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En este momento tan difícil permanecemos comprometidos a que la realización de tus metas sea un proceso más intuitivo y fácil. Creemos que el mundo es un mejor lugar cuando tiene más creadores. Hoy queremos ir más allá de lo normal; por lo tanto, haremos dos cosas distintas para tratar de ayudarte: estamos proporcionando tres meses de acceso gratis a Unity Learn Premium; de esa manera podrás acceder a recursos que te ayudarán a dar vida a tus ideas. También estamos dando clases virtuales a través de Create with Code Live (Crea codificando en vivo), gratis para estudiantes, profesores y cualquier persona que esté interesada en aprender a programar.

Los últimos doce meses han sido excelentes, tanto para tu éxito como para el progreso de nuestra tecnología. Hemos emitido miles de mejoras y de herramientas, revelado capacidades gráficas a través de las Scriptable Render Pipelines (Canales de reproducción con secuencias de comandos), hicimos grandes logros en el mundo de 2D, trajimos nuestro primer producto industrial para el mercado, y hemos mejorado los procesos producción. Unity dio la bienvenida a nuestra familia a deltaDNA, Furioos, ChilliConnect, Graphine y Arotmatix, quienes se unen a los servicios de Multiplay y Vivox para darte más herramientas verificadas a través del ciclo vital del desarrollo de productos.

También fue un año asombroso para los creadores de Unity, desde estudios independientes a estudios AAA y para compañías de cualquier tamaño. Desde los creadores de los estrenos muy galardonados Disco Elysium (cuatro premios en The Game Awards, el juego de PC para jugadores del año) y Untitled Goose Game (Juego del año de los Premios DICE), a los lanzamientos que baten récords de Call of Duty: Móbile (100 millones de descargas en una semana) y Mario Kart Tour (90 millones de descargas en la primera semana y el juego más descargado de iPhone 2019), más creadores están encontrando más éxito con Unity que antes.

Mientras que nuestras raíces están en la industria de videojuegos, el 2019 fue de varias maneras, el lanzamiento de una nueva etapa para Unity y sus creadores en nuevos segmentos del mercado, como el automotriz, la transportación, la fabricación y AIC (arquitectura, ingeniería y construcción). Hemos lanzado Unity Reflect, nuestro primer producto dedicado a darle a los profesionales en la industria de AIC el poder de ver todo dentro de su contexto y hacer cambios en el diseño rápidamente mientras se mejora la colaboración y se reducen errores costosos. Vimos a compañías como SHoP Architects y Skanska usar Unity para llevar edificios a nuevas alturas y empresas como Volvo abrir nuevos caminos en la industria automotriz.

Mientras que el mundo continúe cambiando, estamos comprometidos a ayudarlos a todos a aprender nuevas destrezas y capacidades que puedan ayudarles a realizar sus metas. Nos place el anunciar que hemos hecho disponible al público acceso gratis a Unity Learn Premium comenzando hoy hasta junio 20. Solo inicia sesión para acceder a sesiones en vivo con expertos en Unity y más de 350 horas de minitutoriales, proyectos prácticos y cursos avanzados para desarrolladores de juegos y cualquier creador que pueda beneficiarse del poder de la tecnología en tiempo real. Esto incluye todo, desde Game Mechanic Fundamentals (Los fundamentos de la mecánica de juegos) a Getting Started with Post-Processsing Stack for VR. Además, hemos lanzado Create with Code Live (Crea codificando en vivo), clases virtuales en vivo que las enseñan expertos en Unity para estudiantes, educadores y cualquiera quien quiera aprender cómo programar, comenzando el lunes 23 de marzo.

El año por venir: concentrarse en los fundamentos

Mientras que el 2019 trajo muchas mejoras y muchos logros de creadores, todavía hay mucho por hacer. Los hemos escuchado, es por eso por lo que en el 2020 nos concentraremos en entregar lanzamientos más estables, procesos de trabajos más intuitivos y más capacidades, todas validad con producciones en el mundo real para que tengas la confianza de usarlas en tus propios proyectos. Nuestras áreas clave de enfoque de productos son Reliability and Performance (La fiabilidad y el desempeño), Creative Workflows (Procesos creativos), Scalable Quality (Calidad expansible) y Reaching your Audience (Llegar a tu público).

Puedes enterarte más sobre esto en las dos sesiones que hemos planeado para las semanas por venir. Suscríbete al canal de YouTube de Unity para que no te las pierdas.

  • miércoles 25 de marzo –Motor central y herramientas de creación
  • miércoles 1 de abril –Juegos en vivo

Después de estas sesiones queremos saber de ti. ¿Qué preguntas tienes acerca de lo que está por venir a Unity en el 2020? Únete a los expertos de los productos de Unity para una sesión de preguntas y respuestas en el Fórum de Unity donde estaremos contestando todas tus preguntas acerca de temas como la fiabilidad, el desempeño, los procesos de trabajo, cómo llegar a un público nuevo o cómo nuestro equipo de la nube está haciendo más fácil para ti el producir juegos conectados.

Estas son solo las primeras de las ofertas de contenido disponible a la carta que hemos planeado para ti. Podrás sintonizarte con todo esto en Unity.com.

Así es lo comprometidos que estamos contigo:

  • Incrementar la estabilidad. Hemos escuchado tus comentarios muy claramente. Quieres que haya menos lanzamientos mayores, pero más actualizaciones oportunas de paquetes que mejoren la estabilidad y la calidad de nuestras herramientas. Es por eso por lo que hemos cambiado a dos lanzamientos de transmisión TECH este año (2020.1 y 2020.2). Es más, comenzando con nuestro próximo lanzamiento, la versión por defecto de Unity que descargues desde el Hub será la versión de Long-Term Support o LTS (Apoyo a largo plazo). De esa manera puedes asegurarte de que estás descargando la versión más estable para proyecto que estén en producción. También tendrás la opción de descargar nuestros lanzamientos alfa y beta si quieres darnos comentarios sobre ellos.
  • Mejorar la calidad de vida. Estamos modernizando Unity para que sea más flexible con tus necesidades. Estamos sustrayendo tantos segundos que estén entre ti y tu creatividad como sea posible y estamos planeando en proveer incluso más capacidades.
  • Escuchar.Estamos reformando nuestro Programa Beta para que puedas tener un camino más directo al equipo de Ingenieros que está construyendo y mejorando herramientas nuevas y existentes y las tecnologías. Estamos agradecidos por la pasión para obtener mejores herramientas y tecnologías de nuestra comunidad Beta y a través de este programa estamos poniendo una prioridad más alta en obtener comentarios factibles que habilitará más transparencia y ayudará tus procesos de producción. Tendremos más información disponible sobre esto pronto.

Un mundo con más juego

Es importante que te apoyemos a través de todas las etapas del ciclo de vida de la creación de juegos. Una vez que lo hayas lanzado, haremos que sea más fácil que operes y monetices tu juego. Por ejemplo:

  • Estamos haciendo que los juegos conectados sean más fáciles de lograr. Muchos de ustedes aspiran a crear juegos de multijugador y para ese fin hemos hecho progresos mayores en las herramientas y servicios que necesitas para conectarte con millones de jugadores alrededor del mundo. Recientemente trabajamos con MADFINGER Games en Shadowgun War Games para hacer una prueba bajo presión de nuestros nuevos Transport Layer y Matchmaker. Esas tecnologías van a entregar código net de baja latencia y las herramientas que necesites para conectar a los jugadores; te lo traeremos todo más adelante este año.
  • Estamos maximizando el período de uso del servidor y la alegría del jugador. Los servicios de ajustar las dimensiones del servidor y de conversación de voz seguro de Multiplay y Vivox conectan a millones de jugadores a través de juegos como League of Legends, PUBG, Apex Legendsy Rainbow Six: Siege. Nuestros servicios que son independientes de los motores se integran fácilmente con tus juegos para entregar la mejor experiencia posible para tus jugadores.
  • Estamos dándote el poder para que puedas hacer más. La simulación de juego de Unity (lanzamiento en beta más tarde durante este mes) usa el poder de la simulación de la nube para equilibrar eficientemente y con exactitud tu juego y así acelerar el tiempo de un lanzamiento preliminar. También estaremos estrenando pronto ML -Agents 1.0, el mismo que te permitirá crear personajes no jugables sin tener que invertir mucho en ingeniería y programación.
  • Estamos ayudándote a encontrar y retener nuevos jugadores después del estreno de tu juego. El año pasado le dimos la bienvenida a dos compañías que se enfocan en ayudarte a entablar una conversación con los jugadores y mantenerlos jugando tus juegos. DeltaDNA ofrece un servicio de mensaje superior, análisis, y herramientas para la administración de jugadores para darle a cada jugador la mejor experiencia posible y así establecer relaciones a largo plazo. ChilliConnect ha traído componentes críticos fáciles de equipar entre los cuales se incluye guardar a la nube, administración económica, y marcadores. Finalmente, nuestra red de monetización continúa alimentando el éxito de millones de títulos en el mercado y trae los jugadores adecuados a tu juego.

Un mundo que trabaja

La tecnología de tiempo real en 3D que se forjó en los juegos también está cambiando cómo los productos y edificios se diseñan, se manipulan, se hacen, se venden, se les brinda servicio y se mantienen. Así es como vamos a ayudar a nuestros clientes en cada etapa:

  • Extendiendo el 3d en tiempo real a través del ciclo de vida de un edificio. Mientras que la cronología de un proyecto se vuelve más austera, la colaboración efectiva y las iteraciones de diseños rápidas entre las partes interesadas se vuelven fundamentales. Nuestro nuevo producto de AIC, Unity Reflect, resuelve este problema tan difícil al hacer que sea más fácil crear experiencias interactivas que están enlazadas en vivo a los diseños originales. Juntos con nuestro socio Autodesk, estamos descubriendo el valor de los datos BIM al ponerlos directamente en las manos de un profesional de AIC para que puedan explorar opciones, resolver problemas complejos de ingeniería y acelerar los proyectos de construcción a través de experiencias multisensoriales en tiempo real.
  • Extendiendo el 3d en tiempo real a través del ciclo de vida de un producto. Unity Enterprise para el ciclo de vida de un producto y otras ofertas que están por lanzarse este año harán que sea más fácil para las empresas acelerar la innovación, crear experiencias multisensoriales a través de cada etapa del ciclo de vida de sus productos y establecer una conversación con sus consumidores en formas más interactivas.
  • Haciendo productos mejores, más seguros y fiables. La simulación de Unity es un servicio de la nube que opera múltiples casos de Unity y te permite probar, entrenar y validar todos tus escenarios al mismo tiempo. Este nuevo oferta ayudará a más creadores a descubrir el poder de la simulación para generar data sintética a escala y entrenar modelos de percepción artificial mucho más rápido que antes.

Unity empieza contigo

El mundo realmente es un lugar mejor con más creadores en él y queremos saber cómo podemos ayudarte a liberar tu creador interno. Todo lo que hacemos en Unity está a tu servicio; creamos contigo y para ti.

Mientras que tornamos nuestra mirada hacia el resto del 2020, estamos muy entusiasmados por conectarnos contigo en línea y a través de muchos juegos hechos con Unity. Juegos fantásticos tal como Ori and the Will of the Wisps (Moon Studios), Wasteland 3 (inXile entertainment), League of Legends: Wild Rift (Riot Games) y Hardspace: Shipbreaker (Blackbird Interactive) van a llegar pronto en los meses por venir. También hemos producido este tráiler para que puedas ver algunos de los juegos geniales que están por lanzarse durante este año. También queremos enterarnos de los juegos que estés produciendo; ¡por lo tanto, no dudes en compartirlos en los comentarios para que podamos saber más acerca de ellos!

Todos nosotros en Unity queremos darte las gracias. Esperamos con anhelo otro año de generación de juegos, creación y de crecimiento, juntos.

60 replies on “El estado de Unity 2020: juntos en la adversidad”

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.

Agree with others, I started working with unity about 1m ago, so I can count as a beginner, and I love Unity Hub, it is super useful.

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…

I wonder how much extra power the light skin uses? Combined across the entire user-base, that’s got to be quite the carbon footprint :P

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