Unity2020规划预览,可视化编程又双叒叕来了!

本文转自Unity Connect博主 大智

欢迎一起进入2020年,在新的一年里Unity有什么大动作呢?本文带你速览你最关心的Unity2020的核心功能!

你最可能关心的功能有哪些呢?Unity2019.3在哪里???

下面从四个方面来看Unity有哪些更新:

核心功能和性能

  • 更多的DOTS(Data-Oriented Tech Stack)
  • 各应用场景下更简单好用的工作流(游戏、工业、XR、影视动画等)
  • Unity Live Link:在编辑器里修改,实时同步到运行设备
  • GameObjects到DOTS转换器:可视化转换
  • Entities 1.0正式版
  • DOTS Netcode:基于DOTS的网络框架
  • Editor性能运行速度大幅提升

易用性

新的UI系统(UI Elements)及UI构建工具

  • 新的资源导入方案:按需导入、更快的平台切换
  • Unity Accelerator工具:加速工作
  • 更好的版本控制和冲突合并
  • 进入Play Mode的优化
  • 终端设备模拟器
  • 编辑器UI的重新设计
  • Prefab系统的优化
  • 可视化编程(仅能用于DOTS,说好的2019 preview呢?!)
  • 大环境系统
  • 更多的2D工具
  • 影视工作流

渲染效果

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This book is designed to help you create applications and content that make the best use of Unity on mobile platforms, especially those with Mali GPUs. Chapter 1 Introduction This chapter introduces the Arm Guide for Unity Developers Optimizing Mobile Gaming Graphics. Chapter 2 Optimizing applications This chapter describes how to optimize applications in Unity. Chapter 3 Profiling your application This chapter describes profiling your application. Chapter 4 Optimization lists This chapter lists a number of optimizations for your Unity application. Chapter 5 Real time 3D art best practices: Geometry This chapter highlights some key geometry optimizations for 3D assets. Geometry optimizations can make a game both more efficient, and achieve the overall goal of getting your game to perform better on mobile platforms. Chapter 6 Real time 3D art best practices: Texturing This chapter covers several texture optimizations that can help your games to run more smoothly and look better. Chapter 7 Real time 3D art best practices: Materials and shaders This chapter covers multiple different material and shader optimizations that can help your games to run more efficiently and look better. Chapter 8 Advanced graphics techniques This chapter lists a number of advanced graphics techniques that you can use. Chapter 9 Virtual Reality This chapter describes the process of adapting an application or game to run on virtual reality hardware, and some differences in the implementation of reflections in virtual reality. Chapter 10 Advanced VR graphics techniques This chapter describes various techniques that you can use to improve the graphical performance of your Virtual Reality application. Chapter 11 Vulkan This chapter describes Vulkan and how you enable it. Chapter 12 Arm Mobile Studio This chapter describes the Graphics Analyzer and the Streamline tool.

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