Programming e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 39. Aimed at non-programmers, the Visual Scripting Editor will let you create Unity scripts with no C# knowledge required. An intuitive graphical interface with a comprehensive and extensible library of nodes is at your disposal to make it easy to create, debug, and use scripts. Reduce player build time between code iterations to make them scale better with the size of the code change. Released Prerelease In Development Programming e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 40. Burst 1.2 Multi-thread compilation (standalone player) Added support for further popular platforms Entities.ForEach (Preview) Configurable Enter Play mode Script-only patching JetBrains Rider integration package VS Code integration package Burst 1.3 Native debugging Aliasing control Desktop cross-compilation support Visual Studio integration package IL2CPP improved compilation performance Visual Scripting Stabilize Entities Core API New Entities Debugger Reduced IL2CPP conversion time Roslyn Analyzer Support Programming - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 41. Editor evolution Improving look and feel, taking care of small workflow frictions, bringing new workflow paradigms. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 42. We modernized Editor themes, addressing accessibility and usability. We introduced new ways to manage settings, preferences and shortcuts. We are broadly improving Editor performance throughout Unity, allowing you to scale without friction and iterate faster. We are creating new Editor paradigms for you to be more flexible in editing only the parts of the project you need to. This lets you share the load more effectively across your team. Editor evolution e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 43. Editor evolution We introduced the new Editor theme in 2019.3 with a flat design and better support for high-resolution displays. We consolidated all preferences and project settings into searchable windows, and added a Shortcuts Manager to allow you to customize the way you work. Released Prerelease In Development e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 44. Editor evolution 1 of 2 We’ve made major performance improvements across the Editor, everything from the way in which we manage selection, to control over how the Editor refreshes. This means fewer interruptions, better support for large projects and easy performance adjustment of how Unity behaves while you work. Released Prerelease In Development e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 45. Editor evolution 2 of 2 We are supporting a more holistic Prefab editing workflow with the new Prefab Mode in Context, where you can see the context of a Prefab instance in the Scene View (but locked for editing) while you are editing the Prefab Asset of that instance. Released Prerelease In Development e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 46. Editor evolution New workflows for Unity are coming. We are building new ways to open Scenes, Prefabs, and other assets independently of one another as part of a new multi-document workflow. This will add workspaces for you to create contexts for your tasks or simply break up your working environment into more manageable spaces. We will also make enhancements to panel behavior and broad accessibility improvements. Released Prerelease In Development e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools W IP M OCKUP ONLY Please note: The content of this PDF is accurate as of March 2020.
  • 47. High-resolution display support Project settings Shortcuts Manager Quick Search Modernized Editor themes Nested Prefabs, Variants Prefab Mode Activity reporting (2020.1) Editor Speed (2020.1) Prefab Mode in-context (2020.1) Focused Inspector (2020.1) Code optimization switching (2020.1) Scene Templates (package) Multi-document opening Workspaces Query Engine Prefab encapsulation Prefab performance improvements Scene overlay tooling Editor evolution - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 48. Quality of life improvements Bringing many small improvements that improve your day-to-day workflow. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 49. In Prerelease versions of Unity, you’ll see many of these updates, such as improvements to the Hierarchy, Inspector and Scene View. Quality of life improvements A great backlog of historical Unity usability requests are in the works. e. Creative workflows. Scalable Quality. Re Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 50. In Prerelease versions of Unity you’ll see many of these updates already landing, such as improvements to the Hierarchy, inspector and Scene. These include improvements to copy-pasting of GameObjects and properties, cut and paste in the Hierarchy, better framing in the Scene View, as well as improved inspector Previews for meshes, textures and cubemap arrays. Prerelease In Development Quality of life improvements e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 51. From our broad survey work with you, we have begun to regularly queue up many more improvements to keep adding throughout 2020 and beyond. Coming soon are re-orderable arrays, active parent object in the Hierarchy, improved UX for reparenting and folders for the Hierarchy. Thanks to everyone who has been contributing via the Forum, Twitter and Reddit! Prerelease In Development Quality of life improvements e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 52. Improved copy-paste for inspector properties Cut and paste in Hierarchy window Improved inspector Preview for meshes, 3D textures, cubemap arrays Re-orderable arrays & lists in inspector Default parent object in Hierarchy view Improved UX for drag-reparenting items in Hierarchy view Folders in Hierarchy view Quality of Life Improvement - highlights e. Creative workflows. Scalable Quality. Re Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 53. Animation Provide runtime and tools to author and play back animation in Unity. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 54. Made it easier for non- programmers to work with interactive Timelines Creating tools for animation artists to do less manual work, achieve better quality, and exert more creative control Low-level systems for DOTS Animation followed by higher level features like animation graphs, state machine, Timeline and Kinematica to make DOTS animation available to all Animation e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 55. We introduced a simple visual interface to create and manage events for designers and artists using Timeline. You can add signals and markers on any tracks to accurately define when events are sent in just a few clicks. Released Prerelease In Development Animation e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 56. Before moving focus to DOTS Animation, we wanted to deploy a set of useful animation tools to improve the workflow of animators working in current tech. With Animation Rigging, Keyframing Runtime Rig, and Kinematica you can create more effectively than ever before. Released Prerelease In Development Animation e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 57. The new DOTS Animation system is flexible, performant and easy to use. It is fully scriptable and built to adapt to a huge variety of use cases, from simple animation to AAA pipelines. After solidifying the DOTS Animation core, we will add tools to ease production and enable animation artists in their work. We aim to reduce the complexity of animation systems with intuitive workflows like animation graphs and hierarchical state machines. We will also add existing essential tools like Timeline and Kinematica to DOTS to provide artists with the same level of creative control they enjoy in the current tech. Released Prerelease In Development Animation e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 58. Timeline signals and markers Animation Rigging Keyframing runtime rig Kinematica DOTS Animation system DOTS Animation Graph  DOTS Animation State Machine DOTS Timeline Animation - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 59. Lighting Empower you to create best-in-class lighting in your games efficiently and effortlessly. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 60. Broad improvements to HDRP precomputed lighting as well as more control of light shapes and usability improvements for Light Probes Many usability improvements as well as bake quality upgrades A big push on our GPU Lightmapper as well as work on adaptive sampling Lighting e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 61. Unity 2019.3 greatly improves the High Definition Render Pipeline support for precomputed lighting. Spotlights were improved and new Box/Pyramid light shapes were added to the lighting toolbox. The release also adds significant performance improvements for Scenes with many lights. Usability for Light Probes was also improved with better exposure for Previews and settings for improving the quality in Scenes with difficult lighting. Released Prerelease In Development Lighting e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 62. Unity 2020.1 beta greatly improves usability for lighting your creations. The addition of a separate Lighting Settings Asset allows you to reuse settings across your Scenes.  We added Overlap-free Packing and a new Scene View mode for verifying your setup, which makes it easier to get a great lighting result. Performance and quality have also been improved adding Cookie/IES light emitter support and many more GPU Lightmapper features. Released Prerelease In Development Lighting e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 63. GPU Lightmapper greatly improves lighting iteration times as well as production bakes. Development to make it production ready is in progress.  Another great leap in usability is providing Scene- independent presets making it much easier to set up lighting–this is made possible by developing adaptive sampling for the global illumination backend. Released Prerelease In Development Lighting e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 64. HDRP light shapes support (Box spotlight, Pyramid spotlight) and inner cone angle for spot lights Improved direct sampling Flexible sample counts for probes Scene View exposure controls AMD Radeon Pro Denoiser Light Probe merging  Submesh support for GPU Lightmapper Lighting Settings Asset Overlap-free packing Scene View mode for debugging precomputed lighting Cookie/IES support Improved sampling Russian Roulette GPU Lightmapper feature complete GPU Lightmapper - Out of Preview  Adaptive sampling Scene-independent lighting presets Blue Noise sampling  Light grid improvements  DOTS support for global illumination backend Lighting - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 65. World-building Empower designers and artists in Unity by providing a robust unified foundation and create the next generation of 3D world-building tools. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 66. New tools were added to enable 3D mesh authoring in Unity. We also improved Scene-editing and environment-authoring workflows. Create foundation APIs and generic tools that can be shared across Unity to enable consistent authoring workflows. First we are going to improve selection, manipulation, placement and grid tools for efficient and intuitive Scene authoring. Then we are going to add more advanced features In ProBuilder and the Environment system. World-building e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 67. We accelerated the work of level designers and artists by providing basic in-engine 3D mesh authoring with ProBuilder and Polybrush to reduce context switching. To bring immediate improvement to authoring terrain, we’ve made a terrain tools package with brand new sculpting tools and a collection of common-use utilities to help automate tedious tasks. Then before moving to more advanced authoring features, we improved the Unity Editor to make it a better environment for asset creation through better control of Scene visibility, Scene locks and improved grids. Released Prerelease In Development World-building e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 68. We want to create a seamless experience when you navigate the different World-building tools in Unity. Once learned, patterns and behaviors should be consistent across all features. We are building the foundation APIs to share across Unity like we do with Prefab handles. Released Prerelease In Development World-building e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 69. We need to make sure that the essential actions are truly efficient and intuitive, so we are going to improve the selection, manipulation, placement grid and window tools that you are using hundreds of times a day. We are also working on a new C#-based Environment system that will have a non-destructive layer-based workflow. Then we are going to add more advanced features to ProBuilder and Polybrush to make Unity a go-to solution for common modeling needs. Released Prerelease In Development World-building e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 70. ProBuilder 4.0 Polybrush 1.0 Scene visibility Scene lock Improved grids Terrain brushes Terrain holes Prefab handles ProBuilder 4.3 New Environment System Unified spline and brushes Customizable toolbars and windows Snap, align and position improvements World-building - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 71. ProBuilder 4.0 Polybrush 1.0 Scene visibility Scene lock Improved grids Terrain brushes. Terrain holes Prefab handles. ProBuilder 4.3. New Environment System Unified spline and brushes Customizable toolbars and windows. Snap, align and position improvements World-building - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 72. ProBuilder 4.0 Polybrush 1.0 Scene visibility Scene lock Improved grids Terrain brushes. Terrain holes Prefab handles. ProBuilder 4.3. New Environment System Unified spline and brushes Customizable toolbars and windows. Snap, align and position improvements World-building - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 73. Visual Effects Create shaders and real-time VFX without needing to write code e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 74. Released Prerelease In Development e. Creative workflows. Scalable Quality. Re Use Shader graphs inside your visual effects, and with Visual Effect Graph out of Preview, benefit from a consistent upgrade path. Focus entirely on stabilization and bug-fixing in our current Prerelease offerings. Far broader extensibility with C# API for our effects systems. Visual Effects Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 75. With 2019.3, version 7.2.0 of the Visual Effect Graph package is now out of Preview. That means we guarantee stability, platform support and upgrade path. You will be able to migrate your project data and code to future Visual Effect Graph versions safely, and we will continue to develop and extend these features. There’s initial support for Visual Effect Graph and Shader Graph integration - letting you use Shader Graph shaders for your visual effects. Released Prerelease In Development Visual Effects e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 76. Our current Prerelease offerings are focused on stabilization and bug fixes, tackling all the feedback we’ve received from you. One highlight is that we have cut shader load times by around 50% as of Unity 2020.1 Released Prerelease In Development Visual Effects e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 77. We’re working towards greater extensibility of effects systems; our goal is to provide public C# APIs for these features. Released Prerelease In Development Visual Effects e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 78. e. Creative workflows. Scalable Quality. Re Shader load time reduced by ~40% (2019.3) Use Shader Graph shaders in VFX Graph Shader Graph Render State Settings per material Shader LOD (keyword switch node) HDRP DXR Subshader Switch VFX Graph Particle Strips (Trails) Motion Vectors Per Spawn Time / Loop / Delay Shader loading time reduced by ~50% (2020.1) Stabilization and bug focused release. Shader Graph Cross Pipeline workflows Splitting Shader Graph Output into Stage Blocks Custom Material Inspectors for Graphs Extensibility Through Injection Points, Overrides, and Custom Output Targets VFX Graph Foundational work for public API Debugging tools & Mesh sampling Visual Effects - highlights Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 79. UI Development Provide a unified framework to design and develop UI for the Unity Editor and runtime applications e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 80. A new UI Toolkit that makes it easier to collaborate on Editor tools and custom inspectors. Visual authoring workflows that make it easy for content creators to build game and application UI. Ability to easily create highly dynamic user interfaces for both screen and world space. UI Development W IP M OCKUP ONLY e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 81. A new retained mode API which allows for complex and performant user interfaces, by letting the system optimize what to draw and when to draw it. It also lets you decouple your Hierarchy and styling from functionality, which results in a better separation of concerns and more approachable UI authoring for both designers and programmers. Using UXML asset to define your Hierarchy and style sheets for style and layout rules promotes collaboration and reusability within or across projects. Released Prerelease In Development UI Development e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 82. The UI Builder provides a familiar UI authoring experience. It offers easy access to the toolkit’s rich feature set and allows quick validation and iteration, all for an efficient onboarding process. It’s now also possible to leverage existing features to build screen space UI for all of Unity’s supported target platforms. Released Prerelease In Development UI Development e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 83. Add support for more advanced CSS features in order to build rich and dynamic user interfaces, such as Transitions, Animations, Gradients, Filters and more.  Combined with the support of vector graphics, it will be possible to make UI that looks great across different screen resolutions or in world space, without having to rely on textures. Released Prerelease In Development UI Development W IP M OCKUP ONLY e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 84. Toolkit for Editor extensions VisualElement API Layout engine UI Renderer UI assets (UXML & USS) Event System UI Debugger Runtime support UI Builder tooling Rich text UI Animation Vector Graphics support Responsive UI World space UI Custom Shaders Timeline and Visual Scripting integration UI Development - highlights W IP M OCKUP ONLY e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 85. Smart Design & Creation Unlock the power of AI, Machine Learning, and Simulation to enable more efficient creation and testing at scale. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 86. Deliver an innovative, AI- assisted artistry tool to scale your creativity. Empowering designers to do more and opening up machine learning experimentation. Building smarter and more deeply integrated AI and machine learning tools. Smart Design & Creation e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 87. For large and enterprise studios, we released ArtEngine, a content creation tool that uses Creative AI to create ultra-realistic PBR materials based on real world data. ArtEngine helps close the gap between the massively increasing demand for content and the current limited ability to produce visuals. Released Prerelease In Development Smart Design & Creation e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 88. Currently in beta, Unity Game Simulation is a new service that optimizes your game balance more efficiently and accurately by simulating millions of game playthroughs in the cloud. We also are working on AI Planner which automatically generates intelligent character behavior capable of governing resource allocation, inventory management, path planning, and so much more. Finally, the open-source ML-Agents enable training and deployment of intelligent agents using deep learning. These trained agents can be used to control NPC behavior, automate testing, and evaluate design decisions. Released Prerelease In Development Smart Design & Creation e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 89. Unity ML Agents 1.0 will continue to be open source with focus on stable APIs and thorough testing to work with LTS versions of Unity. As part of that, we’re working to provide the ML-Agents C# toolkit as a package in the Unity Package Manager. Meanwhile, we’re also focused on bringing the ArtEngine’s AI-assisted artistry tools to individual users through product enhancements and deeper integration into the Unity engine. Released Prerelease In Development Smart Design & Creation e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 90. ArtEngine (Enterprise) Unity ML-Agents Unity Game Simulation Game Simulation Dashboard Unity Editor Interface SDK AI Planner Unity ML-Agents 1.0 ArtEngine (Individual Users) Unity Integration Individual User Enhancements Smart design & creation - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 91. Audio & Video Create an audio and video toolset that empowers you with a professional and extensible media solution. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 92. Audio/video tooling and Recorder export Foundations for high performance and extensibility Building up from a solid foundation: more and better front-end features Audio & Video e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 93. We shipped audio and video tooling to allow for audio playback and mixing, as well as video playback and offline recorder in the Editor. Released Prerelease In Development Audio & Video e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 94. We're building out the foundations of a highly performant and extensible A/V stack, including new highly-optimized, DOTS-enabled features. Meanwhile, we are hardening DSPGraph, the new low-level rendering engine for DOTS. Recorder gets public APIs to allow programmatic control and support of external video codecs. Released Prerelease In Development Audio & Video e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 95. We build on top of the foundation: a unified media layer underpinning higher-level, developer-facing APIs and front- end tooling. HDRP adds a compositing framework to enable chroma keying, insertion of video plates in a 3D world and per layer compositing. Recorder can export broadcast-quality videos off-the-shelf. Released Prerelease In Development Audio & Video e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 96. Windows Hardware acceleration: DirectX Video Acceleration (2.0) - supports both DX11 and DX12. Video encoded as H.264 or H.265 can load into textures instead of memory, saving bandwidth, improving performance and opening the possibility of higher resolutions such as 8K. DSPGraph – Low level rendering/mixing audio engine Low-level, node-based audio rendering system Enables building high-performance, custom audio engine in Unity using C# Compatible with DOTS & mono Unity scripting Recorder Encoding API to plug custom codecs Recorder API to pilot recorder from script DOTS.Audio/DOTS.Media Support for custom DSP effects Interchangeable audio renderer Pluggable building blocks (codecs, file formats, devices, etc).  High end offline video recording (Editor only) ProRes & Cinematic Motion Blur Support Converged full-frame path tracer Recording Audio & Video - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 97. Camera Design To create a versatile, powerful dynamic camera system for cinematics and gameplay. e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 98. An artist-friendly toolset for authoring cinematic and game cameras Cinemachine as a verified package. Next-gen version of Cinemachine, leveraging the power of DOTS! Camera Design e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 99. Artist-friendly toolset that allows for the crafting of camera movement and behaviors with a diverse array of rigs that are tuneable in real-time. Integration with 2D and 3D, Timeline and Post Processing, linear storytelling and interactive gameplay, as well as plug-in extensibility. Released Prerelease In Development Camera Design e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 100. Bringing Cinemachine into the fold of verified packages. This means that we’ve tested it extensively against the current version of the Editor so we have confidence that it functions well for the majority of use cases. Cinemachine has long been used by productions large and small, so we have high confidence in its stability and utility. Released Prerelease In Development Camera Design e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 101. Cinemachine for DOTS is a completely rewritten version of Cinemachine. We are still in early development, but moving towards feature parity. Includes new systems for enhanced, dynamic camera selection. Released Prerelease In Development Camera Design e. Creative workflows. Scalable Quality. Re Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 102. V2.4 HDRP 7 support Pixel-perfect support V2.5 is a verified for 2020.1 V2.6 (evolutionary improvement with fixes and added features) Improved Timeline tooling 2 new specialized rigs for 3rd-person Frame recomposer – Interactively reframe motion-captured camera data Cinemachine for DOTS Feature-parity with prior versions Story Manager – Dynamically identifies the most interesting event Virtual Director – Dynamically selects the best camera to present the event DOTS allows for tens of thousands of active, evaluated cameras with near-zero performance hit Project Tiny-compatible Camera Design - highlights e. Creative workflows. Scalable Quality. Re Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 103. s. Scalable Quality. Reaching your audienc Our third guiding principle is to ensure that you can build anything from the smallest 2D game to the biggest 3D world with no loss of quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 104. Working with assets Provide a non-intrusive, robust and scalable asset import pipeline. s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 105. Working with assets New asset import pipeline to enable scalable asset imports with robust dependency tracking Faster asset refresh on Windows Importing assets on-demand s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 106. Developed a new asset import pipeline from the ground up to enable scalable asset imports with robust dependency tracking. Providing the foundation for on-demand and background importing Performance improvements to the Addressable Asset System to enable larger content libraries Released Prerelease In Development Working with assets s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 107. Faster asset refresh on Windows by using operating system APIs to monitor file directories for changes instead of scanning them all. This significantly reduces the pain of task switching between Unity and other applications. Released Prerelease In Development Working with assets s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 108. Importing assets on-demand - only when required instead of everything up front Integrating the build pipeline with the import pipeline to share artifacts and improve performance for incremental rebuilds Released Prerelease In Development Working with assets s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 109. Accelerator  New Asset Import Pipeline Fast Platform Switching Dynamic Dependency tracking  Foundation for OnDemand mode Addressable Asset System (v. 1.7.4) Directory Monitoring  (Windows / 2020.1) Texture MipMap Stripping Cache consistency checking On-Demand Importing Working with assets - highlights s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 110. Universal Rendering Bringing best-in-class visual quality, performance, and scalability to wider audiences. s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 111. Lightweight is now Universal, and aims to be our default render option. Focus in our next two releases is bug fixing and stability, plus we have added Camera stacking that many of you have asked for. Development focus is now on getting Universal Render Pipeline to be our default option. Universal Rendering s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 112. We renamed the Lightweight Render Pipeline in 2019.3. It’s now the Universal Render Pipeline, a powerful solution that delivers beautiful graphics and performance while scaling to a wide range of platforms. Released Prerelease In Development Universal Rendering s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 113. This release has been focused on stabilization and bug fixes. Additionally, we added support for multiple cameras. Released Prerelease In Development Universal Rendering s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 114. We’re working on improving Universal Render Pipeline’s feature parity with our built-in renderer– our goal is to make Universal Render Pipeline the default render pipeline. Feature example shown– Ambient Occlusion. Released Prerelease In Development Universal Rendering s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 115. Optimized Post-Processing Shadow Mask Support Increased Light Limit Bug fixes & stability improvements Camera stacking (package 7.2.0) Ambient Occlusion Support Deferred Renderer Improved Shader Stripping Post Processing Custom Effects Universal Rendering - highlights s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 116. High Definition Rendering Achieve stunning, high-fidelity graphics on high-end hardware. s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 117. HDRP is verified with 2019.3, a major milestone in our high definition rendering offering. A major bug-fix and stability set of package releases are now available in Prerelease. Streaming virtual texturing and HDRP, along with workflow and performance improvements. High Definition Rendering s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 118. With 2019.3, package Version 7.2.0, HDRP is now out of Preview. That means we guarantee stability, platform support, and will provide upgrade paths when needed. We’ve also improved our extensibility with custom render passes and support for custom post processes. Released Prerelease In Development High Definition Rendering s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 119. Our HDRP 2020.1 release is focused on stabilization and bug fixing. Streaming virtual texturing is available in Unity 2020.1 beta as a test project using a custom version of HDRP. This will be supported in HDRP using Shader Graph in one of the next 9.x-Preview releases. Released Prerelease In Development High Definition Rendering s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 120. We are working on solidifying HDRP: Improving performance, adding more debugging tools, polishing our features, and improving artists’ workflow. Released Prerelease In Development High Definition Rendering s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 121. Physically based Sky Look Dev HDRP scalability settings Streaming Virtual Texturing test project HDRP Stabilization & bug fixes Ray tracing Preview Skinned/Blend Shape Meshes Alembic Meshes Hybrid Renderer V2 Support Decal layers HDR screen support Hybrid Renderer Integrated Streaming Virtual Texturing Procedural Virtual Texturing Raytracing Scalability Settings High Definition Rendering - highlights s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 122. Physically-based Sky Look Dev HDRP scalability settings Streaming Virtual Texturing test project HDRP Stabilization & bug fixes Ray tracing Preview Skinned/Blend Shape Meshes Alembic Meshes Hybrid Renderer V2 Support Decal layers HDR screen support Hybrid Renderer Integrated Streaming Virtual Texturing Procedural Virtual Texturing Raytracing Scalability Settings High Definition Rendering - highlights s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 123. Physically-based Sky Look Dev HDRP scalability settings Streaming Virtual Texturing test project HDRP Stabilization & bug fixes Ray tracing Preview Skinned/Blend Shape Meshes Alembic Meshes Hybrid Renderer V2 Support Decal layers HDR screen support Hybrid Renderer Integrated Streaming Virtual Texturing Procedural Virtual Texturing Raytracing Scalability Settings High Definition Rendering - highlights s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Traditional GameObject rendering architecture Please note: The content of this PDF is accurate as of March 2020.
  • 124. Released Physically-based Sky Look Dev HDRP scalability settings Prerelease In Development Streaming Virtual Texturing test project HDRP Stabilization & bug fixes Ray tracing Preview Skinned/Blend Shape Meshes Alembic Meshes Hybrid Renderer V2 Support Highlights High Definition Rendering Roadmap 2020 Core Engine & Creator Tools// Decal layers HDR screen support Hybrid Renderer Integrated Streaming Virtual Texturing Procedural Virtual Texturing Raytracing Scalability Settings s. Reaching your audiencScalable Quality.Unity Hybrid DOTS rendering architecture Please note: The content of this PDF is accurate as of March 2020.
  • 125. Released Physically-based Sky Look Dev HDRP scalability settings Prerelease In Development Streaming Virtual Texturing test project HDRP Stabilization & bug fixes Ray tracing Preview Skinned/Blend Shape Meshes Alembic Meshes Hybrid Renderer V2 Support Highlights High Definition Rendering Roadmap 2020 Core Engine & Creator Tools// Decal layers HDR screen support Hybrid Renderer Integrated Streaming Virtual Texturing Procedural Virtual Texturing Raytracing Scalability Settings s. Reaching your audiencScalable Quality.Unity Hybrid renderer v1 performance 100k dynamic entities AddBatches (main thread) = 13.8 ms HDRP (main thread) = 13.7 ms HDRP (render thread) = 15.1 ms Total frame time = 37.1 ms Please note: The content of this PDF is accurate as of March 2020.
  • 126. Released Physically-based Sky Look Dev HDRP scalability settings Prerelease In Development Streaming Virtual Texturing test project HDRP Stabilization & bug fixes Ray tracing Preview Skinned/Blend Shape Meshes Alembic Meshes Hybrid Renderer V2 Support Highlights High Definition Rendering Roadmap 2020 Core Engine & Creator Tools// Decal layers HDR screen support Hybrid Renderer Integrated Streaming Virtual Texturing Procedural Virtual Texturing Raytracing Scalability Settings s. Reaching your audiencScalable Quality.Unity Hybrid renderer v2 performance 100k dynamic entities AddBatches (all threads) = 0.47 ms (29.4x faster) HDRP (main thread) = 1.51 ms (9.1x faster) HDRP (render thread) = 1.83 ms (8.3x faster) CPU->GPU data copy (render thread) = 2.01 ms (new) Total frame time = 6.97 ms (5.3x faster) Please note: The content of this PDF is accurate as of March 2020.
  • 127. Physically-based Sky Look Dev HDRP scalability settings Streaming Virtual Texturing test project HDRP Stabilization & bug fixes Ray tracing Preview Skinned/Blend Shape Meshes Alembic Meshes Hybrid Renderer V2 Support Decal layers HDR screen support Hybrid Renderer Integrated Streaming Virtual Texturing Procedural Virtual Texturing Raytracing Scalability Settings High Definition Rendering - highlights s. Reaching your audiencScalable Quality. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 128. Physics Empower you with the tools and workflows to build rich, interactive, and dynamic worlds. s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 129. Updates to PhysX and continued development of Unity Physics, and support for Havok Physics. Our goal is to deliver workflows that allow you to seamlessly blend between animation and physics- driven motion for believable characters. Physics s. Reaching your audiencScalable Quality. Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 130. Unity Physics 0.3.0-Preview is currently available for users that need a lightweight, customizable, deterministic physics engine. Havok Physics 0.2.0-Preview is currently available for users with ambitious physics requirements and want to use a high-end physics solution that has been used in over 600 shipped games. Prerelease In Development Physics s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 131. We are working on improvements and enhancements to the tooling and workflows for ragdolls and joints. Our goal is to deliver workflows that allow you to seamlessly blend between animation and physics- driven motion for believable characters. We are continuing to iterate on the character controller sample to ensure it meets the standards and requirements for believable character motion. Physics Prerelease In Development s. Reaching your audiencScalable Quality. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 132. Unity Physics Terrain collider (0.2.5-Preview) Single threaded immediate mode Simulation (0.3.0- Preview) Havok Physics support Preview package (0.2.0) Unity Physics simulation stability improvements Physics-based animation Ragdolls and joints Character Controller Physics - highlights s. Reaching your audiencScalable Quality. Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 133. y. Reaching your audience. Our fourth guiding principle is to make it as easy as possible to take your content anywhere your users want you to be. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 134. y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 135. Connected Games Make scalable, highly optimized online experiences with everything you need to make them easier to build and cost- effective to run. y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 136. Offering solutions for multiplayer game challenges through our voice, analytics and server management services. Solutions for match-making and server runtime. Preview versions of Unity Transport and NetCode are available. This coming year will be largely focused on creating end-to-end systems that integrate and tie all of our connected games services together to form a holistic solution.   Connected Games y. Reaching your audience. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools
  • 137. We are offering solutions for multiplayer game challenges through Vivox (our voice service), Multiplay (our game-hosting service), and deltaDNA (our analytics service). They provide the foundation you need to operate at an incredible scale. Released Prerelease In Development Connected Games y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools
  • 138. To further empower you to connect your players together and more easily build your server simulation logic, we are working on Matchmaker and improving our Server Runtime.  Preview versions of Unity Transport and NetCode are available. They were released to support the DOTS Sample which shows how DOTS-driven simulation and replication work together in a fully driven DOTS application. We also upgraded Unity Transport to adopt our new underlying platform base libraries for extended platform reach and support for IPv6. Released Prerelease In Development Connected Games y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools
  • 139. This coming year will be largely focused on creating end-to-end systems that integrate and tie all of our connected games services together to form a holistic solution.   We continue to expand the capabilities of the Unity Transport and NetCode packages. Our focus is on developing an intuitive and performant solution for all network play that can be used by everyone. Released Prerelease In Development Connected Games y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools
  • 140. Multiplay  Game server orchestration tools  Global datacenter coverage  Multi-cloud implementation Vivox - integrated voice chat, instant Messaging deltaDNA - targeting & data mining Server Runtime - Linux IL2CPP Support Server Runtime Improvements Windows/MacOS to Linux Cross-Compilers  Scriptable PlayerLoop Editor  Matchmaking closed beta Custom match functions & fast time to match deltaDNA - Predictive churn segments Transport and NetCode for DOTS sample (Preview) Unity Transport Refactored backend, extending platform reach Support for IPv6 DOTS Server Runtime  Encryption for Unity Transport Unity NetCode Simplifying setup of replication ghost Lobby - persistent connection & offline mode Friends - cross platform Connected Games - highlights y. Reaching your audience. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools
  • 141. Mobile Platforms Enable optimal performance and stability across low to high-end mobile devices, and improve iteration times. y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 142. We delivered Unity as a library, many rendering improvements and tools to help you iterate quickly and control performance. We are improving iteration time with Device simulator. We continue to improve the Universal Render Pipeline, along with better workflow improvements too. 400 x 225 Mobile Platforms y. Reaching your audience. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 143. We enabled using Unity Runtime as a library inside iOS & Android apps to power various scenarios including AR. Meanwhile, we added various rendering improvements and introduced new tools to speed up development and iteration time. Get device performance status and thermal trends to proactively adjust performance and quality settings with Adaptive Performance on Samsung devices. Released Prerelease In Development Mobile Platforms y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 144. We are improving iteration time with the Device Simulator, enabling fast previsualization in the Editor Game View for many different devices. Released Prerelease In Development 896 x 504 Mobile Platforms y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 145. We continue to improve the Universal Render Pipeline with refinement for iOS/Metal and Android/ Vulkan, while also pushing on various tools for faster iteration. Released Prerelease In Development Mobile Platforms y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 146. Unity as a Library On-Demand Rendering Optimized Frame Pacing Local Shader Keyword Iteration - Scripts Only patching (Android) Android Logcat integration Mobile Notifications Android ARM 64bit support to 2017LTS Adaptive Performance Device Simulator Metal & Vulkan improvements Support for iOS/Android new versions Mobile Platforms - highlights y. Reaching your audience. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 147. Project Tiny Empower you to build instant games and experiences across mobile and web, with the most optimal file size and load times. y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 148. Project Tiny Preview is built on the new DOTS Runtime, using the same Editor authoring experience that you’re used to. We are improving and extending 3D & 2D rendering and all Preview features. Project Tiny 896 x 504 y. Reaching your audience. Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 149. Project Tiny Preview is built on the new DOTS Runtime, using the same Editor authoring experience and build support for iOS, Android and Web (WASM/ ASMJS) as you’re used to. Current Preview includes 3D rendering, 3D Physics, basic animation/input/audio, 2D foundation for rendering and collision detection. Prerelease In Development Project Tiny y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 150. We are improving and extending 3D & 2D rendering and all Preview features. We will support a subset of UIElements for UI authoring, as well as more platform specific features like single HTML export which enables Playable Ads, mobile lifecycle events and more. Project Tiny Prerelease In Development 896 x 504 y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 151. Improvement of current features in Preview Single HTML export for Playable Ads Mobile lifecycle events UIElements subset Project Tiny - highlights 3D rendering  and Physics  Basic animation/input/audio 2D foundation for rendering and physical collision detections Initial platform support: iOS, Android and Web (WASM/ASMJS) 896 x 504 y. Reaching your audience. Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 152. XR Platforms Make it as easy as possible to create AR/VR/MR experiences for any device and form factor, with best possible performance. y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools The Mission Please note: The content of this PDF is accurate as of March 2020.
  • 153. New plugin-framework for platform integrations, continued improvements to AR Foundation, and state-of- the-art rendering for VR. Easily add input & interactions to your AR/VR experience with our XR Interaction Toolkit, compatible across all supported platforms. Continued focus on engine- level optimizations and improving the first-touch experience for developers. XR Platforms y. Reaching your audience. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 154. For XR platform integrations, we migrated to a new and open plug-in framework called XR SDK, which unlocks performance optimizations for hardware vendors. AR Foundation continues to be one of the leading frameworks for AR development. It’s built on top of our XR SDK and extends support for both handheld & headworn AR devices. On the graphics side, HDRP support for VR utilizes state-of-the-art rendering to enable immersive & photorealistic VR experiences. Released Prerelease In Development XR Platforms y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 155. The XR Interaction Toolkit enables you to add interactivity to your AR/VR experiences without having to code the interactions from scratch. Released Prerelease In Development XR Platforms y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 156. We continue to focus on engine-level graphics optimizations to deliver best possible performance of your XR experiences. On-device remoting for handheld AR will help speed up development and improve iteration time. We are working on improving the first-touch experience for developers with enhanced project templates and sample projects. Released Prerelease In Development XR Platforms y. Reaching your audience. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 157. Migrated platform integrations to support XR SDK ARCore & ARKit XR Plugins Magic Leap XR Plugin Oculus XR Plugin (Quest, Rift, Rift S, Go) Windows XR Plugin (WMR & HoloLens) URP and HDRP support for XR  AR Foundation support for HoloLens & Magic Leap XR Interaction Toolkit Vulkan support for Oculus Quest Further URP and HDRP investments Further Vulkan performance improvements UX improvements to XR Plugin Management On-device remoting for handheld AR XR project templates Evolving AR Foundation features & enhancements Valve nearing completion of OpenVR XR Plugin XR Platforms - highlights y. Reaching your audience. Released Prerelease In Development Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 158. y. Reliability & performance Creative workflows Scalable quality Reaching your audience Summary. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 159. y. Forums forum.unity.com Twitter @unity3d #unity3d Discord discord.gg/unity Get in touch. Roadmap 2020 | Core engine & Creator tools Please note: The content of this PDF is accurate as of March 2020.
  • 160. y. Thank you. Please note: The content of this PDF is accurate as of March 2020.
  • 161. Please note: The content of this PDF is accurate as of March 2020.