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Unity 3.4 is nearing release, and we wanted to share some the features that will be included and also share with you a roadmap for what we are working on this year.

Unity 3.4

We’re about to enter release candidate 1 with Unity 3.4, which is a feature + bugfix release. Here are some highlights:

Allegorithmic Substance integration

Procedural textures are built directly into Unity. Substance procedural textures can be tweaked in Unity. You can even update your textures at run time. It can be used for anything from ageing effects on textures to customizable characters.

Shadow improvements

Directional lights got a new shadow projection mode called “Stable Fit”. Now there’s no more shadow boundary shimmering when rotating the camera!
Regarding optimizations, we cull shadow casters much better now, which means fewer draw calls. Shadow culling can also use occlusion culling data.

Skinning performance & multicore

Skinning performance is 2-3x faster on PCs due to SSE2 optimizations and multicore improvements. There’s also multithreaded skinning for the latest iOS and Android devices.

Downloadable content with caching for complete scenes and asset bundles

This is a cross-platform  feature including iOS and Android that’s perfect for downloadable content. Asset bundles and even complete scenes can be downloaded on demand and cached locally. The caching API gives you full control over when to download a newer version of the asset. Using the caching API dramatically reduces memory usage and has a huge impact on load times.

Script execution order

Unity now gives you eplicit control over the execution order in your scripts. Awake, OnEnable and Update calls are sorted by execution order. Execution order can be defined on a ‘per script’ basis in an easy-to-understand dialog.

Animation & skinned mesh bounding volumes

Pre-computed bounding volumes for skinned meshes & animations let you have more animated characters in your scene.

Graphics optimizations

We implemented various graphics optimizations, ranging from faster deferred lighting (due to more compact light shapes & better occlusion culling) to faster OpenGL ES 2.0 and more mobile optimized shaders.
Last but not least: Terrain works on iOS and Android now.

Image effects & water

There’s a big upgrade to image effects & water. Both have been optimized for performance and, at the same time, visual quality has been improved. They’re also easier to tweak for artists.

Unity Xbox 360 and PS3 release in parallel

All console versions are now released at same time as 3.4. and projects can easily be moved between all platforms.

Rochard, our first PS3 game, has just gone through the Sony submission process.

Better gizmo/handle control

You no longer need to code to add icons to your game objects. Now you can simply set the icon in the game object inspector to quickly see and select things in your scene view. If you want to see icons for tools like pathfinding nodes, just set the icon on the node script in your project and they’ll all show up in the scene.

You can also toggle the display of handles on a per-component basis so now there’s no need to hold back when writing custom editors.

Fast collider tweaking

If you select a collider and hold down Shift, small dots for resizing the colliders will appear. This makes it really quick to set up efficient collision levels so they run really fast on mobile devices.

Hundreds of minor improvements and fixes

Unity 3.4 also has loads of smaller improvements, shine-ups and fixes.

Next release: Unity 3.5

This year we’re focusing on enabling you to push all platforms to their limits. Unity is the most optimized game engine for mobile devices and we’re working hard to also make this true of all other platforms. It’s a big step for Unity to support AAA productions. We have tons of performance optimizations, better multi-threading and a big graphics engine upgrade. At the same time, we are also improving work flows, especially when working in larger teams. Unity 3.5 is a late summer / fall 2011 release.

Please note that the features in this roadmap are not commitments! They may or may not end up in a final release. If a feature isn’t ready in time it will not be included in the release.

Multithreaded renderer

We will be moving most of the rendering workload and driver overhead away from the main Unity thread and onto another CPU core. This is an ongoing project that is currently working on the PC but we plan to make it available on all multicore platforms, from desktop to mobiles. Plus, we’re going for wider multicore utilization (using as many CPUs as there are) for tasks like culling and particle systems. How much of this is ready for 3.5 and on which platforms is still an open question, but we can say that the performance gains look very promising!


Unity will automatically generate navigation meshes from your level geometry.
Beautiful, natural-looking crowd simulation using RVO and PLE algorithms wrapped in a simple API. Agents can find paths to target locations with built-in crowd simulation, or can be moved directly on the NavMesh in a similar way to the character controller.

New particle system

We re-wrote our particle system from scratch. The new particle system is completely curve and gradient driven, and is composed of modular blocks to boost functionality. Also, it utilizes multicore CPUs on all platforms!

UI framework

We’re rewriting the in-game GUI system from the ground. We’ve made it simple and intuitive to create modern game interfaces with tons of animations and other effects. Everything is assembled in a visual GUI editor. A lot of effort is going into optimizing the GUI system for minimizing run-time overhead through automatic texture atlases and aggressive coverage-based batching.

Light probes for character lighting

Light probes are an advanced technique for lighting dynamic objects and characters with high-quality baked lighting. We capture incoming direct and bounced lighting within a scene at a number of points (light probes). As a character moves through the scene, nearby probes are picked, interpolated, and the result is then passed to the shader to light the surface. It’s a hard problem to do all this efficiently but thanks to our tetrahedra-based space division, the technique is extremely fast even on mobiles and has a very low memory footprint. For more details check out the video and blog post.

RNM lightmaps

To add more flexibility to our lightmapping solution we’re adding the option to bake directional lightmaps (radiosity normal maps and similar schemes). That will also enable bump and specular effects on surfaces lit by indirect light only.

LOD support

Built-in Level Of Detail support. LODs are currently authored manually in your favorite modelling tool but we’re also experimenting with automatic LOD generation techniques.

Intuitive editor tools for setting and inspecting LODs are included as well as integration into the pipeline to automatically create LODs based on naming conventions. We’re also offering support for fading level of detail transitions using screen-space dithering. Get more information in this blog post.

Integrated Perforce and Subversion version control

We’re working on fully integrated version control support for both Perforce and Subversion. There’s a complete UI including support for file locking.

Text-based scene/prefab/… format

Unity will now write all data in a text-based file format for scenes, prefabs, materials and other binary files in your project folder. The format is based on YAML and is optimized for being easy to merge. Multiple team members can work on a scene at the same time and merge the resulting changes afterwards.


The prefab system has been rewritten. It allows you to add and remove components without breaking prefab connections. Materials can be instantiated with the prefab instance. This paves the way for nested prefabs.

Profile & allocator improvements

A new allocator framework helps us reduce memory usage and fragmentation and improve performance. Now there’s a much better memory overview in Unity’s Profiler.

GameCenter and social APIs

We are working on a pluggable social API with backends for Facebook and Apple Game Center.
Companies like OpenFeint or publishers with custom social platforms can easily create their own implementation. This makes it easier to port games between platforms.


We are working on low latency audio buffer access. This will enable you to write your own filters, effects or make the audio data precisely affect your application or let your application dynamically mix and procedurally generate audio samples.

Microphone support will also be introduced across all platforms. Microphone input can be accessed transparently as an AudioClip.

WebCam support

We’re adding support for streaming video from cameras or other input devices into a texture to allow you to develop augmented reality games, or for uploading pictures for integration with social networks or other online services. This was implemented at our last NinjaCamp week.

Umbra sPVS rewrite

Umbra’s sPVS occlusion culling system has been rewritten from scratch. The algorithm now guarantees conservative PVS results and baking PVS is around 10x faster.

And loads more!

As usual, we fully expect Unity 3.5 to deliver tons of other small features, improvements and fixes.

More future features that we’re currently working on. They don’t have a specific release yet

Again, the fact that we are working on it is not a promise that it will ship in a matter of weeks. We just want you to know what we’re trying to do. Some plans might change!

Flash export support

As announced, we are hard at work to add support for building a Unity project that can be played back by a browser equipped with the Flash “Molehill” plugin. We’ll bring as many Unity features to the Flash Player as we can, and aim to be the very best tool available for people who want to target the 3D functionality in the new Flash Player.

Cache server

Everyone loves Unity’s completely automatic asset pipeline and the ability to quickly modify any asset in your project folder without jumping through hoops.

But when working in larger teams, everyone has to import the same assets again and again. If it could only be 3000x faster to import all assets… We have a solution for that. Early prototypes show that we can import a project folder with 1GB of assets in 9 seconds.

HDR & gamma correct rendering

Built-in HDR, proper linear space lighting. Making the pipeline, the shaders and the render targets work together to produce the output that artists anticipated. It’s a tricky area to get right across all platforms – which is why we want to solve it for you!

Texture streaming

We’ve been working on a texture streaming solution. Unity will load the textures at the necessary resolution just before it needs it. You have a texture memory budget which Unity will fill with the most important textures necessary. Unity automatically analyzes your scene but you can also manually specify the needed textures & resolutions at specific locations in your game.

This means you can have more textures at a higher resolution, especially on mobile devices and consoles. Unity automatically analyzes your scene to allow for prefetching of textures. Even on iOS we’re able to stream textures in the background at 60FPS.

Audio improvements

FMOD designer support: Import FMOD designer banks (.FSB) and event files (.FEV) and access them as standard audio clips.

Audio DSP graph: Get full access to the mixer engine and create custom routing and advanced signal chains either from a visual node editor or through a simple API.

Dynamic mixing: Mixing audio seems to be the big issue in today’s audio field. We’re working on a dynamic mixing solution that lets you group audio sources and mix them, apply effects, modulations and save these settings as snapshots. You can trigger the snapshots from script or from animations at any time. This makes it easy to duck audio and precisely control the audio levels at all times.

This is only part of what we are working on. We’re also developing more features that are much further away from completion. So stay tuned!

203 replies on “Unity Roadmap 2011”

[…] I made some demos (Third Person MMO Controller and Astro Dude), went to a conference, worked on a Unity release and pitched in to realize another killer […]

[…] ways, and its timing is good with the unveiling of improved AI world navigation capabilities for Unity 3.5. It certainly keeps Linden Lab in the game and provides some interesting content creation […]

Re the audio engine improvements – the ONE thing I’d love to see added are audio “events” or triggers; the ability to specify trigger(s) to be fired at >specific times< during the audio playback.

Whether this is accomplished though an "timeline" for each audio asset, or just an attached list of trigger times (e.g. 00m:32s, 01m:28s, 02m:14s etc.) for the selected audio asset would be fine.

This would allow me to start some music playing and when the music reaches predefined points, events are triggered (perhaps including the trigger time as a event argument) that I can respond to within my game.

This would eliminate polling the play cursor etc., for implementing this kind of functionality

All of these features listed under 3.5 are absolutely useless unless Mono is updated to 2.8 so the GC “Too many heap sections” bug can be fixed. Without 2.8, Unity isn’t fit for developing AAA titles targeting desktops.

[…] these new stuff will be available in next version Unity 2.5, which is expected to release in Q4 […]

[EDIT] Actually, you can lit your world and characters with dynamic pixel lights but it just needs only one to make your mobile game unplayable.

Light probes will allow you to lit dynamically your characters (or any other dynamic mesh) with multiple light propbes sources with little to no cost on performance. Something that isn’t even possible with a single dynamic pixel light on mobile games. So yeah, the real-interest on Unity and light probes is mostly for mobile! ;)

[…] Unity3D 3.5 supposedly has an all-new GUI system that I’m eager to see. Unity hasn’t uttered a word about it. Instead they have been going on about AAA console game style features such as light probes that are largely irrelevant to anyone doing mobile games. […]

Wow It’s great to see my wishes for path-finding are being acknowledged! I have been begging for it to be integrated into the editor since I started using unity! Integrated path finding without using third party softwar0e is the last step to keeping me as a customer! :D

Thanks to all the unity developers for everything you guys are incredible!

@Cameron: I do agree that git & hg are very nice for versioning source code (we use hg for Unity itself). The problem with them, however, is handling binary data. If you have a .PSD file that’s 20 megabytes in size, and the artist edits it 20 times, you can end up having 400 megabytes in our clone just for that single file. DVCSes store history of everything forever, and do that on each clone.

(and yes, I am aware of hg extensions like bfiles/kbfiles, but it’s not like they aren’t without problems either… believe me, I know ;))

Anyway. I expect that we ship integrated UI for svn & Perforce, but there will probably be scripting level API to hook up your own versioning systems if you want to.

Why subversion? I can understand perforce because it’s a common vcs for game projects, but subversion should be on it’s last dying breaths. DVCSes like Git and Mercurial are the future, and tech companies that don’t realize that are holding back progress for everyone.

[…] 今回は3Dのアプリケーションなどで使用されているツール、Unityをご紹介します。 web以外でもiPhone、Androidでも書き出して表示することができるので、ご存知な方も多いのではないでしょうか?Unityの最新版、Unity3.4がリリースされ、3週間ほどが経ちましたが、下記はUnity社のブログに掲載されている ロードマップの翻訳となります。3.4の新機能などが紹介されているのでとても興味深いです。 —————————————————————————————————————————– ※原文はこちらです。誤訳があれば教えて頂けると幸いです。なお、掲載にあたり、Unity社のRichardさんの了解をとっております。 【和訳】 Unity 3.4が近々リリースされます。私たちはUnity 3.4に含まれるいくつかの機能、及び我々が年内、取り組んでいるロードマップを共有したいと思います。 Allegorithmic社のSubstanceを統合 Procedural texturesはUnityで直接作成できます。 Substance procedural texturesもUnityの中で調整することができます。また実行中にテクスチャを更新することが可能になりました。 Allegorithmic社のSubstanceの統合したことにより、老化エフェクトからキャラクタのテキスチャカスタマイズまで幅広く対応することが可能です。 シャドウエフェクトの改善 平行光 (Directional light) には”Stable Fit”と呼ばれる新しい影の投影モードが追加されました。カメラの回転時に発生する影の境界線のチラツキはもう起こりません。この最適化によって、シャドウキャスタのカリング処理がより改善されました。描画命令の呼び出し回数が少なくなったということです。シャドウカリングにはオクルージョンカリングのデータを使う事ができます。 スキニング処理の高速化とマルチコア対応 スキニング処理の速度はSSE2の最適化とマルチコア対応により、2〜3倍高速化されました。最新のiOSとAndroid端末向けにマルチスレッドのスキニング処理にも対応しています。 ダウンロードコンテンツとComplete Scense / Asset Bundlesのキャッシュ機能 Unity 3.4はiOSやAndroidを含むクロスプラットフォームに対応する開発環境であり、ユーザーの端末にダウンロードするコンテンツの開発にとても適しています。Asset bundles、またcomplete scenseでさえオンデマンドでダウンロードすることが可能となり、またローカルにキャッシュすることも可能になります。Caching APIを利用することで、より新しいバージョンのAssetにアップデートするタイミングを自由に制御することができます。Caching APIを利用することで、利用メモリの容量を激的に削減し、ロード時間を大きく改善することが可能となります。 スクリプトの実行順序 Unity 3.4では実行順序をスクリプト内で明示的にコントロールすることが可能となります。 Awake、OnEnable、Update命令の呼び出しは実行順序によってソートされます。また実行順序は分かりやすいダイヤログでスクリプト毎に定義することが可能です。 アニメーション及びスキンメッシュ用バウンディングボリューム アニメーションとスキンメッシュ向けのバウンディングボリュームによって、シーン中により多くのアニメーションキャラクターを登場させることができます。 グラフィックス処理の最適化 我々は高速なdeferredライト(よりコンパクトなライトの形状と優れたオクルージョンカリング)から高速なOpenGL ES 2.0までのレンジ、そしてさらにモバイルに最適化されたシェーダーなどのさまざまなグラフィックス処理の最適化を行いました。大事なことを言い残しました。地形生成処理(Terrain)はiOSとAndroidで動きます。 イメージエフェクトとウォーター描画処理 イメージエフェクトとウォーター描画処理は大きくアップグレードされました。これらの処理は高速化されると同時に画像品質が改善されています。グラフィックデザイナーにとってもより簡単に調整が可能です。 Xbox 360及びPS3向けUnityも同時リリース Xbox 360及びPS3プラットフォーム向けのUnityも3.4と同時にリリースされます。Unityプロジェクトは各プラットフォーム向けに簡単に移行することが可能となります。我々として初のPS3向けゲームタイトルであるRochardはソニーの認証プロセスを通過しました gizmo/ハンドルコントロールの改善 ゲームオブジェクトにアイコンを追加するためにコードを書く必要はもうありません。ゲームオブジェクトインスペクタで簡単にアイコンを追加することができ、シーンビューの中ですぐに確認して選択することが可能です。 経路探索(pathfinding)のようなツールでノード上にアイコンを表示したいのであれば、ノードを設定するスクリプト上でアイコンをセットするだけでシーン中にすべてのアイコンが表示されるでしょう。 コンポーネント単位にハンドルの表示を切り替えることができるので、 カスタムエディタを書く際に妨げになりません。 高速コライダー調整 コライダーを選択した状態でShiftキーを長押しすると、コライダーのサイズを調整するための小さなドットが表示されます。この機能により、効率的に衝突レベルを設定することができ、モバイル端末上でも非常に高速に実行されます。 —————————————————————————————————————————– 今後もUnityに注目して、いろいろな記事をご紹介していきます! 宜しくお願いします。 […]

I would appreciate that at least one of the web export would work perfectly as the standalone builds!

To be honest: I don’t care if it will be capable to export to flash plugin or unity plugin but what really cares to me is that I can export to a well known format and that games works perfectly on all the browsers with the minimum (down to zero) effort by users!

Last but not less important: Thank you Unity guys for your work!

@johnsonjohnsonson @bruce hart @alex

I’m thinking you have not seen the stats for Linux usage lately? Whilst the mobile market is exploding, Android is LINUX and the handful of paid games on Ubuntu are generating revenue for developers. If you want a public chart look at what the humble bundle is doing…sure Windows still tops the charts, but mac and linux are head to head and linux users are FAR more generous! Linux users are willing to pay 3x what a windows user pays.

So where is the TOY? Some are missing out on a market. A lot are getting wise about it…look at the games that have hit Ubuntu in the past month.

Just updated it. Can I have more details about the script execution order? Thanks very much :)

I guess the “late summer” part of the 3.5 release has been given up on, seeing as how that’s in like 4 weeks… and 3.4 isn’t out yet.

Two hands and one leg up! I come here 3 times a day. Even on weekends!!1
Sad I know.

@ Jason Amstrad
Man what is it with you and the bloody fluid surfaces?

3.4 is in the final stages of testing. Also known as RC4.

Unity 3.5 is in active development right now.

[…] Unity 3.4 is nearing release, and we wanted to share some the features that will be included and als… […]

@Joachim, are Substance textures going to be supported on mobile devices? I figured that would be a great usage for them. By the way, It’s so awesome that you all provide a roadmap at all, let alone all the awesome details filling up the roadmap! :)

@Zomby138, 3.4 is currently in beta (release candidates actually). So I’m sure “real soon now” is the only answer :)

[…] ActionScript 3 internally. They haven’t put this support in a specific release in their roadmap for 2011 as of writing, which is disappointing if you were thinking of release something with it in 2011. […]

@ Bruce Hart

Couldn’t agree more. In my opinion Linux support will not give Unity paying customers, so there is no benefit in this feature for them.

Come on Unity give us 3.4 and start working on 3.6 already :P

[…] a huge improvement over having to specify coordinates for every control. Additionally I found out here that Unity 3.5 will completely replace their GUI solution and actually have a GUI designer. […]

Yeah adding Linux export would be such a huge waste of time. The average computer user hasn’t even heard of Linux. Unity needs to export only for platforms with significant users. Time can be much better spent on lots of other things such as the roadmap above.

Thanks joachim.

@johanar, sarcasm or? Linux is too small for it to be more than a toy as an export option…

Hi there

thanks so much for supporting us !

i have question , will there be support for Right to left languages ? like Persian (Farsi) and such thing’s????

Best Regard’s,

We generally don’t publish release dates as part of the roadmap.
We ship software when it is rock solid, not when we for some arbitrary reason in the past decided that it should be shipped.

3.4 is currently in Release candidate 3. This usually means it’s fairly close to shipping.

In the new tutorial videos from Will Goldstone the android demo is shown, will this be available with the 3.4 release ?

Is the input system upgraded ?

Thanx Maurice

As said above,the water system is going to get an upgrade for version 3.4 ,as well as more optimized and better looking.
Does the upgrade include dynamic fluid surfaces ?

Also looking for a more precise release date. Do you guys have any information on that ?

Initially we will support agent to agent dynamic obstacle avoidance.

NavMesh is very fast and runs very well on mobile and all other platforms.

Sorry to ask again.
Will your new Pathfinding system include some sort of dynamic obstacle avoidance? (I’m mostly sure as the crowd tech requires this, but just in case). ^^
Will the navmesh system be compatible with iOS? Or is just Desktop/Web only?
And, how fast is your navmesh system compared to a traditional waypoint system(desktop and iOS)?

Really looking forward to this monster release. :)
King regards,
Your fellow beta tester.


do you have a more precise release date now for Unity3D 3.4? We are eagerly expecting this version to improve performances on Android. Thanks and keep up the good work :-)

[…] development tools, developer Unity Technologies is now looking to court larger teams with its 3.5 update, due this Autumn. We caught up with company CEO David Helgason to discuss competing with the major […]

[…] Unity3d road map include Recast + Pathfinding + Crowd simulation for it’s v3.5 (fall 2011) […]

[…] development tools, developer Unity Technologies is now looking to court larger teams with its 3.5 update, due this Autumn. We caught up with company CEO David Helgason to discuss competing with the major […]

[…] Sim, novidades a vista. Duas novas versões do Unity 3D estão vindo aí. A versão 3.4 está “prestes” a ser lançada, possui algumas correções de bugs e também novidades interessantes. Confira as implementações anunciadas no blog do Unity3D (link): […]

Guys, will your new Pathfinding system including some sort of dynamic obstacle avoidance? I’m mostly sure as the crowd tech requires this, but just in case. ^^
Will the navmesh system be compatible with iOS? Or is just Desktop/Web only?
One last thing, how fast is your navmesh system compared to a waypoint system?

Really looking forward to this monster release. :)
King regards,
Your fellow beta tester.

+1 for Linux support, speaking as a developer. Unity is a really attractive product for my next project, but until a Linux exporter exists I’m really not interested.

Zomby138, Allegorithmic Substance was recently integrated into Autodesk Maya 2012 – just google for it and you can see how they look like.

This list looks VERY interesting, the areas that jump out at me most are the prefab fix and the gizmo/handle inprovements. I’ve always found it annoying that adding componants to imported assests breaks their prefab, nice to see this getting addressed.

I tried following a video tutorial on youtube about adding icons to game objects, but the script wrote as directed by the video didn’t work, and was never able to figure it out (I’m not really good at coding), nice to see coding won’t be needed now.

The Substance materials are another thing i’m looking forward too, i’ve never used them before (the 3d software i have is too old to support them), but from what i’ve seen, they look really good. The Panthfinding feature will also be a great improvement.

I hope the majority of these (if not all) will ship with the indie version.

Hi !

Great news …. but what about Linux ???

Please, make an update to see our work under Linux !!

We need it …!

I hope the subversion integration will be for all users (instead of just Pro)…do away with Asset server;P…Keeping things synced even in a small team is such pain without a good version system.

These lists fill me with hope. Personally I am most looking forward to light probes and HDR.

I would like to know more about the Allegorithmic Substance integration, what is this all about ?

Hi guys,
Tons of great news, 3.4 is great but I can’t wait to try version 3.5. Is there also plans to upgrade the Mono version to 2.8 and fix issues with MonoDevelop?

@Joachim: Awesome. Can’t wait to try it for a few days straight. One feature you guys might want to consider integrating is motion blurred particles. Currently I am doing this by creating extra particles along the particle’s velocity. Two extra particles helps a lot and four extra particles is amazing visually. The only issue is that it thrashes GC even when optimized, so you can’t use it as much as one would like to on mobile. If it were implemented at a lower level it wouldn’t be an issue. There surely are other ways of getting motion blurred particles but this is really simple, works everywhere, and has nice results.

[…] gesamte Übersicht der Neuerungen sind hier in englische Sprache […]

do we have any new feature about asset bundles like integrating the object’s scripts to it’s asset bundle when building a bundle form a prefab?

Waiting for 3.4 is as torturous as waiting for xmas morning to open presents when your like 10! Guess you’re stuck with QA, hope things get resolved soon.

Subsequent 3.5 release sounds very interesting as well. Perforce integration finally! Import Cache system will defn ease our pain as well.

Looks like a good year ahead!

[…] to the Unity roadmap for 2011, it looks like they’re working on integration of Perforce and SVN in version 3.5. Until then, […]

@Jonathan:What is the performance of the new particle system like compared to the current one?

Performance is great so far. It’s faster than the old particle system while giving much more accurate curve based control.
And a lot more next-gen features like mesh based particles if you need them.

Awesome updates guys! I’m so glad for the scene file to be re-written.

GUI looks great as well!

As someone else stated, GIT support would also be great in the near future.

Keep it up!

What is the performance of the new particle system like compared to the current one?

Looking forward this, however I would really like to know two things:

1) Has Blender 2.5x support been fixed yet? Without needing a “hack” that doesn’t always work, hopefully…
2) Has MonoDevelop been properly integrated yet? Particularly on Windows…

Awesome news !!

Especial for Pathfinding, GUI system, new particles system.
The rest staff , issues fixes and new staff etc… is realy cool.

Missing “Save and Load System”:(

[…] hat seine Roadmap für die nächsten zwei Sub-Versionen veröffentlicht. Dabei wird auf die jetzt kommende 3.4er […]

will the pathfinding solution be more superior and faster than,for example Havok AI or Kynapse AI ?

I’d also be interested to know whether the version of Mono is going to be upgraded? In particular, it would be nice to have compatibility with .NET Framework 4.0.

@We’re working on fully integrated version control support for both Perforce and Subversion. There’s a complete UI including support for file locking.

Will this be user-extensible so we can add support for git? Or is it set up specific to a centralized model and/or not user-extensible?

Sounds amazing!

What’s about UNITY 64 bit !!!!!!

This is the only missing feature…

Thanks a lot for this roadmap !

While the GUI and 2D systems obviously have a lot in common, we’re not planning to compromise the integration of either – in order to make it some “catch-all” solution.

What can be shared between them will (obvious rendering code overlaps etc.) – the rest will be built to best serve its direct purpose.

Wow, 3.4 and 3.5 must be the biggest batches of changes ever …
Congrats guys, not disappointed at all.

Awesome news !!

I can’t wait for the new UI system, do you have a early-demo video or something to show ?

I’ve been working for something like 1 month on building my own library based on OnGUI and the current Unity GUI, and I’m quite proud of the result (well really happy with the result :D), I hope I won’t have to re-write everything :S

Great to see the roadmap!!!! you should post this more :)

But even better to see what is comming! as beta tester i realy like the upcomming version, but the things you planned for version 3.5, WOW!!!

Sinds unity will be able to handle flash stuff,then it would not be difficult to integrate ScaleForm as well.
What do you think about that ?

It sort of seems to me that there isn’t a separate 2d engine at this point but rather Unity is going to use its rewritten User Interface system/gui designer to double as a better 2D solution, since they talk about being able to do a lot more animation and stuff with it. It seems from this limited information that they intend the UI system to BE the 2D system, maybe.

Will Unity upgrade to Mono 2.8 in any of these releases? The Parallel Framework would be perfect for multithreaded applications!

The roadmap looks great, I especially like the addition of lightprobes, keep up the good work!

Wow, that´s all really great stuff. Can´t wait for substance integration, to name only one. That reminds me of a Ninja Camp video you posted recently: will the texture blending through direct vertex painting be part of 3.4 or 5?

Oh, and terrains for iOS? sweet!

You guys really rock, I knew it right from the start that Unity will be huge one day.
Big Kudos to the team!

Your wonderful software is a great contribution for a united world. Thank you !! It’s fantastic :)

The audio features are very welcome. More support for control over mod files would help GREATLY in mobile. Volume on the separate tracks for example would instantly enable dynamic music. Also I wondered why mods weren’t a component since they really are a lot more than just an audio clip.

It’d be great if you exposed saving of scenes using the new text format (or binary even) from the runtime. In game editing would be a snap then

I got a question, since Unity v3.4/v3.5 seems to be emphasizing multi-threading, the texture streaming and caching API – do they allow content streaming like in GTA IV or any large MMO? IF not, I would request that feature as well! :D Bascially multi-threaded content streaming for a seamless experience in a massive world.

“@chad: what are you missing on the terrain editing tools? See nothing missing, all the stuff that could be missing requires a deep rewrite of the terrain itself (like bump etc or proper streaming which is no matter of the tool but the terrain sys in general)”

Recently I heard the Dev team were going to take a long hard look at Terrain. There is plenty that could be done with the editing tools, but I won’t bore you with that here. But yea, access to more sophisticated shaders would be nice too of course.

Funny that you mention APEX.
Because it would be very nice if Unity supported APEX Destruction.

what you want can be really time consuming because i think unity needs to iterate all objects and see the asset you selected is in it’s dependencies or not.

Wow!!! Amazing list of features.

Just for the record, there’s a small feature that could help a lot in productivity. We can select an object and choose to select its dependencies, but the opposite would be very helpful also. For instance, you select a texture and ask unity to select all objects that use/reference it.

Anyway, great news!

Nobody is attacking the jason dude or suffering stockholm syndrome. It is merely incredibly annoying when he asks for it no less than five separate times in this comments thread.

@Joachim Ante : Thanks for the reply. I wrongly assumed that the problem I have is related to the way prefabs handle dependencies, of course I use a unity package to export the scene :) This is not a suitable place for troubleshooting, neither this is my intention. Again, congrats on Unity Studios :)

This is another discussion about designing the imposter system

What’s interesting about this one is that he is packing each imposter texture into a large atlas texture, so that he could skip huge amount of texture binding calls when rendering the imposters.

Then he added frustum culling to cull out groups of imposters, instead of each one individually. Then instead of updating imposter textures EVERY frame, he only update them every 30 frames or so. There isn’t any visual difference. This boosted frame rates by another 200-300 fps depending on how many imposters are in view.

Then he created a load balancing system that only updates a certain number each frame, instead of EVERY single imposter that needs updating. This increased the fps by about another 100fps.

OMG I AM IN ORGASM RIGHT NOW!! :D OMG I am so glad I bought it! Thank you Unity!

There are only 2 features missing from you list I want to see now….

1. Gyroscopic support!! (for iOS and Android) – besides that I don’t think there is much left for Unity to add besides digital compass support (which I don’t think have any use due to its low accuracy)
2. Imposter System (Rendering sprite at runtime from 3D geometry and put in place of 3D geometry) – it will speed up the frame rate and visual quality dramatically because distant 3D object do not change angle from viewing angle (in view) dramatically. So in theory you can render a very detail truck to sprite at runtime and animate it along the screen and only update infrequently – and it won’t change much and yet provide very high visual fidelity.

Every time I see news like this, I love unity more and more :)
Were did you guys found my secret wishlist for unity?! you covered all things I wanted on this engine.

Great Work Guys!!

About the integrated version control, will it be available on pro or we will need to buy an license like Asset Server?

Awesome stuff Unity! looking forward to test drive these features when they arrive.

@charan – can you even believe the trash coming out of your own mouth , heck the link on your name even serves a flash site WTF? On what research and statistics do you base your personal beliefs if I may ask .. or are you simply quoting esoteric fables.

does removing some code from the main unity thread mean a more lightweight and scalable headless server?

i asked a few questions about GUI in my first comment too but i don’t know why my questions don’t have answers unlike other questions.

P.S flash export stuff is awesome for advergames! customers hate plugins.


>It’s 2011 and the announced features are standard for years in less
>expensive engines like UDK,C4 or the upcoming Cryengine3 for indies.

If your idea of a ‘less expensive’ Game engine is parting with 25% on after $50,000 revenue then it’s either you’re just a hobbyist who’s not interested in making commercial stuff, or you just haven’t done the math. note that their share also includes all monetized aspects of your game (this means you’ll be paying 25% on even game T-shirts, which you didn’t make with the UDK… fancy that).You probably should check it out for yourself . And you claim all features mentioned are standard for YEARS in even an UPCOMING engine ? Owwkaay.

>What’s wrong when Jason ask for Dynamic fluid surfaces? Why do you guys
>need to attack him?

IMHO nothing is wrong with him asking. AMOF, I’d like to see that feature as well. He just has to do it through the right channel; Feedback! Not repeatedly ask on a blog thread that has nothing to do with the feature he’s asking for. You may have realized Joachim and Nicholas are answering questions that are relevant to the Blog Post.

>Unity costs thousands of dollars but it lacks sophisticated tools and
>features like Speedtree, Flowgraph/Kismet HDR, Cinematics, graphical
>Shader editors

How much unity costs really depends on how much you want to do with it, IMHO, “thousands of dollars” is a bit of an exaggeration considering that commercial games can be made with even the free version. Which gives you the flexibility to upgrade at your own pace. Besides, who made you the judge of how much unity’s functionality is worth? I think that question is more suited for 500,000 developers who are okay buying those features despite the awareness of the existence of the so-called feature-rich “less expensive” Engines, which have been around for many years and have not made quarter the impact Unity has made on the indie game dev community (case on point Unreal Engine: 1998). Plus, you should check out the asset store…Might surprise you what you’ll find there.

There’s really a lot more to say but let’s just just leave it at this for now.

I love what you guys will be introducing in the next set of versions ,however my personal wish is unity3d should never in co-operate any exporting for flash this will ruin & floor market market with crap.

Even if you launched it as a “pretty good” Molehill solution and made it “the best” later, Flash export would probably make me start using Unity for every project I made ever, both professionally and on the side.

Impressing roadmap. Also, it indirectly answers people concerned about when they are gonna pay again for a license ( presumably in a year from now, or more, which I find fair ).
In-editor collider resizing is a huge thing, as everything that actually improves day-to-day work. For me, camera in-editor preview was far more useful than cloth, umbra etc.
I hope that the new prefab system will allow exporting a scene to another project without breaking dependencies. Current implementation requires to re-add scripts and re-set inspector values.
@Joachim Ante : Could you please comment if the new prefab system addresses this issue ?
You have a very impressive vision on unity studios, I wish you will fulfill it.

What’s wrong when Jason ask for Dynamic fluid surfaces? Why do you guys need to attack him?

It’s 2011 and the announced features are standard for years in less expensive engines like UDK,C4 or the upcoming Cryengine3 for indies. Even BGE has better rendering capacities and some other neat stuff Unity is missing, although it is pretty crude atm.
Unity costs thousands of dollars but it lacks sophisticated tools and features like Speedtree, Flowgraph/Kismet HDR, Cinematics, graphical Shader editors etc… You guys getting excited about dated technology and freaking out if someone asks for a certain feature, or is not so satisfied with the announcement. Must be the Stockholm syndrome.
Nuff said.

I am curious if all the features listed are standard features or are some pro only, namely the subversion integration and prefab/scene files changing to text based, yaml format.

I can’t wait to see these features go live!

first of all i should say that in there 3.0 anouncement, UT guys said that they’ll update physics in all 3.x versions to make it better and surely even at this time maybe jonas or some other guy is working on some physx stuff. if you want a feature do what others do, go to feedback,find it and vote for it or create a new ticket if there is not any for that. forums are a good place to talk about them too. read Aras’s comment on that new mobile shaders post about yourself again.
please stop that man please!

Autodesk is probably eyeing Unity Tech right now while Adobe is still figuring out thier relationship with Unity (friend or foe?). Either way, I’d hate to hear that any of them has acquired Unity Tech for $#,###,###,###.##. This is about the most beautiful, most innovative piece of software on the planet, if it falls into the wrong hands, WE’RE DOOMED!

BTW… great work guys, amazing stuff.

reworked GUI and Texture maps. Yah! Multicore! Texture streaming, can’t wait. Can I be in your beta group!?

Great news, loving what I am hearing about the future of unity.
Such a shame that jason amstrad person ruins the comments with his childish repetition and demands.

Hats off to unity for having such a high tolerance for people with issues.

Glad to hear that Joachim :-)

@chad: what are you missing on the terrain editing tools? See nothing missing, all the stuff that could be missing requires a deep rewrite of the terrain itself (like bump etc or proper streaming which is no matter of the tool but the terrain sys in general)

I’m liking the outlook for 3.5, I missed the part where you say you’re upgrading the Terrain editing tools though~

@Nicholas Francis
I see, makes sense to sacrifice to make space. In fact I looked at my code and I never need per frame auto-layouting. All I need is pre-calc of those rect. And I figure you’ll use that new UI for the editor so such functions will be needed. Will you expose Helpers to do that ? (and allow re-computing the rects in Update loop to simulate the current auto-layouting)

4) does it current auto-formats text ? (for globalization)
5) what about maintaining distance between components when resizing (equivalent of FlexibleSpace() ?
6) Will the new UI reside in front of everything or will I be able to have it sit somewhere in the scene ? (hack it as a sprite engine)

Holy crap… I could die to work NOW with 3.5… D:

But please, please, add support for splines… We really need it! T___T

Wow, 3.4 sounds fantastic and 3.5 sounds amazing! Thanks guys, can’t wait for the new releases.

Unity truly is an incredible piece of technology.

Scene files in text format at last!!! Have been waiting for this for a very long time. Cheers!

This is truly fantastic! I do wonder what the Intergrated Perforce/SVN options mean for Asset Server, I was just about to buy A/S.

Will the SVN/P4 options fall under that same licence as A/S or will they be apart of unityPro?

The new features sound good, but I would much rather you fix broken stuff then add new stuff that isnt really needed.

Fix mono develop debugging (it is terrible and unstable) or scrap it all together to use visual studio (for windows).

Fix the skinned mesh bugs that happens when you try to modify the mesh.

Improve the bug reporting dialog, so we can better give you details on what happened. Without a stack trace, its hard to say what really happened. I shouldn’t have to QA a product i paid for.

Fix the lag and errors i get when i re-size windows within unity.

damn, I’m getting such a nerd boner from this list.

Really excited to see how the new GUI system might work

haha so finally Jason Amstrad gets word on his pathfinding, only to now go on about dynamic water. Classic.

@Nicholas Francis
@Joachim Ante

You guys are getting better and better. Also, how many companies TWO of the founders answers questions in a “forum”. Amazing!

I´d like to say I´m a proud owner of a Unity Pro + iOS license. If you were public I would already have bought some stock! ;)


[…] you are likely aware, the talented folks over at Unity Technologies have announced a tentative release for Unity 3.5 and a rebuilt UI framework. I for one eagerly await the day in which my own solution for more efficient UI can be put to rest. […]

UTech, doing things right, as usual. Awesome work, I’m really excited about all the upcoming features, especially the new UI and AI systems and the workflow improvements for teams (better integration with subversion and text based data formats for easy merge). This 3.5 version is going to propel Unity within slapping reach of the best triple AAA engines…

really great roadmap. specially YAML data and prefab and svn stuff!
a few questions:
will the new GUI support right to left languages and middle eastern languages like hibru and Farsi.
will the editor use the new gui too?
does these new multithreaded things mean lighter headless server instances?
does new GUI support html rendering at least in it’s simple form for showing google ads in game or …?

adding a feature to include the code of objects in asset bundles would be great too. now we can load assemblies at runtime and use them as components and this last step will be a huge workflow improvement for patches.

Very cool stuff!

One question: Great to see increased SVN/Perforce support, but what does this mean for Asset Server?

Integrated Perforce and Subversion version control
Text-based scene/prefab/… format

Three of the biggest issues I’ve complained about that need attention for Unity to really hold up in professional studios. Very, very, very happy :)

That looks great! Anyway, what’s the word on simple workflow improvements – like being able to edit parameters on several objects simultaneously, or having an empty game object created at 0 instead of at some arcanely “random” position?

That’s always a pleasure to see a roadmap, that’s a lot of features included on those two releases ! And not tiny ones !
Good work for all of you, I think it’s our turn now to show you what we can do with it !

All of the above mentioned points sound cool, but what I was wondering is the changes made to prefabs – you are saying:

The prefab system has been rewritten. It allows you to add and remove components without breaking prefab connections. Materials can be instantiated with the prefab instance. This paves the way for nested prefabs.

What I would like to know is “This paves the way for nested prefabs.”. Does this mean we do get nested prefabs or this is the first of many steps to get them? :D

Very nice. When you say “we’re also experimenting with automatic LOD generation techniques” are you talking about dynamically reducing the polygon count of a model as it moves farther away from the camera?

THANK YOU for this roadmap.
We can make our plan :) and thank you for these new great features !

Really good stuff :)
Looking forward to the VCS related stuff, the animation offload and naturally the PVS optimizations which hopefully prevent my box from running for 8h just to calc it when it could do it faster if umbra used whats available ie more than 66% of my GTX280 (thats the max load it goes to) and more than 35% of my quadcore cpu

as for those with tesselation: without DX11 there won’t be tesselation (DX9 has no support for SM4 and SM5 features) and on OSX it could not even happen at all until Lion as it does not support more than OpenGL 2.1 on OSX 10.6, thats about the same level as DX9

Asancio: there are already 2 powerfull node based shader editors. there is no need for an inbuilt one on top of them :)

Built-in SVN support + revamped GUI + YAML asset format makes me smile.
Amazing work guys – you put Adobe to shame.

There’s a few reasons GUILayout won’t work inside the new system:
1) It’s slow. The new system is designed to be the fastest it can possibly be (rendering, event processing, etc.).
2) Since you now have a form builder where you can do grouping, parenting, set resizing rules, etc. You don’t need that much layouting code.
3) Getting the old and the new GUI system to play together in a nice, optimal fashion is hard. Removing one moving part from that equation frees up resources that I can spend to make the new system better.

@Nicholas Francis
GUILayout is quite awesome when making UI in code, and when making complex interaction, usually it stays in code for a while until common functionality emerge, this way the UI becomes user friendly very organically. Are you removing it because technically it cannot coexist with batching ?

Wow! Am also changing underwear…

What surprises and impresses me the most is the recent enthusiasm for audio. It seems that since 3.0, you guys have realized audio is a really important aspect of a game (which is key for immersion). I’m loving everything here, and FMOD integration will be awesome. Your saved “Mixing presets” sound like a really interesting idea which could allow mixing of random events in a very intimate way. AWESOME job on everything guys!!!

I am EXTREMELY excited about the text representation of objects and prefab improvements. Currently, having more than one person working on a scene is a serious pain. This will make unity a lot more scalable in terms of team size!

“Last but not least: Terrain works on iOS and Android now.”
This is VERY interesting!

Looks that this new release will be full of nice features. Good work!
However, add me to the list of people who would like to know more about the 2D sprite engine. Any news about that? :-)

Exciting list of features coming! Only thing I was hoping for that is not there is the “very fast 2D sprite engine”. Hope that didn’t drop off the radar.

@Rod: The biggest thing to be aware of when making GUI code that will transition nicely into the new system is:

* Have a Rect position property that your GUI code will do it’s GUI within. This will be set from the GUI builder.
* Don’t use GUILayout. We’re not planning to make that work with the new GUI system – since you now have a much better way to lay out your controls.

I’ll do a blog post about how all this will work in a month’s time.

[…] few hours ago, the Unity Roadmap 2011 has been posted to the Unity3D blog. This roadmap lists a number of features that will be added to the Unity engine, so it’s a […]

I don’t know what to said…
this is all simply to much for me to handle.
Great future for the Greatest people and the Greatest Application of all time.

This is super-exciting stuff, guys! I’m glad to see that a lot of the ART side of things gets just as much attention as the programming side and you don’t have the attitude of “Well, you can program that if you need it” which has infected most DCC software these days. Anyway, I hope that things like content filtering in the Project and Hierarchy Windows aren’t getting lost in the storm of upgrades…. :)

Great! new UI Framework, great! A question: how hard will it be to port legacy UIs? This answers will help us drive our current development efforts. TIA, Rod

I think every Unity release day from now on should be a national holiday in every country.

Personally I can’t see myself going to work the month HDR ships :D

I’m also a bit disappointed that there’s no news of the *promised* “very fast 2D sprite engine”. It’s not a forfeited project in any case? Besides that, great works guys, I really love what you’re doing with unity.

Amazing, this sounds amazing. I’m so excited this is the year of Unity! I have big plans for these new features big plans!

Awesome! Unity 3.5 can’t come soon enough! (I hate the actually GUI system)
And i hope, in future, to see a node based shader editor too.

Cool! I’m looking forward mainly to the Pathfinding and Text Scene/Prefab changes. I would also love it if the config files were in a text format as well, to make it more obvious what goes into the VCS and not.

Disappointed that there’s no talk of making Unity better for 2D game development. Still, fairly exciting stuff.

Lots of great things coming, especially in 3.5. For me the high points are the new particle and GUI systems. The only thing missing is a 2D framework, but many interesting things are being addressed, so I’m very happy with this announcement.

Very excited about the changes listed in 3.5. Those address a huge number off production issues we’ve run into!

I find the lack of DX11… a bit surprising actually. 3.4 and 5 is obviously too soon. Shouldn’t it be in the future updates? Didn’t you start working on it at some point?

Anyway, the roadmap seems very exciting, great job!

Game Center asynchronous multiplayer, together with iCloud game data synching, would be awesome!

Looks amazing! Navigation meshes and multithreading enhancements sound great, same for version control an GUI stuff. Looking forward to the updates.

Yes, yes, yes, yes! Audio, multithreading, GUI, open scene file format, yes! Yes! YES!

I could kiss you guys!

That is a great set of features and improvements. Hope they all make the cut! Apart from all the obvious masterpieces above, I’m looking forward to the Gizmo improvements too. I tend to use Gizmos a lot, so this will make my dev quicker.
Great stuff indeed!!!!

I just read the list and now I feel sick… In a good way :P

Can’t wait for the HDR and the new particle system. Never mind the eventual nested prefabs and pathfinding!

Maybe I should hibernate until the 3.5 release :D

Kudos, guys. Kudos.

That’s amazing new stuff.
Actually, annouced support for Flash was main reason I got interested (and eventually)started to learn Unity3D.
And it was pleasure to discover that there is so much more than browser stuff in it.
One wish:
While new Flash 3D works on separate layer compared to old 2d layer it would be great to be able to use flash (at least similar API) to do UI.
That would be absolute winner!

Anyway, Great work!

This looks super awesome. It sounds like 3.4’s going to give us a lovely little speed boost for very little effort on our part, and I’m very excited about the things you’re thinking about for 3.5 – though a little frustrated that you’ll be bringing them out so soon after we went and found/wrote/bought solutions ourselves ;-)

Any improvements expected to Umbra, such as the ability to handle very large scenes without crashing – or, dare I say it, x64 support on a wider basis?

Yay! UI framework sounds really interesting. Can’t wait to see how that is going to roll.

OMG. Somehow these feature lists are even more exciting to me than Unity 3.0’s. Great work guys!

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