Unite 2024 Keynote

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  • Опубликовано: 19 сен 2024
  • "Be the first to hear the latest news and product announcements and learn how incredible creator projects like 10 Chambers’ Den of Wolves are using Unity 6 features to achieve more realistic visuals, faster. You’ll also get a first look at the latest Unity Originals demo, Time Ghost, and how the team built it."

Комментарии • 123

  • @zionen01
    @zionen01 День назад +34

    Stability, performance and documentation. No need to be flashy, Unity is now heading in the right direction.

    • @tbunreall
      @tbunreall 15 часов назад +1

      Meh, I want more features on par with unreal. Working in unreal is a real treat.

  • @jowsey
    @jowsey День назад +48

    overall a reassuring enough keynote. really hoping 2025 is Unity's year

  • @lpfonseca
    @lpfonseca День назад +100

    Unity is back on track!! Congrats!

    • @ViperPacket
      @ViperPacket День назад +6

      it is not, enjoy your stocks plummeting. 🤣

    • @hiltonvarian3352
      @hiltonvarian3352 День назад +14

      Listen @ViperPacket I get it you do not like Unity But I do not like Godot or Unreal. I do Believe Unity is Back on track. I could say Godot must lose all it Clients and so Should Unreal or whatever Game Engine you are Using. But Yes I am still a fan of unity and will support it through thick and Thin.

    • @Rochus_Turris
      @Rochus_Turris 20 часов назад +2

      ​@@ViperPacketunity got me 20% returns in the last 2 weeks soooooo...

    • @Rochus_Turris
      @Rochus_Turris 20 часов назад +1

      ​@@hiltonvarian3352me too

    • @デュラジ
      @デュラジ 15 часов назад +1

      @@ViperPacket Are you declaring that you're bad at investing

  • @UnitCodesChannel
    @UnitCodesChannel День назад +16

    UNITY IS BACK! THANK YOU FOR LISTENING TO THE COMMUNITY!

  • @unitynote
    @unitynote День назад +29

    Unity developers assemble!! 😁😁

  • @nucleartide
    @nucleartide День назад +25

    Keynote starts at 27:34

  • @thomasanderson1416
    @thomasanderson1416 20 часов назад +6

    Glad to see Unity going back to its roots.
    The pep talk at the start is always my favorite part.
    I still miss David, Francis and Joachim though.

  • @niuage
    @niuage День назад +32

    That speech was really good and recomforting, well done CEO man. Hopefully we see the effects of the new leadership and direction real quick.

  • @AIGameMonster
    @AIGameMonster День назад +16

    I wish the UI Toolkit editor was as user-friendly as a 3D scene editor.

    • @ShrikeGFX
      @ShrikeGFX День назад +3

      and the 3D scene editor is from 2005

    • @seanofthezo
      @seanofthezo День назад +6

      UI Toolkit was built by the dev team responsible for Internet Explorer 7.

    • @AIGameMonster
      @AIGameMonster День назад +5

      @@seanofthezo No wonder, UI Toolkit like in web pages. UGUI allows you to drag and drop elements freely. But in UI Toolkit, you must set the Position Mode to Absolute, yet there are no tools like move handles or coordinate arrows to use, making it very inefficient.

    • @leeoiou7295
      @leeoiou7295 16 часов назад +1

      UI toolkit is trash

    • @AIGameMonster
      @AIGameMonster 14 часов назад

      @@leeoiou7295 Currently, the UI Toolkit is indeed a failed product. I hope it continues to improve.

  • @F00dstamp96
    @F00dstamp96 День назад +11

    I'm happy to see them course correct. The future looks bright.

  • @darkmattergamesofficial
    @darkmattergamesofficial 19 часов назад +3

    Unity back and united once again! I am stuck with 2022 for my current game but can't wait to jump on Unity 6 or whatever comes next for future projects. Just getting better and better.

  • @Rahulsingh-theraha
    @Rahulsingh-theraha День назад +5

    Man, this is simply great, especially environment stack and dots update

  • @virtualmind9341
    @virtualmind9341 День назад +5

    Coreclr when? Coreclr was mentioned in presentations for years now.
    I find it somewhat disappointing that Unity 6 still ships with mono.

  • @4g3-7
    @4g3-7 День назад +9

    I'm very excited for Unity 6 🎉❤😂

  • @UnitCodesChannel
    @UnitCodesChannel День назад +2

    FELLOW UNITY DEVS, WHERE YOU AT?

  • @bodardr
    @bodardr День назад +5

    Damn what a speech. I'm looking forward to next year!

  • @WeirdThingsGames
    @WeirdThingsGames День назад +5

    Seventeenth October baby!!!!! 😊😊😊😊

  • @equalique1
    @equalique1 День назад +5

    I'm feeling hope

  • @baatar
    @baatar День назад +2

    That FPS demo at 1:27:40 looked sick! Which company is behind that game again? It was called Project Prismatic?

  • @knightoftheblood1841
    @knightoftheblood1841 16 часов назад +1

    The change in CEO was definitely worth it.

  • @coregamestudio
    @coregamestudio 23 часа назад +1

    Looks good, Looks VERY good! I had my plans on Unreal but looks like the new CEO of Unity is bringing Unity back in the game!

  • @majjen
    @majjen День назад +2

    Jump Ship looks amazing!

  • @thatprogrammertom1911
    @thatprogrammertom1911 23 часа назад +2

    I never thought I would use Unity again, you guys have absolutely taken my breath away with Unity 6 Preview. Anyways, I should probably get back to making my horror game! Peace!

  • @Fanaticalight
    @Fanaticalight 8 часов назад

    Can someone explain the benefits of moving all mono functionality to NET CLR? Other than that, we are so back.

  • @hadrien26
    @hadrien26 16 часов назад

    Happy to see Unity back on the right track! Looking forward CoreCLR and simplified Dots integration.

  • @Gasimo
    @Gasimo День назад +8

    Unity will do everything not to have to use their own Terrain Tech to render grass these days lol

  • @davekite5690
    @davekite5690 3 часа назад

    'the best Unity Keynote I can remember hearing. (Sounding far more focussed and 'self aware' - fingers crossed...)

  • @ShrikeGFX
    @ShrikeGFX День назад +16

    Don't forget about editor improvements. Hierarchy is still complete monochrome with no icons. Project you cant even read names longer than 15 characters. Third party assets bloating your searches to unusability. We can't even copy paste in the project. Still need 3rd party collider and LODs. Inspector attributes are a joke. Work on the basics you neglected for 15 years.

    • @flowfiregames1338
      @flowfiregames1338 День назад +1

      +1

    • @TheSerhatn
      @TheSerhatn 21 час назад +1

      +100

    • @jean-claudelemieux8877
      @jean-claudelemieux8877 18 часов назад

      I do not share your viewpoint.
      - Hierarchy can be customize to your needs (EditorApplication.hierarchyWindowItemOnGUI).
      - You can work in minimize to read longer name. (Project Window)
      - You can ignore assets in package. (Project Window)
      - LODs are working well. You can also use CullingGroup for non-renderer objects.
      - Inspector have a lot of option and with UI Toolkit it is even easier to customize them.

    • @OverbiteGames
      @OverbiteGames 15 часов назад

      LOD generation and setup is very important - I'd also like to add:
      1. Imposter generation and management should be implemented
      2. UGUI is fundamentally designed in a way that resonates far more with most of us than UiToolkit - even if UI Toolkit didn't have any missing features. I'm very familiar with UE5's Ui system - it's significantly more polished, a pleasure to work with for animation and shaders - including easy support for SDFs, and so on - I'd MUCH rather Unity work on parity or improvements over that system than whatever "let the web designers handle your game's entire GUI" driven goals that Ui Toolkit was trying to achieve. I'd love to make editor tools but I'm very unhappy with Ui Toolkit - so I don't.
      3. When working on a cross platform game VFX graph is simply not an option unless you can afford to create two versions of your particle system for Mobile and other platforms. There isn't a fundamental reason why everything made with VFX Graph needs to run on the GPU - I quite like Niagara in UE5 and their modules include CPU and GPU splits - taking this and using it to make a scalable particle system where I can define a variety of presets - including one that uses GPU sims potentially - would be nice
      4. On the topic of stability and random bugs - I actually just lost my benchmarking project on the latest version of 2022 LTS - not backed up to Github because it's a benchmarking project - and basically just out of nowhere my Assets folder was empty - my assets were all in there, Unity just didn't recognize them anymore. Found no help except one person who deleted their .Meta files while a Unity dev begged them not to. I did the same thing and my project became less broken - like my skeletal meshes on mobile just started turning invisible for a few seconds at a time as if they were on a random timer to do so. I copied the project beforehand so it's not like I don't have a backup - it's just a backup with no files recognized by Unity. Prior to that I discovered a cool checkbox that enables the Native Vulkan Renderpass or whatever in the URP settings file that, when checked, causes the Galaxy Tab S9 FE that I was using (Android 14, Vulkan 1.1, Exynos 1280 or 1380) to just crash on startup with a very difficult (See: Impossible) to currently resolve logcat. Uncheck the box and it stops happening. No one else having this issue has figured out that they checked a single box that they shouldn't have apparently.
      5. Unity could really use better level editing and navigation tools - Probuilder has nothing on UE5's greybox "modeling" tools or a community plugin available on Godot that also creates really nice greybox geometry. There's also just a lot of minor displeasures compared to Unreal that I'll list a few of of the top of my head: Mouse doesn't stay within viewport when, ie, holding rmb to rotate | Lights don't show which direction that they're facing or visually expose other information | Camera viewport pinning | Navigation itself just doesn't feel nearly as good | Unity requires you to go into Nvidia Control Center to limit the FPS to 60 (or whatever) or it runs uncapped and just maxes out your GPU or CPU - whichever bottlenecks first, no matter how many trillions of frames per second that might take
      6. The settings need a pass. Again, and I'm sorry to keep harping on this, but look at Unreal - I'm not sure why you have "Player", "Quality", "URP", then there are a bunch of URP files storing data - two separate files per setting configuration.. And Unity's input system on paper is great but I really recommend taking another look at, you guessed it, Unreal - you're both doing the same thing but I didn't need to watch RUclips at all to use UE5's Enhanced Inputs system - I had to watch about an hour of RUclips to properly comprehend Unity's. Now that I do, it's easy for me to go "oh it's not that complicated" but I'm not at all new to game development and it took an *hour* to understand an input system that I specifically already tried to use with just the Unity Docs as an aid - and I understood the fundamentals of Unity's system because they're the same system as Unreal's - just clunkier. The User flow is legitimately bad for setting it all up. The Ui is legitimately bad. Not subjectively - objectively it is bad. It is unclear and confusing and there are many ways to softlock yourself in a way that really shouldn't be reasonably possible.

    • @hyperlenz
      @hyperlenz 10 часов назад

      Omg so it isn’t just me going mad that i can’t even copy and paste variables like i used to and i thought the project is just bugged .n.
      +1000

  • @TuanVo-x8w
    @TuanVo-x8w 22 часа назад +1

    Love your learning resource; would love to see more investment in immersive media.

  • @4g3-7
    @4g3-7 День назад +1

    Is the music free to use?

  • @JaXuun
    @JaXuun 20 часов назад +2

    I am more hyped for this than uefn

  • @-nickdev
    @-nickdev 21 час назад

    Really great talk from the CEO, definitely builds some confidence in the future of the company.

  • @anthonywoodward4737
    @anthonywoodward4737 19 часов назад +1

    the anti-metaverse statement and lack of discussion about VR is concerning to me. Unity is the go-to tool for VR development, and for as much as i LOVE the refocus on developers, I hope the "Metaverse's" lack of focus doesn't represent a lack of focus on VR.

    • @CarbonCitizen
      @CarbonCitizen 13 часов назад

      I've seen active releases on XR toolkit from them, also new samples and templates. I'm not sure what "new" things woulda been worth highlighting in a keynote? Also vision pro hasn't done much favors to the ecosystem, difficult to get excited there. Looking forward to my Omni One showing up next month. Integrations there would be worth highlighting!

  • @pradeepv2696
    @pradeepv2696 18 часов назад +1

    Unity will be acquired soon,now that they showcased the awesomeness!

  • @ckjdinnj
    @ckjdinnj 12 часов назад

    1:07:30 - this is neat and all. Would be great to know how this works with debugging? Can I set a breakpoint step through a function and then resume? Would it cause a massive delta time spike and disconnect clients?

  • @DenisGamer
    @DenisGamer 21 час назад

    Unity 6 is coming and I don't see anything about Unity native and updated WebXR implementation.😕

  • @siriusgu4579
    @siriusgu4579 20 часов назад

    not 4K? crazy!

  • @Subroutine403
    @Subroutine403 15 часов назад

    Looks like Unity is back but I never jumped off. Came close. Very close.

  • @Rabe2000
    @Rabe2000 День назад +1

    Welcome back!

  • @KindreadArts
    @KindreadArts 13 часов назад +1

    Excellent keynote for the most part - please excuse my lack of mixing in praise and getting into what I'd like to see - I liked a lot here.
    - Getting a scene to "run on mobile" isn't meaningful in and of itself. The difference between the iPhone 16 Pro Max or Samsung Galaxy S25 Ultra (unreleased) and a Samsung Galaxy A55 are insane - and Unity should know better than anyone that devs aren't only targeting flagships. This felt very jarring in the presentation and I felt like it was very much a hand wave "don't look too hard into this, moving on!" but the iPhone 16 Pro Max is legitimately more powerful than some of the midrange PCs and Laptops that we're expected to run on. Especially if "run on" doesn't even include avoiding thermal throttling.
    - If the upscaling solution is on par with AMD's FSR - having literally just ran a benchmark on Unity and Unreal - which used AMD's FSR on mobile - it's not "visually similar" in the slightest. FSR looks awful on mobile and desktop. DLSS is better - but in every game that I've played, disabling DLSS made the game look much better and removed all of the input lag - making the game play much better.
    - The use of DOTs and Ai for the Time Ghost demonstration is excellent - as is all of the mentioning of dogfooding and collaboration - the Google "just use Ai in your games and ???" afterwards really missed the mark. That was not it.. at all.
    Apologies but I'll be posting line by line as something in here is getting flagged by Automoderation.

    • @KindreadArts
      @KindreadArts 13 часов назад

      - "Just use our super expensive services that are a touch more convenient" is still that same old Unity that you're trying to distance yourself from. Epic's services - provided by a company that makes less money than Unity - are highly professional and entirely free. Unity increasing the friction to utilize other services while also providing worse services and at a higher cost than their competition is not a good look. Microsoft is heavily involved in .NET and C# and Google is part of this presentation - I imagine that they're fond of antitrust violations but it would be very very chill if Unity's wide reaching engine that collects a ton of analytics could present those - considering that Google and Apple have no interest in discussing their platforms or the devices that run on them - and no phone company will discuss how many devices they sell - knowing what the landscape of mobile devices are, what genre, how much playtime.. that's all just missing. There is no Steam Hardware survey for Google Play Store or Apple's App Store. Unity is so widespread that it could easily fill in that gap - I have to speculate that the data is simply far too valuable to share freely.

    • @KindreadArts
      @KindreadArts 13 часов назад

      - If your goal is to consolidate the engine's diverging systems, PLEASE:
      1. Look at Unreal every time. I don't want to harp on this - just trust me, Unreal does production tools much better than Unity - Engine not as much, tools yes.
      2. UGUI > Ui Toolkit. Do not make me use CSS. Heck your strings. Unreal made their version of UGUI a DREAM to work with.
      3. PhysX runs circles around Unreal's Chaos. It's a MAJOR reason why I'm using Unity. Please get that updated to PhysX 5 and beg Valve for Source 2's physics solution.
      4. Input System needs a major UI and workflow pass - it has too many confusing elements and gotchas - it's much better handled by, you guessed it, UE5's Enhanced Input System.

    • @KindreadArts
      @KindreadArts 13 часов назад

      5. Using DOTS to enhance Unity is the obvious play - but given that peer to peer with EOS or Steam enables free relays, there's pretty much no reason to pay Unity monthly for dedicated servers - but because of this obvious conflict of interest, Unity's networking solutions aren't on the table. I'm using FishNet because that's what works for my networking solution, and I'm using Game Objects because ECS won't play nice with any of this, and even if I wanted to use Havok (shocker but I do - if Halo can use Havok for a multiplayer physics sandbox game franchise, why not?) by needing to use FishNet to interface with EOS and avoid nutty and unnecessary monthly costs.. welp, no ECS. In fact, the major thing that I wish that I had and can't easily add into all of this is analytics - not like "gimme money" analytics - balancing related stuff - team configurations, a file containing the timeline of events that I've written into it, that kind of stuff. I need a place that can collect all of these little files and allow me to download them in a Zip file or torrent (it might be big, idk) and potentially filter the data that I want so that I only download the stuff relevant to the thing that I'm investigating. For the most part my expectation is that the individual files are just about a paragraph of text give or take - maybe 10 given that I'd batch them into one file and upload rather than a single file at a time. Similarly, ingame content produced by users is hard to surface - stuff like usermade maps (well, model-bashing - obviously I didn't ship Blender-lite in my project) and similar deep customization - I'd like to host those, let people rate and review them, ect. But there's no reasonable way to do that unless you already have the scale. It's not a great gamble to make.
      6. SRP and Settings overall need a pass - the names are weird, the sections are messy, just make the whole thing significantly more clear and clean.
      7. Enhance VFX Graph to have mobile / CPU capable modules - as always, look at Unreal's Niagara but honestly that has flaws for sure.
      8. TextMeshPro should probably be renamed - it's just kind of weird at this point.

    • @KindreadArts
      @KindreadArts 13 часов назад

      - Unity could use a better Audio system
      - Unity should adopt Unreal's Gameplay Tags - and preferably the entire GAS
      - Unreal's Collision Queries are just kind of better than Unity's collision layers. My apologies for the little brother syndrome. I do believe that Unity's bones are much much better than Unreal's.
      - The workflow for importing and looking at, ie, a skeletal mesh that has some LODs and a few animations and needs to have some materials assigned and variants made is.. also in need of another pass.
      - Pie in the sky, literally no clue in the world what this one would take, but as much as I prefer writing C# or C++ rather than Blueprints, I did find that debugging Blueprints was immensely easier than debugging C# - you will need to collaborate with Ryder and/or Microsoft as otherwise only VS Code or something could be used without collaboration, but:
      1. Allow an instance to be selected from a dropdown menu within the editor for debugging - but it's alright if we just select it in the hierarchy or in-editor
      2. Upon doing this, begin highlighting lines of code in the code editor as they're processed - in Blueprints the lines between nodes turn red, this is probably the closest approximate.
      3. Upon hovering over a field, property, function parameter, ect. display the values as they're updated - and if the runtime is paused, hold all of the most recent stuff and leave the lines highlighted exactly as much as they are when it's paused.
      4. Maybe even add numbers line by line to indicate what order things are called in
      5. Allow for a super slowmo mode - yes Unity can make it so that the game runs really slow, but I'm talking lines of code can be seen visibly lighting up and dimming as the code gets parsed.
      6. This needs to be able to be done across multiple files / editor windows / views - so that I can see interacting systems

    • @KindreadArts
      @KindreadArts 13 часов назад

      Obviously the question is "WHY?" and the answer is simple - a visual overview of how your code is running can really help reveal what's happening - or not happening - without even needing to step through it at all. Yes there would be a cost to this - but mind you Unreal does this by default. That's just a thing that happens. There's no noticeable slowdown. You can "watch" certain node outputs to see the numbers in realtime.. it's just such a nice to have feature. I know that many people are going to dismiss this, but it's like code folding or namespaces or supporting more than just OBJ files - it sounds dumb and pointless and "easy to work around" but it's much more pleasant and useful than it sounds like it would be.
      Namespaces: "Why not just pick names like MyCompany_MyGame_MyVariable?"
      Code Folding: "I can just.. scroll? Who asked for this?"
      FBX / GLTF / ect: "Nothing wrong with OBJ - keep it simple!"
      Nonetheless, yes it's silly. I get it. I don't expect it ever, lol.
      I also appending this comment that failed to post - but that's it for me - cheers on Unity 6 and Unity 7 sounds incredibly exciting :)

  • @PatrickGod
    @PatrickGod День назад +1

    When she said people where running away screaming, my initial thought was she is talking about the announcment of the runtime fee.
    So glad it's gone now!!

  • @magoesokb
    @magoesokb День назад

    A cuanto esta el eCPM en mexico ?

  • @Rochus_Turris
    @Rochus_Turris 20 часов назад +2

    I hope unity does polish the engine quite a bit more before they try to squeeze money out of the community again...

    • @Rochus_Turris
      @Rochus_Turris 20 часов назад

      if they pull another run time fee unity will be cooked

  • @GammlerGameDev
    @GammlerGameDev День назад

    These were some good news and it seems like exciting stuff is happening. :)
    But I feel some ressources (like those spend for browser game stuff) were better invested in other parts of the engine - but other dev have other requirements and maybe thats just me.

  • @pnvgordinho
    @pnvgordinho 21 час назад +1

    How is it that a yt channel like Unity has ads?

  • @voidquaternion
    @voidquaternion День назад

    Can't wait to try web gpu on my side :)

  • @shuanshuanzai
    @shuanshuanzai День назад +4

    Unity! best for indie games.!

    • @GradientOGames
      @GradientOGames День назад

      Perhaps AAA at some point to...

    • @JanoschNr1
      @JanoschNr1 День назад +1

      and low end PC's/Laptops the majority of all games I ever played on my laptop were from the unity engine

  •  День назад +1

    Hello 😎

  • @darkart6487
    @darkart6487 17 часов назад

    @Unity, How many more versions of Unity are expected to be released, and how many years do you need to change the physics of wheel colliders?

  • @Ahsmic
    @Ahsmic День назад

    aUNITY KEYNOTE YESS

  • @daslolo
    @daslolo 14 часов назад +1

    "Unity 6 was adopted quickly" - lol
    starting with a lie isn't confidence building.

  • @nullgator8073
    @nullgator8073 19 часов назад

    This keynote is pretty much the same as the previous ones, why are people acting like it's a revelation

  • @Louvaadeus-y5k
    @Louvaadeus-y5k 19 часов назад

    what unity😁

  • @HahdJdjdj
    @HahdJdjdj 8 часов назад

    👍👍

  • @bartubas1958
    @bartubas1958 День назад +4

    Bring back Joachim Ante and Mike Acton!!! Where are the visionary people

    • @TedThomasTT
      @TedThomasTT День назад

      Mike left Unity a while ago

  • @JaXuun
    @JaXuun 20 часов назад

    They are attacking roblox which i like

  • @paulooliveiracastro
    @paulooliveiracastro День назад +8

    Very disappointing to be honest. Improvements just for multiplayer-focused or big developers. Also, this amount of focus on "business" and generative AI is very concerning for indie devs. I'm going to the blue side, especially now that Unity lost my trust.

    • @rootth7113
      @rootth7113 День назад +2

      I feel the same.

    • @MarissaFarmer
      @MarissaFarmer День назад +3

      Just curious, APV and resident drawer stuff seem really cool. Why are these only for big developers?

    • @nonstopper
      @nonstopper День назад +4

      Ai will help indie devs way more than professionals 🤷

    • @paulooliveiracastro
      @paulooliveiracastro День назад

      @@nonstopper It will help more cashgrab companies to generate derivative content fast and flood the stores, drowning everyone with it. Also, most of those models rely on stolen data. While Muse doesn't, it will probably be outpaced by competitors that do, forcing Unity's hand if they don't. Meanwhile there's no way to audit if they are telling the truth (and, again, I don't trust Unity). Feel free to use it, I'm out.

    • @graecus33
      @graecus33 19 часов назад

      It's literal theft. What are you talking about?

  • @cunningfox146
    @cunningfox146 День назад +12

    Well that was underwhelming, for "biggest event yet" I would expect more updates on important topics, such as transition to CoreCLR

    • @shikhermyv
      @shikhermyv День назад +8

      They did mention about it

    • @jowsey
      @jowsey День назад +1

      They said they'd be talking more about it at other talks and closer to release - also, the keynote isn't the whole event! There's a ton of sessions going on still!

    • @TedThomasTT
      @TedThomasTT День назад +3

      Coreclr is not sexy enough for a keynote

    • @MarcScattergoodNW
      @MarcScattergoodNW День назад +4

      Others have mentioned it, but check out the Roadmap session once it's posted to RUclips. CoreCLR is a big part of future changes. It will not land in Unity 6 due to how systemic and foundational those changes are, but CoreCLR is a big part of improving the base of Unity and getting away from Mono.

    • @cunningfox146
      @cunningfox146 День назад +1

      @@TedThomasTT But how is performance and iteration speed improvements are not sexy tho

  • @MrSkoobydoo
    @MrSkoobydoo 22 часа назад

    Why the commercials... dumb

  • @unicorne6501
    @unicorne6501 День назад +2

    Uch again no improvements with there grass & terrain systems. instead we get AI tools....

    • @MarcScattergoodNW
      @MarcScattergoodNW День назад +2

      Watch the roadmap session when it's posted. More coming.

    • @SnakeEngine
      @SnakeEngine День назад +1

      Not so important, just buy custom tools for specialized features.

  • @SnakeEngine
    @SnakeEngine 23 часа назад

    Have you made any improvements to URP? I cannot hit 60 fps with a simple pong game on low-end laptops, even with the "performant" preset.

    • @Eydan
      @Eydan 22 часа назад +1

      Wut? 😮

    • @OverbiteGames
      @OverbiteGames 13 часов назад

      @@Eydan Agreed.. I'm targeting incredibly low end devices with a very intense game,
      There's no way that I'm getting over 40 moving and animating skeletal meshes in a proper scene on a Samsung Galaxy A15 but pong isn't capable of running on your laptop.
      Like are we talking about Atom processor netbooks from 2013? Because honestly there's only two possibilities here:
      1. It's the laptop - either software, hardware, idk
      2. You've set up Unity incorrectly and are somehow also making the most unoptimized - like award winningly so - version of pong imaginable.
      But bluntly speaking - if the laptop can run pong games made by other people and playback RUclips videos then it's 100% the latter.

  • @hyperlenz
    @hyperlenz День назад +1

    Disappointed sadly. Only thing i find intriguing are light probe and gpu occlusion. And terrain redo for the roadmap. Wish they put more support with current tools. Also every year is ecs or dots

    • @SnakeEngine
      @SnakeEngine День назад +1

      I just wish URP performance on laptops with integrated gpus would be acceptable. It stutters in close to empty scenes. I cannot even make a pong game that hits 60fps. Must be a huge upfront cost for URP.

    • @OverbiteGames
      @OverbiteGames 13 часов назад

      @@SnakeEngine I'm targeting incredibly low end devices with a very intense game,
      There's no way that I'm getting over 40 moving and animating skeletal meshes in a proper scene on a Samsung Galaxy A15 but pong isn't capable of running on your laptop.
      Like are we talking about Atom processor netbooks from 2013? Because honestly there's only two possibilities here:
      1. It's the laptop - either software, hardware, idk
      2. You've set up Unity incorrectly and are somehow also making the most unoptimized - like award winningly so - version of pong imaginable.
      But bluntly speaking - if the laptop can run pong games made by other people and playback RUclips videos then it's 100% the latter.

    • @SnakeEngine
      @SnakeEngine 10 часов назад

      @@OverbiteGames No, Surface Book 2 plus another laptop with similar specs (but only with an integrated intel gpu). Actually all Unity games chug along on those, even simple retro 2D games such as the messenger. I bet yours will too. I even tried the "performant preset", disabled post processing in addition. Only when I do all that and lower the resolution to 720p I can hit 60fps, but it looks like uttter trash. While non-Unity games run just fine, even more demanding ones. Note that the Setup for Phones might be different, but if you are targeting PCs, it looks like a huge upfront cost. It looks like Unity expects PCs to be powerful, ignoring low-end laptops.

  • @leezhieng
    @leezhieng День назад +4

    Starts at 10:05

  • @kwcnasa
    @kwcnasa 9 часов назад

    Resume @42:00

  • @lightbug6103
    @lightbug6103 18 часов назад

    1:33:02 Amen

  • @peterquill726
    @peterquill726 20 часов назад

    1:09:50