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Unity는 사용자가 필요로 하는 기능과 워크플로만 다운로드할 수 있는 패키지 기반 시스템으로 발전을 거듭하고 있습니다. 이에 따라 2020년부터는 테크 스트림 릴리스 횟수를 줄이고, 기능 전반에 관련된 지속적인 업데이트를 연중 상시로 제공할 예정입니다.

이 포스팅에서 안내했듯 유니티는 2018년부터 Unity 테크 스트림을 연 3회 빌드, 테스트 및 출시하고 LTS(장기 지원) 릴리스를 연 1회 제공해왔습니다. 이제 2020년부터는 테크 스트림을 연 2회 출시하고 이듬해 초에 LTS 릴리스를 1회 제공합니다. LTS 일정은 변경되지 않습니다.

2020년에는 테크 스트림 릴리스가 2회 제공되며(파란색으로 표시된 내용 참조), 2021년 초에 2020 LTS 릴리스가 출시됩니다.

기능 및 개선 사항의 신속한 지원

테크 스트림 릴리스 빈도를 축소한 이유는 Unity의 패키지 관리자를 통해 유연성이 한층 확대되었기 때문입니다. 패키지 관리자를 활용하면 테크 스트림 릴리스와 별개로 많은 기능과 API를 개선하고 여러 업데이트를 제공할 수 있습니다. 유니티의 토마스 피터슨(Thomas Peterson) 품질 담당 부사장은 “이제 점점 더 많은 기능을 패키지로 전환함에 따라, 코드 베이스 전체를 업데이트할 필요 없이 개별 기능을 간편하게 업데이트하거나 문제를 해결할 수 있게 되었습니다. 이를 통해 Unity 코어의 안정성 또한 강화되었습니다.”라고 설명했습니다.

테크 스트림의 릴리스 일정 변경으로 Unity 사용자가 얻을 수 있는 이점은 다음과 같습니다.

더욱 심층적인 베타 테스팅으로 안정성 강화

유니티 베타 프로그램은 개발자 사이에 잘 알려져 있으며, 많은 개발자가 참여해주고 있어 감사히 생각하고 있습니다. 연간 테크 스트림 릴리스 횟수가 줄어들면 베타 테스터가 코어 베타 릴리스의 툴과 기능을 평가할 시간이 늘어나기 때문에 더 심층적인 평가가 가능하며, 유니티 또한 더 많은 시간을 할애하여 개발자가 보고하는 문제를 해결하고 개선할 수 있습니다.

개발자와 스튜디오의 업무 부담 축소

새로운 Unity 테크 스트림 버전을 설치 및 업그레이드하려면 적지 않은 시간과 리소스가 소요됩니다. 테크 스트림 버전이 출시될 때마다 설치하고 업그레이드하는 개발자 및 스튜디오의 경우 이러한 과정에 상당한 시간과 노력을 소모하게 됩니다. 이제 테크 스트림 릴리스를 연 3회에서 2회로 축소함에 따라 신규 릴리스의 설치 및 업그레이드에 투입하는 시간과 리소스도 그만큼 줄어듭니다.

게임 업계 분야를 위한 기능 강화

비디오 및 모바일 게임 외에 자동차, 교통 및 제조업, 건축, 엔지니어링 및 시공(AEC), 영화, 애니메이션 및 시네마틱 등 다양한 분야와 업계에서 Unity를 이용하여 AR/VR 앱, 실시간 3D 경험, 영화 등을 제작하는 사례가 점점 많아지고 있습니다. 유니티는 각 업계에 특화된 패키지를 제공하여 여러 업계의 개발자가 더욱 빠르게 원하는 콘텐츠를 제작하고 목표를 달성하도록 지원하고자 합니다.

타사 플랫폼에 대한 지원 확대

유니티는 개발자가 하나의 프로젝트를 iOS, PlayStation 4, Oculus, Magic Leap 등 다양한 플랫폼에 배포할 수 있도록 최대한 많은 타사 플랫폼(현재 26개 이상)을 지속적으로 지원하고 있습니다. 테크 스트림 주기를 축소하고 패키지 방식으로 변경함으로써 이러한 지원이 더욱 강화됩니다. 이로써 Unity 개발자는 새로운 하드웨어 및 소프트웨어 플랫폼이 등장함에 따라 혁신적인 최신 기기를 사용하려는 고객을 신속하게 공략할 수 있습니다.

더욱 빨라지는 DOTS 연결

고성능 멀티스레드 프로젝트를 위한 새로운 DOTS(Data-Oriented Technology Stack, 데이터 지향 기술 스택)는 Unity를 이용한 게임 및 애플리케이션 제작 방식을 대폭 혁신했습니다. DOTS는 패키지로 구성되어 있으며, 계속해서 패키지를 추가할 예정입니다. 유니티는 개발자가 최신 DOTS 기능과 버그 수정을 즉각적으로 이용할 수 있도록 DOTS 기술과 툴을 최대한 신속히 개발하여 배포하고 있습니다.

자세히 알아보기

유니티의 새로운 릴리스 주기에 대해 자세히 알아보려면 포럼에 질문을 남기거나 아래에 댓글을 달아주세요.

 

22 replies on “2020 테크 스트림 릴리스 연 2회로 축소”

They can’t stop releasing new features because of 3 pressure points:
– the competition is not sitting idle
– the looming IPO requires them to show forward momentum
– because they’re on a transition to port the entire editor and engine to DOTS, with that comes the nature tendency of wanting to share awesome things, anyone who has made a game knows it is hard to resist :)

I just find it very dishonest that they release a beta version of something and then essentially abandon it. New input system was released in 2016, still not finished.
Baking solutions were being re-made and they are still work in progress.
Shader graph is nigh unusable because it doesn’t provide you with basic nodes, such as lighting information out of the box, which both of it’s alternatives (shaderforge and amplify) give you by default.

So you’re either stuck on an old version that’s not getting the new features, or you have to update your workflow to a new version to get them, but that mean’s you’re updating to more preview features that will never be finished.

The Unity community can be pretty difficult at times. Gross exaggerations after gross exaggerations, angry at everything all the time, self-contradicting in their demands, and a large portion of them don’t have the slightest idea of what they are talking about even though they act as if they are experts. They want you to fix fundamental problems with the engine, but as soon as you give them the fix, they complain that you’ve changed things. They complain that upgrading Unity versions sometimes causes issues, even though Unity is by far the most upgrade-friendly big game engine out there.

So all I’m trying to say is, take these comment sections with a grain of salt, Unity. You’re giving us the best engine there is out there currently, otherwise we wouldn’t be commenting in here. Packages are solving the engine’s bloat & upgradability problems. SRPs are solving the old renderer’s problem of trying to do everything all at once and being great at none of those things. DOTS is solving the performance issue and much more. Etc…

There are people out there who, for some unfathomable reason, do not like to have options. For those people, the vanilla Unity is still there and still supported.

My only criticism would be that I’m not sure if there is value in imposing the “2 releases per year” rule on yourselves. A lot of major software only release new versions whenever they feel like it, and that seems reasonable to me

Yeah, I agree in general.

I think their declared release schedule is good for setting expectations, but beyond that I think setting less arbitrary dates will give better results.

Part of the trouble is that SRPs, Packages and DOTS are huge, long-term investments that are causing a lot of short & medium-term turmoil. They need to ship with these to TECH and LTS streams to get devs using them so that they can evolve with real-world feedback. Everyone wants them to be magically completed within a year of being declared, but that’s just not possible. Unity is scaling up and tackling a lot of problems at once, and so far, the results are promising.

Everyone wants to use the latest and greatest, but smaller dev teams can’t manage this turmoil well, and it’s not clear to them how much it will cost them to use these incomplete features that are technically “production ready” but still under heavy revision.

So, I think it boils down to a communication problem. Do you have fewer than 5 devs and need to ship within the next 18 months? Stay on a last years LTS stream, and don’t transition to the next years LTS stream unless you have 6+ months before shipping.

Are you actively shipping? Stay on LTS and don’t transition to the next year’s LTS unless it’s been out for 3+ months AND has something you need.

Did it occur to you to dedicate one 2020.x version to bug-fixing and performance improvements of existing features only, to catch up with all those issues that exist for so long?

I’m not asking to dedicate one version to bug-fixes every cycle, this would be just an one time thing for now.

I know that your LTS releases are basically bug-fix releases and pretty much what I’m asking for, but there are many issues in your software today and you don’t seem to be able to catch up anymore. Having such bug-fix release should help to get a lot of issues fixed in a short amount of time.

In my opinion, having existing features of today with fewer bugs has higher value than new features with many bugs.

With every new release on Unity is clear the downgrade of the performance, possibly users with highend hardware doenst notice this but for almost users is a big problem, then please update past versions as 2018 and 2019.1

I’ve installed and uninstalled packages using the package manager, personally never had any issue with this. Packages have a list of dependencies, with version numbers. When you download a package, it also automatically installs the correct version of any other packages it depends on. See: https://docs.unity3d.com/Manual/upm-dependencies.html

Maybe the implementation is not fail-proof, but it’s not hard to see the *huge* advantage a package-based system is over a large, monolithic codebase, both from maintenance and usability perspectives.

Still no course correction away from the complete mess that is putting everything into separate packages.
This is a horrible usability nightmare for users.
Nothing works reliably with any other package, one has to search together packages for everything, install everything separately manually, search together for everything with which version of which plugin it may theoretically work together.

This is a disastrous direction and it is incredible you are still not realizing this and still not correcting course.

I’ve installed and uninstalled packages using the package manager, personally never had any issue with this. Packages have a list of dependencies, with version numbers. When you download a package, it also automatically installs the correct version of any other packages it depends on. See: https://docs.unity3d.com/Manual/upm-dependencies.html

Maybe the implementation is not fail-proof, but it’s not hard to see the *huge* advantage a package-based system is over a large, monolithic codebase, both from maintenance and usability perspectives.

I haven’t had major issues with packages either. Packages were a very good idea if you ask me. Less bloat, more options, easier upgrades, faster releases, etc…..

The time to search for and install packages represents an infinitely small portion of the total time that your project takes. This is not at all an issue for me, and I encourage Unity to continue in this direction

Also keep in mind that an enormous portion of the complaints about “packages not working together” come from people who misuse them

No, the plans for going to two releases has been cooking for a while. We started user surveys about it last GDC.

Why not 1 instead of 2 if it’s a good thing? Why don’t you admit that you just cannot keep up? And many Packages depend on the release. This means that Packages development will slow down as well. You may want to say they are independent but Packages are at preview/out-of-preview at 2019.x release and it’s likely take longer now. Oh well.. whatever.

Note that you have released 2019.3 yesterday (1/28). You mention the 2019 LTS will ship “this Spring” in the blog post. You should probably adjust your chart before you mislead us into believing that there is anything stable but 2018 LTS at the beginning of the year 2020.

Thank you for this… even though I love the improvements we’ve been getting over the last 2 years, trying to keep up with these releases and the (sometimes) breaking changes.. have been a headache. I’d rather less releases of higher quality any day.

No idea why this is needed. In Unreal they simply have version 4.23, 4.24 every few months. There’s no need to be setting deadlines with version names.

In practice it means that Unity LTS are stable versions, normal version are betas, betas are alphas and alphas and pre-alphas ;/

I totally agree with you (the LTS will be the official from now on haha good one), this year.x model is awful (even the name is ugly). Still, it’s better two tech releases than three, so this is great, at least.

I hope one day Unity will announce the “Dead of the year.x versions” and “Unity 6” at the same time :) it would be awesome.

“Unity LTS are stable versions, normal version are betas, betas are alphas and alphas and pre-alphas” Couldn’t have said it better myself, you summed it up.

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