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Unity The road to 2021 - Q&A

Discussion in 'Announcements' started by LeonhardP, Aug 12, 2020.

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  1. LeonhardP

    LeonhardP

    Unity Technologies

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    We just released our latest blog post announcement: The Road To 2021

    Together with this announcement, we are also hosting a Q&A here in this thread to answer as many of your questions as possible. Topics we will be fielding questions on are based on the topics of the blog post.

    Our Community team will field questions for the next two days to foster active communication with our users. Please feel free to ask your questions in this thread.


    Some basic rules

    • The thread will open up for questions on August 13, 8am Pacific Time and remain open for questions for 2 days.

    • Don’t bundle multiple unrelated questions in one reply. One question/topic per reply.

    • Only questions related to the topics of the blog post are permitted.

    • We will filter out duplicate questions.
    • All questions will enter a moderation queue and be fielded by our Community Managers (@LeonhardP and @AskCarol)
      • Replies will have to be approved by the moderators to show up in the thread.

      • Once approved, the questions will be forwarded to the relevant experts.
    • Questions won't necessarily be answered immediately. Expect some waiting time.

    We really look forward to hearing from the community.

    Thank you!
     
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  2. Deibu

    Deibu

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    In regards to multiplayer networking, are there any plans to create an example replay system?


    Answer:
     
    Last edited by a moderator: Aug 13, 2020
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  3. BilalMaqsoodQazi

    BilalMaqsoodQazi

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    Hey Unity Team! I want to know that in future versions of unity will you please Add a Built in Dynamic clouds like Unreal. And Optimized volumetric lighting in Universal Render pipeline??? Please it will be helpful if you implement these features.


    Answer:
     
    Last edited by a moderator: Aug 13, 2020
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  4. RealMTG

    RealMTG

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    Something that will (most likely!) give Unity performance by default but still being an easy engine to work with is an upgrade to .NET 5/Core. DOTS is super powerful sure but it's also quite restrictive for beginners. So if we can keep the traditional Unity with GameObjects and MonoBehaviours and still get good performance, that would be great. Many performance tests have shown that .NET 5 is becoming really fast.
    So are there any strides towards ditching mono in favor of a complete .NET integration? Especially now when .NET is becoming so cross-platform.


    Answer:
     
    Last edited by a moderator: Aug 14, 2020
  5. GliderGuy

    GliderGuy

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    Last edited: Aug 14, 2020
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  6. Rowlan

    Rowlan

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    Will Environment System come in 2021? No mention of it in the blog post and it's a rather important addition imo.


    Answer:
     
    Last edited by a moderator: Aug 13, 2020
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  7. quixotic

    quixotic

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    With the focus being on stability, current systems are being prioritized. Meaning we're working on terrain bug fixes and bringing terrain tools package out of preview

    A recap what we've done lately (since having a terrain team):
    2018.3 terrain performance improvements were shipped (many things from the CPU to GPU). 2019.1 introduced terrain tools package (blog)
    2019.2 improved terrain tools package (blog)
    2019.3 terrain holes were added to the core terrain system

    Since then we've been focused on a new environment system. We did announce it too soon, and our release target was too ambitious. Recently (last couple weeks) we have pulled engineers off of that to bring current terrain into a better state. A better state for current terrain means bringing our bug count down, proper URP/HDRP support, and we're working on improving mobile performance. We're also working on getting terrain tools package out of preview - that work is bug fixing, some UX improvements, and moving APIs out of experimental. We're also hiring so once bugs are under control, there will still be a dedicated person for terrain (JD, should any of you be interested or know a good fit!). We want to bring current terrain to a stable state and keep it there - so we can work on a new modern system (as we can only facelift a system built ~13 years ago so much).

    While engineers are focused on terrain stability, we do still have UX designers, technical artists, and some tools engineers working on the new system as we are committed to pushing it forward.
     
    Last edited: Aug 13, 2020
  8. DavidSalgado

    DavidSalgado

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    Hi gijoe92! thanks for the question. Replay is a really interesting feature, it requires determinism, and as of today, this means taking a dependency on DOTS. Once DOTS is out of preview and accessible to more devs, we can prioritize this area. Until determinism is more generally feasible, we'll be focused on a stable foundation for current stable tech.
     
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  9. Lars-Steenhoff

    Lars-Steenhoff

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    I would love to see wacom tablets fully supported out of the box with pressure and tilt across all the unity editor tools

    • terrain texture
    • terrain tree size
    • terrain tree density
    • decal painting
    • texture painting
    • prefab painting ( polybrush )
    • etc
    Any professial DCC tool has had this for ages and I really miss this in unity


    Answer:
     
    Last edited by a moderator: Aug 13, 2020
  10. jbooth

    jbooth

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    What, exactly, is mean by "Iterative improvement of the core experience for URP and stable HDRP. In the Asset Store, enabling users to discover URP and HDRP content easily through tagging and filtering. "

    For instance, is MicroSplat compatible with URP? It is if it has the URP module, but not by default. Is the streams module? Again, there are dependencies here, due to the nature of SRP introducing massive compatibility nightmares for asset developers. Also, since it's not possible to ship things so they "just work" across render pipelines, the initial experience of downloading MicroSplat for an SRP (and most other assets) is pink shaders, which leads to a bunch of support requests essentially because SRPs were developed as if the asset store didn't exist. It seems like these things need to be addressed before we start rolling out filters, and guaranteeing to users that content works with their pipeline when the initial experience is of a broken asset.

    Also, if you are admitting HDRP is not stable, then why is it being advertised as production ready? I would argue that it cannot be stable until each upgrade doesn't break half the shaders in the store.
     
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  11. AlanMattano

    AlanMattano

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    I'm concern about HDRP default performance (300fps in an empty scene). There will be some improvement?


    Answer:
     
    Last edited by a moderator: Aug 13, 2020
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  12. Jes28

    Jes28

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    Last edited by a moderator: Aug 14, 2020
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  13. benoitd_unity

    benoitd_unity

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    Hi Lars - Stylus support is currently in development but it's too early to share when it will be released
     
  14. Rowlan

    Rowlan

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    Last edited by a moderator: Aug 14, 2020
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  15. Jes28

    Jes28

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    Rendering pipelines

    We never have ability to make custom culling solution into rendering pipeline, but many projects can benefit from it because they have specific camera and culling can be made faster and easier. Even more, we often need additional camera (now in camera stacking) and dont want to cull world again and waste 1ms of frame on mobile for each camera, we want to filter existing cull results or in many cases of UI we just need to draw all ui renderers without any culling and waste of time.

    Various culling solutions in asset store have ugly integration into rendering pipeline. Having builtin interface for culling integration will make things way better.

    So actually do Unity have plans to support custom culling and/or additional culling filtering for SRPs?

    Optimisation
    Unreal use 2 stages of image upscaling to achieve good performance. We now have camera stack and really want to render world on say 520p then upscale and render UI on 1080p. Better will be solution with few upscaling step like Unreal has.

    Will SRPs support upscaling camera in camera stack or upscaling render feature?


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6221019
     
    Last edited by a moderator: Aug 19, 2020
  16. Rowlan

    Rowlan

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    Will SpeedTree 8 be finally supported in all pipelines? SpeedTree says Unity has to implement it. As a SpeedTree customer I'm at a loss here, purchased a lot that doesn't work at all. Just got an eMail about SpeedTree 9 Sneak Peek. The whole SpeedTree issue and non-existing support has become frustrating. Is there an official statement?


    Answer:
     
    Last edited by a moderator: Aug 14, 2020
  17. jdtec

    jdtec

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    Hi, thanks for opening this QA thread!

    TLDR and main question:
    Can you share some technical details and plans, if any, to speed up enter playmode with script changes (so script compilation times). Many, including myself, have asked before but often the answers have left me with more questions so it would be great to hear any more information you're able to provide or some sort of summary of your key plans in this area.

    Background:
    It appears there has been a ~40% compile time regression which appeared in 2019.3 with assetdatabase v2
    This has been brought up in other places including this thread mentioning editor start time.

    Recent insights and more discussion on compilation times:
    Recently Joachim mentioned:
    This sounds great, however, it confused me a bit; Does Unity recompile all it's packages at the moment every-time there is a script change...? Also, are there plans to take this further and only compile code that is changed rather than the entire assembly?

    Something else I read, related:
    Is this actually the case already for Unity packages, or is this coming in 2020.2? Does this require the reference assemblies feature Joachim mentions above?

    Community insights and tests:
    Unity compilation visualizer
    From the conversation it sounds like Unity currently has a bug recompiling packages more often then it should. So I guess that will help lots when/if it's fixed.

    Any more info appreciated! Echo previous comments that it was a good blog post.


    Answer:
     
    Last edited by a moderator: Aug 14, 2020
  18. ali_mohebali

    ali_mohebali

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    Hey there! We are committed to development and improvement of URP for long term and we envision it as the successor to our default rendering pipeline in Unity (aka the ‘built-in render pipeline’). Having said that our current focus for future versions in 2021 is to bring URP in parity with built-in, improve existing feature workflows and quality as well as enhance the upgrading experience from built-in. Once we reach that milestone we will look at adding new features based on the feedback we receive from our community such as yourself. Please visit our URP public board to vote for upcoming features that matter to you most and request for ones that are not there yet: https://portal.productboard.com/unity/1-unity-graphics/tabs/3-universal-render-pipeline. Thank you!
     
  19. Jes28

    Jes28

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    Workflow and Stability

    For now we have strange workflow in few areas:
    1. [SerializedReference] May be I miss something but as know it very unstable and using it is somewhat dangerous :)
    If we serialize so object to it and then those objects classes will be refactored to different assembly or just change names then we loose everything. Do Unity have plans to support some way to keep everything work? may be [FormerlySerializedAs("OldNamespace.OldClassName")] on class?


    Answer:


    2. Prefabs. They change every time we go into play mode, they create overrides and dont allow to remove it (mostly in uGUI), they sometimes just ignore changes in base prefabs and we need to reimport all prefabs on dev machines or build machines, they allow to override any part of prefab, dont provide any control over it and this lead to various hard to find bugs. What steps Unity plan to do in this regard?


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/#post-6201203



    3. Addressables/AssetBundles. Still has bad workflow and stability overall. Crash almost every build, so we need to rebuild all addressable groups from ground up before every build. There even Addressable importer asset to somewhat help. Default api to load bundle through AddressableReference load entire bundle into memory instead of loading only bundle header and load assets only when necessary. UI is just shame. Sorry.
    In short we have some tools to work with assets in runtime but dont have any tools and workflow to understand what will be part of build and why.... What plans Unity have in asset management area?


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/#post-6201188
     
    Last edited by a moderator: Aug 14, 2020
  20. ali_mohebali

    ali_mohebali

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    One of the focus areas for HDRP in 2021 is performance optimisations along with improvement of existing features' quality and workflows. If you do have performance issues, can I please ask you to report them so we have better visibility to address them for you.
     
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  21. Grimreaper358

    Grimreaper358

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    - What's in store for the realtime GI solution that was supposed to be 2021? Is it delayed, on hold, or even dropped for something else at a later time?

    Referring to this -
    https://forum.unity.com/threads/enlighten-deprecation-and-replacement-solution.697778/


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/#post-6202638


    Another question.
    - Any news on HDR Output for HDRP or even URP?

    I know it's at a research phase for both SRPs the last time I checked the features table for both. I thought this would be somewhat closer to being implemented, especially with the upcoming consoles and HDR displays being more common.
     
    Last edited by a moderator: Aug 19, 2020
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  22. BilalMaqsoodQazi

    BilalMaqsoodQazi

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    Thanks unity I can clearly see the Bright future of you!
     
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  23. BilalMaqsoodQazi

    BilalMaqsoodQazi

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    The Animator Controller is out dated! You should change the way of using animator controller or change the UI of it.
     
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  24. TheOtherMonarch

    TheOtherMonarch

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    We switched to the HDRP and lost SpeedTree support will this be remedied?


    Answer:
     
    Last edited by a moderator: Aug 14, 2020
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  25. davidla_unity

    davidla_unity

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    @Jes28 Please ensure you're on one of the latest versions of Addressables. 1.4.1 will be out early next week. Currently 1.13.1 is the latest. If you're having Editor crashes it may be that Addressables is hitting an engine bug. If you're below 2019.4 LTS perhaps try updating to that, otherwise try updating to a newer version than you're currently using.

    If you think that perhaps your project has gotten into a bad state with the Build try deleting the Library/com.unity.addressables/ folder in your project and restarting your Editor.

    As far as seeing what's going to be part of a build try using the Analyze tool that Addressables provides. There is a Preview Bundle Layout analyze option that will show you what the output of the Addressable build will look like.

    Depending on the version of Addressables you're using we have updated our UI since our older versions. If you have specific issues with the UI or any other questions/concerns feel free to post on the Addressables forum page. https://forum.unity.com/forums/addressables.156/
     
  26. DavidSalgado

    DavidSalgado

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    Hey, thanks for your question Jes28, can you elaborate more on where that 32 is coming from? are we talking about users or connections? I can assure you that we'll support WAAAAAY beyond 32 connections =). cheers!
     
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  27. AskCarol

    AskCarol

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    Hey @Jes28 !
    Sorry you're experiencing these issues with Prefabs. It looks like various issues are mentioned, some sounds like misunderstanding others could be bugs. For us to plan to do anything about it, we need to know about the issue.

    Can you please post in more detail in our forums? Thanks!
     
  28. vis2k

    vis2k

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    From the blog post:
    2020-08-13_23-20-08.png
    I am wondering, which OSS multiplayer community are you referring to and which contributions/collaborations are planned?


    Answer:
     
    Last edited by a moderator: Sep 18, 2020
  29. Jes28

    Jes28

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    This is just last time I have some number on forums from Unity member. And it was claim that 32 connection fully tested and work and nothing more. Just want be sure what numbers was actually tested and work fine. :)
     
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  30. TheOtherMonarch

    TheOtherMonarch

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    Will the Streaming Virtual Texturing package support UDIMs?


    Answer:
     
    Last edited by a moderator: Sep 18, 2020
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  31. DavidSalgado

    DavidSalgado

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    [edited for more accuracy]
    Hey vis2k, there are many, we've been evaluating and learning from MALPI, Mirror ( I think this one rings a bell for you) & Darkrift among others. In terms of particular contributions, I'm afraid can't share anything yet, we're working on it. We've limited resources and I'm sure we won't be able to contribute to everything we'd love to. We aim to learn from the needs of the community and customers and focus our team's efforts on the places where it'll have the most impact. If you have an opinion... please share!

    cheers!
     
    Last edited: Aug 14, 2020
  32. TheOtherMonarch

    TheOtherMonarch

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    Last edited by a moderator: Aug 17, 2020
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  33. Bastienre4

    Bastienre4

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    Hello!
    I am happy to see QoL fixes becoming an important focus for the Unity team.

    I have a question about the node based scripting system. We heavily use visual scripting (with Flow Canvas) in our projects. But it's not about being able to code via a visual tool. It's about providing our designers and artists with custom, high level nodes that allow them to do pretty much everything.
    Some examples:
    - A EntityGoto node. Two parameters: the destination and the entity. Few exits for this node: On destination reached, on destination near.
    - A PlayAudio node. Allow to play sounds/musics with our custom system.
    - A BeginDialogue node. Allow to start a dialogue.
    - A EntityTrigger node. Triggered when an entity walk through a trigger.

    This allow us to give all the tools needed to script all the game, without asking designers to understand how the systems works. They just say: ok, when the player's entity enter this trigger, I want this NPC to go to this point, then play a cinematic and start the next dialogue at the end of the cinematic, etc...
    Having the ability to have custom nodes is the most important imo. Afaik, Bolt is not very friendly with custom nodes (if it is even possible).
    Things I love with FC is how easy it is to add new nodes. Here are some random examples.
    upload_2020-8-13_23-39-54.png
    upload_2020-8-13_23-42-24.png
    upload_2020-8-13_23-45-50.png
    upload_2020-8-13_23-49-51.png
    It's also easy to implement custom GUI/inspector for each node.
    We also use the same idea for our dialogue system. Everything is custom with high level node.

    So, the questions are: Will it be possible to create (easily) new nodes? If not, will it be easy to use the graph API to create our own custom visual scripting tool?

    Thanks and keep up the good work! :)


    Answer:
     
    Last edited by a moderator: Sep 18, 2020
  34. vis2k

    vis2k

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    Hey. This is great to hear and the open source networking community would be better with even a tiny amount of help from Unity :)

    I think there are exactly two things that you can do to help every single user & developer:
    1. Fix Mono Networking Bugs. In particular, mono sockets are broken and async doesn't scale past around 100 CCU. Every single open source networking solution has to be built on a broken foundation which is Mono. Right now, we need to build native C transports for every single platform if we want MMO scale, since Mono's sockets are broken and there is nothing we can do about it. We can fix everything else, we can't fix mono.
    2. Donate to support development. You guys don't have much time, obviously. Supporting the open source solutions would go a long way. Mirror & MLAPI both have Github sponsors set up, and both solutions took over all of UNET's users without any of UNET's funding.


    Answers:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/#post-6201527
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/#post-6201692
     
    Last edited by a moderator: Aug 14, 2020
  35. DavidSalgado

    DavidSalgado

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    Thank you for sharing the extra context Jes28. I did a little bit of digging and that 32 might come from an old DOTS sample that had some perf issues with the delta compression. In any case, rest assured that we will support more than 32 connections =) We aim to at least cover the vast majority of the average customer requirements - and that’s around 300 players per session. Cheers!
     
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  36. DavidSalgado

    DavidSalgado

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    THANK YOU for the ideas vis2k, let's keep the channel open! I've heard before about the mono networking challenges, we had that in the radar already, I'll; share the context you provided with the rest of the team. And, really interesting the idea about the donations, obviously I can't commit to anything, but I'll share it with the team. Cheers!
     
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  37. DavidSalgado

    DavidSalgado

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    by the way, wrt Mono Bugs, I get the overall point but wanted to make sure that you were aware of the improvements released on 2019.3+ We’ve updated our mono tooling and compiling support and it should help on this =)
     
  38. quixotic

    quixotic

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    Currently SpeedTree 7 and SpeedTree 8 are supported in URP, and we're working on adding some additional lighting support (GI & shadows). For HDRP, this work is part of improving current terrain, to be done post bug fixes and stability.
     
  39. quixotic

    quixotic

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    We don't have a date for that work yet - right now the team is focused on terrain bugs and increasing stability. Once stability is there, we will be working on SpeedTree support for HDRP.
     
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  40. stuksgens

    stuksgens

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    Last edited by a moderator: Aug 19, 2020
  41. rsodre

    rsodre

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    Sadly DOTS is not on your 2020 or 2021 main list... so I guess it means 2022?

    Better Roadmap & User Feedback
    It's a little confusing at the moment...
    The Roadmap page is a good idea, but I don't really trust it. DOTS is not there either. Looks like there's just one new feature for 2020.2, and everything else is for 2021 or later. The most recent Archive version is 5.6.0, where's 2017 to 2019?
    I recently discovered the Graphics Roadmap, it feels like you want to fix the late Unity Ideas (which was also a good idea, but terribly broken). I really support that, any plans to merge both roadmaps?
    Please make something like that for the DOTS ecosystem!
    Also, the Roadmap main page should have all the Unite Roadmap update videos including the PDFs.


    Answers:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6204177
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6204291


    Better Package Tags
    I'm sure you all seen the feedback from the preview package visibility changes, and the main consensus was that if packages in development had better tags, like Experimental, Alpha, Beta, Released/Verified and Abandoned, there would be no need to hide anything.
    Unity is known for listening to the community, have you listened?

    And a quick rant... I keep trying to convince myself why I should not move to Unreal. Unity is morphing to a new Engine, since I have to learn a new unfinished Engine, why not learn the other that is in a finished state? The main reason is that I hate working on Windows, and I don't want to throw away years of intellectual investment. That article didn't give me too much excitement, the goal seems too far away yet. But I'm conting on Unity, I'm sure it will be the best again.


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6204249
     
    Last edited by a moderator: Aug 18, 2020
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  42. lukaszunity

    lukaszunity

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    Providing the best possible .NET runtime performance is definitely an important focus area for us and we have done some initial experiments with CoreCLR, parts of which are detailed in this Porting the Unity Engine to .NET CoreCLR blog post by @xoofx. We do not have any concrete plans to announce at this time, as we are still in the process of assessing the benefits of migrating to CoreCLR for typical Unity workloads.
     
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  43. Rowlan

    Rowlan

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    Now that the Environment System might not be in 2021 and Splines was a core part of it, might we see Splines being back-ported to 2020 (e. g. as package) or will they be bound to 2021?


    Answer:
     
    Last edited by a moderator: Sep 18, 2020
  44. BilalMaqsoodQazi

    BilalMaqsoodQazi

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    Last edited by a moderator: Aug 14, 2020
  45. lukaszunity

    lukaszunity

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    Your experience with being left with more questions than answers is not an uncommon one. The script compilation and assembly reload process is complex and we do not provide much insight into it. We are trying to do better in this area and first step is the release of the Editor Iteration Profiler here on the forums.

    One thing to note and that often confuses people is that after each successful script compilation we always perform an assembly reload. This leads the misunderstanding that script compilation is slow, while it is often the assembly reload where the majority of the time is spent. You can also see this with the Editor Iteration Profiler or if you look in the Editor.log where we log the script compilation and assembly reload times. I would say a typical scenario is that compilation time of a small assembly is between 0.1-0.3 seconds and afterwards the assembly reload is at least 2 seconds, some times much more, depending on the project.

    One way to think about assembly reloads is that it is a complete shutdown and restart of all C# code and backup/restore of all serialized data in the editor, which includes both your projects C# code/data and the editors C# code/data. C# methods and callbacks in the project is invoked during this process and their performance is often the main culprit of long reload times. In the Configurable Enter Play Mode thread on the forums there is a diagram that provides an overview of this process.

    We are actively working towards minimizing the impact our own features have on assembly reload time and we will increase our focus on this for the 2021 release and beyond. As well as providing better docs and best practices for how to keep assembly reload time to a minimum.

    Unity does not recompile all packages when make a script changes. It recompiles the assemblies that have a dependency on the assembly that was modified, recursively. Since no package assemblies have a dependency on user assemblies, then they will not be recompiled.

    Assemblies are the most fine-grained unit of compilation for C#. However, we run the C# compiler (Roslyn) in a server mode in Unity (VBCSCompiler.exe process) and it internally caches details about the assembly, which is why small assembly compilation is often only 0.1 - 0.3 seconds after the first compilation.

    The reference assemblies feature in 2020.2 make it so that if an assembly is recompiled and it's public metadata does not change, then any assemblies that depend on it are not recompiled. What this means in practice is that if you only modify private fields/methods/etc. or make changes to a method body, then we will only recompile the assembly that was modified, as the changes you have made have no effect on the other assemblies that depend on it.

    Please report a bug if you experience any issues with compilation.
     
    Last edited: Aug 14, 2020
    phobos2077, GliderGuy and jdtec like this.
  46. Rowlan

    Rowlan

    Joined:
    Aug 4, 2016
    Posts:
    2,022
    Last edited by a moderator: Aug 20, 2020
  47. ali_mohebali

    ali_mohebali

    Unity Technologies

    Joined:
    Apr 8, 2020
    Posts:
    65
    Hey there, I see you noticed my other response in regards to URP plan. To address your specific question in regards to Realtime GI in 2021: at the moment, the short answer is no. Having said we are actively working on a plan for Realtime GI for URP and we have not forgotten about it :). We will have a more concrete answer towards the end of this year and when we do we will make sure we update everyone about our plans and the roadmap for it. Like you noticed in my other response, our current focus in URP is to improve baked Global Illumination and mixed lighting mode support, as well as their quality and workflows.

    If you haven't already, please vote for Realtime GI on the public board and I will make sure you are updated about our progress: https://portal.productboard.com/unity/1-unity-graphics/tabs/3-universal-render-pipeline
     
    GliderGuy likes this.
  48. Jes28

    Jes28

    Joined:
    Sep 3, 2012
    Posts:
    783
    Thanks for clarify :)

    You say that average target is 300 connection per session. it is absolutely OK for one session but how many sessions can be held on battle server side.
    We already have around 1K-2K connections (16 connection per session) on old buggy UNET and our bottleneck is network. We event dont yet apply DOTS Jobs and Burst for server so it can handle may be 5-10K players but what about network?

    Libraries on AssetStore like dotsnet claim support of thousands of connections and looks good for server workload
    upload_2020-8-14_11-42-6.png

    New UnityTransport claim support of only 300. May be this is 300 per session? What then total number for one server with hundreds of sessions?

    P.S. In our case one server is one unity server process
     
  49. Jes28

    Jes28

    Joined:
    Sep 3, 2012
    Posts:
    783
    You not fully covered question.

    Bugs is mostly fixed as I understand you, and we just need to go to last LTS it is OK thanks :)

    What about plan for exported properties on prefabs so users of prefabs can only change exported ones and can nor override other ones, so we Developers can focus on creating things and not fixing bugs of accidentally overriden properties?


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-3#post-6225777
     
    Last edited by a moderator: Aug 20, 2020
    msfredb7 likes this.
  50. Jes28

    Jes28

    Joined:
    Sep 3, 2012
    Posts:
    783
    Thanks for reply

    Just tested last available package version dont see any valuable changes in ui and workflow :)

    As I understand current Workflow of Addressables looks good for Unity and we will not see any progress in near future (prior 2022).

    Am I right?


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6217653
     
    Last edited by a moderator: Aug 18, 2020
    phobos2077 likes this.
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