Unity 2019.3现已发布

This release features a brand-new Editor interface, new Input System, faster in-Editor iteration time and lots of other improvements. The High Definition Render Pipeline and many 2D packages are now verified for 2019.3. 

此版本具有全新的编辑器界面,新的输入系统,更快的编辑器内迭代时间以及许多其他改进。 高清晰度渲染管线和许多2D软件包现在已在2019.3。

Regardless if you work in games, entertainment, automotive, architecture, or any other industry, the Unity 2019.3 TECH stream release has something for you. Read this post for the highlights and then visit the 2019.3 webpage for details on each feature area. The website collects the related technical talks from Unite Copenhagen, the latest tutorials, documentation on how to get started, and much more.

无论您从事游戏,娱乐,汽车,建筑或任何其他行业的工作,Unity 2019.3 TECH流版本都可以为您提供帮助。 阅读这篇文章以了解重点内容,然后访问 2019.3网页 以了解每个功能区域的详细信息。 该网站收集了Unite Copenhagen的相关技术讲座,最新教程,入门指南等。

If you are in pre-production or simply want to get your hands on all the latest features now, you can begin downloading the full release from our update page. For those of you who have projects in production or want to update live projects, we highly recommend waiting for the 2019.4 Long-Term Support (LTS) release. Unity 2019.4 LTS will ship this spring. 

如果您正处于预生产阶段,或者只是想立即使用所有最新功能,则可以从我们的更新页面开始下载完整版本 。 对于那些正在生产项目或想要更新实时项目的人员,我们强烈建议您等待2019.4长期支持(LTS)版本。 Unity 2019.4 LTS将于今年春天发布。

It will have the same feature set as Unity 2019.3. The difference is that while the TECH stream offers you the latest features and improvements, in the LTS releases we focus entirely on stability and quality. We only add fixes that address crashes, regressions, and issues that affect the wider community. That means Integrated Success Services customer issues, console SDK/XDK issues, or any major changes that would prevent many of you from shipping your game. The LTS release is supported for two years, with biweekly updates providing further fixes, and is intended for projects beyond pre-production.

它将具有与Unity 2019.3。相同的功能集。 区别在于,虽然TECH流为您提供了最新的功能和改进,但在LTS版本中,我们完全专注于稳定性和质量。 我们仅添加解决崩溃,回归和影响整个社区的问题的修复程序。 这意味着集成成功服务客户问题,控制台SDK / XDK问题或任何可能导致许多人无法交付游戏的重大更改。 LTS版本支持两年,每两周更新一次,提供进一步的修复,并且适用于超出预生产阶段的项目。

演示地址

Check out some of the Unity 2019.3 highlights in this video. 

查看此视频中的一些Unity 2019.3亮点。  

适用于艺术家和设计师的工具 (Tools for artists and designers)

You can now create holes, caves or trenches with ease in Unity 2019.3 thanks to the newest terrain updates.

现在,借助最新的 地形更新 ,您可以在Unity 2019.3中轻松创建洞,洞或沟渠 。

Preview your animation rigging and keyframing in Timeline for faster iteration and to take advantage of Timeline tools. 

在时间轴中 预览 动画装配 和关键帧,以加快迭代速度并利用时间轴工具。

With Presets, you can customize the default state of just about anything in Unity – components, import settings, even custom assets – without coding. Presets can benefit development teams of all sizes, from streamlining repetitive tasks or validating design decisions, to enforcing standards and project templating. 

使用 Presets ,您可以自定义Unity中几乎所有内容的默认状态-组件,导入设置,甚至自定义资产-无需编码。 预设可以使各种规模的开发团队受益,从简化重复任务或验证设计决策到执行标准和项目模板。

Unity now supports third-party renderer materials, enabling you to import specific materials like Autodesk Arnold Standard Surface shaders and display their properties correctly.

Unity现在支持 第三方渲染器材质 ,使您可以导入特定材质,例如Autodesk Arnold Standard Surface着色器,并正确显示其属性。

With Scene Picking you can now lock certain parts of your Scene so you can focus on what you actually want to update and not worry about making unintended changes. 

现在,借助“ 场景选择”, 您可以锁定场景的某些部分,以便您可以专注于实际要更新的内容,而不必担心进行意外更改。

Unity 2019.3 also features several new additions to DOTS-powered artist tooling that make it easier for artists and designers to collaborate on DOTS-based projects and to take advantage of improved iteration speed and on-device performance.

Unity 2019.3还为基于 DOTS的艺术家工具 增加了几项新功能 ,使艺术家和设计师可以更轻松地在基于DOTS的项目上进行协作,并充分利用迭代速度和设备性能的提高。

2D工具的演变 (The evolution of 2D tools)

The new suite of 2D tools makes high-end 2D creation more accessible by bringing new and improved workflows to all creators, from individual artists to large teams. The following packages are verified to work with Unity 2019.3:

新的2D工具套件通过为所有创作者(从单个艺术家到大型团队)带来新的和改进的工作流程,使高端2D创作更加容易实现。 已验证以下软件包可与Unity 2019.3一起使用:

  • The 2D PSD Importer allows you to import layered Photoshop images directly into Unity, conserving the layer information and Sprites, which is particularly useful if you plan to use the 2D Animation package.

    所述 2D PSD进口商 可以导入分层Photoshop图像直接进入统一,保护层信息和子画面,如果打算使用二维动画包,它是特别有用的。

  • 2D Animation provides all the tooling (Sprite rigging, tessellation, bone creation, etc.) you need to create skeletal animations right in the Sprite Editor.

    2D动画 提供了在Sprite Editor中直接创建骨骼动画所需的所有工具(Sprite装配,镶嵌,骨骼创建等)。

  • Unity now also includes two powerful tools for 2D worldbuilding: 2D Tilemap Editor makes it easy to create square, hexagonal, and isometric tilemaps, and 2D Sprite Shape allows you to create organic spline-based 2D terrains and objects.

    现在,Unity还包括两个用于2D建模的强大工具: 2D Tilemap Editor 使创建方形,六边形和等距tilemap变得容易,而 2D Sprite Shape 允许您创建基于有机样条线的2D地形和对象。

  • The 2D Pixel Perfect feature ensures that your pixel art remains crisp and stable in motion at different resolutions, and Cinemachine now includes a Pixel Perfect Virtual Camera extension to improve compatibility with 2D Pixel Perfect.

    2D像素完美 功能可确保您的像素艺术保持清晰和稳定的运动在不同的分辨率,并且Cinemachine现在包括一个 像素完美的虚拟摄像机扩展 ,以改善与2D像素完美的兼容性。

We continue improving our 2D tools, and so this release also contains a preview of new 2D features: 

我们将继续改进2D工具,因此此版本还包含2D新功能的预览:

  • The new 2D Lights and 2D Shadows are included in the Universal Render Pipeline as part of the 2D Renderer. 

    新的 2D灯光2D阴影 作为2D渲染器的一部分包含在Universal Render Pipeline中。

  • Secondary Textures allow you to add Normal Maps and Mask Maps to Sprites in the Sprite Editor to make these GameObjects react more realistically to 2D Lights conditions. 

    次要纹理 允许您在“精灵编辑器”中向“精灵”添加“法线贴图”和“蒙版贴图”,以使这些GameObject对2D光照条件做出更真实​​的React。

  • With 2D Animation’s Sprite Swap, you can quickly change a character’s appearance while keeping the same rigging and animation.

    使用2D动画的 Sprite Swap ,您可以快速更改角色的外观,同时保持相同的装配和动画。

Lost Crypt, a new sample project that showcases this 2D evolution, is available to download.

下载 展示新版示例项目 Lost Crypt ,以展示这种2D演变 。

程序员工具 (Tools for programmers)

This release features a number of serialization improvements. The new SerializeReference attribute provides an alternative to ScriptableObjects for expressing relations between objects (e.g., graphs) and polymorphic containers (e.g., List<IFoo>). That means you can have regular C# objects referencing each other, which simplifies your code. And the transition to our new optimized UnityYAML library speeds up text serialization, including loading and saving Scenes.

此版本具有许多序列化方面的改进。 新的 SerializeReference属性 提供了ScriptableObjects的替代方法,用于表达对象(例如,图形)和多态容器(例如,List <IFoo>)之间的关系。 这意味着您可以使常规C#对象相互引用,从而简化了代码。 过渡到我们新的优化的 UnityYAML 库可以加快文本序列化,包括加载和保存场景。

We added Configurable Enter Play Mode as an Experimental feature. By disabling domain and/or Scene reloading from the Enter Play Mode process (when there are no code changes) you will speed up iteration times significantly.

我们添加了可 配置的进入播放模式 作为实验功能。 通过禁用进入播放模式过程中的域和/或场景重新加载(没有代码更改时),您将大大加快迭代时间。

We also upgraded the PhysX library from v3.4 to v4.1, which includes a new API and faster MeshCollider instantiation time, as well as a number of improvements for cloth.

我们还将 PhysX库从v3.4 升级 到了v4.1 ,其中包括一个新的API和更快的MeshCollider实例化时间,以及许多针对布料的改进。

Profiling improvements include configurable frame count, allowing you to inspect performance data through a larger window of frames. Deep Profile now lets you instrument C# code in all Players, and the managed allocation, call stack support allows you to identify when a C# function is triggering the Garbage Collector in all Players.

分析改进 包括可 配置的帧数,使您可以通过更大的帧窗口检查性能数据。 现在,Deep Profile可让您在所有Player中检测C#代码,并且托管分配,调用堆栈支持使您能够确定C#函数何时触发所有Player中的垃圾收集器。

This release also introduces a number of efficiency improvements to the DOTS game code that allow you to achieve more with fewer lines of code. (See also the Data-Oriented Technology Stack (DOTS) section below.)

此版本还对 DOTS游戏代码 进行 了许多效率改进 ,使您可以用更少的代码行获得更多收益。 (另请参见下面的面向数据的技术堆栈(DOTS)部分。)

In other news for programmers interested in DOTS, Havok Physics for Unity is now available via the Unity Package Manager, with subscription plans for Unity Pro users now available in the Unity Asset Store. This integration is written using the same C# DOTS framework as Unity Physics, and includes the features, performance, stability, and functionality of the closed-source, proprietary Havok Physics engine, written in native C++ for developers who have more complex physics needs.

对于对DOTS感兴趣的程序员而言,还有其他新闻, 现在可以通过Unity软件包管理器获得适用于Unity的 Havok Physics现在可以在Unity Asset Store中获得Unity Pro用户的订阅计划 。 该集成是使用与 Unity Physics 相同的C#DOTS框架编写的 ,并且包括使用本机C ++编写的,针对需要更复杂物理需求的封闭源代码专有Havok Physics引擎的特性,性能,稳定性和功能。

图形 (Graphics)

The High Definition Render Pipeline (HDRP) is now a verified package for 2019.3 and recommended for delivering performant, high-fidelity graphics and photorealism on high-end hardware. HDRP assets scale in quality, taking advantage of the available hardware resources. Unity 2019.3 updates to HDRP include Custom Render Pass and Custom Post processing and Physically Based Sky. Also HDRP now works for VR

高清渲染管道 (HDRP)现在是一个验证包2019.3,并建议对高端硬件提供高性能,高保真的图形和写实。 HDRP资产可利用可用的硬件资源来按质量缩放。 HDRP的Unity 2019.3更新包括 自定义渲染过程和自定义后处理 以及 基于物理的Sky 。 此外 HDRP现在适用于VR

HDRP now also includes real-time ray tracing features as a preview feature. Ray tracing takes into account the objects in your Scene and simulates true light, shadows, and reflections, which in the offline world would require long render times and/or big budgets. 

HDRP现在还包括 实时光线追踪功能 作为预览功能。 光线跟踪将考虑场景中的对象,并模拟真实的光线,阴影和反射,在离线环境中,这将需要较长的渲染时间和/或大量预算。

The Universal Render Pipeline, formerly known as the Lightweight Render Pipeline, lets you reach the widest number of Unity-supported platforms with best-in-class visual quality and performance. It comprises a full suite of artist tools for content creation, so regardless if you’re building a 2D, 3D, VR or AR project, you only need to develop once to deploy everywhere. The Universal Render Pipeline now comes with a completely revamped, integrated Post-Processing Stack for greater performance. And you can update your projects from Unity’s Built-in Render Pipeline to benefit from better performance and scaling.

通用渲染管线 ,前身为 轻量级渲染管道 ,可以让你到达最好的一流的视觉质量和性能的最广泛一批团结,支持的平台。 它包含一整套用于内容创建的艺术家工具,因此,无论您是要构建2D,3D,VR还是AR项目,都只需开发一次即可部署到任何地方。 Universal Render Pipeline现在带有经过全面改进的集成后处理堆栈,以提高性能。 而且,您可以从Unity的内置渲染管道中更新项目,以受益于更好的性能和扩展性。

The Visual Effect Graph package is verified for Unity 2019.3 and integrated with Shader Graph, which allows you to easily create high-fidelity visual effects. We also added motion vector and Particle Strips to the Visual Effect Graph, providing you with even more control of your particle effects.

视觉效果图 包已通过验证团结2019.3和的Shader图形,这将让你轻松创建高保真的视觉效果结合起来。 我们还 向“视觉效果图”中 添加了 运动矢量和“粒子带 ”,为您提供了更多的粒子效果控制。

In Shader Graph you can now add Shader Keywords to create static branches in your graph, which can be used for building your own Shader LOD system. We’ve also added support for vertex skinning for DOTS Animation, and sticky notes to improve your workflow, which let you leave comments and explanations for anyone working on the project.

现在, 在“ Shader Graph”中 ,可以添加“ Shader关键字”以在图形中创建静态分支,该分支可用于构建自己的Shader LOD系统。 我们还增加了对 DOTS Animation的 顶点蒙皮的支持,并添加了 便笺以改善您的工作流程,使您可以为任何在项目上工作的人留下评论和解释。

This release also includes multiple lighting updates. For example, you can now merge Light Probes in additively loaded Scenes, making it easier to handle lighting for large Scenes that are broken up into smaller chunks. We’ve also added many performance improvements and updates to the Progressive Lightmapper

此版本还包括多个照明更新。 例如,您现在可以将“ 光探测器” 合并 到加法加载的场景中,从而更容易处理分解成较小块的大型场景的照明。 我们还为 Progressive Lightmapper 添加了许多性能改进和更新 。

演示地址

“异端” –现已上映完整电影 (“The Heretic” – full cinematic now available)

The Heretic is a short film by Unity’s award-winning Demo team, now available on YouTube in its entirety. The first part of the project was revealed at GDC 2019 and we shared a preview of the second part at Unite Copenhagen 2019. The Heretic project runs on Unity 2019.3, using a broad range of out-of-the-box graphics features, including every possible aspect of HDRP and the Visual Effect Graph. Watch the whole film to see an entirely VFX-based character that we introduce at the end of the short.

《异教徒》 是Unity屡获殊荣的演示团队的一部短片,现已在YouTube上完整发行。 该项目的第一部分在GDC 2019上揭晓,我们在Unite Copenhagen 2019上分享了第二部分的预览。 Heretic 项目在Unity 2019.3上运行,使用了多种现成的图形功能,包括HDRP和可视效果图的所有可能方面。 观看整部电影, 以了解我们在短片结尾处介绍的完全基于VFX的角色。

编辑器和团队工作流程 (Editor and Team workflows)

We’ve revamped the Editor UI with new icons, a new font, visual feedback, and much more to improve usability, legibility, and performance, and to support high-DPI display resolutions.

我们 使用新的图标,新的字体,视觉反馈等功能 对 Editor的UI 进行了改进,以提高可用性,易读性和性能,并支持高DPI显示分辨率。

With the new Quick Search feature, you can easily find anything in the Editor, including assets, game objects, settings, and even menu items. 

使用新的 快速搜索 功能,您可以轻松地在编辑器中找到任何内容,包括资产,游戏对象,设置,甚至菜单项。

UIElements includes several new features that add useful functionality to the USS stylesheet. The new UI Builder is a visual authoring environment that lets users access the underlying framework of UIElements.

UIElements 包括一些新功能,这些功能为USS样式表添加了有用的功能。 新的 UI Builder 是一个可视化的创作环境,允许用户访问UIElements的基础框架。

We’ve improved the Package Manager, including giving you the option to install packages from a Git repository via a URL. Additionally, you can now manage your Asset Store collection directly through the Package Manager.

我们改进了 Package Manager ,包括为您提供了通过URL从Git存储库安装软件包的选项。 此外,您现在可以 直接通过“包管理器” 管理“ 资产商店” 集合。

The new Unity Accelerator provides a local network proxy and cache service that speeds up iteration times for Collaborate source code download and Asset pipeline importing.

新的Unity Accelerator 提供了本地网络代理和缓存服务,可以加快迭代时间,以进行协作源代码下载和资产管道导入。

The new Addressable Asset System (i.e., Addressables) gives you and your team an efficient way to manage complex live content by loading assets by an address that can be called from anywhere. 

新的“ 可寻址资产系统” (即“可 寻址资产” )为您和您的团队提供了一种有效的方法,可通过可从任何地方调用的地址加载资产来管理复杂的实时内容。

We’ve also updated the AssetDatabase Pipeline to Version 2, which provides asset dependency tracking and many other improvements that together lay the foundation for a more reliable, performant and scalable pipeline. It also greatly improves platform switching and swapping between previously imported versions of assets. 

我们还将 AssetDatabase Pipeline 更新 到了版本2,该版本提供了资产依赖跟踪和许多其他改进,共同为更可靠,高性能和可扩展的管道奠定了基础。 它还极大地改善了平台在先前导入的资产版本之间的切换和交换。

平台类 (Platforms )

The Input System is the new standard to integrate device controls in your projects. The new workflow is designed around Input Actions, an interface that lets you separate controls binding from the code logic. The new system is consistent across platforms, extensible and customizable, and is available in Preview.

输入系统 是新标准在项目集成设备控制。 新的工作流程围绕“输入操作”而设计,该接口使您可以将控件绑定与代码逻辑分开。 新系统在各个平台上保持一致,可扩展和可自定义,并且可以在Preview中使用。

The Incremental Garbage Collector is now production-ready (no longer experimental). This feature can significantly reduce the problem of Garbage Collector interruptions by distributing the workload over multiple frames. It supports all target platforms except WebGL.

增量垃圾收集器 现在是生产就绪(不再是实验性)。 通过将工作负载分布在多个帧上,此功能可以大大减少垃圾收集器中断的问题。 它支持除WebGL之外的所有目标平台。

Unity’s platform-abstraction layer, Baselib, unifies base functionality for the most common platform-dependent operations. In this release, Baselib updates improve the stability and performance of parallel data structures and synchronization primitives.

Unity的平台抽象层 Baselib 统一了最常见的平台相关操作的基本功能。 在此版本中,Baselib更新提高了并行数据结构和同步原语的稳定性和性能。

Are you interested in publishing your game on Stadia? We now offer support for everything that approved developers need to create and ship their first game on Google’s new cloud gaming platform. Interested developers should start the process with an application for resources on Google’s Stadia developer website.

您是否有兴趣在 Stadia 上发布游戏 ? 现在,我们为获得批准的开发人员在Google新的云游戏平台上创建和发布其第一款游戏所需的一切提供支持。 有兴趣的开发人员应使用Google Stadia开发人员网站资源应用程序开始该过程。

AR和VR (AR and VR)

AR Foundation, the framework that enables you to build your application once and deploy it across ARKit- and ARCore-enabled devices, now extends to Magic Leap and HoloLens devices. 

AR基金会 使您能够一次构建应用程序和整个ARKit-并启用ARCORE的设备部署的框架,现在扩展到魔术大跃进和HoloLens设备。

The XR Interaction Toolkit enables you to add interactivity to your AR and VR experiences, across our supported platforms, without having to code the interactions from scratch. It provides a set of monobehaviours/scripts that implement common object and UI interaction scenarios for both AR and VR devices.

XR互动工具包 ,您可以交互添加到您的AR和VR经验,在我们的支持平台,而不必从头编写的相互作用 它提供了一组单一行为/脚本,可为AR和VR设备实现通用的对象和UI交互方案。

Ensure your AR and VR experiences reach the widest possible audience with our modularized XR plugin architecture workflow. 

通过我们的模块化 XR插件体系结构 工作流, 确保您的AR和VR体验能够覆盖尽可能多的受众 。

To achieve highly realistic graphics and lighting effects that let you push the boundaries of high-fidelity VR, check out HDRP for VR

要获得高度逼真的图形和照明效果,让您突破高保真VR的界限,请查看 HDRP for VR

移动 (Mobile)

The Device Simulator (Preview) allows you to simulate how your content will look, as well as preview the behaviors and some physical characteristics, on a broad range of devices. 

设备模拟器 (预览版),您可以模拟你的内容的外观,以及预览行为和一些物理特性,在广泛的设备。

With Unity as a Library, you can now insert features powered by Unity directly into your native mobile applications. These features include, but aren’t limited to, 3D or 2D real-time rendering functions for augmented reality, 2D mini-games or 3D models.

使用 Unity作为库 ,您现在可以将Unity支持的功能直接插入本地移动应用程序中。 这些功能包括但不限于增强现实,2D迷你游戏或3D模型的3D或2D实时渲染功能。

On-demand rendering lets you control the rendering loop independently from the rest of our subsystems. This means you have more control to lower power consumption and prevent thermal CPU throttling.

按需渲染 使您可以独立于其他子系统来控制渲染循环。 这意味着您可以进行更多控制,以降低功耗并防止CPU过热。

Finally, we have moved the System requirements for Unity 2019.3 to the Unity Manual (they were formerly here). We have also added the details for using the Unity Editor and Player on all supported platforms so you can clearly see what’s required and supported. Note that the minimum OS-supported versions are now 4.4 (API 19) for Android and 10 for iOS, and that OpenGL ES is deprecated on iOS. 

最后,我们已将 Unity 2019.3系统要求 移至 Unity手册(以前 在此处 )。 我们还添加了在所有受支持的平台上使用Unity Editor和Player的详细信息,因此您可以清楚地看到所需和受支持的内容。 请注意,现在最低的操作系统支持版本对于Android是4.4(API 19),对于iOS是10,并且OpenGL ES在iOS上已过时。

面向数据的技术栈(DOTS) (Data-Oriented Technology Stack (DOTS))

At Unite Copenhagen 2019 we revealed the DOTS Sample project. It showcases how all the DOTS-powered components, including Physics, Animation, NetCode, and Conversion Workflow, work in Unity 2019.3. While we designed it to be an internal test project, feel free to download it and experiment with it. It’s available on GitHub and includes all source code and assets. Here are some of the DOTS features available in this release:

在2019年哥本哈根联合展上,我们展示了 DOTS Sample项目 。 它展示了所有支持 DOTS的 组件 如何 在Unity 2019.3中工作,包括物理,动画,NetCode和转换工作流。 当我们将其设计为内部测试项目时,请随时下载并进行试验。 它在 GitHub 上可用, 并且包含所有源代码和资产 。 以下是此版本中可用的一些DOTS功能:

  • DOTS game code updates, which let you achieve more with less boilerplate code.

    DOTS游戏代码更新 , 使您可以用更少的样板代码实现更多目标。

  • The first iteration of our upcoming new Animation system for DOTS. It offers all the core animation functionality such as animation blending, runtime IK, root motion, layers, and masking.

    我们即将推出的 新型DOTS动画系统的第一版 。 它提供了所有核心动画功能,例如动画混合,运行时IK,根运动,图层和蒙版。

  • The FPS NetCode used in the DOTS Sample is built on top of DOTS and makes it easy to create a networked game with similar architecture. It provides client-side prediction, authoritative server, and interpolation.

    DOTS示例中使用 的 FPS NetCode 是建立在DOTS之上的,可轻松创建具有类似架构的网络游戏。 它提供客户端预测,权威服务器和插值。

  • Unity Physics leverages the Burst Compiler and the C# Job System and provides functionality such as collision detection and raycasts used for shooting-game mechanics in the project.

    Unity Physics 利用Burst Compiler和C#Job System并提供了功能,例如用于项目中射击游戏机制的碰撞检测和射线广播。

  • The Conversion Workflow enables you to convert your GameObjects to entities with one click to harness the power of DOTS while using the workflows you already know. 

    转换流程 使您能够将GameObjects转换为实体点击,而使用你已经知道的工作流程,以充分利用点的力量。

  • With Unity Live Link, you can make changes in the Editor and push them in real-time to your target device, giving you instant feedback on how changes look, feel, and perform on the actual device. 

    使用 Unity Live Link , 您可以在编辑器中进行更改并将其实时推送到目标设备,从而为您提供有关更改在实际设备上的外观,感觉和性能的即时反馈。

错误修复,改进和API更新 (Bug fixes, improvements, and API updates)

As with all releases, 2019.3 also includes a large number of minor improvements and bug fixes. Find the full list in the 2019.3 release notes. You can also use the Issue Tracker to find specific information on individual bugs. 

与所有版本一样,2019.3还包括大量次要改进和错误修复。 在2019.3发行说明中找到完整列表。 您还可以使用 问题跟踪器 查找有关各个错误的特定信息。

2019.3 Beta抽奖活动获奖者 (2019.3 beta sweepstakes winners)

We are happy to announce the four lucky winners of our Unity 2019.3 beta sweepstakes! To celebrate the release of real-time ray tracing in Preview, NVIDIA supplied us with four brand-new NVIDIA GeForce RTX™ 2080 GPUs, which beta participants were eligible to win by helping identify bugs during the 2019.3 beta cycle. Congratulations to Antonios, Dwayne, Kevin, and Tom! 

我们很高兴地宣布 Unity 2019.3 Beta 抽奖活动 的四个幸运获奖者 ! 为了庆祝 Preview中实时光线追踪发布 ,NVIDIA为我们提供了四个全新的NVIDIA GeForce RTX™2080 GPU,测试版参与者有资格通过在2019.3 beta周期内识别错误来赢得比赛。 祝贺安东尼奥斯,德韦恩,凯文和汤姆!

Make sure to look out for our upcoming 2020.1 beta sweepstakes and stay updated with beta news by signing up for our newsletter. You can provide feedback on the new features and updates in our forums as well.

确保签约我们的 新闻通讯 ,以确保我们即将推出2020.1 Beta抽奖活动并保持有关Beta新闻的 最新动态 。 您也可以在我们的 论坛中 提供有关新功能和更新的反馈 。

Are you curious about what’s going to be in Unity 2020.1? You can get access to the alpha version now or wait for the beta. If you’re interested in knowing more about our Preview packages, check out the overview here.

您是否对Unity 2020.1中的内容感到好奇? 您可以立即访问 Alpha版本 或等待Beta。 如果您想进一步了解我们的预览包,请在 此处 查看概述 。

2020年将会发生什么? (What’s coming up in 2020? )

We are excited to announce our release plans for this year. With more and more features distributed as packages and continuously updated, we’re reducing the number of TECH stream releases from three to two per year. The 2019 Long-Term Support (LTS) release will be available in spring 2020. 

我们很高兴宣布今年的发布计划。 随着越来越多的功能作为软件包分发并不断更新,我们将TECH流发布的数量从每年3个减少到2个。 2019年长期支持(LTS)版本将于2020年Spring发布。

Also, remember that since we support each LTS for two years, Unity 2017 LTS will reach the end of its life in March 2020. 

另外,请记住,由于我们为每个LTS提供两年支持,因此Unity 2017 LTS将在2020年3月寿终正寝。

The 2020.1 TECH stream release is scheduled for spring 2020 and the 2020.2 release is scheduled for fall 2020. The cadence for updates with bug fixes and regressions remains unchanged.

2020.1 TECH流计划于2020年Spring发布,而2020.2流计划于2020年秋季发布。带有错误修复和回归的更新节奏保持不变。

演示地址

翻译自: https://blogs.unity3d.com/2020/01/28/unity-2019-3-is-now-available/

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