Abu Dhabi Flashcards

1
Q

State of Unity

A
  • Welcome Audience
  • Intro Myself
  • I’m excited to be here
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2
Q

Safe Harbor

A
  • Presentation is for informational purposes only
  • Different in reality than I present here
  • Timing, development, or functionality of any of the features or products
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3
Q

Once Upon A Time

A
  • Take you on a little Unity journey today
  • Less than ideal time before Unity was it’s current easy to use multi-functional Real Time 3D tool
  • This is not everything there is out there
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4
Q

Unity Before (Release Process)

A
  • You’ve noticed all of the wonderful tools
  • all those tools haven’t always existed
  • Unity’s release process has improved greatly
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5
Q

Unity LTS and Tech Stream

A
  • LTS focus on stability and quality
  • Battle tested and ready for productions that are shipping now.
  • Tech Streams have new cutting edge features but less stable
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6
Q

Unity Platform Roadmap

A
  • Unity releases an open and transparent roadmap

* You can find all the details on new features, bug fixes, and other information about what is coming

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7
Q

Submit a new idea

A
  • If you don’t see what you are looking for on the Unity roadmap
  • Click the “Submit a new Idea” button on the bottom of each roadmap page
  • Ideas will be triaged and possibly added
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8
Q

Package Manager/Feature Sets

A
  • Packagemanger hasn’t always existed
  • Packages have a lifecycle of experimental, pre-release, released, and deprecated.
  • Feature sets combine packages to offer Faster overview, compatible versioning, and easy learning
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9
Q

Unity Before (Artist/Designer Tools)

A
  • Another one of my favorite subjects… Artist and Design tools.
  • Artists and designers haven’t always been able to jump into the Unity editor and make their visions come to life
  • Now we have visual coding, VFX Graph, Timeline, and many other tools
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10
Q

UI Toolkit / Streamline Terrain workflows

A
  • Authoring of runtime UI
  • Integrated Text Mesh Pro
  • Terrain Tools package is fully “Verified” and contains many workflow improvements.
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11
Q

Speed Tree 8 / Decals

A
  • SpeedTree 8 vegetation can now be directly imported into the HDRP
  • Decals have been added to URP, with two modes, screen space or using a DBuffer
  • The UI has been improved for decal projector placement as well as with pivot point and scale transform tools, Prefab support, and multi-select capability.
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12
Q

Unity Face Capture / Unity Virtual Camera

A
  • Released two companion apps on the App Store that will enable artists to use AR data
  • Unity face capture enables you to preview and record real-time facial performances in the Unity Editor
  • Unity Virtual Camera enables you to preview and record very natural handheld camera movements and lens controls in the app.
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13
Q

Shader Graph

A
  • Built-In Render Pipeline now supports Shader Graph
  • Surface Options for URP - this allows you to expose more options from your Shader Graph shader in the Material Inspector
  • Blackboard categories enable you to group the properties in the Blackboard and expose them as expandable sections in the Material Inspector.
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14
Q

VFX Graph for URP / Shader Graph VFX Graph

A
  • VFX Graph for URP is now officially supported for PC and consoles
  • We have improved mobile support, but compute shader technology on mobile devices still varies widely across devices
  • You can use any custom Shader Graph shader to target VFX Graph.
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15
Q

Sequences / Deferred Rendering

A
  • Sequences 1.0.0 empowers you to efficiently create linear content such as movies and game cinematics.
  • You can now use either forward or deferred rendering paths to build mobile projects in URP.
  • The URP Deferred Rendering Path performs light shading on a separate rendering pass
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16
Q

And lots More Artist & Design Features

A
  • You can see here that there are many more features we can talk about.
  • This presentation could be 3 hours long if they would give me the time
  • We’ll talk about URP 12 a bit later though because there are some exciting new things here that are covered there.
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17
Q

Unity Before (Programming Features)

A
  • There have been many new changes to how we develop games in Unity.
  • Changes have helped us to make better games faster
  • Continue on this journey by showing new and improved programming features
18
Q

Unity 2021 LTS

A
  • The new 2021 LTS release continues our focus on quality, productivity, and performance for programmers.
  • We also see new features being integrated into older platforms
  • Finally, we see developer iteration time drop drastically.
19
Q

VFX Graph for URP / WebGL Support for SRP Batcher

A
  • Visual Effect (VFX) Graph is now officially supported by URP for PC, PlayStation, and Xbox
  • Unity 2021 LTS adds WebGL support for the SRP Batcher
  • Which enables improved performance that’s in line with our goal of achieving parity between the Built-In Render Pipeline and URP.
20
Q

Apple Silicon Support / Synchronous API for Addressables

A
  • Native support for the Unity Editor on Apple silicon and a stand alone player.
  • In the past Addressables only had asynchronous APIs
  • Increased options for games that need finely controlled download management.
21
Q

Improved Memory Profiler UI / Improved Performance in HDRP

A
  • Memory Profiler has had a pretty big overhaul in terms of UI
  • HDRP 12.0 includes production-ready integration for both NVIDIA and AMD’s enhanced resolution algorithms.
  • For more information consult our docs and Unity 2021 LTS release blog post.
22
Q

And lots more programmer features!

A
  • Again there are many more features that I have not mentioned.
  • Lots of improvements for XR developers
  • Also improvement to Mono and .NET which were a long time coming.
23
Q

Unity Before (Universal Render Pipeline)

A
  • Unity only provided one render pipeline
  • All features were shipped and most couldn’t be removed or turned off.
  • couldn’t be specified for a single game type so we made the Scriptable Render Pipeline
24
Q

Universal Render Pipeline

A
  • The SRP allows for multiple render pipelines to be used and created
  • Universal render pipeline is one of these
  • URP is one of the most used pipelines and is very powerful.
25
Q

URP 12 for Unity 2021 LTS

A
  • URP 12 is the latest version of URP
  • Has been the most feature packed release to date.
  • URP12 brings us much closer in feature-parity with our Built-in Render Pipeline
26
Q

Reflection Probe Blending / Decal System

A
  • Reflection probe blending and box projection support have been added to allow for better reflection quality
  • (left) No blending, (right) Blending, (middle) Blending and Box Projection for the most realistic look
  • Enables you to project decal materials into the surfaces of a Scene
27
Q

Deferred Rendering Path / Lens Flare System

A
  • Deferred rendering decouples the light calculation from scene geometry
  • It supports an unlimited number of real-time lights (before 8)
  • Lens Flares simulate the effect of lights refracting inside a camera lens
28
Q

Light Cookies / Enlightened Realtime GI

A
  • Light Cookies enable a technique for masking or filtering outgoing light and produce patterned illumination.
  • Can be used to change the appearance, shape, and intensity of cast light for artistic effects
  • Enlightened GI enrich your projects with more dynamic lighting effects
29
Q

Scene Debug View / Render Pipeline Converter

A
  • Scene Debug View allows users to inspect the properties of materials being rendered, how the light interacts with these materials, and how shadows and LOD operations are performed.
  • A new converter framework for migrating from the Built-in Render Pipeline to URP
  • It works for 2D and 3D projects, and covers: materials, Animation clips, and Rendering settings
30
Q

And lots more (URP)

A
  • Again there are many more features
  • Some things to note are: new package samples
  • And URP global settings
31
Q

Unity Before (General Solutions)

A
  • There was a time when unity was just an engine to build once and deploy everywhere.
  • Unity didn’t have many tools for live ops and beyond solutions beyond the engine
  • Now, Unity has many tools outside of creating your game.
32
Q

General Solutions

A
  • Vast amount of options and solutions we have outside of the editor.
  • General solutions cover everything from live ops to monetization
  • These solutions are just as important if not more than the Unity editor itself
33
Q

Product Chart

A
  • You can see here that there are 30 different solutions Unity has to offer
  • I’ll cover just a few of these coming up.
  • Three main groups of solutions: Create solutions, operate, and Success services
34
Q

Cloud Content Delivery

A
  • Cloud Content Delivery system, designed to be a convenient and cost-effective
  • Used for hosting and delivering remote content to your players
  • Engine-agnostic solution, you can use it with Unreal engine or other game engines.
35
Q

Remote Config

A
  • Empowers developers to change configurations remotely in real-time
  • It allows you to configure your content based on user, geography, and device.
  • You can fine-tune things graphics but also gate content based on player segmentation
36
Q

Unity Game Backend

A
  • Unity’s collection of tools and cloud services host and run content for your game
  • Everything from authentication to economy and even saving game data
  • Make it easy to setup user accounts and data
37
Q

Unity Lobby

A
  • Gives you the tools to Connect your players for great multiplayer experiences
  • Out-of-the-box “Quick Join” functionality
  • Invite only lobbies
38
Q

Multiplay

A
  • Most resilient game server hosting
  • Scales fast and easy
  • Low cost with bare metal servers but not only confined to bare metal
39
Q

Vivox

A
  • Trusted by the biggest games like VALORANT, PUBG, and League of Legends
  • Allows voice and text communication between players
  • Supports PC, mobile, and console, as well as cross play amongst these.
40
Q

HelpShift

A
  • Helpshift provides in game support for players
  • Players don’t have to leave the game to access this support
  • Support can be automated with AI and automatic answers to FAQs