2019.1 marks the start of the newest TECH stream, with lots of new features and functionalities. This includes more control over the editor and improvements to both your potential iteration speed when developing for Android and your workflows in general. Read on to get more details on what’s available to try out in the new beta today!
2019.1标志着最新的TECH流程的开始,它具有许多新特性和功能。 这包括对编辑器的更多控制,以及改进了为Android开发时的潜在迭代速度以及总体上的工作流程。 请继续阅读以获取有关今天可以在新Beta中试用的功能的更多详细信息!
增量垃圾收集(实验性) (Incremental Garbage Collection (Experimental))
In Unity 2019.1 we’re introducing the Incremental Garbage Collector as an experimental alternative to the existing garbage collector. The Incremental Garbage Collector is able to split its work into multiple slices. Instead of having a single long interruption of your program’s execution to allow the GC to do its work, you can have multiple, much shorter interruptions. While this will not make the GC faster overall, it can significantly reduce the problem of GC spikes breaking the smoothness of animations in your project by distributing the workload over multiple frames. To learn more read our blog post here.
在Unity 2019.1中,我们引入了增量垃圾收集器作为现有垃圾收集器的实验替代方案。 增量垃圾收集器可以将其工作分成多个部分。 可以让程序运行多次,而不必让程序执行一次长时间的中断,以使GC能够正常工作。 虽然这不会使GC整体上更快,但可以通过将工作负载分配到多个帧中来显着减少GC尖峰破坏项目中动画平滑度的问题。 要了解更多信息,请在此处阅读我们的博客文章 。
捷径管理员 (Shortcut Manager)
With the Shortcut Manager, we’re introducing an interactive, visual interface and a set of APIs to make it easier for you to manage editor hotkeys, assign them to different contexts and visualize existing bindings. To address the issue of binding conflicts, the interface can also visualize whether multiple commands use the same binding and let you remap accordingly.
借助Shortcut Manager,我们引入了一个交互式的可视化界面和一组API,使您可以更轻松地管理编辑器热键,将它们分配给不同的上下文并可视化现有绑定。 为了解决绑定冲突的问题,该界面还可以可视化多个命令是否使用相同的绑定,并让您相应地重新映射。
更多GPU Lightmapper功能(预览) (More GPU Lightmapper Functionality (Preview))
2019.1 brings additional functionality and platform support to the GPU Lightmapper (preview). It’s now enabled on macOS and Linux and supports double-sided GI flags on materials as well as shadow casting and receiving on meshes.
2019.1为GPU Lightmapper带来了更多功能和平台支持(预览)。 它现在已在macOS和Linux上启用,并支持材料上的双面GI标志以及网格上的阴影投射和接收。
Baking now uses the same high-performance GPU as the Editor. You can still change this to a different GPU using the command line. Head over to Documentation for more info.
烘焙现在使用与编辑器相同的高性能GPU。 您仍然可以使用命令行将其更改为其他GPU。 前往文档以获取更多信息。
场景可见性 (Scene Visibility)
Use Unity’s SceneVis controls to quickly hide and show objects in the Scene View, without changing the object’s in-game visibility. As a scene becomes more detailed, it often helps to temporarily hide or Isolate specific objects, allowing you to view and edit without obstructions. SceneVis enables this functionality via hierarchy tools and keyboard shortcuts, plus a toolbar toggle to quickly enable or disable the effects.
使用Unity的SceneVis控件可以在“场景视图”中快速隐藏和显示对象,而无需更改对象在游戏中的可见性。 随着场景变得越来越详细,通常可以帮助暂时隐藏或隔离特定对象,从而使您可以无障碍地查看和编辑。 SceneVis通过层次结构工具和键盘快捷键以及工具栏切换来启用此功能,以快速启用或禁用效果。
粒子改进 (Particle Improvements)
It’s now possible to manipulate particle data using the C# Job System, with no copying of particle data between script and native code. In addition to that, we have also added some improvements to mesh particles, giving you greater control over which meshes are assigned to which particles.
现在可以使用C#作业系统来操作粒子数据,而无需在脚本和本机代码之间复制粒子数据。 除此之外,我们还对网格物体颗粒进行了一些改进,使您可以更好地控制将哪些网格物体分配给哪些颗粒。
通过Unity Hub安装的Android SDK和NDK (Android SDK and NDK installed with Unity Hub)
The Hub now provides the option to install all the required components for Android as part of the “Android Build Support” option, so you’re sure to get the correct dependencies and don’t have to gather and install anything else. If you’re an advanced Android user, you can still install and configure components manually and use Android Studio. Also, note that starting with 2018.3, “Android Build Support” comes with its own Java Runtime based on OpenJDK.
Hub现在提供了安装所有Android所需组件的选项,作为“ Android Build Support”选项的一部分,因此您可以确保获得正确的依赖项,而不必收集和安装其他任何组件。 如果您是高级Android用户,则仍然可以手动安装和配置组件并使用Android Studio。 另外,请注意,从2018.3开始,“ Android Build Support”附带基于OpenJDK的自己的Java运行时。
Android Logcat集成(软件包) (Android Logcat integration (Package))
Android Logcat Package is a utility for displaying log messages coming from Android devices in the Unity Editor, making it easier to debug by controlling and filtering messages right in Unity.
Android Logcat Package是一个实用程序,用于在Unity编辑器中显示来自Android设备的日志消息,从而通过在Unity中直接控制和过滤消息来简化调试。
仅在Android上通过脚本进行修补才能实现更快的迭代 (Faster iteration with Scripts Only patching on Android)
To perform faster iterations during development, the Unity editor offers the Scripts Only Build option, which skips many steps in the build process and recompiles only the scripts, then builds the final package and deploys after selecting “Build And Run”. We have extended this feature. Now it allows you to patch the app package (APK, Android only) on target devices instead of rebuilding and redeploying it, so when you’re iterating on your C# code, only re-compiled libraries are sent to the device. Note that a complete build of the project must be available before Unity can execute a “Scripts Only Build”.
为了在开发过程中执行更快的迭代,Unity编辑器提供了“ 仅脚本构建”选项 ,该选项跳过了构建过程中的许多步骤,仅重新编译脚本,然后构建最终程序包并在选择“ Build And Run”之后进行部署。 我们扩展了此功能。 现在,它允许您在目标设备上修补应用程序包(仅适用于APK,Android),而无需重建和重新部署它,因此,当您迭代C#代码时,仅将重新编译的库发送到设备。 请注意,在Unity可以执行“仅脚本构建”之前,必须有完整的项目构建。
编辑器控制台的改进 (Editor Console Improvements)
The editor console has been updated with clickable stack trace links that will take you to the source code line for any function calls listed in the stack, and textual search to filter down your console entries.
编辑器控制台已更新,其中包含可单击的堆栈跟踪链接,这些链接可将您带到堆栈中列出的所有函数调用的源代码行,以及用于筛选控制台条目的文本搜索。
时间轴信号 (Timeline Signals)
Timeline Signals are an easy way for Timeline to interact with objects in the scene. Using a signal emitter and a signal asset, you can trigger a signal receiver in a game object that will define a set of pre-configured reactions to your Timeline
时间轴信号是时间轴与场景中的对象进行交互的一种简便方法。 使用信号发射器和信号资产,您可以在游戏对象中触发信号接收器,该对象将定义对时间轴的一组预配置React
Signal Emitters can be created on the new Marker area, any type of track and new signal tracks. They are fully customizable; go wild and create your own!
可以在新的标记区域,任何类型的轨道和新的信号轨道上创建信号发射器。 它们是完全可定制的; 疯狂创建自己的!
Then use Signal Receiver components to trigger pre-defined contextual reactions on your game objects.
然后使用Signal Receiver组件在您的游戏对象上触发预定义的上下文React。
其他变更和改进 (Other changes and improvements)
The 2019.1 beta also includes support for Video H.265 transcode, Nvidia’s OptiX AI Denoiser, OpenGL ES 3.2 and multiple importance sampling of environments with the CPU lightmapper among several other features and improvements. You’ll find a complete list of all the new features, improvements and bug fixes included in the release in our release notes section, and a collection of preliminary documentation for some of these features in this forum thread. Please note that the minimally required versions of macOS and Ubuntu that support Unity 2019.1 and projects made with it were raised to macOS 10.12 and Ubuntu 16.04.
2019.1 beta还包括对视频H.265转码,Nvidia的OptiX AI Denoiser,OpenGL ES 3.2的支持,以及具有CPU lightmapper的环境的多个重要性采样以及其他一些功能和改进。 您可以在我们的发行说明部分中找到该发行版中包含的所有新功能,改进和错误修复的完整列表,以及此论坛主题中某些功能的初步文档集合。 请注意,支持Unity 2019.1的最低要求版本的macOS和Ubuntu以及使用它进行的项目已提高到macOS 10.12和Ubuntu 16.04。
If you’re looking to upgrade an existing project to 2019.1, please have a look at our Upgrade Guide.
如果您想将现有项目升级到2019.1,请查看我们的升级指南 。
如何尽早使用新功能 (How to get early access to the new features)
You can get access to everything mentioned above right now simply by downloading our open beta. Not only will you get access to all the new features, you’ll also help us find bugs and release the highest quality software.
您只需下载我们的公开测试版,即可立即访问上述所有内容。 您不仅可以使用所有新功能,还可以帮助我们发现错误并发布质量最高的软件。
If you are not already a beta tester, perhaps you’d like to consider becoming one. You’ll get early access to the latest new features, and you can test if your project is compatible with the new beta. The beta release is available for free to all Unity users, including Personal Edition users.
如果您还不是Beta测试人员,也许您想考虑成为一名Beta测试人员。 您将尽早使用最新功能,并可以测试您的项目是否与新Beta版兼容。 Beta版对所有Unity用户(包括个人版用户)免费提供。
As a starting point, have a look at this guide to being an effective beta tester to get an overview. We also encourage you to sign up for the optional beta tester email list below. Signing up will enable us to send you notifications when new versions are available, as well as tips on how to be an effective beta tester and news on the beta.
首先,请查看本指南,了解如何成为有效的Beta测试人员 。 我们也建议您在下面注册可选的Beta测试人员电子邮件列表。 注册后,我们将在有新版本可用时向您发送通知,以及有关如何成为有效的Beta测试人员的提示以及有关Beta版本的新闻。
We’re looking forward to talking to you about the beta and reading your feedback on our 2019.1 beta forum as well.
我们期待与您讨论Beta版本,并在2019.1 Beta论坛上阅读您的反馈意见。
翻译自: https://blogs.unity3d.com/2019/01/31/unity-2019-1-beta-is-now-available/