unity technology roadmap

UNITY TECHNOLOGY
ROADMAP
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TECHNOLOGIES
Good Afternoon and welcome to the Unity Technology Roadmap Discussion.
Objectives
• Decide if upcoming releases are right for
your project
!
• Understand Unity’s plan on how to deliver
new releases
!
• Review that Unity is working on needed areas
!
• Collaborate with Unity to prioritize which
areas need the most attention
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!
!
!
The objectives for this session are the following…
I will start with a short presentation where Unity’s technology is going and how Unity plans on getting there. After that, I would like to switch to an open discussion to bring in all your questions and concerns into our
understanding of what needs the most attention.
First, let me do some quick introductions. I am Alex Lian, a director in Unity R&D department based in Copenhagen. With us, we have a number of Unity R&D engineers who have been speaking in the other talks to help fill in
details and perhaps answer particular questions when they come up. In addition, Hiroki-san will join for our open discussion.
Now, let’s start with a little history.
What you asked for Pre-5.0
•
Fix Bugs Faster
• Unity now has a weekly Patch release
system
http://unity3d.com/unity/qa/patch-releases
!
•
Communicate More
• More developer participation
• Roadmap
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Last year, we heard the biggest issue for users was instability and that Unity did not fix bugs fast enough. To address this, we created a weekly patch system where we fix
critical bugs as quickly as we can. Once a month we roll up these patches into a fully tested release. You can access these releases on our website at this URL.
!
The second concern from users was that we were not communicating enough and talking with all of you. Our communications are a work in-progress. For now, we have
increased our developer participation in the forums, Unite conferences and right here with this roadmap talk.
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Over the last year, we were busy working on 5.0 which we released last month. I won’t go through the highlights as plenty of other talks will cover them,
but for those that are not aware: this was an incredibly large release with 57 pages of release notes with numerous features, over 290 improvements, and
over 500 fixes. We took our time with this release to try and make sure everything we wanted was in it.
Quality
Before
• Keep all features
• Take all the time needed
!
Now and Future (5.1 and beyond)
• Quarterly cycles
• Features can be cut even through
beta
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However, we want to change that. Before, we aimed to have a big feature set and take all the time we needed to make a high quality product. 5.0 was a
perfect example of this style.
For the future, we’re moving towards being high quality and faster releases. That means development of features may be more incremental and have
interim usefulness while still being polished, but not be complete from a “feature” standpoint. This means that we ship what’s ready in a release, not wait
for features to complete.
Current Schedule
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We are beginning to transition to this plan with 5.1. So, as you can see, we’re on a 3 month release cycle, with a 4 month development time.
Unity 5.1
•
!
•
!
•
Currently in Beta
Beta Access for Pro users: http://unity3d.com/unity/beta
Shipping in June
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Unity 5.1 recently entered beta. Since the 5.0 release, beta access is now a feature for all Pro customers. You can download it soon at this URL.
!
Unity 5.1 will ship in June.
5.1 Refactoring, Code Cleanup
•
•
•
•
•
Unification of OpenGL pipelines
Editor localization preparation
Multiplayer Networking replacing RakNet
Animation Window
Numerous other cleanups, bug fixes and
improvements
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5.1 has a lot of focus on fixing things, re-work and refactoring. Here’s a short list of things that were addressed
!
Note that you can go see Sean Riley’s talk here in this room at 5pm.
5.1 New Features
•
•
•
•
•
Runtime Assertion Library
Crunch Texture support
HDR Color Picker
Sketchup Asset Import
VR Integration
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The rest are features that were worked on in parallel to 5.0 and were ready for this release.
!
So, what’s past 5.1?
Unity 5.2
•
•
•
Shipping in September
Possible work includes
• Services
• Analytics
• Ads
• WebGL 2 support
• Updated WWW class
• Multithreaded rendering
• 2D Tools improvements
• More UI features and performance
• il2cpp for Android
• Screen Space Ray-Traced Reflections (SSRR)
!
No guarantee on making the cut!
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We’re still putting together that full list. Here’s the early look at what may be in Unity 5.2 which will be due in September.
!
Let’s take this opportunity to let Tim Cooper, our lead for the UI team to expand on the UI features and performance plans for 5.2.
!
Please remember, these are just candidates for refactors or features that may be ready for September, but with our faster cycle and keeping high quality we may need to
remove them from the release if they end up not being ready.
What do users want?
Re-work
• Input Manager
• MonoDevelop
• Terrain
Improve
• Particles
• Animation
• NavMesh
• Mono
• HD/SD
• Asset Pipeline
• 2D Tools/Usability
Add
• Nested Prefabs
• Cinematic Tools
• Visual Programming
• Collab Tools
• Visual Shader Editor
• Linux Editor
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What’s after 5.2? That’s still being determined, but while 5.0 was in-progress we did a lot of talking with users to see where their pain points and concerns
were. This was the initial list that we collected.
Of this list, most have begun investigation, prototyping or already in active development. They’re just not ready in the near term and able to predict which
release they’ll land in.
Driven by Users
Unity is about user success
!
Making it easier to build games is our goal
!
We want to hear from you!
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Unity’s mission has always been to “democratize game development”, and the only way to do that is to listen to the users, and this is what this open
discussion is about. Unity wants to collaborate with you by taking your questions and requests and gather them up to see what are the most pressing
issues.
Discussion Ground Rules
• No introductions
!
• Keep question simple
!
• One question at a time
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So, let me invite Hiroki-san up to the stage to begin the discussion. For this open discussion here are the ground rules. We want to keep this quick to let
everyone have their question, so:
Please, no introductions, keep questions simple and only one question at a time. You may ask more questions, but please only one at a time.
!
We’re open to all topics, though some may be easier for us to answer than others. To help figuring out what areas we have direct expertise present with
us…
Kim - Core
Jan - Audio
Jesper - Lighting,
Graphics
Rene - Core
Rune - UI/Editor
Sean - Networking
Tim - UI/Editor
Veli - 2D/Animation
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Further Resources
• Roadmap
• Not published yet, but soon
!
• https://www.facebook.com/groups/unityuserj/
!
• http://feedback.unity3d.com/
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Just to wrap up, thank you all very much for all your input and the discussion. For further information and resources, please see the Unity Japan Facebook
page, plus the feedback site for submitting further requests.
I’ll be working on publishing a more complete roadmap, and I hope to share that out soon.
!
If there are any follow up questions, please come by after.
!
We thank you very much for your participation! Have a good day!
!
!
!
!
JP
!
CN
http://forum.china.unity3d.com/forum.php
!
KR
Appendix
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Nested Prefabs?
• Most requested feature
!
• Definition: Any GameObject in a prefab can instantiate
another prefab as a child GameObject
!
• Delayed over the years for various reasons (perceived
higher priorities)
!
• Work is resuming to address this
!
• Also in the pipeline: Prefab inheritance which is
inheriting an entire prefab, but storing only the delta to
apply on top
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Localization?
• Re-working text handling in Editor for 5.1 to
allow for localized editor
!
• Manuals are in process
!
• http://translate.unity3d.com
!
• Bugs Submissions coordinated through
country offices
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Bug Process
1. Submission
2. QA Verification (send to translation if necessary)
3. Development Triage (no milestone)
4. Investigate/Scratch Head/Fix
5. Close
6. QA Verification in version (Resolved)
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2014 @ UNITY
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UNITY TECHNOLOGIES
TECHNOLOGIES