Unity 2022 LTS Released ... DOTS Is Finally Here!
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- Опубліковано 31 тра 2023
- Unity have released Unity 2022 LTS. There is a ton in this release, but perhaps the biggest new feature is that the long awaited DOTS, or Data Oriented Technology Stack is considered production ready.
In addition to DOTS (ECS, Burst Compiler, Jobs System), they also released a new DOTS netcode project, Netcode for Entities. Rendering got some love too with a new Water system for HDRP and several URP additions as well. All of the features, plus a demo of the DOTS and Water System are covered in this video.
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It's been 84 years...
It started in the second age, a prophecy to end all prophecies!
Grand fathered paradox
1884 nearly 200 years
cool video
but about the intro, main premise of DOTS is structuring the data on your memory in a way that you always get CPU cache hits. So main thing is not that "you can run code in parallel easily". But its true that that also makes your code easier to parallel. Not just that it makes it easier to do anything.
So DOTS have these:
- Fast queries (ECS)
- CPU cache hits (ECS)
- Easy to parallel (ECS, Jobs)
- No reference types (ECS, Collections)
- You free memory manually when needed, so no GC (ECS, Collections)
- Compiles to machine code with Burst (Burst)
also people will still say its harder than Game Objects, but i think thats probably not because its harder but because its a different coding paradigm.
tbh once you learn it, its 10x easier than Game Objects
it makes it easier follow what is happening in your code and overall easier to manage and build things
its just your brain should start thinking differently first, you gotta stop thinking Object-Oriented
its easier for real, like if im just writing a quick demo/prototype, i would rather do it using DOTS
ECS is sure a different coding paradigm, but DOTS is probably the hardest implementation.
I have experience with third-party ECS, like Entitas, LeoEcs and such, and this stuff is actually easy once you learn the ECS paradigm, which learning curve is same or even easier compared to OOP.
But DOTS ECS adds a lot of stuff, like jobs, multithreading etc. which requires developer experience and time investment to create a game.
I agree that compared to Unity way of doing things it can be easier for big projects when you also need great performance, but otherwise it's actually harder and makes your code more complex.
It's obvious, because parallilization, cache friendliness etc. never comes free.
Just looking at the code, you should know much more that common unity dev knows and you should also write/read more, because of boilerplate, which is unavoidable, but still.
Things come at a cost.
Fantastic update Mike
Thanks mate 👍
Wow this update gives me a little faith in Unity for once
A new hope
I already have a good idea of it now. The official git tutorials were super helpful, one of the rare cases where I didn't need any other tutorial vids.
I'm very glad native level memory layout is possible now in Unity. Hopefully we finally get rid of that performance stigma in Unity compared to other engines.
...now if it just has Unreal's global illumination like Lumen, generative landscaping AI, even auto-LOD, and other things that Unreal 5.2 came up with... I wouldn't even have to _think_ about transitioning to Unreal.
I remember learning about DOTS in history class 😂
It's actually here?!....
For real?!....
OMG how long has it been?!
One thing that's not mentioned in the post is Display HDR support in URP (if you're using DX12).
Upgrading my project right now from 2021 lts to 2022 lts urp
I'm excited to see how this DOTS thing goes. I'll be interested in hearing some perspectives from people who've shipped games with it. I'm a little skeptical about its ease of use compared to monobehaviours. The tooling and conversion stuff definitely helps with that but I'm wondering what the code syntax will be like. Like it makes sense when you're dealing with tons of gameobjects, but what if you just want to manipulate a single object?
Interesting stuff
Very rough analogy here: dynamic languages vs static languages - you can bang out a lot more code in one (GameObjects) but over time and/or more people things will degrade quickly. This basically can't happen with ECS. And once you get used to the "quirks" of DOTS code you can get pretty fast too. The two biggest things to learn is the api and restrictions and esp. unlearning object oriented thinking (a bit like learning Haskell in university after you used C++ for years).
Bout time. Took 3 lay offs and some other stuff. But we got here
Wow Unity finally shipped a stable feature
"Stable"
You poor unfortunate soul.
@@chadfranklin47 yeah good point
2:55 - That looks a lot like the water from Subnautica ***shudders***
Nope, I'm not remembering some terrifying event from that game. I'm just recalling the trauma of the frame rate drop on my Mac at the time, whenever I turned the water quality level any higher than LOW.
Hdrp "is" designed by default for high end machines.
You'd struggle to develop without one let alone play it
@@BadBanana - I'm not sure if Subnautica was made with HDRP or not. I think it was created before HDRP hit the scene.
I have a different computer now though - well two, a more recent MacBook Air for day to day stuff, low end game dev and work (web dev), and a self-built gaming PC that's more up to the job of developing games with Unity HDRP, and Unreal Engine 5... not that I'm doing much more than fiddling about at the moment!
@owdoogames yeah what I meant was, in more words, that if you struggled with subnautica and it's high settings then you'll definitely struggle with this.
I'm playing with the water system in hdrp now. Just loaded in the unity meadow environment dynamic nature and am about to throw gaia into it with dynamic forest and see what I can build,
Going to render a morphing scene and record a high def pilot for our metaverse.
Good luck to you
@@owdoogames Yeah Subnautica is OLD as hell, I remember playing it hella lot of years ago when it was still like a beta and it had a totally different bag of tricks with the gameplay. It used to run like trash too, they've really optimized the hell out of it since then.
Guess im upgrading now before my project becomes bigger. ☺️ Thanks for the detailed update!
I've seen your channel and you're making great contents! Keep up, I want to see you're game completed, the concept is quite unique!
@@AntonioLatronicoDeveloper thanks. ☺️🙏 I'm currently having problems with my water system and reflections right now. Maybe the new version can help with it. Hehe 😁
yeah i've seen you as well on thomas' channel, I like the AI improvements!
@@AKiCK.Studios ohhh, hi guys! 👋😁 ... Thanks 👍
Great release from unity. I will like to see a more stable version of HDRP. Last time I used it, it was a bit janky.
Can you elaborate? I have been using HDRP for over a year now (2021 LTS) and I wonder what exactly you found to be janky?
What is the colorful script editor inside Unity that you have?
you will still have to use asset store for water in built-in and URP pipelines. Why can't unity include a version of their water system for the other non-HDRP pipelines?
Where can I find this tornado example?
Devs: Did you do it?
Unity: Yes
Devs: What did it cost?
Unity: Everything
Exciting news !
I guess that splash screen still there?
1:28 It's worth clarifying that components should never _do_ anything. Components are exclusively data. _Only_ systems should have any behaviour.
components don't do stuff. it's data :D Entities are just indexes. The systems do stuff Mike :)
Yeah, that was certainly my bad.
What year is this? Feels like they just shipped what they promised in 2018
Let's Goooo!
Anyone know any good tutorials for the new version? Or would any tutorial be the same?
Whenever I upgrade my project to 2022 shaders break! I'm hoping this is fixed with LTS. Basically it's all the custom CG shaders that break because they're not set up 100% for URP.
2022 LTS (aka 2022.3) is basically exactly the same as the last update to 2022.2 - it's just that going forward there'll be no more features added, just bug fixes and optimisation.
I remember when Dots was promised with the release of Microsoft 95
I still don’t understand what it is exactly, is it a programming language? What he showed looks more like c++ than c#
Donwloaded unity 2022 LTS this morning and it doesn't work for me, the water doesn't appear :/ (and yes I'm in HDRP, Water enabled, sky and fog volume > Water rendering > state > enabled but still doesn't work). Anyone have a solution please?
Yo guys I'm an unreal engine user but considering unity for vr multiplayer project development, how's the state of the Unity engine?
Oh! Nice
"dots is a new technology announced for unity back in 1986~1987" ROFLCOPTER , why did you had to do 'em like that man
Why My Unity Hub shows nothing, just 2021 LTS and 2020 LTS? Any idea?
1. Make sure you have the most recent Hub. That's often the issue.
2. The Hub is confusing as hell from a UI perspective... are you looking for it after hitting the Install Editor button and not just in the Installs section? Again, their UI is really confusing on this.
@@gamefromscratch Tanks for the replay, after updating my Unity Hub, now I'm on 2022 LTS.
How can I create that tornado effect tho. :0
I forgot to actually revisit it in the video, but the sample link is in the linked article.
amazing
1:24 - Has Unity now also integrated a code editor? 🤨
Is this an extension?
script inspector 3, it is on the asset store, i use that for years now, somewhat limited but faster than any other ide
@thFaust I prefer to use Visual Studio Code. $40 for an integrated code editor? I don't know 🤔
@@sabiplaypuzzles7332 well, VS code is abolutely fine as well. (and decently fast to load up) No need to spend the money, just saying that si3 is a solid tool, i like it...
@thFaust Honestly, I don't want to belittle the tool in any way. However, the prices on the Unity asset store sometimes seem pretty arbitrary to me. The $40 is actually still relatively okay.
coming in june
so is it out now or.
i was confused in the trailier video
The way they launched this was very... very... very... odd.
But yeah, it's out now and can be downloaded from the Hub.
@@gamefromscratch
any idea how to migrate a project and the older dots package.
ive done it before but just want to make it clean and safe for the official release from pre release
No sorry, perhaps someone else will chime in with a suggestion
@@AustinPinheiro_uniquetexthere I think older dots package are available only in 2019 version...but i'm not sure about it !!!
Waiting for it since the C64 😅
When is the ai coming?
Every update I read about Unity feels just like them catching up, I have yet to see a jaw dropping new tool or feature.
The addition of HD water is cool though I have to admit but it coming in 2023 feels a bit long overdue. All in all HDRP is the most promising version I see in recent years.
I'd be happy once they make script change iteration < 3 secs with CoreCLR though.
Sure, I wouldn't complain if they speed up a bit. Even just "catching up" would mean a lot for them.
DOTS is not a "jaw dropping" feature?
at least they are trying to stay relevant, good for the market
Will this LTS version work with Enemies or is this for 2023 ?
I think Enemies was Tech Stream release.
cool, can i upgrade from 2021 to 2022 without losing any thing ?
There will be errors tho ;-)
@@igorthelight i will skip it for now .thanks
Just make a copy of your project folder, then be sure to delete the library folder and just give it a try.
0:28 1986/1987? 😂
Who has the best dots tutorials?
turbomakegames
Is HDRP dead? seems like all the improvements are for URP
Honestly, as they get more and more to parity, I imagine they will merge the URP and HDRP. Creating and maintaining two sets of tooling for what should ultimately be one pipeline just isn't worth it in the end.
This is of course just my opinion/prediction.
Hdrp got more updates than urp did at least in this version
@@gamefromscratch Unless mobile platforms can achieve the processing power of PCs and consoles, and have powerful batteries and heat dissipation. Otherwise, I guess not. One that focuses more on mobile platforms and power consumption. Another focus is on showy effects.
I know what I'm doing tomorrow
But is Dots similar to Nanite
Tarkov players now: hmmm, so we don't have still 2021 version
I could'nt help but mention, you can actually enable under water rendering with the water system.
Give it 40 seconds.... ;)
I quit web dev because MVC. Now it appear in unity, lol
Really hoping for a tutorial from you about setting up and the basics
when showing a comparison animation (like the temporal aliasing or decals) please don't scroll while it's beiing shown at least for one cycle before you scroll off, it's mildly jarring
Oops, yeah, I suppose that makes sense.
So far it is crashing. Beware with upgrading bigger projects, it seems there are still bugs in this version.
ROFL THERE ARE BUGS IN EVERY VERSION!
Actually, it's crashing like every 15minutes. This LTS is not stable. Yesterday I had 15 crashes. I mean the build of a game from 2022 works fine, but editor keeps crashing horribly.
@@lulasz_rip
Is there any performance or frame pacing improvement according to you if compared from 2021 latest lts
Does it still take 20 minutes to start a new project?
I'd take that any day over unreal engine taking 20 minutes opening any project
Yes it does. If you want an engine that isn't slow as shit, use Godot.
@@michaelzomsuv3631 That's something I love about Godot, if I have ten minutes, I can spend 9:55 making the game.
How often do you start a new project? It's just a one-time thing per project
Create an empty project and it won't
I'm trying to learn about game dev. I wonder which engine is going to allow me to release a monetizable 2d game of small to medium size as fast as possible, unity or godot? They say gdscript is easier than C# to learn. I can't program. Also how do people feel about the mandatory Unity logo, is it too lame? 400 euro/year is too much for someone that doesn't make any money with it.
gamedev is a journey, your first games will be bad, especially if you don't know how to program or draw, but from them you will learn and you will do better every time, I am sorry to tell you that without experience, the chances of your first game being successful are low, but what that does not discourage you!, with each game you will learn new things.
Unity and godot are good options for 2d, try both and see which one is more comfortable for you
@@lagajuancho3305 My question was more about developer velocity not so much about wanting the very first one to be amazing.
I have a very hard time with the idea of trying out an engine for myself, because I don't know anything. I know Photoshop very well, so trying out other raster editing software is going to be very fruitful, but if I did not know anything about that I would not deduce much.
@@oredaze just take unity and roll with it, it will always be rough at the start, but since you know how to photoshop it will be rather easy for you to develop a 2D game, and with visual scripting it's not going to be a problem, just download unity and get to it!
That's completely up to you friend. I think Unity has some good support when it comes to releasing for a variety of platforms. I haven't messed with 2D yet. From what I hear Godot is very easy to start with, but on the other hand Unity from what I understand has much more documentation and people using it so it might be easier finding answers. I don't think you can go wrong with either or. You don't need to be an awesome programmer to get started with Game Dev in Unity. I'm a newbie and Ive successfully created a game. It was a struggle because I added more features than I intended, but with enough perseverance you'll be successful with either engine I think.
You will know how to progarm before you release any game good with it. Take time, learn code and make game with it, you will learn
i finally learned how to implement FFT ocean in unity.
then unity brought a FFT ocean system in hdrp.
my last 3 months = wasted.
I do not understand that Burst Compiler. Why does Unity need it but Rust not?
Someone correct me if im wrong but From what i understand burst compiler is a way to convert C# straight to machine language for faster performance
Well, its not really apples to apples.
Rust is a language and toolchain. It has control over the entire process, from syntax to exe generation.
Unity is built on top of C# and inherits the baggage of that language. The burst compiler is a special C# code compiler that converts (a subset) of C# code to .NET byte code so it runs faster.
A more direct analogy would be if someone else came along, used Rust but found some issues with the code gen process, they they implemented their own high performance compiler.
Essentially. Although technically it works on a subset of C#, and the output isn't machine code, but optimized IL/.NET code.
But yeah, its basically a custom C# compiler for faster executable code.
Unity's entire ecosystem is dependent on C#-based technologies, which are either incompatible with Rust or simply hard and costly to bridge.
Rust only makes sense for newer engines and even then, the ecosystem is pretty immature for an engine like Unity e.g, there's no de facto JITting solution (afaik) which is important for hotreloading.
Edit: sorry i misread your comment. basically unity is the biggest benefactor in dotnet aot (aot being more performant for games compared to jitting). so unity did some research and out came the burst compiler, which in turn is going to help architect dotnet aot going forward as per a small deal that took place between ms and unity couple of years back. as to why the c# world was so jit focused up until this point, basically c# was trying to perfect what java had back in the day java having its own reasons to pick jit over aot
@@gamefromscratch the reason I ask is because C# does have already performance optimization and the native compiler. Obviously C# is used in a lot of places already outside of Unity. However. I find it odd that Unity had to do more and make their own compiler. That compiler can not be used outside Unity. Other C# devs outside of Unity can not have such performance increase with C#?
Space Engineers got a C# written game engine. Time to rewrite to Rust. :)
Mean while Godot is.....
dead
Roblox got parallel code before unity lol
DOTS coding looks so much easier to use than existing c# in unity. Reminds me of c++ in unreal engine which is way easier than what Unity had prior.
I hope Unity will become good for complex games as Unreal, new graphic techs are similar to Unreal, but performance is pretty bad in complex projects (maybe dots will change smth)
you know rust is made in unity. Its quite a heavy game as well with 4k maps. DOTS is very good on the performance aspect like really really good
@@anmolmohanty4806 i know rust, tarkov and etc, but nowadays their performance is not good. And when i said about complex games i meant single player games with realistic graphics, animations and others,
@@nomercy9569 For example ???
Don't forget Subnautica and Sons of the Forest.
Unity plans for the future a full world building system for large worlds with DOTS support and also AI support for the artist tools. The first considerations are already in the roadmap under the rubric "Worldbuilding".
Sons of forest developing on unreal
86 87 hahahaa
Wow. Turns out I was right about dots. Remember when gfs said dots was dead?
I think my take was a bit more naunced than that...
Now i may have done a tad bit of clickbaiting titling... But that's UA-cam life ;)
Honestly I don't think I ever called DOTS dead. I did call it a @$$# show I'm sure, but I think that's fair.
It isnt dead but it lacks a lot of features such as animations , ui, ... I dont think it is really alive
@@luongnguyenuc1966 Half-life 3 when
unity is the best free and opensource engine out there, you can cry but is just the truth
@@OverbiteGames Oh, is not free now? you can only use if you pay for the engine?
@@eduardomoura2813 It is not opensource, but as long as you do not earn money, you do not have to pay
@@janwagner3020 correction: if your game isn't popular enough, you do not have to pay
@@OverbiteGames yeah, maybe if you have to pay to use unity you must be a bit "challenged"
123
Hi,
I want to be clear. Ive never doubted you know your stuff. But today i read a few of your replies on this video. Mike, forgive me for calling ya Mike, as i dont actually know you. But like damn man, you are clearly among the active and experienced devs on platform. Up there with the Mark Darrah's and Jason Weimann's. Have you ever considered making tutorials?
Between Greg Wondra, Dev TV & Stephen Ulibarri. We already have access to very indepth tutoriala on a vide range of topics. But there is still a lot of information not covered or even discussed. For me i look at learning anything like this. Sure i know what the others can teach me. But i have no idea what we could learn from someone with your experience.
That said. I also know there are many reasons you might not want to do tutorials. From simply keeping them up to date. Or the butload of work and time it takes to put one together. What can i say. Im a life long learner. Always on the look out for people who know more than me.
As always, thanks for your time. Take care and have a good one
Thanks, appreciate the compliments. I do a smattering of tutorials here and there, but really I'm somewhat ill suited to doing too many tutorials compared to people that dedicate themselves to using a dedicated engine daily.
Me, instead I get to be the generalist guy that gets to play with all the new toys. It means I get to learn how to use the new features, or new applications, but my knowledge level is by necessity pretty shallow. I do think I will start doing a bit more tutorial type stuff on the channel though. Also of course it is very time intensive and I'm at near 100% capacity most of the time as it is.
NP, at all, you are more than welcome. Your jack of all trades approach is nothing but helpful. Just keeping up with all the news you bring us has to keep you plenty busy. So please no rush at all. When/if you do get around to some tutorials. I'll be more than happy to check them out.
Have a good one
Why is water only in HDRP???😠 It's not like you can't run water on mobile devices at lower quality. Unity is so frustrating.
Give it time, HDRP is on a semi feature freeze until more core features are URP compatible. APV was added and I assume water will be too.
@@sacb0y No hope for that. It's not even on the roadmap.
@@johnrossporter3439 It would be part of coexistence, and likely finishing the implementation of shader blocks.
Because this water is too much for mobile devices? Use some logic, this is water simulation. You have example URP project with water if you need that.
@@Genebriss Not all URP projects are on mobile. Also, mobile processors are quite powerful. No reason why it couldn't be optimized to handle them
Unreal Engine solos
DOTS is for sure not new. And parallel processing is not something game engines have ever been good at.
I figured out why Gameforstrach subscribers hate Unity so much. Since Gameforstrach shares Unreal's free content up-to-date, people who will never use Unity fill the comments section.
I would say because this is a engine agnostic community. Lots of Godot users here, Unreal users and Unity users.
That said I wouldn't say most hate Unity the engine. Unity the company, especially Unity executives, have made a lot of negative headlines since going public and that certainly doesn't help.
I'm using unity and i hate it too but i'm making game for mobile so i better not using ue. Looking at unity 2022lts i dont see any great deal. Dots is what they focus to much but it even dont support animation for general . Idk what 2022lts unity bring us.
@@gamefromscratch Yeah, Unity had a bunch of bad rep from the community and the commitee's rambo certainly did not help there.
I use Unity on daily basis and that's why i hate it so much
Nice try Unity, but it's just too late. UE for the WIN! 😁
Still using UE? I just started Unity : )