Thank you! We will be including chapters and timestamps on all of the "officially edited" sessions but since we wanted to get this out so quickly we had to bypass a couple of things
ECS under the hood is already a thing in a few places but to really make the editor sing we need to make some more fundamental changes to integrate it, thus next generation.
this time they do things logically eg. srps are switchable, GOs are ECS backed which a "knowledgeable" person would have done from the get go thus their last time failings which are exactly due to not doing what they annonuced now are unexpected by me to happen again; additionally they mentioned they want to go simplicity over complexity which is my #2 principle (things being easy is #1 -- things can be multi-step = complex but easy and single-step = simple but difficult (think pushing a thread through a needle hole) thus "easy" is my #1 ("many" # follow which apply when the previous does not)). Will Goldstone appears like he has understood to apply reasoning to future tackables too. Also they haven't advertised and stated mouthful imaginations this time.
As a game developer, I have to say I could not be happier with some of the changes you are talking about here. It is what I've been hoping for for years!
Have you started using Unity 6 yet? I know those features you mentioned are next generation, but there's some nice improvements in 6 and a couple more in 6.1
I’m so glad they are finally tackling the absurdity of the different renderer pipelines. Just downloaded the preview now but I haven’t felt that excited for a very long time as a tech artist.
Unity helped me become someone in life I remember the day I left modding Minecraft and set out to make my very own game wouldn't be possible without these amazing people and this fantastic engine thank you Unity 😢❤
You absolutely killed it. Unified renderer + faster iteration are the 2 best things you could have focused on. Other things like the new animation system are dope too.
Idk what was going on with unity last year with runtime fee and other disappointments however this might be the best bounce back... they started listening to community and are better than ever
If I may - the runtime fee and so on weren’t things the core product team were working on. What you see here is a bunch of dedicated people who kept their heads down and kept working through a very tough year, and now we are showing some of what they’ve worked on for a long time. We really hope that comes through.
It's worth noting that the runtime fee was cooked up by the formal CEO whom used to work for EA. The board fired him not long after the runtime fee controversy. I think the new CEO is great, and has been instrumental of the direction Unity is going in now.
Thank you! As someone who has been involved in creating the last 4 roadmaps, I was over the moon this year when we were finally able to do a proper roadmap and look forward.
@@AntonQvarfordt We might be setting ourselves up for disappointment in some areas yea, but at the same time it's good to show Unity that we appreciate the new direction. Also there are people behind Unity, and I'm sure they appreciate the hype.
@@AntonQvarfordt While it's good to be skeptical at times, there are also times to be hopeful. There's frankly too much skepticism around all over the internet to the point that it's drowning in it. It's getting ridiculous the amount of cynicism around, not just talking about Unity either, more the entire internet, no one can ever make any claim anymore without some people being hyper negative. I'm not going to get my hopes up that this will all be amazing perfect next-level stuff that revolutionizes development, but I'm also not interested in being so pessimistic that I can't find enjoyment in anything either.
@@niuage Myeah... That Will guy made surprisingly much sense for a Unity keynote these past few years... Something really happened with the direction when they went public and Joachim Ante and that other guy stepped back that's felt cataclysmic for Unity as an engine-of-choice going into the future. If they could really turn that corner nobody would be happier than me, knowing all the time spent with it won't be useless knowledge in a few years - because it's no longer a good choice for developing much of anything. Like.. I've spent those famous 10.000 hours... And if Unity continues down that path in the future those hours will just be gone.
@@DreadKyller I'm not going to cheer for something I genuinely don't think is prosperous (or even detrimental) just because it's a bummer when people are a being a bummer. In fact, in my view, if comment sections like these might has any actually useful purpose it'd be for using them to say "NO!" when you see something you think is going in the wrong direction. I don't want to bum them (Unity staff) out by saying it's all crap (most of it is really quite amazing, fundamentally :P) But the direction they've been going the past few years I think is really very destructive. In my mind people should legitimately use any opportunity or platform they can to point that out. I think there are tons of ppl at Unity who are really talented and just want to make a great & useful engine... I'm behind that intent 1000%. All of us, them (staff) and us (users) has to fight tooth and nail to make sure that actually happens. It's not there yet. This talk is a bit of a ray of light, though.
Faster Assembly Loading is really big. This gonna save so much time in the long run. Rendering changes are also amazing, making the process more simple and transparent is really important.
Really impressive guys, I think your focus on simplicity is super important because most of the time all you want is for things to just WORK. One of the reasons I don't like unreal is that it just has way to many features available all in your face rather than them being hidden or put in different areas. Means I don't have to fiddle around trying to find things that should have been put at the forefront.
THANK YOU for saying this. A lot of us internally felt that simplicity and iteration speed were the most needed areas we could tackle but some thought they weren't "sexy" enough. So as a bonus, we're doing that too, but focusing specifically on making it easy to make the right choice and having that choice deliver, and not forcing you into choices up front that dictate the direction of the entire project
@@MrAndyPuppy Yeah I'm super excited about the new features you guys have coming up. Unity to me will still be better than Unreal in most cases just for its ease of use and I don't feel like I'm battling with the engine to do anything. Really great work!!!
@@rockateer2162 these was already implemented before the runtime fee thing. their developers were working on this release for like 2 to 3 years now, obviously the engineering team knew what the people wants, matter of fact any competent engineer would come up with these as they are logical evolution of what they already have.
@@maxrinehart4177 feature wise, that's fair to say but I doubt we would've got all of them as soon as this with Unity 6 and there's almost no way they would've dropped runtime fees without the backlash from the community
Fantastic work, Unity! I'm thrilled about the new Animation System and workflow-it's looking amazing! Super impressed with Shader Graph 2, and having ECS for everything is just the icing on the cake. Can't wait to dive into all these features. Keep up the great work, you’re absolutely nailing it! ❤
Faith restored. Finally, a release that focus on stability and performance of both the editor and the player! I look forward to the Unity 7 SIP (simplicity, iteration and power). Makes me nostalgic about the old good days. This felt like a David Helgadson talk. Snip, nostalgic! :V Who remembers the collar guy btw? Unity remains a corporation but taking good care of their customers, should be their no1 priority to stay afloat! Without your customers there's no money to the board! So please think twice next time you going to do a move that harm Unity's reputation! ;)
FINALLY NEW ANIMATION SYSTEM!!!!! Oh God was waiting for it for years. Finally Unity Engineers understand that every game starts witch tree "C" Character - Camera - Controller, Awesome features, awesome ROADMAP!!!! Terrain system Kinda Microverse... but l think Unity should integrate ALL popular and usefull tools from asset store - into the engine! Best of luck guys!!! I`m still with you almost 10 years!!!
now is pain in the ... to setup custom animation or remap clips from body to body... especially when dealing with playables API and you need to keep track of which state is playing...
Good stuff! I am sure all of us old Unity devs are a bit skeptical, until we see those in action, but at least the lineup looks promising :) As others have pointed out, most of these have been desperately needed for a long time. Well done...so far.
Unified renderer sounds fire, also the new Animation system and worldspace UIToolkit (making it actually usable) sounds great. Seriously, lots of good plans up the road, I hope Unity manages to put these into reality :)
Liked how Unity did a complete 180 now. Good stuff. Fellow developers and studios, I wish you all the best in your process of creating beautiful PIECES OF ARTWORK.
Finally CoreCLR Faster editor assets pipeline shader2graph , forward+ New animation system for retargeting RLT& emoji support, AutoLOD builtin , dot entity mix with GO & world building tools 🎉 Congratulations
It's a great job! You made a little mistake, but you stopped in time and went the right way! I am very happy and grateful to the entire Unity team! I am looking forward to all the innovations!!! 👍👍👍👍 ❤❤❤🔥🔥🔥😁😁😁
Really cool to see Unity focusing on Multiplayer. I think this is the way for the future. It would be nice to see some out-of-the-box Multiplayer functionality that most games might need, like client predicted projectiles , Kinematic Character Controllers, replicated movements, etc.
If all of the assets that made that world building demo possible were included and free to use, and even set up in a sample scene, that would be incredible. Anyone could just build realistic-looking worlds out of the box.
They had the potential. Some of this stuff they had on the roadmap some years ago, but they did not deliver on it or just partial, incomplete solutions. Now they have a looot of work to do to catch up. May years (maybe 5-7) ago when I so some of these work in progress, future changes I thought: because Unity has such a lean workflow and architecture for sure adding the power of Unreal Engine will make it beat it, because Unreal Engine is so much harder to use. I am dreaming of the Foliage System and the Work Partitioning from Unreal inside Unity, because I tried Unreal for years and I can not get used to it. P.S. I am going to give Unity Tech a hard time, because I believed in them for years (as I started 20 years ago with game engine, mostly opens source and much, much simpler/primitive ones back then), I loved their goal to democratize game dev and help game dev. Right now because of corpo greed they sh## the bed and I am criticizing them (like many other) because they deserve it. I do hope that from this mega industry fail they learn a hard lesson (and so send a message to other corporations, must mostly in the gaming industry), they get on track, work hard and rise to the top. Like No Man's Sky did. Some others fails but do not recover.
@@Bobbo69 The biggest in what sense? Content, features, high fidelity graphics (like Unreal) or the biggest in failures (like the Runtime Fee) or features promised and delivered 5 years later incomplete? Yes I know that withdrawal is very very hard, even from Unity.
as it relates to the iteration update, a long time ago (10 years+?) I left a comment on a youtube video / forum post from unity, where I wrote, "all I want for christmas is faster script compilation." I'm super excited for this process to get sped up, because while it doesn't take a lot of time, it takes my ADHD 10 seconds before I'm searching for something new to watch on youtube, while I wait for minor debug's written into an inconsequential script to recompile for 20 - 40 seconds. It's amazing this is finally getting addressed.
Dam the upscale and muse chat are two really interesting AI features, that i definitely wanna start playing around with! As well as all the other new features like UNIFIED RENDERING. Cool stuff! - Also really appreciate the humble nature of this presentation. Admitting where unity's lacking and explaining how you plan on improving!
I'm impressed with the probe volume, I didn't expect good lighting in one click. This reminds me of the Cryengine voxel GI but with probes. It's still using baked lighting to do it (ancient tech) but the results are what I'm actually impressed with.
That multiplayer update sounds awesome. That's the most important change I think unity needed to make besides AI when it comes to the engine and dev tools themselves
Thank god they have unified renderer now I came back to unity after years (last one I used was unity 5), and I was so confused as to what I should be picking.
Nice to hear they are willing to deprecate old/legacy systems. I really hope the old input system gets removed and the new one gets 100% integrated as part of the engine
All of these are amazing, but one more thing I'd wish Unity would add is a generic Settings package that can handle all the in-editor settings in one place and also custom ones we might need. It's a feature almost 99% of the released games use and is a right fit for game engines to provide, especially when you consider amount of things changing from version to version and with packages like URP & HDRP each with it's own SRP asset on top of having built-in Quality Levels, it's very messy and a massive task to keep up with those changes as millions of individual developers each spending hours with their own solution, It would be a big time saver if there was a package that does this by default.
Just to give feedback on one more thing, the tag system is also very outdated, you can only set one tag string to a GameObject which is slow and limiting. It would be much better if it replaced with index lookups with multi tag system like how LayerMasks work, so each GameObject can have multiple tags and it uses integers behind the scene that makes it very fast. It would improve our workflow greatly.
@@willgoldstone amazing to hear! Since you're here, i'll suggest few more things incase it missed your radars. One is definitely the ability to minimize editor windows, it's a crucial feature when we are getting more and more fullscreen graph views added, right now I have to move away the window to the side each time to see the editor and stuff and it's quiet annoying. And another two is have to do with the new world building stuff, will we be getting built-in origin shifting or similar feature that fixes jittering at long distances from the center of the world. Other one is has to do with NavMesh'es, will we finally be able to load and connect them automatically, the current solution to connect them with links is anything but ideal.
@@INeatFreaknot to burst the bubble so to speak, but please remember that what we showed in the roadmap, particularly the next generation stuff, is a ways out. We'd LOVE to talk more about some of the features we showed off and other things we didn't but we want to get it right. That said, keep the suggestions coming! It's just that we may not be able to comment on some at this time
Love this presentation. Cool that they focused on tools that are really used and will be used by the most of the developers. Hated when they did tools that almost no one will use and then forget about them leaving in demo statez
Good to hear about the unified RP. I never had anything against URP and HDRP being two separate things, but I always hated that URP would not have by default the atmosphere, the clouds and the ocean of HDRP. Those things have always existed in Builtin in the form of third-party assets, so why the HDRP requirement? Also HDRP would tank performance in my very own PC (with exactly the same project as URP, just the materials converted and using the lowest quality setting) so there was no way I would make a game with it, no matter how much I liked those features. Bad thing is it won’t be coming to Unity 6. Mobile devices with hardware accelerated raytracing have been out there for over a year, and there’s still a long run before we can take advantage of that in Unity 🤷♂️
good news. Realy glad to see features requested - new terrain, UI Toolkit shaders / world space. Thank you. There is problem, that starting new project without new world building is making me to just wait for first release
CoreCLR yes, ECS & node-based everything, I'm not so sure that's feasible or desireable. Moving all the HDRP stuff to URP will just recreate the issues that we had in Built-in, where teams had to tune the graphics themselves. Will ruminate on this & jump on the forums, but glad to see Will & Mike Geig of many old tutorials and livestrams are still around.
I think with the hardware landscape there will always be some tuning but what we are building is designed for that and to make that MultiPlatform aspect simpler. Built in was never designed with that in mind really.
I did not understand the same thing about ECS & node-based ; My understanding is that you'll be able to use it or not seamlessly since gameobjects will be both by default. Which means you can have 90% of your game with the usual old OOP implementation and the 10% that needs very fast / heavy calcs will use ECS. And both will be working together. To me that's banger.. I was already using jobs & Burst for such 10% but obviously once you did the calcs you're still creating a bottleneck when applying your results to gameobjects..
@willgoldstone I clarified a bit on the forums - I'm sure y'all will make it work from a tech standpoint. What I'm worried about is that it widens the gap between teams with the skills to properly use these tools, and tune them for their projects, and those who expect it all to "just work". Only read through the CoreCLR thread so far, will check out the ECS & other threads sometime later 👍
@gaelp.5847 I haven't read the Roadmap threads on ECS yet, but my takeaway from the presentation and what I've read in the past is that entities & that struct-driven approach will become the new core tech, with gameobjects layered on top as a human-facing convenience. Which sounds "seamless", but is bound to require some architectural changes to user code, esp a different approach to things like data serialization, class hierarchies, & versioning. Modern high-level languages work well because they hide the hardware & low-level implementation details, and let you write code without knowing (or caring) about how the data, memory, CPU, GPU, bus, compiler, etc are actually working. Most folks don't even know how to code against those things at this point, esp anyone from the 2010s onward. ECS apparently gets its "magic" from going a little bit back down the scale, going a little more hardware-aware to gain massive performance. Which is great, gives C# some of the flexibility that you needed to go to the native side to get before. But it's not gonna be plug & play, or a beginner-friendly "optimize my code" Easy button. I don't see how this doesn't break the whole "democratization of gaming" thing.
@@DreadKyller Sure it's not perfect, but when I tried this system I must admit it blew me away! I would like something similar on Unity for global illumination.
All of these changes are an absolute hit. Taking a hint from some of Unreals great features (control rig, PCG, etc..) is a great direction. Skeptical of UI Toolkit becoming the main UI solution though, but curious to see how they intend to bridge the workflow gap between the huge amount of people still using UGUI
A lot of the stuff in the second half is for the next generation, AKA Unity 7, so we're a bit off from those still. I wonder how far into Unity 6 will they start Unity 7 Alpha.
Unity Roadmap full timestamps:
0:45 Unity 6.0 key features
2:40 Generational Releases
4:08 New Generational Releases 🔥🔥🔥
5:20 New Update Release
Unity 6 Generation
Graphics
7:01 MeshLOD (Auto LOD at import)
7:59 Richer worlds with Deferred+
8:29 Deferred rendering optimized for mobile
Platforms
9:10 Platform Browser / Build Profiles
9:46 Android: Improved support for Large Screens & Foldables
10:04 XR: Improved Scene Setup
10:19 XR: MR Multiplayer template
10:33 XR: Meta Quest Build Profile
10:55 WebGPU: Next-level rendering for the Web
11:18 Instant Games on Facebook and Messenger
12:00 Web Assembly stripping reduce engine load time by average 56%
Multiplayer
12:30 Enhanced development workflows
13:10 Resilient client-hosted games (Host migration) 🔥🔥🔥
13:47 Session management UX
14:16 Vivox makes safe comms easy
Unity for Industry
14:41 Improvements to Unity for Embedded Systems
Unity Next Generation
16:31 Unity Next Generation
Simplicity
18:43 Simplicity
19:47 UI Toolkit
20:38 Simplifying Rendering
21:31 URP+HDRP = UNIFIED RENDERER 🔥🔥🔥
(Removing Built-In and Unified URP + HDRP)
23:36 UNIFIED SCALABLE LIT SHADER with OpenPBR 🔥🔥🔥
24:31 Shader Graph 2 & Block Shaders
Iteration
26:57 Iteration
27:49 CoreCLR 🔥🔥🔥
28:53 Domain Reload (deprecated)
29:10 Assembly Load Contexts (new) 🔥🔥🔥
30:42 MS Build
31:22 Content Pipeline
31:58 Importing faster, less, and without blocking the editor
33:29 Background importing
Power
34:43 Power
35:11 ECS for all
35:48 Building ECS into the core of Unity
37:00 Game Object + Entity = Unified Transform 🔥🔥🔥
38:06 New Animation System
38:25 Previewing animation with one click
38:45 Skeleton editing
39:05 Sockets (previewing attached object to model)
39:35 Clip markup (create, edit animation event, etc.)
39:53 Remapping
40:17 Graphs and tooling
40:45 Hierarchical Layered State Machine
41:16 Visual debugging 🔥🔥🔥
41:45 Pipeline and Performance
42:29 New World Building
43:03 Non-destructive editing
43:22 Procuderal rule sets
43:30 Shader Graph integration
43:44 Level design flexibility
44:04 Virtual texturing and tesselation
44:19 Scattered Entities
thank you so much bro
Thank you! We will be including chapters and timestamps on all of the "officially edited" sessions but since we wanted to get this out so quickly we had to bypass a couple of things
appreciate it man
Thanks!
Thou shalt goeth onto heaven
Really excited for the next generation of the engine - CoreCLR and ecs under the hood. Great work unity!
ECS under the hood is already a thing in a few places but to really make the editor sing we need to make some more fundamental changes to integrate it, thus next generation.
looks like unity is getting back on track, great job guys
I seriously want to know whats going to keep them from doing this again?
It's just marketing, like every time half of it won't work in practice & poor overall support.
this time they do things logically eg. srps are switchable, GOs are ECS backed which a "knowledgeable" person would have done from the get go thus their last time failings which are exactly due to not doing what they annonuced now are unexpected by me to happen again; additionally they mentioned they want to go simplicity over complexity which is my #2 principle (things being easy is #1 -- things can be multi-step = complex but easy and single-step = simple but difficult (think pushing a thread through a needle hole) thus "easy" is my #1 ("many" # follow which apply when the previous does not)). Will Goldstone appears like he has understood to apply reasoning to future tackables too. Also they haven't advertised and stated mouthful imaginations this time.
"release cycle" post by me on Unity's "Unity Engine" forum from 2021 🙂
Imagine importing an asset and it not being pink! Bravo! 👏👏
Bro 😂 atleast they are improving like why yall complain so much
@@CadaverKumaI think he's being serious bro lol
@@TedThomasTT maybe
Don’t tease me!
Time to upload pink assets just for lulz
This was infinitely better than the keynote. My faith is restored.
shader graph 2's ui/features is a lot like substance designer's node-based editor, which is very welcome.
As a game developer, I have to say I could not be happier with some of the changes you are talking about here. It is what I've been hoping for for years!
Same. I am incredibly impatient to get this stuff in my own game!
As a long time Unity user. This is a breath of fresh air.
Just thank you! THIS is what we needed. As a tech artist I'm especially grateful for unified rp, shader graph 2 and block shaders ❤
Have you started using Unity 6 yet? I know those features you mentioned are next generation, but there's some nice improvements in 6 and a couple more in 6.1
@@MrAndyPuppy Not yet, I'm waiting until it comes out of the preview. But yeah, Unity 6 already has real nice stuff I want to try!
I’m so glad they are finally tackling the absurdity of the different renderer pipelines. Just downloaded the preview now but I haven’t felt that excited for a very long time as a tech artist.
Unity helped me become someone in life I remember the day I left modding Minecraft and set out to make my very own game wouldn't be possible without these amazing people and this fantastic engine thank you Unity 😢❤
.😢👍💪
@@mgnishibuya1💀
Omg the animation updates are beautiful! I cannot wait to get my hands on them!
Welcome back, Unity... we've missed you
Basically a list of what we wanted for years! I'm finally happy with the Unity progress.
Looks like Unity is back on the menu boys!!!! This is so exciting. Well done Unity.
You absolutely killed it. Unified renderer + faster iteration are the 2 best things you could have focused on. Other things like the new animation system are dope too.
Idk what was going on with unity last year with runtime fee and other disappointments however this might be the best bounce back... they started listening to community and are better than ever
If I may - the runtime fee and so on weren’t things the core product team were working on. What you see here is a bunch of dedicated people who kept their heads down and kept working through a very tough year, and now we are showing some of what they’ve worked on for a long time. We really hope that comes through.
It's worth noting that the runtime fee was cooked up by the formal CEO whom used to work for EA. The board fired him not long after the runtime fee controversy. I think the new CEO is great, and has been instrumental of the direction Unity is going in now.
You guys have been doing great work behinds the scenes these past 2-3 years XD
Dear Unity, this is probably one of the best roadmaps yet and I stand fully behind you. Please try to execute on these ideas nicely!
Thank you! As someone who has been involved in creating the last 4 roadmaps, I was over the moon this year when we were finally able to do a proper roadmap and look forward.
If they struggled already with current features, what makes you confident that they will pull off even more?
Unity is back on track!! Congrats!
settle down and wait for delivery before you say that.
@@AntonQvarfordt We might be setting ourselves up for disappointment in some areas yea, but at the same time it's good to show Unity that we appreciate the new direction. Also there are people behind Unity, and I'm sure they appreciate the hype.
@@AntonQvarfordt While it's good to be skeptical at times, there are also times to be hopeful. There's frankly too much skepticism around all over the internet to the point that it's drowning in it. It's getting ridiculous the amount of cynicism around, not just talking about Unity either, more the entire internet, no one can ever make any claim anymore without some people being hyper negative.
I'm not going to get my hopes up that this will all be amazing perfect next-level stuff that revolutionizes development, but I'm also not interested in being so pessimistic that I can't find enjoyment in anything either.
@@niuage Myeah... That Will guy made surprisingly much sense for a Unity keynote these past few years...
Something really happened with the direction when they went public and Joachim Ante and that other guy stepped back that's felt cataclysmic for Unity as an engine-of-choice going into the future.
If they could really turn that corner nobody would be happier than me, knowing all the time spent with it won't be useless knowledge in a few years - because it's no longer a good choice for developing much of anything.
Like.. I've spent those famous 10.000 hours... And if Unity continues down that path in the future those hours will just be gone.
@@DreadKyller I'm not going to cheer for something I genuinely don't think is prosperous (or even detrimental) just because it's a bummer when people are a being a bummer.
In fact, in my view, if comment sections like these might has any actually useful purpose it'd be for using them to say "NO!" when you see something you think is going in the wrong direction.
I don't want to bum them (Unity staff) out by saying it's all crap (most of it is really quite amazing, fundamentally :P)
But the direction they've been going the past few years I think is really very destructive.
In my mind people should legitimately use any opportunity or platform they can to point that out.
I think there are tons of ppl at Unity who are really talented and just want to make a great & useful engine... I'm behind that intent 1000%.
All of us, them (staff) and us (users) has to fight tooth and nail to make sure that actually happens.
It's not there yet.
This talk is a bit of a ray of light, though.
Faster Assembly Loading is really big. This gonna save so much time in the long run. Rendering changes are also amazing, making the process more simple and transparent is really important.
Really impressive guys, I think your focus on simplicity is super important because most of the time all you want is for things to just WORK. One of the reasons I don't like unreal is that it just has way to many features available all in your face rather than them being hidden or put in different areas. Means I don't have to fiddle around trying to find things that should have been put at the forefront.
THANK YOU for saying this. A lot of us internally felt that simplicity and iteration speed were the most needed areas we could tackle but some thought they weren't "sexy" enough. So as a bonus, we're doing that too, but focusing specifically on making it easy to make the right choice and having that choice deliver, and not forcing you into choices up front that dictate the direction of the entire project
@@MrAndyPuppy Yeah I'm super excited about the new features you guys have coming up. Unity to me will still be better than Unreal in most cases just for its ease of use and I don't feel like I'm battling with the engine to do anything. Really great work!!!
Good job Unity, the community appreciates you listening.
they didn't listen, their stock literally tanked and they are public trading company, they're forced, so either this or bankruptcy.
@@maxrinehart4177 yeah and they had to listen to what people wanted to get themselves away from that
@@rockateer2162 these was already implemented before the runtime fee thing. their developers were working on this release for like 2 to 3 years now, obviously the engineering team knew what the people wants, matter of fact any competent engineer would come up with these as they are logical evolution of what they already have.
@@maxrinehart4177 feature wise, that's fair to say but I doubt we would've got all of them as soon as this with Unity 6 and there's almost no way they would've dropped runtime fees without the backlash from the community
@@maxrinehart4177stop saying "them" or "they". We all know who exactly caused the previous mess
Fantastic work, Unity! I'm thrilled about the new Animation System and workflow-it's looking amazing! Super impressed with Shader Graph 2, and having ECS for everything is just the icing on the cake. Can't wait to dive into all these features. Keep up the great work, you’re absolutely nailing it! ❤
Faith restored.
Finally, a release that focus on stability and performance of both the editor and the player!
I look forward to the Unity 7 SIP (simplicity, iteration and power). Makes me nostalgic about the old good days. This felt like a David Helgadson talk. Snip, nostalgic! :V
Who remembers the collar guy btw?
Unity remains a corporation but taking good care of their customers, should be their no1 priority to stay afloat! Without your customers there's no money to the board! So please think twice next time you going to do a move that harm Unity's reputation! ;)
Always good to see you pop up Jorge! take care!
FINALLY NEW ANIMATION SYSTEM!!!!! Oh God was waiting for it for years. Finally Unity Engineers understand that every game starts witch tree "C" Character - Camera - Controller, Awesome features, awesome ROADMAP!!!! Terrain system Kinda Microverse... but l think Unity should integrate ALL popular and usefull tools from asset store - into the engine! Best of luck guys!!! I`m still with you almost 10 years!!!
now is pain in the ... to setup custom animation or remap clips from body to body... especially when dealing with playables API and you need to keep track of which state is playing...
Good stuff! I am sure all of us old Unity devs are a bit skeptical, until we see those in action, but at least the lineup looks promising :) As others have pointed out, most of these have been desperately needed for a long time. Well done...so far.
Holly Molly! Hold my beer guys. Look who is back - Unity! Let's gooooo! Great to see that they learn their mistakes and listen to the community.
Unified renderer sounds fire, also the new Animation system and worldspace UIToolkit (making it actually usable) sounds great. Seriously, lots of good plans up the road, I hope Unity manages to put these into reality :)
Liked how Unity did a complete 180 now. Good stuff. Fellow developers and studios, I wish you all the best in your process of creating beautiful PIECES OF ARTWORK.
Finally CoreCLR
Faster editor assets pipeline
shader2graph , forward+
New animation system for retargeting
RLT& emoji support,
AutoLOD builtin , dot entity mix with GO & world building tools
🎉 Congratulations
So glad to see Unity picking back up the pace they once used to have before they went to yearly versions
It's a great job! You made a little mistake, but you stopped in time and went the right way!
I am very happy and grateful to the entire Unity team!
I am looking forward to all the innovations!!!
👍👍👍👍 ❤❤❤🔥🔥🔥😁😁😁
Unity may have just regained trust and respect. Some amazing features in this roadmap
Regaining trust and respect usually isn't just done by undoing the one thing that made them lose it in the first place.
@HiImKyle they're not referring to the undoing of their mistake but their road map to add lots of good things to their tool
Wonderful to see this!! My faith in Unity is really restoring. Back to the core of what made Unity so great :)
Wow now I've seen this I realise that unity has done a complete 180 and we should trust them unequivocally!
Really cool to see Unity focusing on Multiplayer. I think this is the way for the future. It would be nice to see some out-of-the-box Multiplayer functionality that most games might need, like client predicted projectiles , Kinematic Character Controllers, replicated movements, etc.
Awesome work, Unity team! Looking forward to what Unity 6 will bring to the table! 👍👍👍
Feels like unity is back with 6 version. Glad to see it.
Really glad about the focus on streamlining choices. As a student this makes learning less about troubleshooting and more about experimentation. 😊
If all of the assets that made that world building demo possible were included and free to use, and even set up in a sample scene, that would be incredible. Anyone could just build realistic-looking worlds out of the box.
"I'm glad we finally made framebuffer fetch happen"...and no one laughed...criminal. I loved the joke.
You are my hero ❤
For the record, I was in the front row and snorted. He ad-libbed that and it wasn't in the script!
Unity has the potential to be the biggest game engine, good thing they are trying to fix the mess they created
They had the potential. Some of this stuff they had on the roadmap some years ago, but they did not deliver on it or just partial, incomplete solutions. Now they have a looot of work to do to catch up. May years (maybe 5-7) ago when I so some of these work in progress, future changes I thought: because Unity has such a lean workflow and architecture for sure adding the power of Unreal Engine will make it beat it, because Unreal Engine is so much harder to use. I am dreaming of the Foliage System and the Work Partitioning from Unreal inside Unity, because I tried Unreal for years and I can not get used to it.
P.S. I am going to give Unity Tech a hard time, because I believed in them for years (as I started 20 years ago with game engine, mostly opens source and much, much simpler/primitive ones back then), I loved their goal to democratize game dev and help game dev. Right now because of corpo greed they sh## the bed and I am criticizing them (like many other) because they deserve it. I do hope that from this mega industry fail they learn a hard lesson (and so send a message to other corporations, must mostly in the gaming industry), they get on track, work hard and rise to the top. Like No Man's Sky did. Some others fails but do not recover.
It's already the biggest game engine 🙃
@@Bobbo69 The biggest in what sense? Content, features, high fidelity graphics (like Unreal) or the biggest in failures (like the Runtime Fee) or features promised and delivered 5 years later incomplete?
Yes I know that withdrawal is very very hard, even from Unity.
@@katoun9 biggest, as in most used by devs over desktop and mobile.
MeshLOD is incredible, keep up the great work
Simplicity! Iteration! Power!
Keep building a good engine!
Finally we won't be embarrassed by UE developers ;P
as it relates to the iteration update, a long time ago (10 years+?) I left a comment on a youtube video / forum post from unity, where I wrote, "all I want for christmas is faster script compilation." I'm super excited for this process to get sped up, because while it doesn't take a lot of time, it takes my ADHD 10 seconds before I'm searching for something new to watch on youtube, while I wait for minor debug's written into an inconsequential script to recompile for 20 - 40 seconds. It's amazing this is finally getting addressed.
Amazing and it's great to see that Unity being unity amoung the team and the development.
Cool! Exactly what I need for my future games! My decision to stay with Unity wasn't wrong. Great job Unity!
Last 4-5 years I scolded the Unity team. But now I want to say - it is a good way! I'm glad that Unity evolves your engine again.
Looks promising, already using Unity 6 -- performance is better!
That's quite inspirational, when your tool gets better. It gives urge to make a good game in Unity.
This awesome to see, it’s starting to remind me of the good old days of Unity 4 and 5!
This comment brings me joy. I feel the same way!
Dam the upscale and muse chat are two really interesting AI features, that i definitely wanna start playing around with! As well as all the other new features like UNIFIED RENDERING. Cool stuff!
- Also really appreciate the humble nature of this presentation. Admitting where unity's lacking and explaining how you plan on improving!
i don't get that in-editor muse chat. Just use a custom GPT, like "Unity Helper" for free. Does a pretty good job.
So many great features and improvements.
I'm impressed with the probe volume, I didn't expect good lighting in one click. This reminds me of the Cryengine voxel GI but with probes. It's still using baked lighting to do it (ancient tech) but the results are what I'm actually impressed with.
After many years, i feel unity want to be the best engine again 😊
Okay, I see unity is absolutely back on track❤❤❤
If Unity executes on this, my side projects to re-implement basically a decade of custom workflow tooling in Godot will likely be put on hold.
Sounds like you're stuck in an infinite loop of switching engines
That multiplayer update sounds awesome. That's the most important change I think unity needed to make besides AI when it comes to the engine and dev tools themselves
Thank god they have unified renderer now
I came back to unity after years (last one I used was unity 5), and I was so confused as to what I should be picking.
finally, great great work. Slowly you get our trust back, from time to time! We all love Unity and we cant wait
All of this looks very good, please keep going Unity!
Really great to see a multiplayer focus, great work! Looking forward to playing with the new version.
This is the most excited I’ve been about Unity for some time. Just tell me when we’re getting these improvements!!
very exciting! future of unity looks bright!
Nice to hear they are willing to deprecate old/legacy systems. I really hope the old input system gets removed and the new one gets 100% integrated as part of the engine
Unity is back and better than ever!
am very hopeful this is a beginning of a Unity thats back on track and focusing on the needs of it's users
All of these are amazing, but one more thing I'd wish Unity would add is a generic Settings package that can handle all the in-editor settings in one place and also custom ones we might need. It's a feature almost 99% of the released games use and is a right fit for game engines to provide, especially when you consider amount of things changing from version to version and with packages like URP & HDRP each with it's own SRP asset on top of having built-in Quality Levels, it's very messy and a massive task to keep up with those changes as millions of individual developers each spending hours with their own solution, It would be a big time saver if there was a package that does this by default.
Just to give feedback on one more thing, the tag system is also very outdated, you can only set one tag string to a GameObject which is slow and limiting. It would be much better if it replaced with index lookups with multi tag system like how LayerMasks work, so each GameObject can have multiple tags and it uses integers behind the scene that makes it very fast. It would improve our workflow greatly.
I’ve been discussing this with our design leadership lately actually - I agree with you.
@@INeatFreakyes we are looking at a traits system to overhaul this kind of thing, I agree the existing paradigm is not ideal.
@@willgoldstone amazing to hear! Since you're here, i'll suggest few more things incase it missed your radars. One is definitely the ability to minimize editor windows, it's a crucial feature when we are getting more and more fullscreen graph views added, right now I have to move away the window to the side each time to see the editor and stuff and it's quiet annoying. And another two is have to do with the new world building stuff, will we be getting built-in origin shifting or similar feature that fixes jittering at long distances from the center of the world. Other one is has to do with NavMesh'es, will we finally be able to load and connect them automatically, the current solution to connect them with links is anything but ideal.
@@INeatFreaknot to burst the bubble so to speak, but please remember that what we showed in the roadmap, particularly the next generation stuff, is a ways out. We'd LOVE to talk more about some of the features we showed off and other things we didn't but we want to get it right.
That said, keep the suggestions coming! It's just that we may not be able to comment on some at this time
That was strong!!! The best update ever. It's like unreal, but with good web and phone performance.
Unified rendering sounds awesome
mesh LOD is phenomenal
I believe it exists as plugin in unity I've it + texture streaming I can load 4K assets easily
Great job
WE ARE SO BACK
Love this presentation. Cool that they focused on tools that are really used and will be used by the most of the developers. Hated when they did tools that almost no one will use and then forget about them leaving in demo statez
Good to hear about the unified RP. I never had anything against URP and HDRP being two separate things, but I always hated that URP would not have by default the atmosphere, the clouds and the ocean of HDRP. Those things have always existed in Builtin in the form of third-party assets, so why the HDRP requirement? Also HDRP would tank performance in my very own PC (with exactly the same project as URP, just the materials converted and using the lowest quality setting) so there was no way I would make a game with it, no matter how much I liked those features.
Bad thing is it won’t be coming to Unity 6. Mobile devices with hardware accelerated raytracing have been out there for over a year, and there’s still a long run before we can take advantage of that in Unity 🤷♂️
This looks really promising!! Hope Unity delivers and gets back on track
these are all great updates. Still hard to trust them for the future, but I can't deny they're doing everything right so far. Keep up the good work
The old CEO is out so that's a step
BIG fan of the LOD support and multiplayer improvements
Bravo..it looks like a whole new software. waiting for all those relevant changes for a long time
Finally excited about Unity again!
Finally Unity is back 😀
I only see good news😍
Especially related to optimization and of course Multiplayer improvements on mobile is the bomb
Great, I like a lot of features, but I hope the system can remain stable. Tools change, development process remains stable.
Got to love the Portal node! "Super Important"
All seems amazing!.. i love free performance gains the most. thank you.
This is truly awesome, looking forward to this, congratulations and thank you ❤
❤ Great features , hope they do something for blender to unity "materials problems"
Nice stuff, looking forward to see CoreCLR and Unified Render Pipeline specifically
Finally UNITY looks like a Viable alternative to Unreal, love it
congrats for this comeback!!
I really loved this presenatition
good news. Realy glad to see features requested - new terrain, UI Toolkit shaders / world space. Thank you.
There is problem, that starting new project without new world building is making me to just wait for first release
In Unity 6, Gaia from the AssetStore is still a great solution. Naturally we aren't expecting anyone to hold off starting their game.
CoreCLR yes, ECS & node-based everything, I'm not so sure that's feasible or desireable. Moving all the HDRP stuff to URP will just recreate the issues that we had in Built-in, where teams had to tune the graphics themselves. Will ruminate on this & jump on the forums, but glad to see Will & Mike Geig of many old tutorials and livestrams are still around.
I think with the hardware landscape there will always be some tuning but what we are building is designed for that and to make that MultiPlatform aspect simpler. Built in was never designed with that in mind really.
I did not understand the same thing about ECS & node-based ; My understanding is that you'll be able to use it or not seamlessly since gameobjects will be both by default. Which means you can have 90% of your game with the usual old OOP implementation and the 10% that needs very fast / heavy calcs will use ECS. And both will be working together.
To me that's banger.. I was already using jobs & Burst for such 10% but obviously once you did the calcs you're still creating a bottleneck when applying your results to gameobjects..
@willgoldstone I clarified a bit on the forums - I'm sure y'all will make it work from a tech standpoint. What I'm worried about is that it widens the gap between teams with the skills to properly use these tools, and tune them for their projects, and those who expect it all to "just work".
Only read through the CoreCLR thread so far, will check out the ECS & other threads sometime later 👍
@gaelp.5847 I haven't read the Roadmap threads on ECS yet, but my takeaway from the presentation and what I've read in the past is that entities & that struct-driven approach will become the new core tech, with gameobjects layered on top as a human-facing convenience.
Which sounds "seamless", but is bound to require some architectural changes to user code, esp a different approach to things like data serialization, class hierarchies, & versioning.
Modern high-level languages work well because they hide the hardware & low-level implementation details, and let you write code without knowing (or caring) about how the data, memory, CPU, GPU, bus, compiler, etc are actually working. Most folks don't even know how to code against those things at this point, esp anyone from the 2010s onward.
ECS apparently gets its "magic" from going a little bit back down the scale, going a little more hardware-aware to gain massive performance. Which is great, gives C# some of the flexibility that you needed to go to the native side to get before.
But it's not gonna be plug & play, or a beginner-friendly "optimize my code" Easy button. I don't see how this doesn't break the whole "democratization of gaming" thing.
damn the world building looks great
For the lights, I'm waiting for a system like Unreal's Lumen! Because the baking calculation wastes a considerable amount of time...
And doesn't work particularly great for dynamic environments where geometry can change or lighting conditions can become drastically different.
@@DreadKyller Sure it's not perfect, but when I tried this system I must admit it blew me away! I would like something similar on Unity for global illumination.
Really??! Why they don't include it into the worldwide version? It do not have sence...
@@FilaxWorld Because of how China works; they have their own engineers, it's basically a new company and they made their own version of the engine.
APV's are fast, and you can bake multiple scenarios. If you want it to be truly realtime you have SSGI and RayTraceing already in the engine
All of these changes are an absolute hit. Taking a hint from some of Unreals great features (control rig, PCG, etc..) is a great direction.
Skeptical of UI Toolkit becoming the main UI solution though, but curious to see how they intend to bridge the workflow gap between the huge amount of people still using UGUI
Auto lod gen on import, i cant wait to try
Honestly everything sounds and looks awesome
unity is saved
also will is so funny :p hope he presents more stuff
My ego thanks you 😅
These are all very impressive! I absolutely cannot wait for October 17. I love this direction, it's just perfect! Best unite ever!! 💪🏽💪🏽
A lot of the stuff in the second half is for the next generation, AKA Unity 7, so we're a bit off from those still. I wonder how far into Unity 6 will they start Unity 7 Alpha.
@@DreadKyller They've said major releases will take longer, over 2 years. Probably around 2026-2027, it's so far away...