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Unity Project Tiny 0.24 preview is available

Discussion in 'Project Tiny' started by JC-Cimetiere, Apr 15, 2020.

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  1. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    104
    /!\ Preview 0.25 available.
    --------------------------------
    We have just published a new preview “Project Tiny” that brings a host of new features and usual bug fixes.

    Among the notable features, we introduced the first iteration of the particle system which mirrors a subset of the functionalities available with the built-in Particle System (aka shuriken). See the Particle System section of the Getting Started for details.


    On Mobile (iOS & Android), Accelerometer/Gyro are supported, as well as controlling screen orientation. These features are demonstrated in the TinyRacing sample which also showcased the added Audio Pitch control (3D was added in preview 0.23), setup on CarAI entities to vary the sound of their engines.

    Managed debugging is now available (Debugging section of Getting Started for details) as well as initial support for the Unity Profiler.

    We still recommend that you use the sample projects (available here https://github.com/Unity-Technologies/ProjectTinySamples) to discover features and as a starting point for you new projects, because they are the easiest way to get all components required for “Project Tiny”.

    As always, go to the “Getting Started Guide” for details.

    Breaking changes for upgrading projects made with Project Tiny 0.23 preview

    Unfortunately they are a few breaking changes to BuildConfiguration assets in this release which could not be auto-upgraded and require user action:
    • Breaking Change: BuildConfigurations assets will need to manually add a new DotsRuntimeRootAssembly component specifying the game's AssemblyDefinition. The game's AssemblyDefinition was previously specified in the DotsRuntimeBuildProfile.RootAssembly field but has been moved into a new BuildComponent DotsRuntimeRootAssembly to allow build configurations to more easily share settings across multiple Root Assemblies.
    • Breaking Change: The DotsRuntimeScriptingDefines BuildComponent has been replaced by the DotsRuntimeScriptingSettings build component. BuildConfiguration assets requiring scripting defines will need to add this new component manually, along with any scripting defines you may require. This replacement is made to allow for scripting settings to all live in a common location.
    0.24 Full Release Notes
    • What's new:
      • Accelerometer/Gyro support for Android and iOS
      • Screen orientation support on mobile
      • Managed debugger support
      • Support Unity profiler
      • Pitch audio support
      • Burst on iOS
      • New particles system
    • Fixed:
      • Support GUID assembly references in assembly definitions files
      • If the Unity editor platform is changed, compilation errors show up in dots runtime code
      • Memory leaks in Wasm builds
      • InputSystem.GetInputDelta() always returns 0 in editor
      • Re-init when default audio device changes
      • Show error if sRGB sampling is not supported on Asmjs builds
      • Fix lit transparent materials when fog enabled
      • Game view is stretched when changing from portrait to landscape or vice versa during runtime
    • Samples:
      • New Particles sample
      • Add Motion sensors control to TinyRacing
      • Add 3d audio and pitch-shifting to TinyRacing

    About 2D Foundational features: not compatible yet with 0.24
    Please note that anyone using the 2D Foundational features (see forum announcement) which includes com.unity.2d.entities 0.22.0-preview.8, you need to continue using com.unity.tiny.all 0.22 and the related Getting started guide for Preview 0.22. We are working on upgrading these features to the latest com.unity.tiny.all and will post an update in the forum when available.

    What’s next?
    As we shared on replies to questions about the roadmap, we still don't have a firm date for our "V1" enabling hypercasual style scenarios (see Unite Copenhagen 2019 Project Tiny roadmap session recording for details). We want to ensure first that the feature set is complete enough to enable projects to go in production, so the cut line isn't completely defined yet.
    However we’ve updated the Feature Summary section of the getting started guide, with a bit more details about what’s planned. We'll share more as soon as possible. Thanks for your patience.
    Sharing feedback
    This forum is the best place to open discussions and ask questions. When you encounter a bug, please use the Unity Bug Reporter in the Unity Editor, accessible via Help > Report a Bug. Include “Project Tiny” in the title to help our staff triage things appropriately!

    For more details on how to report a bug, please visit this page..

    Thanks again for your feedback and engagement!
     
    Last edited: May 1, 2020
  2. brunocoimbra

    brunocoimbra

    Joined:
    Sep 2, 2015
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    Are there plans to support that on web builds too so that we can control the screen orientation when being played on a mobile browser?
     
  3. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
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    Hi,
    Controlling screen orientation on browser is tricky
    Also there is an API we can map to defined (https://www.w3.org/TR/screen-orientation/
    The Screen Orientation API provides the ability to read the screen orientation type and angle, to be informed when the screen orientation changes, and to lock the screen to a specific orientation) it's not supported to the same level by all browsers (see https://caniuse.com/#feat=screen-orientation). We are looking into making it easier, but it's likely this kind of behavior will require extra Javascript code and user interactions to produce the desired effect, like showing a "please rotate the screen in landscape to play" because you won't be able to force it.

    Providing detailed samples on how to interop with Javascript in Project Tiny is on our todo list!
    (for now i suggest you look at how Maras, did callback from JS Library in this thread https://forum.unity.com/threads/open-source-first-tiny-project.825552/)
    Stay tuned

    Thanks for the feedback
     
    brunocoimbra likes this.
  4. Thaina

    Thaina

    Joined:
    Jul 13, 2012
    Posts:
    438
    Still no custom aspect ratio?
     
  5. GarbageCat

    GarbageCat

    Joined:
    Jul 31, 2012
    Posts:
    233
    any news about gui plan ?
     
  6. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
    Posts:
    179
    It's in progress right now I expect it to be part of Tiny 0.26
     
    Thaina and Maras like this.
  7. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
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    It's being worked on but no ETA on when we will be releasing it
     
  8. Arowx

    Arowx

    Joined:
    Nov 12, 2009
    Posts:
    7,547
    Terrain support?
     
  9. drhodor

    drhodor

    Joined:
    Aug 18, 2013
    Posts:
    39
    Wow tiny team ships!!

    Is the idea to have a particle system for tiny and then a DOTS particle system for the “big” builds that’s totally separate? Or will Tiny’s particle system be the base?
     
  10. JonasMumm

    JonasMumm

    Joined:
    Feb 22, 2019
    Posts:
    23
    How do I even enable fog? It's not the fog toggle under Window->Rendering->Lighting Settings is it?
     
  11. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
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    So far, no plans for terrain support for this year

    It's a separate system but uses the same editor authoring
    so from the user side you just need to add particles system and tweak it and it will work in hybrid and the dots runtime
     
  12. AbdulAlgharbi

    AbdulAlgharbi

    Unity Technologies

    Joined:
    Jul 27, 2018
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    179
    yup the same settings but you need to double click on the subscene to make it active
    upload_2020-4-22_10-7-43.png
     
    JonasMumm likes this.
  13. Thaina

    Thaina

    Joined:
    Jul 13, 2012
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    Thanks for your info but, excuse me, what about free aspect ratio? I mean a config to let unity take the whole element and could be resized on runtime? Or at least mark it as fullscreen and change aspect ratio to fit any screen automatically
     
    newguy123 likes this.
  14. JonasMumm

    JonasMumm

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    Feb 22, 2019
    Posts:
    23
    Oh I had no idea specifically selection the subscene made a difference there, thanks for clearing that up!
     
    AbdulAlgharbi likes this.
  15. sp958857

    sp958857

    Joined:
    Jun 1, 2016
    Posts:
    2
    bug report:
    when i try to use a big size of nativeArray, something like that
    Code (CSharp):
    1.         NativeArray<Entity> bullets = new NativeArray<Entity>(1600, Allocator.TempJob);
    2.         EntityManager.Instantiate(bulletEntityPrefab, bullets);
    it failed on wasm build. with error "memory access out of bounds"
    so i try to expand the memory size by "-s TOTAL_MEMORY=2000MB", it failed too, but if i decrease the size to 900, it works. so i think its a bug.
     
  16. Maras

    Maras

    Joined:
    Dec 11, 2012
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    113
    There is a browser memory limit as well, Chrome 32bit apparently has 1500MB per tab.
    2000MB might be just too much
     
  17. zwbjaybupt

    zwbjaybupt

    Joined:
    Apr 26, 2020
    Posts:
    1
    support ARFoundation?
     
  18. JC-Cimetiere

    JC-Cimetiere

    Unity Technologies

    Joined:
    May 8, 2014
    Posts:
    104
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