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Neste momento difícil, continuamos comprometidos em tornar mais fácil e intuitivo para você alcançar suas aspirações. Acreditamos que o mundo é um lugar melhor com mais criadores nele. Hoje queremos ir além, por isso estamos fazendo duas coisas para tentar ajudar: estamos fornecendo três meses de acesso gratuito ao Unity Learn Premium para que você tenha acesso a recursos para ajudá-lo a dar vida às suas ideias. Também estamos ministrando aulas virtuais através do Create with Code Live, gratuito para alunos, professores e qualquer outra pessoa interessada em aprender a codificar.

Os últimos 12 meses foram gigantescos – tanto para o sucesso de vocês quanto para o progresso de nossa tecnologia. Desenvolvemos milhares de novos recursos e melhorias, demos acesso a recursos gráficos através do Scriptable Render Pipelinies, fizemos grandes progressos no mundo 2D, lançamos nosso primeiro produto industrial no mercado e melhoramos muito os fluxos de trabalho e produção. Adicionando aos nossos serviços Multiplay e Vivox que ajudam você a operar o seu jogo, a Unity acolheu deltaDNA, Furioos, ChilliConnect, Graphine e Artomatix na nossa família, oferecendo a vocês soluções adicionais para todo o ciclo de vida e desenvolvimento do produto.

Foi também um ano incrível para os criadores da Unity, dos indies aos estúdios AAA, e para empresas de todos os tamanhos. Dos lançamentos premiados de Disco Elysium (quatro prêmios no The Game Awards, PC Gamer Game of the Year) e Untitled Goose Game (DICE Awards Game of the Year), aos lançamentos recordes de Call of Duty: Mobile (100 milhões de downloads em uma semana) e Mario Kart Tour (90 milhões de downloads na primeira semana, e o jogo de iPhone mais baixado de 2019), mais que nunca, criadores estão alcançando grande sucesso com Unity.

Enquanto nossas raízes estão em jogos, 2019 foi, sob vários aspectos, o lançamento de uma nova fase para a Unity e seus criadores em novos setores de negócios como Automotivo, Transporte, Manufatura e AEC (Arquitetura, Engenharia, Construção). Introduzimos o Unity Reflect, nosso primeiro produto dedicado a dar aos profissionais da indústria de AEC o poder de ver tudo em contexto e rapidamente fazer mudanças de design, melhorando a colaboração e reduzindo erros valiosos. Vimos empresas como SHoP Architects e Skanska usarem a Unity para elevar edifícios a novos patamares, e a Volvo abrir novos caminhos na indústria automotiva.

Enquanto o mundo continua mudando, estamos comprometidos em ajudar todos vocês a aprender novas habilidades e capacidades que podem ajudar a trazer sua visão à vida. Com prazer, anunciamos que estamos dando a todos acesso complementar ao Unity Learn Premium começando hoje até dia 20 de Junho. Somente conecte-se para acessar sessões ao vivo com Unity experts e mais de 250 horas de tutoriais detalhados, projetos hands-on e cursos em detalhes para desenvolvedores de jogos e qualquer criador que se pode beneficiar do poder da tecnologia em tempo real. Isso inclui tudo de Game Mechanic Design Fundamentals ao Getting Started with Post-Processing Stack for VR. Adicionalmente, estamos entregando Create with Code Live, aulas ao vivo virtuais ensinados pelos Unity experts para estudantes, educadores e qualquer um que queira aprender a codificar, começando na Segunda, dia 23 de Março.

O ano à frente: Dominando os fundamentais

Embora 2019 tenha trazido muitas melhorias e conquistas dos criadores, ainda há muito trabalho a ser feito. Ouvimos você – é por isso que em 2020 estamos focados em fornecer versões mais estáveis, fluxos de trabalho mais intuitivos e mais recursos, todos validados com produções do mundo real, para que você tenha confiança para usá-las em seus próprios projetos. Nossas principais áreas de foco do produto são Confiabilidade e Desempenho, Fluxos de Trabalho Criativos, Qualidade Escalável e Alcance de Público.

Você pode aprender mais sobre isso nas duas sessões de roteiro que planejamos para as próximas semanas. Inscreva-se no canal de YouTube da Unity para não perder essa oportunidade.

  • Quarta-Feira, 25 de Março – Core Engine & Ferramentas de Criador
  • Quarta-Feira, 1 de Abril – Jogos ao Vivo

Após as sessões do roteiro, queremos ouvir você. Que perguntas você tem sobre o que está chegando ao Unity em 2020? Junte-se aos especialistas em produtos da Unity para perguntas e respostas no Fórum da Unity, onde responderemos a todas as suas perguntas mais importantes sobre tópicos como confiabilidade, desempenho, fluxos de trabalho, como alcançar novos públicos ou como nossa equipe de nuvem está facilitando para você para fazer jogos conectados.

Esse é apenas o primeiro de muitos conteúdos sob demanda que planejamos para você. Você poderá acompanhar tudo isso em Unity.com .

Veja como estamos comprometidos com você:

  • Aumentando a estabilidade. Ouvimos seus comentários, alto e claro – você deseja menos grandes lançamentos , mas atualizações de pacotes mais oportunas que melhoram a estabilidade e a qualidade de nossas ferramentas. É por isso que estamos migrando para dois lançamentos do stream de TECH este ano (2020.1 e 2020.2). Além disso, a partir do próximo lançamento, a versão padrão do Unity que você baixa do Hub será a versão LTS (Long-Term Support). Dessa forma, você pode ter certeza de que está baixando a versão mais estável para projetos em produção. Você ainda poderá optar por fazer o download de nossas versões beta e alfa, caso queira nos dar um feedback sobre elas.
  • Melhorando a qualidade de vida. Estamos modernizando o Unity para ser mais flexível para suas necessidades. Estamos diminuindo ao máximo a distância entre você e sua criatividade e planejamos fornecer ainda mais recursos.
  • Ouvindo. Estamos reformulando nosso Programa Beta para que você tenha um canal mais direto com a equipe de Engenharia que está construindo e melhorando ferramentas e tecnologias, atuais e futuras. Somos gratos pela paixão da nossa comunidade Beta por melhores ferramentas e tecnologias e, por meio desse programa, estamos priorizando obter feedback acionável que permitirá mais transparência e ajudará seus fluxos de trabalho de produção. Mais informações em breve.

Um mundo com mais diversão

É importante ajudá-lo em todas as etapas do ciclo de vida da criação do jogo. Após o lançamento, facilitamos a operação e a monetização do seu jogo. Por exemplo, estamos:

  • Tornando os jogos conectados mais fáceis de alcançar. Muitos de vocês desejam criar jogos multiplayer e, para esse fim, fizemos grandes progressos nas ferramentas e serviços necessários para conectar milhões de pessoas, jogadores de todo o mundo. Recentemente, trabalhamos com MADFINGER Games no Shadowgun War Games para testar nossa nova Camada de Transporte e Matchmaker. Essas tecnologias fornecerão um código de rede de baixa latência e as ferramentas necessárias para conectar os jogadores, que estarão disponíveis para você ainda este ano.
  • Maximizando o tempo de atividade do servidor e a alegria do jogador. A escala do servidor e o bate-papo por voz seguro de nossos serviços Multiplay e Vivox conectam centenas de milhões de jogadores em jogos como League of Legends , PUBG , Apex Legends e Arco Íris Seis: Cerco . Nossos serviços independentes de engines se integram facilmente aos seus jogos para oferecer a melhor experiência possível para seus jogadores.
  • Dando a você o poder de fazer mais. O Unity Game Simulation (versão beta no final deste mês) usa o poder da simulação em nuvem para equilibrar seu jogo de forma eficiente e precisa e acelerar o tempo para o lançamento progressivo. Também lançaremos o ML-Agents 1.0 em breve, o que permite que você crie personagens que não sejam jogadores, sem ter que investir muito em engenharia e desenvolvimento.
  • Ajudando você a encontrar e manter novos jogadores após o lançamento. No ano passado, recebemos duas novas empresas na família, ambas focadas em ajudá-lo a envolver os jogadores e mantê-los jogando seus jogos. A DeltaDNA traz recursos avançados de mensagens, análises e gerenciamento de jogadores para oferecer a cada jogador a melhor experiência possível e desenvolver relacionamentos de longo prazo. A ChilliConnect trouxe componentes críticos para o jogo, fáceis de instrumentar, incluindo armazenamento na nuvem, gerenciamento de economia e tabelas de classificação. Por fim, nossa rede de monetização continua incentivando o sucesso dos criadores nos milhões de títulos do mercado e trazendo os jogadores certos para o seu jogo.

Um mundo em ação

A tecnologia 3D em tempo real que foi forjada em jogos também está mudando a forma como os produtos e edifícios são desenhados, projetados, fabricados, vendidos, atendidos e mantidos. É assim que estamos ajudando nossos clientes em todas as etapas:

  • Estendendo o 3D em tempo real para todo o ciclo de vida da construção. À medida que os prazos do projeto na indústria de AEC se tornam mais restritos, torna-se imperativo que os participantes do projeto nos campos colaborem de maneira eficaz e façam iterações de design rapidamente. Nosso novo produto de AEC, Unity Reflect, resolve esse problema difícil, facilitando a criação de experiências interativas que são vinculadas ao vivo aos projetos originais. Juntamente com nossa parceira Autodesk, estamos expandindo o valor dos dados BIM, colocando-os diretamente nas mãos de qualquer profissional da AEC para explorar opções de design, resolver problemas complexos de engenharia e acelerar projetos de construção por meio de experiências imersivas em tempo real.
  • Estendendo o 3D em tempo real ao longo do ciclo de vida do produto. Unity Enterprise for Product Lifecycle e outras ofertas que virão este ano estão facilitando às empresas acelerar a inovação, criar experiências imersivas em todas as fases do ciclo de vida de seus produtos e se envolver com os consumidores de maneiras mais interativas.
  • Tornando os produtos melhores, mais seguros e mais confiáveis. O Unity Simulation é um serviço em nuvem que executa várias instâncias do Unity e permite testar, treinar e validar todos os seus cenários de uma só vez. Essa nova oferta ajudará mais criadores a liberar o poder da simulação para gerar dados sintéticos em escala e treinar modelos de percepção de aprendizado de máquina muito mais rápido do que nunca.

Unity começa com você.

O mundo é realmente um lugar melhor com mais criadores nele, e queremos saber como podemos desbloquear seu criador interior. Tudo o que fazemos na Unity está a seu serviço; criamos com você, para você.

À medida que estamos ansiosos para o resto de 2020, estamos entusiasmados em nos conectar com você online e através dos muitos jogos futuros feitos com o Unity. Jogos incríveis como Ori and the Will of the Wisps (Moon Studios), Wasteland 3 (entretenimento inXile), League of Legends: Wild Rift (Riot Games) e Hardspace: Shipbreaker (Blackbird Interactive) estão chegando nos próximos meses. Nós montamos este trailer para que você possa ver alguns dos grandes jogos que virão no final deste ano. Também queremos ouvir sobre os jogos que você está criando, então, por favor, compartilhe-os nos comentários para que possamos aprender mais sobre eles!

De todos nós da Unity, obrigado. Estamos ansiosos por mais um grande ano de construção, criação e crescimento, juntos.

60 replies on “Estado da Unity 2020: Todos Juntos Nessa Hora”

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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