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At this difficult time, we remain committed to making it easier and more intuitive for you to achieve your aspirations. We believe the world is a better place with more creators in it. Today we want to go beyond the normal, so we’re doing two distinct things to try and help: We’re providing three months of complimentary access to Unity Learn Premium so that you have access to resources to help you bring your ideas to life. We’re also delivering virtual classes through Create with Code Live, free for students, teachers, and anyone else interested in learning to code.

The last 12 months have been huge – both for your success and for the progress of our technology. We delivered thousands of new improvements and features, unlocked graphics capabilities through the Scriptable Render Pipelines, made major gains in the world of 2D, brought our first industrial product to market, and greatly enhanced production workflows. Adding to our Multiplay and Vivox services that help you operate your game, Unity welcomed deltaDNA, Furioos, ChilliConnect, Graphine, and Artomatix into our family, giving you additional proven solutions across the product development lifecycle.

It was also an amazing year for Unity creators, from indies to AAA studios, and to companies of all sizes. From the award-winning releases of Disco Elysium (four awards at The Game Awards, PC Gamer Game of the Year) and Untitled Goose Game (DICE Awards Game of the Year), to the record-breaking launches of Call of Duty: Mobile (100 million downloads in one week) and Mario Kart Tour (90 million downloads in the first week, and the most downloaded iPhone game of 2019), more creators are finding more success with Unity than ever before.

While our roots are in gaming, 2019 was, in many ways, the launch of a new phase for Unity and its creators in new business verticals such as Automotive, Transportation, Manufacturing and AEC (Architecture, Engineering, Construction). We introduced Unity Reflect, our first product dedicated to giving professionals in the AEC industry the power to see everything in context and quickly make design changes while improving collaboration and reducing costly mistakes. We saw companies like SHoP Architects and Skanska use Unity to take buildings to new heights, and Volvo break new ground in the automotive industry.

As the world continues to change, we are committed to helping all of you learn new skills and capabilities that can help bring your vision to life. We are pleased to announce that we are giving everyone complimentary access to Unity Learn Premium starting today through June 20. Just log in to access live sessions with Unity experts and more than 350 hours of bite-sized tutorials, hands-on projects, and in-depth courses for game developers and any creator that can benefit from the power of real-time technology. This includes everything from Game Mechanic Design Fundamentals to Getting Started with Post-Processing Stack for VR. Additionally, we are delivering Create with Code Live, live virtual classes taught by Unity experts for students, educators, and anyone who wants to learn how to code, starting on Monday, March 23.

The year ahead: Nailing the fundamentals

While 2019 brought a lot of improvements and creator achievements, there’s still a lot of work to be done. We’ve heard you – that’s why in 2020 we are focused on delivering more stable releases, more intuitive workflows, and more capabilities, all validated with real-world productions so that you have the confidence to use them in your own projects. Our key areas of product focus are Reliability and Performance, Creative Workflows, Scalable Quality, and Reaching Your Audience.

You can learn more about this in the two roadmap sessions that we have planned for the coming weeks. Subscribe to the Unity YouTube channel, so you don’t miss them.

  • Wednesday, March 25 – Core Engine & Creator Tools
  • Wednesday, April 1 – Live Games

After the roadmap sessions, we want to hear from you. What questions do you have about what’s coming to Unity in 2020? Join Unity’s product experts for a Q&A on the Unity Forum where we’ll be answering all of your burning questions about topics like reliability, performance, workflows, how to reach new audiences, or how our Cloud team is making it easier for you to make connected games.

These are just the first of many pieces of on-demand content that we have planned for you. You’ll be able to tune into all of this on Unity.com.

Here’s how we’re committed to you:

  • Increasing stability. We’ve heard your feedback loud and clear – you want fewer major releases, but more timely package updates that improve the stability and quality of our tools. That’s why we are moving to two TECH stream releases this year (2020.1 and 2020.2). Furthermore, starting with our next release, the default version of Unity you download from the Hub will be the Long-Term Support (LTS) version. That way you can be sure that you are downloading the most stable version for projects in production. You will still be able to opt in to downloading our beta and alpha releases should you wish to give us feedback on them.
  • Improving quality of life. We are modernizing Unity to be more flexible for your needs. We’re subtracting as many seconds standing between you and your creativity as possible, and we are planning to provide even more capabilities.
  • Listening. We are revamping our Beta Program so that you have a more direct path to the Engineering team that is building and improving new and existing tools and technologies. We are thankful for our Beta community’s passion for better tools and technologies, and through this program, we are putting a higher priority on sourcing actionable feedback that will enable more transparency and help your production workflows. More information is coming soon.

A world with more play

It’s important that we support you through all stages of the game creation lifecycle. Once you’ve launched, we make it easy for you to operate and monetize your game. For example, we’re:

  • Making Connected Games easier to achieve. Many of you have aspirations to create multiplayer games, and to that end, we’ve made major progress in the tools and services that you need to connect millions of players around the world. We recently worked with MADFINGER Games on Shadowgun War Games to pressure-test our new Transport Layer and Matchmaker. Those technologies will deliver low-latency netcode, and the tools you need to connect players together, all coming to you later this year.
  • Maximizing server uptime and player joy. The server scaling and secure voice chat from our Multiplay and Vivox services connect hundreds of millions of players across games like League of Legends, PUBG, Apex Legends, and Rainbow Six: Siege. Our engine-agnostic services easily integrate with your games to deliver the best possible experience for your players.
  • Giving you the power to do more. Unity Game Simulation (release in beta later this month) uses the power of cloud simulation to efficiently and accurately balance your game and accelerate time to soft-launch. We’re also launching ML-Agents 1.0 soon, which allows you to create non-player characters without having to invest heavily in engineering and development.
  • Helping you find and keep new players after launch. Last year we welcomed two new companies to the family, both focused on helping you engage players and keep them playing your games. DeltaDNA brings powerful messaging, analytics, and player management features to give each player the best possible experience and develop long-term relationships. ChilliConnect has brought easy-to-instrument critical game components including cloud save, economy management, and leaderboards. Finally, our monetization network continues to fuel creator success on the millions of titles in the market and bring the right players into your game.

A world at work

The real-time 3D technology that was forged in gaming is also changing how products and buildings are designed, engineered, made, sold, serviced, and maintained. Here’s how we’re helping our customers at every stage:

  • Extending real-time 3D across the building lifecycle. As project timelines in the AEC industry become tighter, it becomes imperative for project stakeholders across the fields to collaborate effectively and make design iterations quickly. Our new AEC product Unity Reflect solves this hard problem by making it easy to create interactive experiences that are live-linked to the original designs. Together with our partner Autodesk, we are unlocking the value of BIM data by putting it directly in the hands of any AEC professional to explore design options, solve complex engineering issues, and accelerate construction projects through real-time immersive experiences.
  • Extending real-time 3D across the product lifecycle. Unity Enterprise for Product Lifecycle and other offerings coming this year are making it easier for businesses to accelerate innovation, create immersive experiences at every stage of the lifecycle of their products, and engage with consumers in more interactive ways.
  • Making products better, safer, and more reliable. Unity Simulation is a cloud service that runs multiple instances of Unity and enables you to test, train and validate all of your scenarios at once. This new offering will help more creators unlock the power of simulation to generate synthetic data at scale and train machine learning perception models much faster than ever before.

Unity begins with you

The world is truly a better place with more creators in it, and we want to know how we can unlock your inner creator. Everything we do at Unity is in service of you; we create with you, for you.

As we look forward to the rest of 2020, we’re excited to connect with you online and through the many upcoming games made with Unity. Amazing games such as Ori and the Will of the Wisps (Moon Studios), Wasteland 3 (inXile entertainment), League of Legends: Wild Rift (Riot Games), and Hardspace: Shipbreaker (Blackbird Interactive) are all arriving in the coming months. We’ve put together this trailer so you can see some of the great games coming later this year. We also want to hear about the games you are creating, so please share them in the comments so we can learn more about them!

From all of us at Unity, thank you. We are looking forward to another great year of building, creating, and growing, together.

58 replies on “State of Unity 2020: In This Together”

Is there any way you can NOT mandate Unity Hub, at least for non-professionals who don’t need multiple versions at a time? Hub is a confusing mess for beginners and forcing it down our throat for license purpose is annoying. One should be able to just download the editor and activate through that.

I love Unity Hub. I have work with multiple clients that use different versions of Unity. The hub is absolutely amazing for shepherding different projects through different versions of Unity.

I agree with the other commenter. Unity Hub is not that bad. I think it could be made more intuitive, but it’s not necessary to scrap it entirely.

Any plans to fix the bugs in the prefab system? The nested prefabs cause alot of serialization issues and it results in references being nulled out in prefabs which causes data to be lost.

So far this is a great step in the right direction. Thanks for listening guys and hope it continues throughout 2020 and into 2021 and beyond.

I’ve really been looking forward to the HDRP version of Unity since about a year ago. It’s becoming more and more stable over the last year,, which is excellent. And now I’m loving the look of it. It’s definitely way more “modern” than the old Unity built-in pipeline.

I just wanted to say thank you for giving developers a high-definition game option — one where we don’t have to be held back by mobile or low-end games. No offense to mobile games, but I love pushing the graphics and capabilities of the PC.

PC games are still here. And I’m one developer that is developing strictly for PC Games. Please continue to make Unity viable for PC games, and please continue to push HDRP as far as you can take it. I would also like to see robust “outdoor” creation tools for outdoor environments. Terrain, grass, trees, water, etc……

DOTS is also much welcomed.

Thank you Unity, and keep working hard! I appreciate your work.

No terrain shader/tool/tree/grass overhaul.
No Enlighten equivalent system.
No source access.
Package hell!
Preview DOTS/ECS!
Expensive subscription for what?

Aagh Unity!

I wish Unity would add features, everything should come with the editor like Unreal. You shouldn’t have to buy a plugin to make simple things like spline roads, streamed worlds. You shouldn’t have to use HDRP to get simple things like SSAO and Volumetric lighting. I only use Unity at work, it’s nice to come home to Unreal.

Honestly guys, I hope you’re paying attention to the other comments. I cannot even use the engine anymore due to the huge amount of bugs. The simplest things break and behave unexpectedly. The errors are endless and pop up unexpectedly every time a project goes a bit further in development.

Great that you cut the tech stream releases from 3 to 2 per year, but it’s not enough. You need to release 0 tech releases for the next couple of years and focus on fixing your broken engine. A thousand broken features is useless for any serious work. Cut drastically back with your feature ambition and release some solid software that works with the narrower vision that you do focus on. I want to be able to develop without bugs popping up everywhere.

It’s so great that you guys are taking a year to dedicate to improve things instead of keeping flooding us with new features that end up not being production-ready. I’m in favor of that!

Agreed — more fixes and less features. I have submitted so many bug reports that fall into a blackhole because they require complex interaction workflows and are not easily reproducible.

Please just stop trying to be everything for every one. Please focus on improving and extending the parts of your engine that made it a big deal to begin with… I feel like that’s completely fallen out of your focus… In order to make space for metrics services, machine learning stuff for some potential something etc etc etc… If your product is successful, then double down on what made it successful instead of everything other than that.. Do I really have to tell you this??

In next weeks many users in the world will be lost their internet services by the crisis, they will be able to work fine in offline mode?

I cannot use Unity for the last 4 months because I cannot sign in to Unity Hub. I even tried to go back and use version 5 but it cannot sign in too. I am able to sign in to unity on my browser.

I filed bug reports, tried to reach from twitter but no solution still. There are many topics on the Unity Hub forum that people have problems with signing in but no solution.

A lot of people are unable to use the product and it is disappointing to see the problem persist for such a long time and there is a lack of support on such an important topic.

I don’t know what to do after this point. Please help to me and many other who have similar problems.

Hi, could you please file a Customer Service ticket here then we can have a look into what’s going on. Also if you haven’t already, please download the Unity Hub 2.3.0 and try again just in case

Had the same issue for some time. I had to use different internet connection. After that first sign in, it now works fine. UnityHub does not work with some network connections. It keeps displaying cannot connect

Any chance that Vertical/Horizontal layout groups and Content Fitters can be made more intuitive?

Right now, the documentation does not match what is in the tool, and the internet is awash with people asking for explanations of “child controls size” and tutorials showing outdated ways to work around the problem when it was called “control child size”.

It all seems far more confusing than it should be.

I’ve seen some users make use of Visual Effect graph for grass in HDRP, have a google around there may be examples up.

I’m going to go against the grain of many of the posters here and say that Unity really should proceed with many of the changes that are underway. I’m just starting off and honestly URP and the InputSystem are actually quite useful improvements compared to the mess that existed earlier (although they still have some issues). In terms of thinking about performance and code modularity, DOTS really should be a no brainer.

The fundamental problem is that third party plugin devs are strongly welded to the old Unity, and the new Unity was released to folks waaaaay too soon.

It’s time to accept that the old Unity will never really progress beyond its current state while satisfying the existing user base. Its simply madness to expect to support dozens of platforms and two engines at the same time.

The most logical thing to do is to fork the codebase. Silo off a team to develop Unity 2 with a DOTS-URP architecture, and work on it behind closed doors for 18 months. Make it so that there is a separate section of the asset store to support Unity 2. Then after the first beta release, gradually move teams over to Unity 2. I’m sure you will find that by forking the codebase, it won’t take 3 years to get a DOTS system into the hands of devs!

Here here!
I am with you on everything you said.
Unity has a bright future, but if we are ever going to make it there, we need to make some sacrifices. I believe Unity understands that and will continue on their current trajectory. Then only hope is that it is sooner than later…

Another thing I’d like to mention is that right now Unity supports over a dozen platforms from VR to Nintendo Switch, to PC and mobile. When building up a Unity 2, it really makes more sense to start by supporting a 2 or 3 developer targeted platforms rather than all the existing markets. Start with something like the mobile or Oculus Quest market where getting 3000 entities in an iPhone or something is truly impressive! Fancier platforms like the new Xbox can always be gradually added. Then as more adopters go in, slowly sunset the legacy Unity. I’m sure if Unity2-DOTS is a great product, developers won’t even blink about migrating, especially if it has a killer app aspect like hyper performant built-in multiplayer.

Joshua nails it on the head. This isn’t trolling, people who are making that excuse have no idea what they are talking about.

Just let Microsoft acquire you already and make Unity the standard for game on the .NET platform in the same way they made Xamarin the standard for mobile development on the .NET platform after they acquired them.

Get it done, it had been so disheartening to see what has happened to Unity over the past decade+, for those of us who have been around that long.

“we remain committed to making it easier and more intuitive for you to achieve your aspirations”

So we are getting a copy/paste in the inspector within the next decade?

There needs to be a serious focus on outdoor environments in both the URP and HDRP, particularly in the area of trees and foliage. There still isn’t a usable SpeedTree shader for URP and it’s not even implemented for HDRP. Even a basic feature like grass / details is missing from the HDRP.
https://www.youtube.com/watch?v=DCeS1nEcP-w

The only option for creating outdoor environments in the URP and HDRP is to rely heavily on 3rd party developed assets but with the abandonment of the surface shader model, maintaining 3rd party shaders for the SRP has become a nightmare for asset store developers.

If Unity wants their software to be used for the development of high quality 3D games on PC and consoles (not just mobile), these issues need to made a priority or more and more developers will choose alternate engines for their 3D projects when targeting PC and console.

While there have been some amazing outdoor assets, we are facing serious issues with outdoors scenes, lighting on trees is a major issue, and the main culprit is Unity’s lighting which is washed out along with the surface shader which lacks precision. No amount of fiddling in post production can change that. The Apollo asset is offering great results fixing some of Unity’s major lighting and shading issues but performance on large open outdoor or urban scenes is not satisfactory.

“It was also an amazing year for Unity creators” …..Not really. Everyone’s telling you to fix your engine on forums, because it is slow (not only the editor by the way, built players too, perhaps someday you’ll finally remove that old outdated & broken fork of Mono you’re using, and move to CoreCLR? DOTS is really cool, but it’s for a minority of devs, not everyone want to display millions of objects) and everything but stable. 2019 version has been hell to us, with 70% of features being broken… So, please, stop telling us every year “we’re listening, this year we will bring stability and performance” quickly on a blog post (one line), do a real announcement about it and remove that Mono fork, please.

so true… many people are saying the same things. looks like those in charge of various departments are out of touch with reality. 2019 instead of being the one that took the world by storm was the series that makes you want to go back to 2018. 2018 made you want to go back to 2017… so I hope this does not mean 2020 is going to make us want to go back to 2019 one of the most fruitless and broken series because it will be very sad. it means each version breaks pipelines and workflows more than the other… 2020.1 is already giving bad vibes :(

Hi Durandal; we’re working hard on overall perf across the board with a focus on streaming and many quality of life improvements there. As you focused that question mostly towards CoreCLR, which is but a piece of the total perf story, I want to seperate that out. We are working to update our mono fork which will bring recent performance and stability improvements. In addition, we are closely following the work on .NET 5 and researching how to bring this new technology to Unity. As for DOTS; we have many users with many needs and we will focus on both the Data Oriented Tech Stack, that will continue to be available through our packages as well as performance in current Unity.

Thanks a lot for your answer Ralph, really nice to read that you’re working on updating your mono fork, I’m really interested about it. Would you have any ETA?

Hey, great news you guys are thinking of updating the mono fork.
But what we really need is no more mono, unless it is on platforms where .net core has no support.

Unity should stop having a fork, and specific fixes for unity, We need .net core, and regular updates with every .net core .net 5.0 release.
It is possible, yes the engine needs some rework, needs some rewriting, and we have to get rid of the ancient Garbage collection system, move to generational GC and fix any cases where unity tries to access managed objects.

All of this is possible, but we need it now, not in 2022!
We have waited too long on this, DOTS/Burst is unusable right now for any real production projects, but we could have a modern runtime today. that works on our current projects.

Unity stop letting us down.

Durandal, I can’t reply to your post below (maybe a thread depth limit). Our current mono is circa late-2017/early-2018. We are working on updating the fork to recent master. At this point, it’s likely to be available during the 2021 release cycle. The work is underway, but it likely won’t be ready for 2020 releases.

We don’t want mono though, On platforms that are supported by .net core we want it instead, and we don’t want a forked mono build with 1000 special tweaks and fixes so it works on the broken unity core engine. Instead fix those cases in the engine so we can keep up to date with every .net release. this is not a solution but more like band-aid. And it’s coming a year from now….

The latest mono JIT is still around 50% slower than RyuJIT!

Keeping mono on platforms like Windows/Mac/Linux is simply unacceptable!

I ran all the benchmarks from another thread here in the forums, both in current Unity Mono JIT, The latest Mono JIT 6.8.0, and in the latest .net core 3.1 RyuJIT.
The results are obvious. We need .net core. not mono.

Check the results here:
https://ibb.co/album/ksuxLa

Isn’t it weird that every year we are using the previous year’s unity version? It’s already Q2 of 2020 and we just went through Unity 2020 beta releases.

We had a lot of discussion about this when we went from Unity 5.x to year numbered releases. Now, we could change our version numbering to move it a year forward, but what you are seeing in our Tech Streams is the work we are doing and delivering in 2020, that then roles up in the LTS version for 2020. We keep those LTS versions supported, updated and fixed for 2 years.

Simple feedback: Sell or IPO, give the founders and the CEO their golden parachute and go back to the mission of democratizing game development after that, which you have lost in the quest of raising the valuation of the company.

What do you mean? Unity offers more amazing free s*** than ever, certainly more than I can ever use.
Thanks Unity!
Ignore the trolls.

Our commitment is and always has been with you, the creator. Our success stands and falls with yours and that commitment stays.

I think I understand where you are coming from, and kind of agree, I also think Unity’s mission has changed or rather lost. The founders are not really involved in this. Riccitiello is the CEO and he is the one pulling the strings along with the people he has chosen to lead the various departments. As the boss of EA he was responsible for EA becoming a sterile money making machine that gamers hate and mock. I do not want this to happen to Unity. Sadly it very much feels like it is going this way, alienating its original userbase. Whatever progress seems to be there is still unusable and the moment one thing is finally fixed, another is broken rendering it useless. A lot of features are usable only in demos and Unity blogs. Feels very much like someone is creating stories that look good in quarterly reviews for investors without really making a difference or adding value to the end result.

Please, consider changing ChilliConnect pricing it’s a lot worse than PlayFab.

Weird how the post didn’t mention DOTS/ECS even once. I hope to see production ready multiplayer implementation finally. Sadly also not mentioned.

I’m not seeing the pricing difference, but that might be a differing in the offering you need ?

As for DOTS/ECS; we’re still hard at work and it’s available and being delivered in preview packages. This is a continuous evolution of the technology stack in Unity; we also make sure that we support the Unity that you use right now (including DOTS) and make it the most powerful tool for 3D content creation.

Are you for real? PlayFab has better offers in all cases:
– a completely free tier with unlimited MAU (Chilli only has a free trial)
– all tiers free until 1000 MAU – makes it free during development
– pricing per studio (Chilli has per game)

Imagine if a studio has 5 games – they would have to pay 1250$/month in Chilli, in PlayFab 300$/month. Not to mention lack of basic features like A/B tests in indie tier.

Hey – thanks for the feedback. The Chilli team is working diligently with other Unity teams to integrate products and update pricing and packaging. It may take some time, so thanks in advance for the patience!
We’ve received feedback that the Playfab paid tiers feel unfair since you pay a fixed price per MAU no matter how many features you use, so it becomes cost-prohibitive when LiveOps features are needed. We’ve liked the idea of an API-usage model since you only pay for what you need; however, it makes the two prices harder to compare. More thoughts and ideas welcome as we continue to solidify our plans.

Please contract Jason Booth for a while to fix up your shaders for SRP.

Please integrate mesh simplification (LOD), material combination, mesh baking into the engine for Pro/Plus tiers. These are all simple features but handled poorly by currently available store assets. They need engine integration.

I am more of an Apollo fan really. So far it is the only asset that shows that they understand lighting and rendering. But whatever is better than what thing are now it is fine with me. Looks like Unity really needs help in the Graphics Department. SRP while it has come a long way it has not proven better visually. I am happy with the performance but the look and feel is nowhere near where it should be and there is no fixing it in post. Everything is blurry even with 8K textures…

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