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在这个困难的时刻,我们仍然致力于让您的愿望更容易、更直观地实现。我们相信更多的创造者会让我们的世界变得更好。今天,我们想要超越常规,所以将尝试两个措施提供帮助:我们会提供三个月的 Unity Learn Premium 免费访问,以便您能够获得资源助力您将创意付诸实践。我们还会通过 Create with Code Live 提供虚拟课程,免费提供给学生、教师和其他任何有兴趣学代码的人。

过去的一年不同凡响。您获得了成功,我们的技术也取得了进步。我们提供了数千种新的改进和功能,通过可编程渲染管线释放了图形功能,在 2D 世界取得了重大进展,将我们的第一个工业产品推向市场,并极大地改进了生产流程。除了我们的多人游戏和 Vivox 服务可以帮助您运营游戏之外,Unity 生态圈迎来了 deltaDNA、Furioos、ChilliConnect、Graphine 和Artomatix,为您的产品开发生命周期的提供额外的成熟解决方案。

过去的一年对 Unity 创作者无比精彩,无论是对独立工作室还是 AAA 工作室,以及各种规模的公司。从屡获殊荣的《极乐迪斯科》(TGA 大奖四项奖项、个人电脑游戏年度最佳)和《未命名的鹅戏》(DICE 大奖年度最佳),到破纪录的《使命召唤手游》(周下载量 1 亿次)和《马里奥巡回赛》(第一周下载量 9000 万次,是 2019 年下载量最大的 iPhone 游戏),越来越多的创作者在 Unity 上获得了前所未有的成功。

虽然我们的根基在游戏领域,但从许多方面来说,2019 年 Unity 及创作者们在汽车、交通、制造和 AEC (设计、工程‘建筑)等新业务领域进入了一个新的阶段。我们推出了Unity Reflect,这是我们的第一款产品,致力于让 AEC 行业的专业人士能够查看所有相关内容并快速更改设计,改善协作并减少代价高昂的错误。我们看到像SHoP Architects和 Skanska 这样的公司使用 Unity 将建筑推向新的高度,沃尔沃在汽车行业开辟了新天地。

随着世界的不断变化,我们致力于帮助诸位学习新的技能和能力,帮助你们实现愿景。我们很高兴地宣布,从今天开始到 6 月 20 日,我们将免费向所有人开放Unity Learn Premium。只需登录即可访问 Unity 专家的实时会话,以及超过 350 个小时的小型教程、实践项目,以及采用实时技术、面向游戏开发人员和创作者的深入课程。这包括从游戏机制设计基础虚拟现实后处理堆栈入门的所有内容。此外,我们将从3 月 23 日(星期一)开始,为学生、教育工作者和任何想学习如何编码的人提供由 Unity 专家教授的Create with Code Live实时虚拟课程。

未来一年:夯实基础

尽管 2019 年见证了许多改进和创造者的成就,但仍有许多工作要做。我们始终聆听您的声音——这就是为什么在 2020 年,我们致力于提供更稳定的版本、更直观的工作流程和更多功能。所有这些都经过了现实世界产品的验证,因此您可以在项目中放心使用。我们关注的产品关键领域是可靠性和性能、创造性工作流程、可扩展质量和吸引玩家。

您可以在我们为未来几周计划的两次路线图直播中了解更多信息。订阅Unity YouTube 频道,精彩不容错过。

  • 3 月 25 日星期三 – 核心引擎及创作者工具
  • 4 月 1 日星期三 – 实时游戏

路线图直播结束后,我们希望听到您的反馈。2020年您对 Unity 会有哪些问题?在 Unity 论坛上与 Unity 的产品专家进行问答,我们将回答您所有迫切的问题,如可靠性、性能、工作流程、如何吸引玩家,或者我们的云团队如何让您更轻松地制作互联游戏。

这些只是我们为您安排的众多高需求内容中的第一部分。您可以在 Unity.com 收看全部内容。

以下是我们对您的承诺:

  • 提高稳定性。我们已经充分获悉您的反馈——更少的主要版本,但需要更及时的更新包来提高我们工具的稳定性和质量。这就是为什么今年我们将发布 2 个 TECH 版本:(2020.1、2020.2)。此外,从我们的下一个版本开始,您从 Unity Hub 下载的的默认版本将是长期支持 (LTS) 版本。这样,您就可以确定您为研发中的项目下载的是最稳定的版本。如果您想给我们反馈,您仍然可以选择下载我们的 Beta 版和 Alpha 版。
  • 改进使用感受。我们正在使 Unity 更现代化,以便更灵活地满足您的需求。我们正在尽可能消除对您创造力的阻隔,计划提供更多的能力。
  • 倾听。我们正在改进我们的 Beta 计划,这样您就可以更直接地接触到正在构建、改进新的和现有工具、技术的工程团队。我们感谢 Beta 社区对更好的工具和技术的热情。通过该计划,我们将更优先地寻找可操作的反馈,以实现更高的透明度并帮助您的生产工作流程。更多的信息即将提供。

更好玩的世界

在游戏创作生命周期的所有阶段,您都将获得我们的支持,这一点非常重要。一旦您启动,我们会让您轻松运营游戏并获利。例如,我们:

  • 让互联游戏更容易实现。你们中的许多人都渴望创建多人联网游戏,为此,我们在工具和服务方面取得了重大进展。这些工具和服务将用于连接全球数百万玩家。最近,我们和 MADFINGER Games 就《暗影之枪战争游戏》进行合作,对我们新的传输层和 Matchmaker 进行压力测试。这些技术将提供低延迟的网络代码,以及将玩家连接在一起所需的工具,所有这些都将在今年晚些时候提供给您。
  • 最大化服务器正常运行的时间和玩家乐趣。我们的多人游戏和 Vivox 服务的服务器扩展和安全语音聊天连接了数亿游戏玩家,用在如《英雄联盟》、《绝地求生》、《Apex 英雄》及《彩虹六号:围攻》。我们独立于引擎的服务可以轻松地与您的游戏集成,为您的玩家提供最佳体验。
  • 让您能达成更多目标。Unity 游戏模拟(将于本月晚些时候发布 beta 版本)利用云模拟的强大功能,高效准确地平衡您的游戏,并加快测试发行进程。我们也将很快推出 ML-Agents 1.0。它允许您创建非玩家角色,而不必在工程和开发上投入大量资金。
  • 帮助您在游戏发布后找到并留住新玩家。我们生态圈迎来了两家新的公司,都致力于帮助您吸引玩家并让他们持续玩您的游戏。DeltaDNA 带来了强大的消息传递、分析和玩家管理功能,为每个玩家提供最佳体验并发展长期关系。ChilliConnect 带来了易于安装的关键游戏组件,包括云保存、经济管理和排行榜。最后,我们的货币化网络助力创造者在市场上数百万个游戏上获得成功,并为您的游戏带来契合的玩家。

逼真的世界

为游戏行业打造的实时 3D 技术也正在改变产品和建筑的设计、工艺、制造、销售、服务和维护方式。以下是我们如何在每个阶段帮助客户:

  • 在整个建筑生命周期中扩展实时 3D。随着 AEC 行业的项目时间表变得越来越紧,跨领域的项目相关方必须有效协作并快速进行设计迭代。我们新推出的 AEC 产品 Unity Reflect 解决了这个难题,它可以轻松创建与原始设计实时关联的交互式体验。我们与合作伙伴 Autodesk 一起,通过将 BIM 数据直接交给任何 AEC 专业人员来发掘设计选项、解决复杂的工程问题,并通过实时身临其境的体验来加速建设项目,从而发挥 BIM 数据的价值。
  • 在产品生命周期中扩展实时 3D。 Unity Enterprise for Product Lifecycle 和今年推出的其他产品将使企业更容易加速创新,在其产品生命周期的每个阶段创造沉浸式体验,并以更加互动的方式与消费者交互。
  • 让产品更好、更安全、更可靠。 Unity Simulation 是一个运行多个 Unity 实例的云服务,使您能够同时测试、训练和验证所有场景。这一新的产品将帮助更多的创造者释放模拟的力量,生成大规模的合成数据,并以前所未有的速度训练机器学习感知模型。

Unity 的价值在您手中

创者云集,世界精彩。我们希冀释放您的无限创意。Unity 一切为您;我们陪伴您,为您创造。

在我们期待 2020 年的时候,很高兴能在线沟通,通过 Unity 即将推出的许多游戏与您携手。令人惊叹的游戏,如《精灵与萤火意志》(Moon Studios)、《废土 3》(inXile entertainment)、《英雄联盟:Wild Rift》(Riot Games) 以及《迷走深空:碎舰师》(Blackbird Interactive) 都将在未来几个月内推出。我们制作了这个预告片,让您能看到今年一些会上市的精彩游戏。我们也想了解您正在创作的游戏,所以请在评论中分享它们,这样我们能更好地获知信息!

代表 Unity 全体人员,谢谢您。我们期待着在新的一年里共同构建、创造和并成长。

58 replies on “Unity 2020 现状:总览”

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’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.

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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