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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. MartinBarrette

    MartinBarrette

    Unity Technologies

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    With regards to SerializeReference, we are working on stabilization actively and fixes will be backported where it can back to 2019.4. With regards of handling missing types in SerializeReference we wish to offer a more granular handling of those with the possibility of handling a missing type by specifying a new which could handle the type payload, this will be looked at in the 2021 timeframe.
     
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  2. Rowlan

    Rowlan

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    Last edited by a moderator: Aug 17, 2020
  3. LeonhardP

    LeonhardP

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    We plan to release a public generic spline API as part of our 2021 release (exact timing tbd). This will enable you to create and edit different types of 3D splines in the Unity Editor. The first feature to use that new API will be Cinemachine for setting up camera paths. Other features will use this generic API and follow soon after.

    https://blogs.unity3d.com/2020/08/13/the-road-to-2021/#comment-427477
     
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  4. sqallpl

    sqallpl

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    Hey,

    What about HDRP? Will HDRP get Realtime Global Illumination in 2021?

    Thanks.


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6213113
     
    Last edited by a moderator: Aug 17, 2020
  5. LeonhardP

    LeonhardP

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  6. ali_mohebali

    ali_mohebali

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    Hey @TheOtherMonarch, UIDM support is in consideration but we don't have a timeline for it yet.
     
  7. AlanMattano

    AlanMattano

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    Workflows and usability:

    Dear Unity Team Super Herroes! hoping you are all well at home. @Ryiah has pointed out this Stamina Technology asset as a solution for finding references in the Hierarchy. This revolutionizes my way of scripting, with confidence, using component (that now I can find) instead of systems script collectors inside a big project. Without it was difficult to find game objects (components) pointing to other game objects. Now I can move a Component without losing all the connections pointing to it.

    Is there any plan to improve the workflow usability of the hierarchy? In particular, the component side, finding references, and missing references.

    Thanks for the massive work done.
     
    Last edited: Aug 14, 2020
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  8. Rowlan

    Rowlan

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    Will we get gltf format support in 2021?
     
  9. LaurentGibert

    LaurentGibert

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    Hi @Bastienre4, yes you will be able to create custom nodes with visual scripting. We need to improve our documentation for this but this is something we are working on at the moment.

    Regarding the graph API, this is something that will become easier and easier to do over time as we progressively unify our graph-based tools on a common framework.

    Laurent
     
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  10. 00christian00

    00christian00

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    Hi @lukaszunity , thanks for taking your time to answer this important topic.
    The issue you are reporting is not what many of us are talking about.
    One thing is the editor becoming slow to start playback, and we get that this is due to the many additional features and built in packages, I understand you are working on improving that.
    What we are complaining is that the same project converted to the asset pipeline v2 takes much longer to refresh and run than the same project on v1.
    I believe pipeline v2 is refreshing many more things than v1, and in my case I believe it's much worse than 40% slower. One thing for example that I noticed with v2 is that OnValidate get called at every assembly reload, even from script not in the scene(probably prefabs), this wasn't the case with v1.
    I am sure there are many other little things being reloaded that weren't before.


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-3#post-6225381
     
    Last edited by a moderator: Aug 20, 2020
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  11. rz_0lento

    rz_0lento

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    I have additional question in relation to this:
    I'm mostly concerned by poor HDRP performance when running it on weaker hardware. In my testing there's a threshold when the thing just falls apart but URP keeps going just fine. Even with the current URP/HDRP Templates the difference with stripped HDRP settings is huge (same scene could run 100+ fps on URP where bare minimal HDRP rendering would choke to under 20fps when tested on weaker hardware, in this case i3 + nvidia GT640). This isn't ideal if you want to target PC for your game as you immediately lock your product to higher end computers only.

    I've done experiments with URP/HDRP runtime swapping to have some backup plan but what I'm now asking if there's some low end fallback setup planned for HDRP specifically? For example options to bypass some expensive operations on HDRP beyond currently available settings on HDRP Asset / frame settings? This could mean simpler shaders/shader graph templates, allowing to use lesser quality lighting etc whatever is required to make it run faster on low quality settings. Graphical fidelity isn't important here (on lower quality settings), instead it's hugely important that we can make games using HDRP to scale across different devices.
     
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  12. LaurentGibert

    LaurentGibert

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    Hi @rsodre, yes our public roadmap pages need to be revisited for clarity and consistency. This is on our radar to be addressed. Thanks for pointing it out.
     
  13. DanielTG

    DanielTG

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    @rsodre Thank you for the feedback. re: Better Package tags.

    In general, these decisions taking from 2020.1 release and onward were not just about tags/labels but moreso about quality for all of our users of given Unity release. Likewise, it was to help clearly communicate the state of release and receive feedback through the right channels.

    You may have already seen similar replies on that original forum post. We are rolling out new tags for 2021 specifically 'pre-release' and "release candidate (RC)" which will replace "preview" to give more clarify on the state of the package's developement. Note: we didn't want to use 'beta' as label to avoid any direct association to the Editor release cycle since a pre-release package can still be available in a non alpha/beta release of Unity.

    The Verified label will go away and any package name+version we host on the Unity registry and show as visible by default in a given Unity Editor release will be treated as fully supported.

    For Experimental packages (anything not visible by default or enabled with the 'show preview/pre-release' project settings), we do want to keep those non-visible by default. It's not because we want to make it more difficult for users like yourself who want to discover, test and provide feedback on our bleeding edge solution but to help better set expectations and establish the right communication channels where to discover those packages and provide feedback directly to the Unity dev teams. These experimental packages are rapidly evolving and often have breaking changes between version upgrades so it was the safest path for all other users who want a consistent experience for a Unity release.

    I hope this helps.

    Thanks
    Daniel
     
    Last edited by a moderator: Aug 17, 2020
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  14. mike_acton

    mike_acton

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    For many Unity users, our communication around DOTS and progress and direction of the Unity architecture has been confusing. We want to help set clear expectations, and this post is intended to help developers understand what that can expect to be using for their projects in production in these upcoming releases. DOTS development continues and is a core component of where we are going, but we also want to make sure you can be successful right now and know what you can rely on for projects in production today.
     
  15. ans_unity

    ans_unity

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    We've built a generic spline API that is not dependent on the environment system. We plan to release the public API in core - not as a package - later in 2021 release (exact timing tbd). This will enable you to create and edit different types of 3D splines in the Unity Editor. The first feature to use that new API will be Cinemachine for setting up camera paths. Other features, like the environment system, will use this generic API and follow soon after.
     
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  16. DavidSalgado

    DavidSalgado

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    Thanks for the follow-up. I might not be able to unpack everything you're addressing, but let me try.
    First, I think that we might be mixing connections / players per session / and connections per session. I'll try my best to be specific below =)

    • 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.

      • Multitenancy is a different goal from scaling players per session, is likely a future target for our DOTS stack which is great for running multiple worlds simultaneously
    • 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?

      • do you mean bandwidth? Not sure I understand the question
    • Libraries on AssetStore like dotsnet claim support of thousands of connections and looks good for server workload.

      • well, it's what I mentioned at the beginning, there is a taxonomy challenge :D. connections vs users vs sessions. We'll check that one though, we're always validating solutions and looking forward to learning more!
    • 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?

      • Connections per server vs different from players per session. We’re targeting our solutions in many cases for players per session.
    Hope this adds some light!

    DavidS
     
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  17. Jokerminator

    Jokerminator

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    Great news! Keep up the amazing work. :)
    Though you should also lower the Asset Store share from 30% to 15% in 2021. Or less / earlier.. :D
     
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  18. StaggartCreations

    StaggartCreations

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    I'm wondering if vegetation is anywhere on the rader, or part of the upcoming environment system? It's a subject that appears to have been neglected for over a decade now.

    The terrain vegetation system is severely lacking behind in terms of usability and technology/performance, making vanilla Unity not an ideal tool for outdoor environment up to modern standards, while it has all the potential!
     
  19. Refeas

    Refeas

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    Last edited by a moderator: Aug 19, 2020
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  20. AskCarol

    AskCarol

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    Hello everyone!

    Thanks for all the great questions - keep them coming! We will continue fielding and approving them over the weekend so our experts can get to them next week.

    The thread will stay open until Saturday, August 15th at 10AM PST.
    :)
     
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  21. Jes28

    Jes28

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    Actually dont know why to think of it separately :)

    I think this is the only important part actually :)
    Will try to simplify question to simple form that matters for us :)

    We have game that use UNET as transport, we want to replace transport with new Unity Networking Transport

    What we have:
    • 2000 players(connections) per server(not hardware, software one)
    • Every player send 200bytes per frame input with 30 fps it is 2000 * 30 * 200 = 12MB of input messages per second
    • Server send 15 fps 576 bytes to every player(connection) 576 * 2000 * 15 = 17.5MB of output messages per second
    • half time in frame server stuck in receiving/sending messages and many messages start to be dropped by system (it is bad place that we want to fix)
    We dont care about any Multitenancy or Sessions there. We dont need it from transport library this is task or higher level abstractions. We just need Networking library that can handle 2000 (7000 will be good) connections for us and dont kill perfomace of server and be able to transport about 30MB per second of Payload into/from 2000 connections.

    DotsNet clams that it can handle this :)

    So question: Do New Unity Networking will be able to do that for us?
     
  22. snacktime

    snacktime

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    So does stability include filling in holes in advanced rendering, mainly HDRP?

    Hybrid Renderer V2 seems to be the future focus yet it's months between any updates or info on where it's at. And it's riddled with major bugs.

    Outside of HR V2 most of the advanced rendering api's don't have proper Shader Graph support. The api's that have been around for a while mostly work other then that. The newer api's are much like HR V2, bug riddled. I've spent a lot of time with some of them and it's definitely a case of Unity just made them work for some narrow use cases they had and moved on. Now they are slowly seeing some fixes but it's hit and miss. BatchRendererGroup is an example of what I mean by newer api's.

    So for projects that need advanced rendering, mostly stuff at scale, it's not an easy path right now. Mostly because we have no idea when some of this stuff will get priority. Like right now we are still using HR V2 but it's getting closer to make or break time, where we jump ship to older api's and deal with custom mods to SG, which we can at least quantify much better.


    Answer:
     
    Last edited by a moderator: Sep 25, 2020
  23. aveakrause

    aveakrause

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    I would LOVE if moving components/adding scripts to game objects by dragging and dropping acted more like moving around editor windows instead of forcing me to hit that 1 single frustrating pixel to get the blue bar.

    Thanks for dark mode, by the way.
     
  24. AndrewKaninchen

    AndrewKaninchen

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    Last edited by a moderator: Aug 19, 2020
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  25. chanfort

    chanfort

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    Hi there, I was a bit disappointed recently that my submitted bug to enable millions of trees on terrain won't be fixed in URP (https://issuetracker.unity3d.com/is...ear-near-camera-when-using-billboard-renderer). This means URP is likely to be the end for massive forests if no alternative shader will be written. So was wondering if there are alternative plans to address large number of trees in URP?


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6216134
     
    Last edited by a moderator: Aug 18, 2020
  26. OldMage

    OldMage

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    Will there be any work to make the 2D workflows in Unity united under one banner? I love the idea of using DOTS with 2D, but it feels like a lot of the features to make that happen are scattered all over the place with little overlap. 2D dots has been relegated to yet not prioritized in Tiny, 2D Shaders are in URP, and hybrid render doesn't support 2D URP lighting features, so on and so forth. It seems that 2D has been dealt the worst hand in terms of the DOTS transition, I wish there was a Core 2D toolset that could be mixed and matched with features such as 2D lighting, Dots, and whatever else arises on the horizon.

    It feels awful that choosing 2D rendering carries so much extra baggage, such as determining what coding paradigms I can use.


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-3#post-6221862
     
    Last edited by a moderator: Aug 19, 2020
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  27. MechaWolf99

    MechaWolf99

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    Sense Unity 2019.3 released, you have shown concepts of a complete editor overhaul/redesign. Could you shed some light on what the plan for it? What stage you are in with it? Something? I was a bit under the impression that it may be coming in 2021, or maybe 2022. But I don't see any mention of it so I take it is not so?
    What has been shown so far looks amazing btw! :)


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6214247
     
    Last edited by a moderator: Aug 18, 2020
  28. desertGhost_

    desertGhost_

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    Hi,

    I understand that DOTS as an end to end solution is several years out and is still experimental, but I am curious about what the rough production ready targets are for specific packages.

    What are the rough production ready targets for the core Entities package, the Netcode package, and the Havok / Unity Physics packages?

    Has the 2021 Q2 production quality DOTS-netcode plans been delayed?

    Thank you.


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6213734
     
    Last edited by a moderator: Aug 17, 2020
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  29. Lymdun

    Lymdun

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  30. Kreoth

    Kreoth

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    When will the Animation window have an overhaul?
    It's Slow, Outdated, should have had a Search bar a long time ago, maybe be multitreaded.
    Just check Maya for example and port some feature into Unity.
    Animator will thank you.


    Answer:
     
    Last edited by a moderator: Sep 28, 2020
  31. 00christian00

    00christian00

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    Are there any plan to improve the Android build pipeline?
    There are a lot of things that could be improved.
    1-Every build it spend several seconds looking for sdk. Can't this be cached? It's not like we install sdks every minute.
    2-In old Unity version there was first the build and then the check for connected devices. Now the check has been moved to the beginning, so the build won't start if no device is detected. I think the old scenario was better, have several old devices with poor usb connection, and since the build is lengthy process I fire it and do something else, often forgetting about the issue and coming back to Unity where nothing happened. With the old scenario at least the build had completed.
    3-How about a install last build button? When working with multiple devices it's nice to just reuse the same build for all of them. I wrote a little editor script to fire an adb command, but it would be nice to have it integrated.


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6214571
     
    Last edited by a moderator: Aug 18, 2020
  32. Rowlan

    Rowlan

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    Will Shadows get more attention? They are a huge contributor to graphical fidelity and I have a feeling it's being neglected. Or it's just that I use them wrong. Examples:

    For one distant shadows are a problem in open world games. The scene looks ugly if the distant trees have no shadows. But when you increase the shadow distance the close shadows flicker.

    https://forum.unity.com/threads/how-to-use-shadows-in-open-world-games.822999/

    For the other shadows in small environments are problematic as well, here's a pinball table in 1:1 scale:

    https://forum.unity.com/threads/ugly-shadow-banding-stripes-because-of-scale.944484/

    One could mitigate the first problem with a paid asset called Next-Gen Soft-Shadows. The second with working on a different scale, but a dedicated solution would always be preferred.

    Alternatively a Unity Tutorial about how to solve such problems - if possible at all - would be nice.


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-3#post-6221058
     
    Last edited by a moderator: Aug 19, 2020
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  33. HjorthBjorn

    HjorthBjorn

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    Last edited by a moderator: Aug 17, 2020
  34. optimise

    optimise

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    About networking, I see Unity is going to solve classic Unity game object space too. What is the concrete plan to distribute development resources since I dun want this affect the progress of DOTS netcode development? Unity Transport one team, DOTS netcode one team and classic Unity game object another new team? Or it's another way round that classic Unity game object solution is built on top of DOTS netcode?


    Answer:
    https://forum.unity.com/threads/the-road-to-2021-q-a.950158/page-2#post-6217869
     
    Last edited by a moderator: Aug 18, 2020
  35. Sylmerria

    Sylmerria

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    Any news for DOTS animation ?


    Answer:
     
    Last edited by a moderator: Sep 28, 2020
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  36. LeonhardP

    LeonhardP

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    We are currently looking into ways that can enable faster iteration while in play mode that can potentially substitute the need for saving during play mode.
     
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  37. LeonhardP

    LeonhardP

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    We’re actively working on defining the solution for our customers for real-time GI, fully understanding how impactful dynamic global illumination is to modern games and many of our customers’ use cases. While we are not on track to provide a replacement in time for 21.1, we are still aiming to share the plans by the end of 2020.

    https://www.reddit.com/r/Unity3D/comments/i9meq1/unity_rd_team_2021_roadmap_ama/g1gujxc/
     
  38. LeonhardP

    LeonhardP

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    Mike Acton here. It's clear the roadmap and expectations for DOTS have been confusing quite a few of our users. We intend to clarify the road to DOTS in a future blog post for everyone.

    https://www.reddit.com/r/Unity3D/comments/i9meq1/unity_rd_team_2021_roadmap_ama/g1gn87p/
     
  39. LeonhardP

    LeonhardP

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    Mike Acton here. You can be confident that you can continue to use monobehaviour and we will continue to support that. There are no plans to completely remove the monobehaviour workflow. That said, if we were to ever consider such a thing in the future, it would be with the understanding that its replacement would need to be something you could love even more.

    https://www.reddit.com/r/Unity3D/comments/i9meq1/unity_rd_team_2021_roadmap_ama/g1ghn8i/
     
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  40. benoitd_unity

    benoitd_unity

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    Hi and thank you so much for your feedback.

    This area is still under development. There is currently a lot of design research and exploration being done, while also experimenting with some internal prototypes. Even though we’re making remarkable progress, it’s still too early to share any plans or roadmap.

    Cheers
     
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  41. JC-Cimetiere

    JC-Cimetiere

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    Thanks for your feedback.
    1- This issues have been greatly improved in latest versions. I tested again with 2019.4 and I didn't even see the "looking for SDK/NDK" message. Be sure to check https://docs.unity3d.com/Manual/android-sdksetup.html
    If your issues persist please share on the forum a recording of the build sequence (like an animated gif) and info about your JDK/SDK/NDK configuration (in Preference>External Tools).
    2- We'll be looking into this, it sounds like something that could be optimized.
    3- This is a good idea. You're correct that automating this via an adb command is a good way to achieve the "deploy last build" task, but we will consider adding this for future update of the Android Logcat utility for the Editor: https://docs.unity3d.com/Packages/com.unity.mobile.android-logcat@1.1/manual/index.html
     
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  42. ans_unity

    ans_unity

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    Thanks for the feedback Kreoth. We know about these pains and have plans to make the life of animators easier when working with the animation window. Unfortunately, with our current priorities, we can't say for sure when we will be able to ship these fixes.
    Cheers.
     
  43. quixotic

    quixotic

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    We will support billboard rendering in URP. Reading the internal notes it looks like it did get fixed and originally resolved as fixed with a pull request, and then closed as due to the tree creator part as will not fix. I'll double check and get the bug notes updated, as I think this is a case of "we fixed the a thing but not every aspect of the thing". If that's not then case then I'll make sure it's reopened and that fixing billboard support is in our prioritized list of bugs.
     
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  44. LeonhardP

    LeonhardP

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    From the Addressables team:

    The workflows for Addressables are fairly well locked. We will continue to improve them incrementally as we can, or as bugs force us to, but no drastic changes are on the roadmap for the near future. At some point next year we may have a redesigned system, but if so, we would continue to support the current workflows for a long time.
     
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  45. LeonhardP

    LeonhardP

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    These initiatives are for now two individual teams working towards solving similar but very different outcomes. As DOTS matures we will do our best to align the two teams and focus on bringing a shared common foundation for NetCode in Unity for both DOTS and GameObjects.
     
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  46. DavidSalgado

    DavidSalgado

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    Hi Jes28, thanks for your patience on this one ;)
    I've shared your scenario with several members on the team and our recommendation would be to check if either Enet or Darkrift 2 helps you solve the challenge today. As you know, the new unity networking is in preview, and we've not shared a date when it will be available.
    We'd love to hop on a call and learn more about your scenario, if you're open to it, send me your email over the conversation we already have and we can work on the schedule.

    Cheers!

    DavidS
     
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  47. ans_unity

    ans_unity

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    We still have a lot of work ahead of us but we have a dedicated team that is making good progress. We are working on a complete animation solution including animation graphs and state machines and we will happily share more information when closer to public release.

    Thanks for asking Sylmerria, cheers!
     
  48. ali_mohebali

    ali_mohebali

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    Hey there! We have identified the need for custom culling and SRP culling filtering and we are currently discussing prioritisation for the functionality as we focusing towards the next year. We don't have specific timelines yet, but will update on that as they get firmed up. Regarding the first question, if I understand correctly you are referring to Dynamic Resolution (let me know if I understood it incorrectly). If yes, we support it in HDRP and we're following up with the URP team to prioritize the feature in that pipeline. Having said that currently URP exposes a render scale in the pipeline asset. Overlay UI and post-processing is always rendered at Native Res.
     
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  49. ali_mohebali

    ali_mohebali

    Unity Technologies

    Joined:
    Apr 8, 2020
    Posts:
    53
    Thank you for your question. This is in consideration and definitely on our radar but we don't have a timeline as of yet. We will update everyone when we have a concrete plan.
     
  50. ali_mohebali

    ali_mohebali

    Unity Technologies

    Joined:
    Apr 8, 2020
    Posts:
    53
    Thank you for your question. Point light shadows is a new feature for URP. Unfortunately we won't be back-porting point light shadows. This is to make sure we do not affect the stability of the older versions of Unity.
     
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