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[Unity] Unite Copenhagen Keynotes Quick Review



  1. RT3D (Real-Time 3D)
  2. Performance (DOTS)
    1. C# Jobs System
    2. Burst Compiler
    3. ECS (Entity/Component/System)
    4. FPS Netcode Architecture on top of DOTS (2019.03)
      1. Client-side prediction
      2. Lack Compensation
      3. Interpolation
      4. New Animation Package
        1. Runtime IK
        2. No black box
        3. Unity Physics on character Controller 
        4. Unity physics Ray-casting on shooting
      5. Render pipeline based on DOTS component 
        1. Hot-patch in editor mode(Almost everything like Shader ,Physics ,Material ,etc.)
        2. No matter what's the device you use. 
        3. This give direct feedback
        4. Hide or delete elements that optimize the performance.
      6. Transport Package (Preview)
      7. Multi-play Dedicated Server Hosting
      8. Matchmaking (Beta)
        1. Next month
      9. Voice Communication
  1. Augmented Reality
    1. AR Foundation
      1. Unified workflow
        1. ARKit
        2. ARCore
        3. HoloLens 2
        4. magic leap
      2. Create Robust AR apps
      3. Across AR devices
    2. XR Interaction Toolkit (Preview) in 2019.3
      1. Interactivity without coding
      2. hand gesture ,etc.
    3. MARS (Environment)
    4. Unity library in native mobile app (Preview)
    5. Shop Architect Reflect (Beta)
      1. Real-time building information modeling (BIM)
      2. BIM + RT3D = Unity Reflect
      3. Live-link Function  
    6. Design + Construction
  2. Unity Simulation
    1. Test
    2. Train
    3. Validate
    4. LGSVL Simulator
      1. Electric car simulator 
    5. Game balance
    6. Save time
    7. Iterate faster
    8. GameTune (Beta)
      1. Machine Learning to instantly optimize games
  3. Graphics(2D/New Scriptable pipeline)
    1. Real-time Ray Tracing (2019.3 preview)
    2. Scriptable pipeline
      1. HDRP (2019.3 preview)
        1. best visual quality
        2. VFX Graph
        3. Shader Graph
        4. Post-processing
      2. URP (LWRP)
        1. Devices friendly and quality
        2. VFX Graph
        3. Shader Graph
        4. Post-Processing
        5. Lightmapping
        6. Render Passes 
        7. URP vs Built-in RP
          1. CPU and GPU runs 30% faster
          2. Draw calls reduce
          3. Batches
          4. Bandwidth
      3. 2D 
        1. 2D Shadows
        2. 2D lights
        3. Sprite Shape
        4. 2D Shader Graph
        5. 2D Animation/IK
        6. Tilemaps Editor 


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