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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. ali_mohebali

    ali_mohebali

    Unity Technologies

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    Hey there, thank you for the question. Can you please help me understand your concern better by elaborating on "advanced rendering apis"? (Please send your reply via personal message to @LeonhardP )

    As for Hybrid V2 specifically, I just want to emphasise Hybrid V2 is still evolving and it's currently in preview and experimental. Hybrid V2 as part of DOTS is our long-term investment and as such we are committed to its development and improvements. On your question on DOTS/Hybrid renderer updates and plans, we intend to clarify the road to DOTS in a future blog post for everyone.
     
    Last edited by a moderator: Aug 19, 2020
  2. ali_mohebali

    ali_mohebali

    Unity Technologies

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    I understand you are referring to URP here. As part of our focus for URP improvements we will be looking at shadows as well. For example we are already working on adding point light shadows. At the same time we are also improving shadow settings to give users better and more flexible control over it. I'll make sure I share the two forum posts with the team, but if you haven't already please submit the bugs so they are on our team's radar. We're working on fixing a lot of terrain bugs at the moment. Bugs on our docket that involve shadow flicker that we plan to solve: 1 and 2. We also have these two (1, 2) around shadows not appearing and planning to fix them. If your bug behaviors don't fall with the ones mentioned, can you please file the bugs here? Thank you.
     
    Rowlan likes this.
  3. willgoldstone

    willgoldstone

    Unity Technologies

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    Still aiming to start dev on this in Q4 this year, we've done a lot of experiments to prove out the tech approach and a bunch of design explorations with studios to help us ensure we're delivering the right solution. So yep, its coming!
     
  4. rustum

    rustum

    Unity Technologies

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    Feb 14, 2015
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    Hi OldMage! Thank you for your question and for the feedback.
    All the 2D tools in Unity work with the built-in renderer and the Universal Rendering Pipeline. That being said, we are always working on improving 2D workflows and making all development in Unity a more cohesive experience. For specific workflow issues and areas for improvement please join us in the 2D forums so we can learn more about your projects and outcomes.
    As for DOTS, we intend to clarify the road to DOTS in a future blog post for everyone.
     
    Lex4art likes this.
  5. lukaszunity

    lukaszunity

    Unity Technologies

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    One change in asset pipeline V2 that makes refresh block the editor for longer periods of time is that synchronous compilation is always performed when giving the window focus. More details here: https://forum.unity.com/threads/recompile-enter-play-mode-process.777950/#post-5181317 . The team is aware of this and are discussing options for changing it.

    As the issue with OnValidate, I see there is a thread on it already and we have now created a bug to track the issue.

    https://forum.unity.com/threads/asset-pipeline-v2-script-reimport-performance.784322/#post-6131375

    https://issuetracker.unity3d.com/product/unity/issues/guid/1271820/

    Please report any other issues you experience so they can be fixed.
     
    Last edited: Aug 21, 2020
  6. lukaszunity

    lukaszunity

    Unity Technologies

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    We don't have plans to change this. The GUID is associated with the asset by being next to it (in the .meta file) and if we used a central database the assets would have to be identified by their path, which would defeat the main purpose of the GUID (i.e. you can move the asset around without losing references to it).
     
  7. lukaszunity

    lukaszunity

    Unity Technologies

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    In 2021 we will be releasing the first iteration of the "Prefab Encapsulation" feature that will disallow entire prefab instances, except for the root GameObject and Transform, to be modified if they are marked as encapsulated. The second iteration of this feature will work towards allowing control over which prefab properties can be modified. Work on the second iteration has not begun yet and we at therefore unable to share a timeline for the feature at this time.
     
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