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2020.1 Beta Overview Webinar and Q&A

Discussion in '2020.1 Beta' started by LeonhardP, Apr 8, 2020.

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  1. LeonhardP

    LeonhardP

    Unity Technologies

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    Join us for our 2020.1 beta overview webinar on April 20th at 9:00 am PST (6:00 pm CET)

    Our Games Evangelist Ashley Alicea (@ashley_unity) will walk you through the highlights of what’s coming in 2020.1 with a hands-on presentation based on the latest beta. There’s a limited number of spaces, so make sure you register soon and add a reminder in your calendar. If you're interested in what 2020.1 beta has to offer, you can also check out this blog post.

    Features from the following areas will be discussed:
    • Profiling
    • Scripting
    • Artist tools
    • Graphics tools
    • Lighting
    • Editor tooling
    • Platforms
    Similar to our 2020 roadmap Q&A, we will host a Q&A session here in this thread following the webinar to answer as many of your questions about 2020.1 as possible. The thread will be opened for questions once the webinar ends and will remain open for at least three days.

    Some basic rules for the Q&A:
    • Don’t bundle multiple unrelated questions in one reply. One question/topic per reply.
    • Only questions related to the topics of the roadmap session are permitted.
    Edit: You can now watch the recording of the session on Youtube.
     
    Last edited: Apr 24, 2020
    MartinTilo, Hyp-X and Wattosan like this.
  2. adamhill

    adamhill

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    Feature Request: Non-playmode tint. Dark blue is much better contrast on the eyes than 100% black.
     
    Ivan_br, Storm4_, ROBYER1 and 2 others like this.
  3. ChezDoodles

    ChezDoodles

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    HDRP - will the set of supported platforms be extended? Like high-end iOS with Metal or high-end Android with Vulcan?
     
  4. ChezDoodles

    ChezDoodles

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    Sep 13, 2007
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    107
    Will more native texture formats be supported on desktop? Like ASTC texture compression?
     
  5. ChezDoodles

    ChezDoodles

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    For Virtual Streaming textures on Universal ... are we talking late 2020, 2021 ... or not really coming at all?
     
  6. Christin2015

    Christin2015

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    Dec 1, 2015
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    Hi, What are the updates and news concerning Machine Learning/ Deep Reinforcement Learning (formerly Barracuda)?
    Will more common model architectures be supported, Tensorflow or PyTorch? The conversion process of model architectures has been a pain …
    Will there be a session in near future presenting related news?
     
  7. jessebarker

    jessebarker

    Unity Technologies

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    Dec 13, 2016
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    The short answer is yes. We do not have a firm estimate on a particular release for this, but are working diligently towards adding support for the highest tier of mobile devices.
     
  8. valarnur

    valarnur

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    When will HDRP 7.40 be in Package manager?
     
  9. SebLagarde

    SebLagarde

    Unity Technologies

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    Hi, Should around mid-may.
     
    valarnur likes this.
  10. SebLagarde

    SebLagarde

    Unity Technologies

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    Hi, VT for universal is on the roadmap. If it miss 2020 deadline, it will be early 2021
     
  11. ReJ

    ReJ

    Unity Technologies

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    Our team is constantly working on Barracuda and we ship new updates almost biweekly. The latest version 0.6.3 and we are working hard to rollout 0.7.0 update soon!

    You can always find the latest release of Barracuda here: https://github.com/Unity-Technologies/barracuda-release


    Barracuda supports .ONNX file format since version 0.3.х and it is the preferred way to import your model to Unity. Import functionality is constantly being improved, but it is a long way before we support _any_ model. There is no easy answer to this question.

    Short summary of what architectures we prioritise when developing Barracuda:
    1) Reinforcement Learning models that are necessary for ML-Agents SDK
    2) GAN/autoencoder architectures for image-to-image translation such as U-Net, SPADE and other style-transfer models
    3) Image classification architectures based on VGG, ResNet, SqueezeNet, MobileNet and YOLO
    4) Deep fully-connected and convolutional architectures that allow to generate animations and audio.
    We are going to work to support Object Detection architectures such as YOLOv3 soon, but that is pretty challenging.


    Which model architecture are you mostly interested in?
     
    Christin2015 and celion_unity like this.
  12. optimise

    optimise

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    What is the roadmap for DOTS? When can I get DOTS Animation package updates that is support URP mobile?
     
  13. transat

    transat

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    Missed the live webinar. Is it available Anywhere?
     
  14. kristyna

    kristyna

    Content person Unity Technologies

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    Christin2015 and transat like this.
  15. valarnur

    valarnur

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    What will be the changes to default particle system in 2020?
     
  16. transat

    transat

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    Will we one day be able to know what assets from the store are being used in our projects, as is the case for Unity packages? Or should we stick to pen and paper?
     
  17. Gigi_Buba

    Gigi_Buba

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  18. Dill0wn

    Dill0wn

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    Bump. I also missed it and was hoping to watch the recording.
     
  19. LeonhardP

    LeonhardP

    Unity Technologies

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    The video should become available tomorrow. I'll share the link to it in this thread.
     
  20. LeonhardP

    LeonhardP

    Unity Technologies

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  21. valarnur

    valarnur

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    Should I install VS package in Package manager or Visual Studio Code to integrate it with Unity?
     
  22. MRNXGBRL

    MRNXGBRL

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    Apr 13, 2019
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    Hi there, first off: nice presentation and some sweet new promising features! I'll try my best to hunt down a few bugs (can't promise anything as a noob, but that NVIDIA sure looks nice) I have a question about 'audio', though not being a topic in this beta presentation. Is there an internal frequency ducking (sidechaining) or lo-cut hi-cut filtering option in Unity? e.g. For avoiding muddy sound(stacking) or phasing issues when simultaneously playing BG music and sound fx.
     
    Last edited: Apr 24, 2020
    LeonhardP likes this.
  23. MRNXGBRL

    MRNXGBRL

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    And my second question: is there a way to use midi cc (in/out) to implement additional gameplay or drive external hardware/sources like 3rd party plugins (e.g. for product related promotionals as an app, or maybe have a midi KB setup as a controller for educational purposes?) tx! (or like e.g Farming Simulator having this Logitech dedicated controller, not being 'midi cc' i suspect, but then maybe build my own arduino 'midi'-controller to drive the game experience?)
     
    Last edited: Apr 24, 2020
  24. transat

    transat

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    MIDI input for the new input system: https://github.com/keijiro/Minis
     
    MRNXGBRL likes this.
  25. LeonhardP

    LeonhardP

    Unity Technologies

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    No ETA at this point.

     
  26. janm_unity3d

    janm_unity3d

    Unity Technologies

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    You can use the audio mixer for this. Create a new mixer channel with a Receive effect and the lowpass and highpass filters and use Sends to mix audio from the channels that should duck the music over to the Receive. Make sure the Attenuation effect is at the bottom of that chain, so you can turn this all the way down, as you don’t want to listen to the filtered output unless for monitoring purposes of course. Then add a send on that channel over to the Ducking effect on the music channel. Be aware that this does introduce some buffer-size dependent latency, so make sure to adjust the Ducking effect's attack time parameter accordingly. For more info on Send/Receive see
     
    MRNXGBRL likes this.
  27. LeonhardP

    LeonhardP

    Unity Technologies

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    Visual Studio and Visual Studio Code are two distinct code editors, hence the two different packages to support them. If you want to use Visual Studio Code with Unity, you need to install the Visual Studio Code Editor package and vice versa.
     
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