Search Unity

Official 2020 Roadmap Q&A - Core Engine & Creator Tools

Discussion in 'Announcements' started by LeonhardP, Mar 23, 2020.

Thread Status:
Not open for further replies.
  1. quixotic

    quixotic

    Administrator

    Joined:
    Nov 7, 2013
    Posts:
    122
    We have started developing a new non-destructive layer-based environment system for terrain and other environment elements, we’ll follow up with more detail once we have plans to share, including SpeedTree support. In the meantime, current terrain system is in maintenance mode - we're evaluating support for features like SpeedTree and will share the plans once we have them firmed up.
     
  2. msfredb7

    msfredb7

    Joined:
    Nov 1, 2012
    Posts:
    163
    Hi! The roadmap for 2D didn't mention DOTS. What is the long term vision for that?

    Are 2D tools like 2D lights, 2D renderer, sprite rigging etc, going to remain GameObject exclusive?

    Answer:
     
    Last edited by a moderator: Mar 30, 2020
    rustum likes this.
  3. CaseyHofland

    CaseyHofland

    Joined:
    Mar 18, 2016
    Posts:
    613
    Will playmode options (disable Domain- and Scene reload) be able to handle static modifiers eventually?

    Answer:
     
    Last edited by a moderator: Mar 26, 2020
    TerraUnity likes this.
  4. MartinGram

    MartinGram

    Administrator

    Joined:
    Feb 24, 2017
    Posts:
    72
    Hi Casey.

    There is not a date set for ECS leaving preview yet.

    The release of the DOTS Sample gave us a very good indication of the things that we needed to focus on for the release of ECS, so we are going through those items now.

    We will continue to update everyone on our progress at the DOTS sub forum. So stay tuned.
     
  5. quixotic

    quixotic

    Administrator

    Joined:
    Nov 7, 2013
    Posts:
    122
    1: We are working on a new non-destructive layer-based environment system for terrain and other environment elements, we’ll follow up with more detail once we have plans to share.
    2: We are rolling out new texture streaming slowly to get user feedback the pre-release version is available here for testing. We would really appreciate feedback as to how it works for your projects, and where you think it needs to be improved.
     
    valarnur likes this.
  6. willgoldstone

    willgoldstone

    Unity Technologies

    Joined:
    Oct 2, 2006
    Posts:
    794
    You're referring to Prefab Handles, basically we're making it possible to specify your own prefabs as handles / manipulators so you can easily package up exactly the right geometry and more for your tools. As for the API I'm not sure but @ans_unity may know more.
     
  7. quixotic

    quixotic

    Administrator

    Joined:
    Nov 7, 2013
    Posts:
    122
    This was just different language than we've used in the past. HDRP does support precomputed lighting via baked lighting with Progressive Lightmapper (as Enlighten included precomputed realtime rather than just recomputed).
     
    Grimreaper358 likes this.
  8. gurayg

    gurayg

    Joined:
    Nov 28, 2013
    Posts:
    269
    Can someone clarify how the ArtEngine will be used along Unity in terms of;
    -What happens to Plus/Pro users?
    -How does the pipeline work between 2 software? Is it embedded/external?

    Cheers

    Answer:
     
    Last edited by a moderator: Mar 26, 2020
  9. Flipps

    Flipps

    Joined:
    Jul 30, 2019
    Posts:
    51
    Are there any updates to DOTS NavMesh? Is it in development?

    Answer:
     
    Tanner555 and AskCarol like this.
  10. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    upload_2020-3-25_20-41-58.png
    The shown layout of the visual graph is horizontal.
    For me, it is logical to use a more modern vertical graph layout which allows separating flow (vertical) inputs and
    parameter (horizontal) inputs. With is leading in more readable graphs.(However, you will need to introduce port proxies like in Bolt 2.)
    Dots visual scripting is supporting vertical layout, why not to support it here.


    Will visual script also support vertical layout? Or both layouts?
    Do you consider to add proxy ports (connected parameters with hidden wires)?
    Will this allow calling any function from c# class (static, generic, any..) without writing custom node?


    Here is how it looks in bolt 2.
    Both vertical and horizontal layouts are supported.
    Proxy ports are supported (connected to any parameter but hiding wire).
    Callingalmostf any function of any c# class or component are supported.


    Answer:
     
    Last edited by a moderator: Mar 26, 2020
  11. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    335
    I'll provide a deeper view into our work on AR remoting, and hopefully address your question in doing so. AR remoting is currently in development; the first version will include the ability to test baseline AR features (camera, input, raycast, planes) on handheld AR (ARCore, ARKit) devices, without having to build the app. We we will soon be conducting user studies to gather feedback on early versions of the feature. As it continues to mature, we'll aim to have a pre-release version publicly available for wider feedback thereafter. In terms of testing in the editor without using a device at all, we don't have concrete plans to share at this time. We'll share here as soon as we have an update.
     
    BBIT-SOLUTIONS, AskCarol and Ivan_br like this.
  12. Schubkraft

    Schubkraft

    Unity Technologies

    Joined:
    Dec 3, 2012
    Posts:
    1,073
    Our current mono is circa late-2017/early-2018. We are working on updating the fork to recent master. At this point, it’s likely to be available during the 2021 release cycle. The work is underway, but it likely won’t be ready for 2020 releases.
     
  13. TheOtherMonarch

    TheOtherMonarch

    Joined:
    Jul 28, 2012
    Posts:
    866
    I heard on the forums that Dots, ECS, Unity.Mathematics and Dots physics currently supports deterministic floating-point calculations on the same architecture.

    Can you say a little more about determinism in unity? What are the plans for the sum checking of scenes? Sum checking would make detecting out of sync errors easier in multiplayer deterministic networking or any other critical cases which require verification.

    Answer:
     
    Last edited by a moderator: Mar 25, 2020
    Tanner555 likes this.
  14. Uli_Okm

    Uli_Okm

    Joined:
    Jul 10, 2012
    Posts:
    95
    Hello! Great presentation ;)
    Just to know, there any ETA for Tiny + UI Elements Subset?
    Thanks

    Answer:
     
    Last edited by a moderator: Mar 26, 2020
    AskCarol likes this.
  15. Bivens32

    Bivens32

    Joined:
    Jul 8, 2013
    Posts:
    36
    For the new environment system, have you guys thought of making a "TerrainGraph" akin to ShaderGraph or VFXGraph? I've done some experiments with the Job System and manipulating noise and terrain heights with a graph and it seems to work really fast. I'm just imagining that it would be cool to embed a graph inside of a terrain layer. Then you could apply that terrain graph or stack of layers to a terrain at runtime. You could also just make it easy to apply a shader from ShaderGraph to a layer in the terrain. Maybe you could have a special output node for that.

    Answer:
     
    transat, laurentlavigne and AskCarol like this.
  16. ans_unity

    ans_unity

    Unity Technologies

    Joined:
    Oct 12, 2017
    Posts:
    124
    Hi MechaWolf99,

    We are working on several APIs; we want the Scene Tools to be generic concepts that are used as frameworks both internally and externally. We propose solutions out of the box but let you extend it to your liking.

    In that specific case we are talking about the Prefab Handles that let you create handles through gameobjects and provides a framework that works in any context. You basically create your own prefab that can be used to replace/create gizmos, handles and manipulators.

    Hope this helps!
     
  17. willgoldstone

    willgoldstone

    Unity Technologies

    Joined:
    Oct 2, 2006
    Posts:
    794
    It's still planned - something we need to get on with - we know! Sorry for the delay on this front!
     
    StephanieRowlinson and Ivan_br like this.
  18. quixotic

    quixotic

    Administrator

    Joined:
    Nov 7, 2013
    Posts:
    122
    If for “multi-rendering path shaders” you want something like LODs within your shaders you can use keyword switches to build out different variants for your Shader Graphs (see documentation: https://docs.unity3d.com/Packages/com.unity.shadergraph@8.0/manual/Keywords.html).

    If you’re looking for supporting multiple render pipelines within your Shader Graph we’re doing work there, and this will also it easier to get more specific about stages (see a UX mock up and more info https://portal.productboard.com/8ufdwj59ehtmsvxenjumxo82/c/52-master-stack-and-stage-blocks).

    Currently we are not working on surface shaders and the shader team’s focus is on building the best possible shader graph and artists tools possible. Our goal is for you to be able to do what you could do with surface shaders with Shader Graph (supporting both node and code paths). That being said we are actively engaging with a users who see a big desire for surface shaders on the forums here: https://forum.unity.com/threads/srp-surface-shaders.847999/ We would value any contribution.
     
  19. ans_unity

    ans_unity

    Unity Technologies

    Joined:
    Oct 12, 2017
    Posts:
    124
    Hi chrisk,

    Kinematica preview package is ready and will be released by the end of April. I'm happy that you're looking for it, it's going to be awesome! :)

    Cheers!
     
  20. JoNax97

    JoNax97

    Joined:
    Feb 4, 2016
    Posts:
    611
    Hi! First of all I wanted to thank everyone involved in this roadmap session, the QA and the recent "state of unity" forum post. This kind of communication is really appreciated.

    In the XR slide you mention "On-device remoting for handheld AR", I'm not sure what it means. Could you clarify a bit?

    Answer:
     
    Last edited by a moderator: Mar 26, 2020
  21. MartinGram

    MartinGram

    Administrator

    Joined:
    Feb 24, 2017
    Posts:
    72
    Hi Jawsarn,

    Thanks for the feedback. This is something we are aware of and want to improve however we can.

    Not directly related but we are working on improving the general visibility of what DOTS is doing while in the editor (What was previously constrained to the entity debugger). Also we have added Native debugging of Burst in the 1.3 release.
     
    Jawsarn likes this.
  22. Shizola

    Shizola

    Joined:
    Jun 29, 2014
    Posts:
    476
    I'm interested in RTXGI from Nvidia https://developer.nvidia.com/rtxgi

    Do you have any information about how / when Unity will implement this? Thanks.

    Answer:
     
  23. quixotic

    quixotic

    Administrator

    Joined:
    Nov 7, 2013
    Posts:
    122
    We want to enable this in our new non-destructive environment, and we're discussing how this can be integrated. We will share more once the plans firm up.
     
  24. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    335
    We don't have any plans for direct integration of MRTK, but it's worth noting that Microsoft has released a new version of MRTK (2.3) that includes support for XR SDK, which is our plugin framework that AR Foundation is built on top of. So current guidance is to use Unity's Windows XR Plugin and Microsoft's MRTK 2.3.
     
  25. MartinGram

    MartinGram

    Administrator

    Joined:
    Feb 24, 2017
    Posts:
    72
    Hello,

    We are currently looking into how we can improve the user experience of working with DOTS in the editor in general. One area in particular is how to view what is in a scene more clearly.

    There will be updates throughout the year on those efforts in the DOTS subforum.
     
    AskCarol likes this.
  26. valarnur

    valarnur

    Joined:
    Apr 7, 2019
    Posts:
    440
    I wonder about foliage and grass support for HDRP terrain in 19.3. Could you improve these tools.

    Answer:
     
    Last edited by a moderator: Mar 26, 2020
    Rowlan and TerraUnity like this.
  27. Laex410

    Laex410

    Joined:
    Mar 18, 2015
    Posts:
    51
    Thanks for the overview.

    Quick question: Why are you guys focusing on enabling tens of thousands of cameras by moving the system to dots? Is that really something you guys should focus on? Last time I checked no game needed anything close to that amount of cameras. Is that really a feature anyone asked for?

    This is just one example of a roadmap feature that is just weird.The priorities mostly just seem wrong.

    Overall almost the whole roadmap just feels kinda off. Some improvements like the new importer, the profiler features and the quality of life improvements in the editor are really nice (should have been improved years ago but better late than never, and the improvements are really really good thus far, great job by the teams) but quite a lot of improvements seem unnecessary, especially when looking at the massive issues Unity has.

    URP not having a deferred renderer after almost 2 years is pretty rough, HDRP seems to only work well for artists (no shader documentation / the whole documentation seems to be geared towards artists instead of programmers, the fixed render queue with only limited injection points limits expandability, no realtime GI solution throughout 2020, ...), why are there multiple physics solutions but both are in preview, why isn't there proper build support for more platforms when using cloud builds, why is this the third networking solution in like 5 years, why is there a focus on machine learning but there aren't even proper AI tools in Unity (Why isn't there any form of behaviour tree), why the hell are sculpting tools in Unity? I cannot imagine a single person using them instead of ZBrush/Blender and why does it take about another full year to add C# expandability to the VFX graph?

    I now this has been brought up quite a lot in forums etc. but you guys should really finally create a game using your own engine and tools instead of just making demos for specific features (with sometimes really hacky code in them) and calling it a day. It helps Unreal a lot, I'm sure it would help you guys as well.

    This post got longer than originally planed and I'm sorry for some of the passive aggressive tone throughout it, I think I just had way higher expectations of this roadmap.

    Answer:
     
    Last edited by a moderator: Mar 26, 2020
  28. quixotic

    quixotic

    Administrator

    Joined:
    Nov 7, 2013
    Posts:
    122
    Yes, our VFX Graph sample project is here, and here's a blog post that goes into detail on them.
     
    AskCarol likes this.
  29. ans_unity

    ans_unity

    Unity Technologies

    Joined:
    Oct 12, 2017
    Posts:
    124
    Hi TextusGames,

    We are still experimenting with both options: the vertical flow is great for visibility when we have only one execution flow but is more difficult to handle for multiple flows (lack of space for the nodes because we still write text horizontally). Also in a context where the VS graph framework is also used for other graphs (state machine, procedural graphs, animation graphs, etc.) we have to consider several other use cases. We hope to be able to offer both options but we may have limit ourselves to only one for the first release.

    Proxy ports are going to be supported as they are a great tool in larger graphs.

    You can't directly call classes in DOTS VS but you certainly write your own nodes.

    Thanks for the feedback and have a great day!
     
  30. MattMurch

    MattMurch

    Joined:
    Jul 29, 2012
    Posts:
    14
    Thanks for the update, I can hardly wait for this round of developments!

    Is there any news about Cinecast development?

    Answer:
     
    TerraUnity and AskCarol like this.
  31. RalphH

    RalphH

    Administrator

    Joined:
    Dec 22, 2011
    Posts:
    592
    Hi. First some clarity; intent is not to take anything away from you. In general the intent is not to close currently open repositories or blackbox this going forward on new repositories. Equally we still want to hear your voice in development on things that are in beta / preview / experimental (pick your term). What we ship, when we ship and in some cases, if we should even consider shipping it is dependent on your input.

    What we will do is be more distinct about when we are ready to go into preview and what should be in there, when. We want to ship a strong foundational product you can rely on, while enabling collaborative development with our community on new features that are not as baked yet.

    The community at large has spoken and is asking us to ship a stable foundation and be deliberate our feature work and roadmaps and be explicit *when* we will ship them. As we are learning how to do this best, we're taking a step back on what package lifecycle should be (so you know *what* to expect, *when* in terms of development and support) and how we offer that to our many users with different needs; generally we don't want *everyone* to have to deal with areas where we are still looking for feedback, or have unclarity on that we are still making decisions to ship or not; but make sure that we can hear and incorporate feedback from engaged users. That's a balance that we are trying to find.

    I'd say that currently there's a number of packages we should not have shipped yet while there's others we should absolutely polish and get shipped. What we are saying here is that not all packages will be available directly in the editor and that we will work on clearer lifecycle, so you know when we are still in active development (and it's probably not ready for your production yet) and when we are feeling it's solidified enough to be part of the core editor/engine. Hope that helps.

    We are also focussing on assembling user-groups that have a shared interest in a new feature that is not in public preview. The exact mechanics behind and when for this are still under discussion.

    Hope that clarifies.
     
  32. AskCarol

    AskCarol

    Joined:
    Nov 12, 2019
    Posts:
    234
    Hey @Jawsarn! That's a great question and sub-forums for DOTS is in our plans this year. We just want to make sure that we align with the teams to include all of the product areas that DOTS touches.
     
  33. Andrew_Bowell

    Andrew_Bowell

    Unity Technologies

    Joined:
    Aug 3, 2015
    Posts:
    7
    Thanks for the interest in this! We are exploring different approaches. The principle behind this is to make the content you are working with to be front and center, to keep you in the flow. In a sense, this is like the prefab editor. The exact how and when for workspaces is still TBD. Watch this space.
     
  34. MartinGram

    MartinGram

    Administrator

    Joined:
    Feb 24, 2017
    Posts:
    72
    Hello,

    +1 to the feature request. The new entity debugger is still very early, but expect update throughout the year.

    I do want to mention some what related, that visualising job dependencies in the profiler is coming in 2020.1.
     
    optimise likes this.
  35. thx2013

    thx2013

    Joined:
    Dec 25, 2012
    Posts:
    8
    Will Linux version of Unity get more love in upcoming releases?
    How much of a priority it is for you?

    Answer:
     
    Last edited by a moderator: Mar 25, 2020
    AskCarol likes this.
  36. Yandalf

    Yandalf

    Joined:
    Feb 11, 2014
    Posts:
    491
    So with Unity's move to the XR Plugin system having mostly focused on VR, AR is in a bit of a strange spot where we need to both use XR plugins and AR Foundation if we want to build a single project that supports both AR and VR.
    I've personally found that this does not always play nice either, and reported a bug two weeks ago where Android (AR) builds will simply crash to desktop on startup if the Oculus XR Plugin is present in the project.
    My question: what are the plans for AR under this new XR Plugin system? I was under the impression XR Plugins would take this over completely and AR Foundation would get deprecated, but the actual plans have not been communicated so far.

    Answer:
     
    Last edited by a moderator: Mar 25, 2020
    AskCarol likes this.
  37. Srokaaa

    Srokaaa

    Joined:
    Sep 18, 2018
    Posts:
    169
    Hey, any more info on when will DOTS.Audio previews be released?

    Answer:
     
    AskCarol likes this.
  38. MartinGram

    MartinGram

    Administrator

    Joined:
    Feb 24, 2017
    Posts:
    72
    Hi Rick,

    We agree that this is a perfect fit for DOTS and we are working on that right now.
     
    frarf and Grimreaper358 like this.
  39. TextusGames

    TextusGames

    Joined:
    Dec 8, 2016
    Posts:
    429
    I feel like each new flow should be in its own separate graph page. Where should be a list of all graph pages (which contains all used events and custom functions) (OnUpdate, OnStart, OnCreate, MyCustomFunction1, MyCustomFunction2). I am saying page but implying function(that is shown in its own page). If all functions are in its own page there is no need to handle constant reorganization then one function is influense another function layout, you are also thinking only in scope that function that allows to drop off things you do not need(in mind). In each function, there should be only one flow (except branches, foreach loops, switches). And if some function becomes too complex to work you just divide it into several smaller function and work with each one in its own place(function should have privacy modifier).Each graph should have local variables and "proxy port - like parameters". That way everything is manageable. (look how unreal blueprints allows each function to be in a separate page.) That way it is closer to c# programming.

    The main idea :
    Each function or event must be on its own workflow page. There is no need to put several events on one graph.

    Answer:
     
    Last edited by a moderator: Mar 26, 2020
    AskCarol likes this.
  40. MartinGram

    MartinGram

    Administrator

    Joined:
    Feb 24, 2017
    Posts:
    72
    Hello,

    There are currently no updates on DOTS NavMesh, but it IS in development.
     
    thelebaron and Flipps like this.
  41. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    There is no change to the split planned.
     
  42. MechaWolf99

    MechaWolf99

    Joined:
    Aug 22, 2017
    Posts:
    294
    You showed some mock ups for the next iteration of the Editors design. They look amazing. I was wondering if you are able to give a rough timeline of when we could potentially see a version of the editor with the new design? Possibly sometime in 2021? Or are we looking more at like 2024?
    I am not looking for a hard time frame or anything. Just trying to understand what to expect.

    Answer:
     
    AskCarol likes this.
  43. benoitd_unity

    benoitd_unity

    Unity Technologies

    Joined:
    Jan 2, 2018
    Posts:
    331
    Hi and thanks for the feedback!

    We're currently looking at a Q4 release.
     
    AskCarol likes this.
  44. marc_tanenbaum

    marc_tanenbaum

    Unity Technologies

    Joined:
    Oct 22, 2014
    Posts:
    637
    DOTS.Audio is in active development, but we're not ready to make any promises as to exactly when it will be released. More details when we have them!
     
    thelebaron and AskCarol like this.
  45. MartinGram

    MartinGram

    Administrator

    Joined:
    Feb 24, 2017
    Posts:
    72
    Hello,

    Yes, Joachim Ante recently clarified the current state of determinism in DOTS. I would recommend following up there for a more in depth discussion.

    We do take deterministic behaviour seriously in DOTS and want our users to be able to make informed choices about when something is or isn't deterministic. We still have some way to go, but we are continuing our efforts to deliver deterministic floating point calculations across different architectures.

    In regards to checksum comparison in order to prevent sync errors, that is something that can be done today, and something we will likely offer in the future as part of the Core DOTS package.
     
  46. timhogan123

    timhogan123

    Joined:
    Aug 1, 2019
    Posts:
    5
    Will there be any more attention towards importing 2D Vector Art into Unity?, especially Animation, i badly want to build my game with Art/Animation from Adobe Animate, but there is little support for it and pretty much no 3rd party software exists / those that do are flawed.

    There was a Asset called GAF that came close, importing SWF files from Adobe into Unity, but its lost all support and doesn't work anymore, so it is do-able it just needs some professional attention!

    Exporting sprite sheets is an option but only for very simple animations, but not when the animation has dozens of frames, especially at 60fps including tweens, creating a sprite sheet will end up with a huge number of sprites that will be impossible to manually edit all of them not to mention destroy the Ram usage.

    Please look into converting SWF file animations into Unity!

    Please Unity, throw the Adobe Animate artists a bone!

    Answer:
     
    Last edited by a moderator: Mar 26, 2020
    rustum and AskCarol like this.
  47. ans_unity

    ans_unity

    Unity Technologies

    Joined:
    Oct 12, 2017
    Posts:
    124
    Hi Fl0rian,

    Yes the plan is to have the system integrated so that every feature can interact with visual scripting. This will mostly take the form of specialized high level nodes that will be added to support every aspect of Unity. We have a few teams testing this as we speak but the full integration will be done gradually and will extend beyond launch.

    We also have features that will use the visual scripting framework, like animation graph and state machines, enabling full interaction.

    Cheers!
     
    filod and AskCarol like this.
  48. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    335
    The new XR plugin framework includes both platform integrations (XR plugins) for devices, as well as developer frameworks like AR Foundation to support features common across platforms with a single API. Both are not mutually exclusive, in fact they are very much connected within our tech stack. So to answer your question, neither the XR plugins nor AR Foundation are being deprecated. They are core pieces of our tech stack that we will continue to support fully moving forward. More information can be found in our documentation manual.
     
    AskCarol likes this.
  49. crener

    crener

    Joined:
    Aug 29, 2015
    Posts:
    27
    AskCarol likes this.
  50. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    335
    We don't have any plans to share on this right now. We'll share here as soon as we have an update.
     
Thread Status:
Not open for further replies.