unity 求亮点距离_功能亮点:Unity团队

unity 求亮点距离

Collaborate is out of beta and joins Cloud Build as part of a new offering called Unity Teams — a single solution that provides Unity users a set of features to create together, faster. It will include all the features that help Unity creators work better together, regardless of discipline: engineers, artists, designers, QA, everyone.

Collaborate尚处于测试阶段,并且作为称为Unity Teams的新产品的一部分加入Cloud Build ,这是一个单一解决方案,为Unity用户提供了一组功能,可以更快地一起创建。 它将包括所有功能,可帮助Unity创作者更好地合作,而不受学科限制:工程师,艺术家,设计师,质量检查人员,每个人。

演示地址

You can expect Unity Teams features to always be simple to use for the entire team and well-integrated in the Unity experience. In this post, we explain why we created Unity Teams, who can benefit from it and, how much it will cost for various types of users, plus some of the great features it will include.

您可以期望Unity Teams功能在整个团队中始终易于使用,并且可以很好地集成到Unity体验中。 在这篇文章中,我们解释了为什么创建Unity团队,谁可以从中受益,以及对各种类型的用户将花费多少,以及它将包括的一些出色功能。

为什么我们创建了Unity团队? (Why have we created Unity Teams?)

For the most part, games are created by teams of people, and both Collaborate and Cloud Build are fundamentally about helping teams work together. They accelerate the iteration process of trial and improvement. From a user experience perspective, they work markedly better when used together. For example, with Collaborate enabled, Cloud Build takes only a few clicks to set up.  

在大多数情况下,游戏是由团队创建的,而Collaborate和Cloud Build从根本上讲就是要帮助团队一起工作。 他们加快了试验和改进的迭代过程 。 从用户体验的角度来看,它们一起使用时,效果会更好。 例如,启用协作后,Cloud Build仅需单击几下即可进行设置。

Though we’re all about teams, we recognize that many Unity users are hobbyists or just curious about game development.  This leads us to our next topic…

尽管我们全都与团队有关,但我们认识到许多Unity用户是业余爱好者,或者只是对游戏开发感到好奇。 这导致我们进入下一个主题…

对于单个Unity用户有什么好处? (Are there any benefits for individual Unity users?)

We recognize that a lot of our users create solo; especially in the earliest stages of ideation. Though Unity Teams is optimized for groups of users, we want to provide solo creators benefits too.  

我们认识到我们的许多用户都是独奏。 特别是在构想的最早阶段。 尽管Unity Teams已针对用户组进行了优化,但我们也希望为创作者个人带来好处。

As such, Unity Personal users can back up their own projects and history (up to 1GB for free), as well as upload and share builds easily (more on these later). Then, when a solo creator is ready, it’s easy and affordable to scale up to Unity Teams.  

这样,Unity Personal用户可以备份自己的项目和历史记录(免费提供高达1GB的空间),还可以轻松上传和共享内部版本(稍后会详细介绍)。 然后,当一个单独的创作者准备就绪时,扩展到Unity Teams既容易又负担得起。

它要花多少钱,为什么? 我们的定价理念 (What does it cost, and why? Our pricing philosophy)

Our goal is to make our features as accessible as possible; in line with our missions to democratize game development and enable success for game developers.   

我们的目标是使我们的功能尽可能易于访问。 符合我们使 游戏开发民主化使游戏开发者成功的 使命 。

With regard to enabling success, Unity Teams differs from other solutions in that it is designed first and foremost for game development with Unity. The features, design and UX are all optimized for who is on a Unity team and the kinds of projects they tend to create; for example, recognizing .meta files should never be separated from their files (due to risk of corruption) so we treat these as a single entity.

关于实现成功,Unity Teams与其他解决方案的不同之处在于,它首先设计用于Unity的游戏开发。 功能,设计和用户体验都针对Unity团队中的人员以及他们倾向于创建的项目进行了优化。 例如,识别.meta文件时切勿将其与文件分开(由于存在损坏的风险),因此我们将这些文件视为一个整体。

With regard to democratizing game development, we wanted to craft an offer that would satisfy the greatest number of people possible. So we listened to customer feedback. The offer we landed on reflects the behavior of our beta users, and their direct feedback via surveys and customer interviews.

关于使游戏开发民主化,我们希望制定一个可以满足尽可能多人数的提议。 因此,我们听取了客户的反馈。 我们提供的优惠反映了我们Beta用户的行为,以及他们通过调查和客户访谈获得的直接反馈。

With this pricing philosophy in mind, we arrived at the following structure:

考虑到这种定价理念,我们得出以下结构:

Cloud Build发生了什么变化? (What’s changed for Cloud Build?)

If you’re an existing Cloud Build user, you’ll notice a few changes. First, we’ll soon be providing all Unity users with a brand new set of features for working with and sharing your local builds. All Unity users will also be able to push their games to app stores that have partnered with us.  

如果您是现有的Cloud Build用户,则会注意到一些更改。 首先,我们很快将为所有Unity用户提供一套全新的功能,以使用和共享您的本地版本。 所有Unity用户也将能够将他们的游戏推向 与我们合作的 应用程序商店 。

At the same time, automatic, cloud-created builds will only be available for those organizations with a Unity Teams plan – whether purchased or inherited through a Unity Plus or Pro subscription. The default Cloud Build limits will become a bit different than the current Cloud Build plans too, as we focus on the features that will be the most useful to the most teams.

同时, 自动的,云创建的构建仅适用于具有Unity Teams计划的组织-无论是通过Unity Plus还是Pro订阅购买或继承的。 默认的Cloud Build限制也将与当前的Cloud Build计划有所不同,因为我们专注于对大多数团队来说最有用的功能。

那学生呢? (What about students?)

We know that students and educators really like using Collaborate for Unity Teams. A special offer to students and educators is in the works. If you’re an educator and you want your students to use Collaborate and Cloud Build features, contact us. We’re looking for feedback on some ideas we have for we have in mind.  

我们知道,学生和教育工作者真的很喜欢使用Collaborate for Unity Teams。 正在为学生和教育工作者提供特别优惠。 如果您是一名教育工作者,并且希望您的学生使用协作和Cloud Build功能,请 与我们联系 。 我们正在寻找关于我们所想到的一些想法的反馈。

免费的东西! (Free* stuff!)

*Don’t you just love the word free? So do we! Until October 2017, all Unity users can try out all Unity Teams features for free.  

*您不只是爱自由这个词吗? 我们也是! 在2017年10月之前,所有Unity用户均可免费试用所有Unity Teams功能。

If you are already using Collaborate and Cloud Build you can keep using them as you have been, with no change in cost for the next few months. If you haven’t yet tried Collaborate or Cloud Build, this is a good time to see what they can do for you! This will give you all plenty of time to decide if Unity Teams is right for you. During which time, we’re going to be busy cranking out more features, and listening to feedback, which you can provide on our forum.

如果您已经在使用Collaborate和Cloud Build,则可以继续使用它们,而在接下来的几个月中成本不会改变。 如果您还没有尝试过Collaborate或Cloud Build,那么现在是看看他们可以为您做什么的好时机! 这将使您有足够的时间来决定Unity Teams是否适合您。 在此期间,我们将忙于制定更多功能,并倾听您可以在 我们论坛 上提供的反馈 。

我可以期待什么? (What can I look forward to?)

Our recent releases for Collaborate have been focused on getting the basics rock solid; basic features to share, save, and sync projects, and also nailing down stability. As we finish up on foundational work, we’ll be introducing new features that Beta customers have asked the most for, and also some new Unity-specific stuff. With the upcoming release of 2017.1,  you can look forward to better project-browser integration, selective sync, and a new “In Progress” feature, which lets you see when other team members are working on a project asset.

我们最近发布的Collaborate版本着重于使基础变得坚如磐​​石。 共享,保存和同步项目的基本功能,并降低稳定性。 当我们完成基础工作时,我们将介绍Beta客户最渴望得到的新功能,以及一些与Unity有关的新功能。 在即将发布的2017.1中,您可以期待更好的项目浏览器集成,选择性同步以及新的“进行中”功能,该功能使您可以看到其他团队成员何时在处理项目资产。

我接下来要做什么? (What do I next?)

Unity 2017.1 is on the way shortly, and it will include the latest and greatest of Unity Teams. But you can try out all the features now in the latest beta.

Unity 2017.1即将推出,它将包括最新和最强大的Unity团队。 但是,您现在可以试用 最新Beta 中的所有功能 。

And be sure to provide us feedback on your thoughts or experiences. Comment below or on the Collaborate forum.  

并确保向我们提供有关您的想法或经验的反馈。 在下面或在 Collaborate论坛发表 评论 。

翻译自: https://blogs.unity3d.com/2017/06/28/feature-highlight-unity-teams/

unity 求亮点距离

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