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この困難な時にあっても、皆さんがもっと簡単に、直感的に、やりたいことが実現できるために、Unity はコミットし続けます。私たちはクリエイターの数が増えれば世界はもっと良い場所になると信じています。皆さんの助けになればと思い、今回はいつもの取り組みを超えた挑戦を 2 つ発表します。まず、Unity Learn Premium を 3 か月間無料でアクセスできるようにします。これにより、皆さんのアイデアの実現を支援する教材に自由にアクセスして頂けるようになります。また「Create with Code」のコースに沿った内容のライブ講義を行います。学生の方や教育者の方だけでなく、プログラミングを学びたい方はどなたでも、ぜひこの無料のオンライン講義にご参加ください。

この 1 年は、皆さんの成功と Unity のテクノロジーの進歩の両面において、大きな動きがあった年でした。多数の新機能や機能改善を公開し、スクリプタブルレンダーパイプラインを通じてグラフィック機能を利用できるようにしました。また、2D の世界に大幅な進歩をもたらし、Unity 初の産業用製品を市場に投入したほか、制作ワークフローを大幅に改善しました。ゲームの運用を支援する Multiplay や Vivox のサービスに加えて、deltaDNA、Furioos、ChilliConnect、Graphine、Artomatix が Unity ファミリーの仲間入りをし、製品開発ライフサイクル全体にわたって実証済みのソリューションを追加で利用できるようになりました。

2019 年はインディースタジオから AAA スタジオ、あらゆる規模の会社の Unity のクリエイターにとってもすばらしい年でした。数々の賞を受賞した『Disco Elysium』(The Game Awards で 4 部門受賞、PC Game でゲームオブザイヤー受賞)や『Untitled Goose Game』(DICE Awards でゲームオブザイヤー受賞)から、さまざまな記録を塗り替えた『Call of Duty: Mobile』(1 週間で 1 億ダウンロード)や『マリオカートツアー』(初週で 9,000 万ダウンロード、2019 年で最もダウンロードされた iPhone ゲーム)のローンチまで、さらに多くのクリエイターが Unity を活用して成功を手にしています。

Unity のルーツはゲーム制作にありますが、Unity とクリエイターにとって 2019 年はさまざまな意味で、自動車、輸送機器、製造、AEC(建築設計、エンジニアリング、建設)などの分野に特化した新しいフェーズの始まりの年となりました。Unity は初の AEC 業界専用の Unity Reflect を発表しました。これにより、AEC 業界のプロフェッショナルが製品内ですべてを確認して設計を時間をかけずに変更できるようになる一方で、コラボレーションも簡単に行えるようになり、ミスによる無駄なコストの発生を減らします。SHoP Architects や Skanska が Unity を活用して建築物をレベルアップさせ、Volvo が自動車業界に新しい風穴をあけるのを目撃してきました。

Unity は世界の変化に合わせて、皆さんがビジョンを現実のものとするために新しいスキルや機能を学ぶのをサポートすることに全力を尽くしています。本日より 6 月 20 日まで、Unity Learn Premium に無料でアクセスできるようになります。ログインするだけで Unity のエキスパートによるライブセッションや、合計で 350 時間を超える手軽に取り組めるチュートリアル、ハンズオンプロジェクト、詳細なコースにアクセスし、ゲーム開発者を始めとするあらゆるクリエイターがリアルタイムテクノロジーのパワーの恩恵を受けられるようになります。これは、ゲームメカニクスデザインの基礎から VR のためのポストプロセッシングスタックの使い方まで、あらゆる内容を網羅します。さらに、3 月 23日(月)より、学生や教育者のほか、コーディングを学ぶことに関心がある方全員を対象に、Unity エキスパートによるライブのバーチャルクラス「Create with Code」ライブをお届けします。

今後 1 年の見通し:より強固な基盤へ

2019 年にはさまざまな改善やクリエイターの成果が見られた一方で、まだやらなくてはならないことはいっぱい残っています。皆さんからの要望を受け、2020 年は実際の制作現場で検証済みのより安定したリリース、より直観的なワークフロー、より多くの機能を提供し、皆さんが安心してご自身のプロジェクトで活用できるようにすることに注力します。Unity の製品でフォーカスする主な領域は、信頼性とパフォーマンス、創造性を発揮できるワークフロー、スケーラブルな品質、オーディエンスへのリーチです。

この内容の詳細については、数週間のうちに公開を予定している次の 2 つのロードマップセッションでご確認いただけます。見逃すことがないよう、Unity の YouTube チャンネルにご登録ください。

  • 3 月 25 日(水) – コアエンジンとクリエイターツール
  • 4 月 1 日(水) – マルチプレイヤーとライブゲーム

Unity ではロードマップセッションをご覧になったら、ぜひ感想をお寄せ下さい。2020 年に Unity に提供される機能について質問がある方は、Unity フォーラムにお越し頂けば、 Unity の製品エキスパートから Q&A に回答致します。信頼性、パフォーマンス、ワークフロー、新しいオーディエンスにリーチする方法、コネクティッドゲーム制作を簡単にする Unity のクラウドチームの役割など、皆さんがどうしても知りたいことすべてについて、私たちがお答えします。

これらは Unity が提供を予定している数多くのオンデマンドコンテンツのほんの一部に過ぎません。すべてのコンテンツは、Unity.com にてご覧いただけます。

次のことを皆さんにお約束します。

  • 安定性を高める。皆さんの要望はしっかりと届いています。メジャーリリースを少なくし、しかしパッケージはより細かくアップデートをして、ツールの安定性と品質を高めます。本年の TECH ストリームリリースを 2 つ(2020.1 と 2020.2)にするのは、この理由からです。さらに、次のリリースより、Hub からダウンロードするデフォルトバージョンの Unity は、長期サポート(LTS)バージョンになります。こうすることで、最も安定したバージョンが確実にダウンロードされるため、制作中のプロジェクトにも利用できます。引き続きベータリリースやアルファリリースをダウンロードするよう指定できます。その場合はフィードバックをいただけると幸いです。
  • 日々の開発作業を向上させる。皆さんのニーズに柔軟に対応できるよう、Unity をより今風のシステムに更新しています。皆さんが創造性を発揮するのにかかる時間をできるだけ短縮するよう努め、さらに多くの機能を提供することを計画しています。
  • 耳を傾ける。ツールやテクノロジーの新規作成や機能改善を担うエンジニアリングチームとよりダイレクトにつながることができるよう、ベータプログラムを刷新しています。より優れたツールやテクノロジーを実現することに尽力しているベータコミュニティの情熱に感謝しています。また、このプログラムを通じて、より透明性をもたらし制作ワークフローを支援するうえですぐに使用できるフィードバックにソースを割くことに、より高い優先度を置いています。詳しい情報は近日公開予定です。

もっと遊びにあふれた世界

Unity では、ゲーム制作ライフサイクルの全ステージにわたって皆さんをサポートすることを重視しています。一度起動すれば、Unity が皆さんがゲームを簡単に運用してマネタイズできるようサポートします。たとえば、次のことをサポートします。

  • コネクテッドゲームをより簡単に実現する。皆さんの多くはマルチプレイヤーゲームを制作したいという願望を持っており、そのために Unity は世界中の何百万人ものプレイヤーをつなぐのに必要なツールやサービスを大幅に進化させました。最近では MADFINGER Games と協力して、『Shadowgun War Games』で Unity の新しい Transport Layer と Matchmaker の負荷テストを実施しました。これらのテクノロジーをベースに構築された待ち時間の少ないネットコードとプレイヤーをつなぐのに必要なツールを、今年中に公開予定です。
  • サーバーの稼働時間とプレイヤーの楽しさを最大化する。Multiplay サービスによるサーバーの拡張と、Vivox サービスによるセキュアな音声チャットにより、『League of Legends』、『PUBG』、『Apex Legends』、『Rainbow Six: Siege』などのゲームで何百万人ものプレイヤーをつなげます。ゲームを簡単に連携させ、プレイヤーに提供できる範囲で最高の体験を届けます。これらのサービスはどのゲームエンジンからも利用可能です。
  • もっと多くのことが出来るパワーを提供する。Unity Game Simulation(今月中にベータ版をリリース)はクラウドシミュレーションのパワーを活用することで、ゲームを効率的かつ正確にバランスを取り、ソフトローンチまでの時間を短縮します。また、近く ML-Agents 1.0 を公開する予定です。これを活用すると、エンジニアリングや開発のコストを割くことなしにノンプレイヤーキャラクターを作成できます。
  • ローンチ後の新規プレイヤー獲得と維持をサポートする。昨年、新しく 2 社が Unity ファミリーの仲間入りをしました。両社ともプレイヤーのエンゲージメントを高め、プレイヤーに遊び続けてもらうことをサポートすることにフォーカスしています。deltaDNA は各プレイヤーに最適な体験を提供して長期的な関係を築くために、強力なメッセージング機能、分析機能、プレイヤー管理機能を提供します。ChilliConnect はクラウドへの保存、エコノミーマネージメント、リーダーボードなど、不可欠なゲームコンポーネントのインストルメント化を簡単にします。そして、Unity のマネタイゼーションネットワークが引き続き、何百万ものタイトルを世に出し、ゲームに適切なプレイヤーを引き込むクリエイターの成功を促進します。

世界中の仕事現場で

ゲーム業界で育まれたリアルタイム 3D テクノロジーは、製品や建築物の設計、エンジニアリング、製造、販売、サービス提供、維持管理のやり方も変えています。Unity は次のようにあらゆるステージで顧客にサポートを提供しています。

  • リアルタイム 3D を建築ライフサイクル全体にわたって利用可能にする。AEC 業界のプロジェクトの工期がタイトになるにつれて、さまざまな分野にわたるプロジェクトの関係者が効果的に協力し、設計のイテレーションにかかる時間を短縮することが重要になっています。Unity の新しい AEC 向け製品である Unity Reflect は、元の設計情報にリアルタイムにリンクし、簡単にインタラクティブな制作を可能することで、この難しい課題を解決します。Unity のパートナーである Autodesk と協力して、BIM データのもつ有用性を最大限に AEC の現場のプロが活用できるようにすることで、設計時の選択肢を探ったり、エンジニアリングに関連する複雑な問題を解決できるようにします。さらに、リアルタイムの没入型体験を通じて建設プロジェクトのスピードアップを可能にします。
  • リアルタイム 3Dをプロジェクトライフサイクル全体を通じて活用可能にする。Unity Enterprise for Product Lifecycle と今年公開予定のその他の機能を活用することで、イノベーションを加速し、製品ライフサイクルのあらゆるステージで没入型の体験を作成して、よりインタラクティブな方法で消費者とやり取りすることが簡単になります。
  • 製品開発の信頼性、安全性と品質に貢献する。Unity Simulation は、Unity のさまざまなインスタンスを実行するクラウドサービスで、すべてのシナリオを一度にテスト、トレーニング、検証できます。今回公開される新しい機能により、クリエイターはシミュレーションのパワーを活用して大規模な合成データを生成し、機械学習の知覚モデルのトレーニングをかつてないほど高速に実行できます。

Unity は、あなたから始まる開発環境です

クリエイターが増えれば、世界は必ずより良い場所になると私たちは信じています。ですから私たちは、どうすれば皆さんの中にある隠れたクリエイターとしての素質を解き放つことができるか、つねに知りたいと考えています。Unity はすべて皆さんのためのものであり、また、皆さんと一緒に作り上げていくものです。

2020 年、私たちは皆さんとオンラインで共に歩んでいけることや、 Unity で制作されたさまざまなゲームの数々を通じてつながることが出来るのを楽しみにしています。『Ori and the Will of the Wisps』(Moon Studios 制作)、『Wasteland 3』(inXile entertainment 制作)、『League of Legends: Wild Rift』(Riot Games 制作)、『Hardspace: Shipbreaker』(Blackbird Interactive 制作)など、すばらしいゲームがこの数か月以内にリリース予定です。また、私たちは今年公開予定のすばらしいゲームの数々をこちらのトレイラーにまとめ、皆さんにチェックしていただけるようにしました。もちろん、皆さんが現在制作中のゲームについても大変興味があります!もしよければ、詳細を確認できるよう、コメントに情報をお寄せ下さい。

最後にUnity 社員一同より感謝の意を述べさせていただきます。
今年も皆さん一緒に、バンバン作って、創って、バンバン成長していきましょう!

58 replies on “Unity の現状 2020:皆さんと共に生きるために”

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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