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Unity 2019.1, 2019.2, 2019.3 버전에서는 렌더링, 에디터 UI, 노드 기반 제작 툴 등 많은 개선이 이루어졌습니다. 이번에 출시된 Unity 2019 LTS는 앞서 언급한 기능은 물론 수정 사항이 추가되어 안정성이 강화되었습니다.

개발 프로세스를 더 원활하게 진행하기 위해 앞으로는 LTS를 기본 버전으로 제공하고, 연간 출시 횟수가 줄어들 예정입니다. 개발 요구 사항을 파악할 수 있도록 지속적인 피드백을 주셔서 감사드립니다. 유니티는 다양한 피드백을 수렴하여 워크플로를 지속적으로 개선해 왔으며, 기능을 안정시키고 상호 호환성을 향상하여 Unity의 유연성을 높여 나갈 예정입니다.

2019 LTS 출시 이후에는 Unity Hub에서 Unity LTS 버전을 기본 버전으로 다운로드하게 됩니다. 유니티는 앞으로 연 최대 2회의 테크 스트림 릴리스에 이어 연 1회 LTS 릴리스를 제공할 예정입니다. 테크 스트림 릴리스는 변화하는 기술과 워크플로에 발맞춰 최신 기술을 이용하고자 하는 크리에이터에게 적합하며, LTS 버전은 가까운 시일 안에 프로젝트를 출시할 예정이거나 2019 LTS 버전으로도 기능상 부족함이 없는 크리에이터에게 적합합니다. 앞으로는 안정성이 가장 높은 버전의 Unity를 설치하여 프로젝트를 진행할 수 있습니다.

2019 LTS 기능

새로운 LTS(Long-Term Support) 버전에는 이전에 출시된 세 번의 테크 스트림 릴리스에 포함된 모든 기능과 더불어 Unity 2019.3.0 버전 출시 이후 추가된 수정 및 개선 사항도 포함됩니다. 이전에 출시된 LTS 릴리스와 마찬가지로 2019 LTS에서는 새로운 기능, API 변경이나 개선 사항이 아닌 제품 안정성을 향상하기 위해 결함을 수정하고 사용성을 업그레이드하는데 주안점을 두었습니다. 2019 LTS는 새로운 기능이 추가되지 않은 2019 테크 스트림의 연장선이므로 Unity 2019.4.0이라고도 부릅니다.

버전별 특징과 장점

프로젝트 출시를 앞두고 있다면 안정성 강화를 위해 2019 LTS 버전을 사용하는 것이 좋습니다. 프로젝트가 아직 사전 제작 단계이고 최신 기술을 활용하고자 한다면 몇 주 안에 베타 버전이 종료될 예정인 Unity 2020.1 테크 스트림 릴리스를 권해 드립니다.

에디터 워크플로

2019년에는 새로운 아이콘, 새로운 폰트, 비주얼 피드백을 비롯한 다양한 요소를 추가한 결과 에디터 UI의 디자인이 크게 개선되어 사용성, 가독성 및 성능이 향상되었으며 High DPI(HiDPI) 디스플레이 해상도를 지원하게 되었습니다. 또한 2019 LTS 버전에는 빠른 검색단축키 관리자프리셋 등 수많은 기능이 새로 추가되어 작업을 더 간편하고 효율적으로 진행하고, 워크플로 요구 사항에 맞게 에디터 환경을 커스터마이즈할 수 있습니다.

그 외에 새로워진 에셋 임포트 파이프라인 v2Accelerator와의 연동을 통해 빠른 플랫폼 전환을 지원하고 임포트 시간을 단축하여 대규모 프로젝트 지원을 최적화했습니다. 또한 어드레서블 에셋 시스템을 이용하면 ‘주소’를 사용하여 에셋을 손쉽게 로드하고, 콘텐츠 팩 제작과 배포가 단순화되어 에셋 관리 오버헤드를 자동으로 처리할 수 있습니다. 한편 UIElements를 사용하면 재사용 가능한 스타일링을 지원하는 에디터 툴을 제작하고, 복잡한 레이아웃을 손쉽게 생성하여 성능을 향상할 수 있습니다.

프로그래머를 위한 워크플로 개선

이제 도메인 및 씬 리로드 동작 활성화 기능을 통해 씬을 테스트할 때 대기 시간을 크게 단축할 수 있습니다. 또한 새로운 점진적 가비지 컬렉터를 사용하면 가비지 컬렉션으로 인한 성능 문제를 줄일 수 있습니다. IDE 지원 및 개발이 패키지 형식으로 전환되었고, Scripting Runtime이 3.5 버전에서 .NET 4.x 버전으로 업그레이드되었습니다. 또한 2019 LTS 버전에서는 PhysX가 4.1 버전으로 업그레이드되면서 시뮬레이션 품질 및 성능과 더불어 프로파일링도 개선되어 성능 향상이 가능한 영역을 파악하는 등 많은 이점을 제공합니다.

아티스트를 위한 최고의 그래픽 품질

셰이더 그래프는 현재 정식으로 제작에 사용 가능한 솔루션으로, 시각적으로 셰이더를 빌드하는 데 적합합니다. 비주얼 이펙트 그래프를 사용하면 코딩 없이 실시간으로 멋진 VFX를 제작할 수 있으며, 이번 버전부터는 셰이더 그래프와 호환됩니다. Unity 2019 LTS 버전에는 새롭게 개선된 터레인 툴과 3D 모델링 및 레벨 디자인 툴의 독특한 조합인 ProBuilder가 추가되어 아티스트가 Unity 에디터에서 더 효율적으로 작업할 수 있도록 지원합니다.

유니티의 스크립터블 렌더 파이프라인을 사용하면 Unity 2019 LTS 버전에서 정식 출시된 유니버설 렌더 파이프라인과 고해상도 렌더 파이프라인을 통해 C# 스크립트로 그래픽스 렌더링을 제어하고 커스터마이즈할 수 있습니다. 또한 유니티 2D 애니메이션의 다양한 2D 툴과 2D 스프라이트 셰이프 및 2D 타일맵 에디터 등의 월드 제작 툴은  2D 게임 제작에 필요한 모든 기능을 제공합니다.

많은 고객 확보를 위한 수단 

Unity 2019 LTS를 이용하면 점점 확장되고 있는 유니티 지원 플랫폼에서 동급 최고 수준의 그래픽 품질과 성능을 제공하여 폭넓은 잠재고객에게 도달할 수 있습니다. 또한 AR 파운데이션을 사용하면 ARKit, ARCore, Magic Leap, HoloLens의 핵심 기능과 Unity만의 차별화된 기능을 활용하여 강력한 AR 환경을 제작한 후 다양한 모바일 및 웨어러블 AR 기기에 배포할 수 있습니다. 업데이트된 모바일 앱 개발 툴 중 하나인 디바이스 시뮬레이터(프리뷰)를 이용하면 콘텐츠를 시뮬레이션하고 다양한 기기에서 앱의 동작 및 물리적 특성을 미리 확인할 수 있습니다. 또한 Unity를 라이브러리로 사용하면 Unity 기반 기능을 직접 네이티브 모바일 애플리케이션에 추가할 수 있습니다.

새롭게 개선된 입력 시스템을 통해 이번 버전부터는 기기 컨트롤을 프로젝트에 통합하고, 입력 행동(Input Action)을 중심으로 설계된 새 워크플로를 활용할 수 있습니다. 여기에는 확장 및 커스터마이징이 가능한 인터페이스가 제공되어 코드 로직에서 컨트롤 바인딩을 분리할 수 있습니다.

지금 Unity Hub 또는 Unity LTS 다운로드 아카이브에서 Unity 2019 LTS를 다운로드할 수 있습니다. 자세한 내용은 아래 동영상 또는 2019 LTS 페이지에서 확인하세요.

Unity 2020 출시 계획

유니티에서는 더 안정적인 플랫폼을 제공하기 위해 테크 스트림 릴리스 횟수를 연 3회에서 2회로 줄일 예정입니다. 점점 더 많은 기능이 패키지로 배포되고 지속적으로 업데이트되고 있습니다. 릴리스 주기가 늘어나면 각 릴리스 시점 사이에 툴의 안정성과 품질을 검증하고 개선하는 데 필요한 안정화 기간도 늘어납니다. 이에 따라, 업그레이드를 해야 하는 주요 릴리스 횟수가 줄어듭니다.

올해 첫 테크 스트림 릴리스인 Unity 2020.1이 곧 제공될 예정입니다. Unity 2020.1에서는 이전 릴리스에 도입된 기능의 사용성이 개선되고 안정적인 워크플로를 제공합니다. 앞으로도 워크플로 개선, 기능의 안정성과 품질, 상호 호환성을 개선해나갈 계획입니다. 최근 출시된 기능에 대해 자세히 알아보려면 베타 블로그 게시글을 확인하세요.

 

피드백을 남겨주세요

유니티 포럼에 새로운 기능과 업데이트에 대한 피드백을 남겨주세요. 전체 업데이트 목록은 릴리스 노트에서 확인하실 수 있습니다.

 

41 replies on “Unity 2019 LTS 출시”

Super Work Unity, we already ship Products with LTS and with the former version 2019.3. URP has been a game changer for us, we had a few weird bugs, but major Performance and overall its just so amazing to produce with it!
Keep up the good work and please keep comming more like the newest HDRP Tutorial it was loooong awaited ;)

Will we be seeing better integration with HDRP for other systems soon? It’s really unstable to work with at the moment. For example, TextMesh Pro doesn’t work properly when trying to make a worldspace canvas render on top of everything (including transparency layers), and since we’re limited to only 1 camera at the time (lest we incur huge performance costs), we cannot make UI elements always render on top of everything, without writing custom shaders for each type of UI element.

I know you’re working on new customizable TextMesh Pro shaders for HDRP, and the guy said he was waiting for the Shader Graph team to finish something before he could continue his work. In April he said it would be 30-60 days, but TBH, he has been saying that since January. Pleeease, give this man what he needs, so he can give the people (me) what THEY need ;)

Are there any news on this? I am in MIGHTY NEED of this functionality, and my attempts at a custom shader that renders in AfterPost-Process doesn’t render the text as nicely.

Thanks for all your hard work!

I would like to see more emphasis on legacy support and curation, version control, stability and performance. Cutting edge glass cannon stuff is ok i guess but it needs to be backed up with long term support. So many things / tech demos in unity “work” for only one highly specific version of it. Please try to integrate and simplify a bit more all the dependencies.

How soon are you guys going to include learning materials available for this version? For now they are still unavailable and asking for the v. 2019.3.
Seems like you just forgot about it =]

Hi Dar, thanks for your comment. Our learning team is working on it and it should be available soon.

I don’t know why but using asset pipeline v2( is it the same thing as asset db v2?) I had much slower compilation time.
Every little change to scripts would take like 3-4 times more than with v2.
Other things felt slower, now can’t remember.
And I was on one of the latest 2019.3 when I reverted back to v1, probably 5-6 version from now.

I find that hard to believe. 2019.4 is nothing but a couple bug fixes over the last 2019.3. Could you share what kind of crashed are you having?

It’s definitely an issue within my scene. Didn’t expect this as it’s been working since early 2013.3 builds all the way up to 2013.3.13. Anyway I’ll figure it out. Thanks.

Wow! This “LTS” is killing my system. For no reason Unity 2019.4 LTS is freezing, eating all CPU, munching 16 gigs of Ram just like that and everything (I mean everything – even whole system) hangs for 2-3 minutes, than it’s start working, until you click some tab, than whole “process” starts all over again. It’s even hanging for 5-10 minutes on stage “locating android devices” (or something like that) on build and play :O It’s ok, I have backup of my project, so rolling back to older version won’t be any problem, but calling THIS and LTS is madness.

Hi Akil, sorry about your problems. What version were you coming from before upgrading to 2019.4? Please take a look at our forums to see if anyone else got a similar problem. I don’t seem to recall anyone having a similar issue.

Has the implementation of 3D panoramic videos with the XR toolkit been fixed in this version?
When using the new XR toolkit (no legacy VR)and showing 3D panoramic video content, its not possible to enable the 3d Layout option ‘Side by Side’ for panoramic video content… Unless, that is, you install and hack a 3 year old beta shader. Way to go :(
Just wondering if stereo VR been completely overlooked in the latest LTS version of Unity as well?

Yes, it should work with 2019.4 and XR SDK 3.2.10. If you’re still encountering issues, please submit a bug report so we can investigate.

I don’t want to upgrade my project to 2019 LTS, I fear it will be rubish and bugged and make us waste tons of weeks to revert everything as last time we tried. Can anyone confirm if 2019 LTS is working better or same as 2019 LTS?

Use version control like “git” before making major changes to a project?
This is 101 for software dev.

Thankyou for your 101 middle school class but we use version control and even so made us waste a full week to revert the disastrous 2019.3 updates we did in the past.

I don’t think he knows how to use Git since it took him “a full week to revert the disastrous 2019.3 updates”

I’ve learned to make a copy of a project and upgrade that to see how it goes. It would save you a lot of time and headache.

dont fear it just cleanup a bit and correct the manifests if you use android for example.
dont forget to upgrade to RP 741 from the 731, we converted 3 projects to LTS and 99% worked out of the box, we compile to IOS android and PC and its a charm.
just take your time to upgrade apcakges and stuff and be sure your assets are compatible.

Im glad its out but I will definately take stability of this LTS version with a grain of salt after the last year. I am not really seeing any different between LTS and tech releases in terms of quality or stability, but I will hold my breath and try it out first. Certainly it was a mess when I tried a number of the betas for 2019.3 so I guess time will tell.

It seems like until 2020.2 is out and complete, things will continue to suck. But at least 2020.2 alpha seems more stable than the 2020.1 beta (which is nonsensical, but this is unity we are talking about here)

Our LTS versions have proven to be very stable and of high quality. By all indications, so is 2019.4 LTS. If you encounter any issues, please report them so we can address. Thanks!

Isaac is right though, We tried moving to Unity 2019.3.13 from 2018.4 LTS and after a week of fixing things in assets and other things we found that the new unity performs 25% slower in our game than previously. (Windows DX11 title)
It’s a GPU bound project, new unity seems to use less CPU but way more on GPU. also we get random spikes of 100ms in random places completely useless to find in profiler why, its just always random.
When profiling the higher GPU load it’s also nothing pointing to something specific, its just generally slower. (in same hardware, exact same project one build in 2018 one build in 2019, from 90 fps to 60 fps.)

We tried everything, we tried enabling disabling things, change to post fx stuff, but eventually just gave up and went back to 2018.4 LTS, since this 2019.4 LTS is basically just the 2019.3 with a few more fixes, Don’t trust this will have been solved.

Unity has become slower and slower in the past year or so, and people have been reporting it on the forum, have been uploading projects that show it, but nothing is being done about it.
I am also not even going to spend the time to report this bug, because Everyone should notice this problem, or the Unity Q&A should have projects to compare performance to.
We have a 250 GB project, and 27GB builds, I don’t really want to upload those. because in the past my bug reports got ignored.

A word of advice if you go with 2019 LTS. Don’t upgrade to the new asset database v2, that thing is SLOOOOOOOW.
Anyway I agree to the general consensus, Unity is becoming slower and slower, so much that it’s a pain to work with and I’m working on a rather lightweight project, can’t imagine what’s working on a heavy project.

In general for 2019 it should on par with v1. Some things are faster, some a bit slower. Do you have anything specific in mind that you experience as slower when using v2?

On my side asset database v2 is magic. It’s slow on first import but then switching to different platforms is close to instant – finished having 6 repos instances for multiple platforms support! There might be a different reason why it would be slower for you? Maybe crunch compression is slower than in V1 but it’s not very visible compared to the platform switching magic for me :)

Can only confirm Charles experience in asset database V2 being magic. At least if you have to switch platforms constantly. On top of the fast switch, finally sprite atlases get cached too. Previously we had to wait a good 30 mins each time we switched platform, as Unity rebaked all sprite atlases constantly… those are now cache too
My impression is that with V2, the progress bar kicks in more often, which might give the illusion that everything is slower…. in reality, this just means that Unity seems to inform you more aggressively when its busy refreshing assets. But my time measurements showed that Unity doesnt spend more time refreshing with V2

Are there any plans to bring URP 8.1.0 (currently available only for 2020.1)? On my Samsung Galaxy A5 (2016) test device shaders which utilize the depth buffer (e.g. decals) are invisible and the URP release which seems to have it fixed is 8.1.0.

If 2019.4 LTS will not get updated to URP 8.1.0 or higher I will have to upgrade to 2020.1 for sure.

Just like the editor, the SRP packages (URP, HDRP) have a branch specific for 2019 LTS where the important fixes get backported. URP 7.4.1 is already available on the Package Manager repository and updates will be available in the next 2 years to fix any found issue.

Hey guys! CONGRATULATIONS! It’s a big step to have all these features added to LTS.

I’m very happy to see 2020.1 coming within a few weeks.

We are releasing in a few months but still cannot bake lighting using GPU PLM in any version except 2020.1 beta.

I was told the issue making bakes impossible due to having light probes in the scene will not be backported, which means we won’t be able to use 2019 LTS.

We’ll use TECH stream and hope everything will be fine :)

We’ve been using 2020.1 beta, and performance is greatly improved in builds, especially on consoles. Haven’t tried mobile yet.

Thank you for all the hard work, keep going!

Thanks Charles! We are working really hard at stabilizing all the various hardware flavours to make GPU PLM more robust on 2020.1. As we find fixes, we try to bring them back to 2019.4 so that more users can benefit from it. Stay tuned for more fixes during 2019.4 LTS cycle.

Please define “more robust”. More bug free but still with plenty of bugs? Able to do complete level bakes? More robust means absolutelly nothing. :\

Thanks! Yeah, to be honest, all 2019.X cycles we’re non functional GPU PLM for me, however, 2020.1 beta is just crazy good compared to any other release. Can’t wait for it to be out of beta.

Trololocat, yes, we can say that new bugs appear in various releases, for sure. But there are huge amounts of improvements as well in workflow. And for me, stability has been greatly increasing in 2020.1

I personally see great progress :)

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