Unity 2019.2 Beta现已发布

Be among the first to see what new features and enhancements Unity has for you in the next 2019 TECH stream release. In this beta, we’ve included the popular Polybrush tool as a package, added the Unity Distribution Portal to get your games and apps to new global audiences, improved and expanded the toolsets for mobile, lighting, 2D, XR, and more.

率先在下一个2019 TECH系列发布中查看Unity为您提供的新功能和增强功能。 在此Beta中,我们将流行的Polybrush工具作为一个软件包进行了打包,并添加了Unity Distribution Portal将您的游戏和应用吸引到新的全球用户手中,并改进和扩展了移动,照明,2D,XR等工具集。

Unity 2019.2b is available right now via the Unity Hub (under Installs > Beta Releases), which you can download on the official beta landing page. Joining the beta enables you to evaluate the next Unity version and its features/packages for your project and workflow. We’re eager to get your feedback before our official release to make sure we deliver the best tools and experience to your team. Additionally, you will have the chance to win a Samsung S10+ device. See the end of this post for details.

Unity 2019.2b现在可通过Unity Hub (在``安装''>``测试版''下)获得,您可以在官方的beta登陆页面上下载该版本 。 加入Beta版后,您可以评估项目和工作流程的下一个Unity版本及其功能/包。 我们渴望在正式发布之前获得您的反馈,以确保我们为您的团队提供最佳的工具和经验。 此外,您将有机会赢得三星S10 +设备。 有关详细信息,请参见本文末尾。

移动改进 (Mobile improvements)

Optimized Frame Pacing for Android, developed in partnership with Google’s Android Gaming and Graphics team, provides consistent frame rates by enabling frames to be distributed with less variance. This results in a smoother gameplay experience.

与Google的Android游戏和图形团队合作开发的适用于Android的优化帧起步功能,通过使帧分布更均匀,可提供一致的帧率。 这样可以带来更流畅的游戏体验。

The new Optimized Frame Pacing feature inside Player Settings for Android.

Android播放器设置中的新“优化帧起步”功能。

We have added OpenGL multithreading support (iOS) to improve performance on low-end iOS devices that don’t support Metal. For both iOS and Android, we have added OpenGL support for SRP Batcher to improve CPU performance in projects that use the Lightweight Render Pipeline (LWRP).

我们添加了OpenGL多线程支持 (iOS),以提高不支持Metal的低端iOS设备的性能。 对于iOS和Android,我们都为SRP Batcher添加了OpenGL支持,以提高使用轻量级渲染管道(LWRP)的项目中的CPU性能。

Additionally, we have introduced screen brightness controls via the new Screen.brightness property (iOS and Android); improved the ReplayKit API (iOS); and to make it easier to adjust your UI, we’ve added support for detecting the bounding box around the notch(es) (or camera hole) on Android via the new Screen.cutouts property. We also added an APK size check using Android App Bundle so it’s easier to know the final application size for different targets.

此外,我们通过新的Screen.brightness属性(iOS和Android)引入了屏幕亮度控件。 改进了ReplayKit API (iOS); 为了更轻松地调整用户界面,我们增加了支持,可通过新的Screen.cutouts属性检测Android上的凹口(或相机Kong)周围的边界框。 我们还使用Android App Bundle添加了APK大小检查,以便更轻松地了解不同目标的最终应用大小。

Here’s how you can implement the Screen.cutouts function to visualize the safe area and cutout information in your project:

您可以通过以下方式实现Screen.cutouts函数,以可视化项目中的安全区域和切口信息:

1

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
var res = Screen.currentResolution;
var safeArea = Screen.safeArea;
var cutouts = Screen.cutouts;
StringBuilder safeAreaInfo = new StringBuilder($"Resolution (Width × Height): {res.width}x{res.height}\n");
safeAreaInfo.Append($"safeArea (X x Y / Width × Height):\n");
safeAreaInfo.Append($"{safeArea.x} x {safeArea.y} / {safeArea.width} x {safeArea.height} \n");
if (cutouts.Length > 0)
{
foreach (var c in cutouts)
{
GUIDrawRect(c, Color.green, "");
             safeAreaInfo.Append($"cutout (X x Y / Width × Height):\n");
             safeAreaInfo.Append($"{c.x} x {c.y} / {c.width} x {c.height}\n");
     }
}
Else
safeAreaInfo.Append("No cutouts detected");
GUIDrawRect(safeArea, Color.red, safeAreaInfo.ToString());

1

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
var res = Screen . currentResolution ;
var safeArea = Screen . safeArea ;
var cutouts = Screen . cutouts ;
StringBuilder safeAreaInfo = new StringBuilder ( $ "Resolution (Width × Height): {res.width}x{res.height}\n" ) ;
safeAreaInfo . Append ( $ "safeArea (X x Y / Width × Height):\n" ) ;
safeAreaInfo . Append ( $ "{safeArea.x} x {safeArea.y} / {safeArea.width} x {safeArea.height} \n" ) ;
if ( cutouts . Length > 0 )
{
foreach ( var c in cutouts )
{
GUIDrawRect ( c , Color . green , "" ) ;
             safeAreaInfo . Append ( $ "cutout (X x Y / Width × Height):\n" ) ;
             safeAreaInfo . Append ( $ "{c.x} x {c.y} / {c.width} x {c.height}\n" ) ;
     }
}
Else
safeAreaInfo . Append ( "No cutouts detected" ) ;
GUIDrawRect ( safeArea , Color . red , safeAreaInfo . ToString ( ) ) ;

How the new Screen.cutouts property would detect the safe area and cutout of a Samsung S10e device.

新的Screen.cutouts属性将如何检测Samsung S10e设备的安全区域和切口。

The Android App Bundle helps you visualize the final APK size of different targets for large apps.

Android App Bundle可帮助您可视化大型应用程序不同目标的最终APK大小。

Polybrush现在是预览版中的一个包 (Polybrush is now a package in preview)

You can now sculpt complex shapes from any 3D model, position detail meshes, paint in custom lighting or coloring, and blend textures across meshes directly in the Editor. Compatible with Unity since 2018.1, Polybrush 1.0.0 is now available via the Package Manager. This version includes a Mesh and Prefab scattering mode.

现在,您可以在任何3D模型中雕刻复杂的形状,定位细节网格物体,在自定义照明或着色中绘画,以及直接在编辑器中跨网格物体混合纹理。 从2018.1开始与Unity兼容,现在可以通过软件包管理器使用Polybrush 1.0.0。 此版本包括“网格”和“预制”散射模式。

演示地址

LWRP和Shader Graph中的新2D功能 (New 2D features in LWRP and Shader Graph)

Soon after this release, the Lightweight Render Pipeline (LWRP) will be updated with the experimental 2D Renderer, which contains 2D Pixel Perfect and the new 2D Lights. Learn more about 2D lighting in this talk from GDC 2019.

此版本发布后不久,将使用实验性2D渲染器更新轻量级渲染管道(LWRP) ,其中包含2D Pixel Perfect和新的2D灯光。 在GDC 2019的此演讲中了解有关2D照明的更多信息。

演示地址

Additionally, Shader Graph now has 2D Masternodes to create 2D Unlit and Lit sprite shaders.

此外, Shader Graph现在具有2D Masternodes来创建2D Unlit和Lit精灵着色器。

灯光更新 (Lighting updates)

Lightmap denoising now works on all Editor platforms, regardless of GPU manufacturer. We have also made a fundamental change in how you configure the baking – any object can contribute to a global illumination bake, regardless of whether it’s probe-lit or lightmapped. This opens up new possibilities for probe workflows, which we will continue to improve. In addition, this release includes major speed improvements, especially during lighting iterations with GPU Lightmapper.

现在,无论GPU制造商如何,Lightmap降噪功能都可以在所有Editor平台上使用。 我们还对烘烤的配置进行了根本性的更改-任何物体都可以促进全局照明烘烤,而不管它是探照灯还是光照贴图。 这为探测工作流开辟了新的可能性,我们将继续改进这些可能性。 此外,此版本还包括重大的速度改进,尤其是在使用GPU Lightmapper进行照明迭代期间。

Lightmapping现在支持Intel Open Image Denoise库 (Lightmapping now supports the Intel Open Image Denoise library)

This new cross-platform library from Intel is an AI-based denoising filter. In Unity, it will improve your lightmapping workflow and lightmap quality by post-processing lightmaps. This produces smooth, noise-free lightmaps that use far fewer samples. For details, watch our Unity GDC 2019 talk on the subject.

英特尔提供的这个新的跨平台库是基于AI的降噪过滤器。 在Unity中,它将通过对光照贴图进行后期处理来改善光照贴图的工作流程和光照贴图的质量。 这样可以生成使用更少样本的平滑,无噪声的光照贴图。 有关详细信息,请观看我们关于此主题的Unity GDC 2019演讲

Smoother, noise-free lightmaps on all Editor platforms.

在所有Editor平台上都更加平滑,无噪声的光照贴图。

Probe-Lit GI贡献者 (Probe-Lit GI Contributors)

We have changed the terminology for objects that are Lightmap Static, which from now on will Contribute GI instead. You may choose if objects that Contribute GI should receive GI from Light Probes or lightmaps. A new drop-down menu on mesh renderers, skinned mesh renderers, and terrains lets you choose if the object should get GI from lightmaps or from Light Probes.

我们更改了Lightmap Static的对象的术语,从现在开始将改为Contribute GI。 您可以选择贡献GI的对象是否应从Light Probes或lightmaps接收GI。 网格渲染器,蒙皮的网格渲染器和地形上的新下拉菜单使您可以选择对象是从光照贴图还是从光照探针获取GI。

These new options let you set up probe-lit objects that contribute to global illumination.

这些新选项使您可以设置有助于整体照明的探照灯对象。

GPU Lightmapper改进 (GPU Lightmapper improvements)

In this release, the GPU Lightmapper (Preview) takes some important steps towards feature parity with the CPU Lightmapper. The GPU Lightmapper now has:

在此版本中,GPU Lightmapper(预览版)采取了一些重要步骤来实现与CPU Lightmapper奇偶校验。 GPU Lightmapper现在具有:

    演示地址

    NVIDIA OptiX AI Denoiser(用于光照贴图)升级 (NVIDIA OptiX AI Denoiser (for lightmaps) upgrade)

    The NVIDIA OptiX AI Denoiser has been upgraded for better performance, lower memory usage, and to add support for NVIDIA Turing GPUs.

    NVIDIA OptiX AI Denoiser已升级,以提高性能,减少内存使用并增加对NVIDIA Turing GPU的支持。

    The upgraded NVIDIA OptiX AI Denoiser produces smooth lightmaps.

    升级后的NVIDIA OptiX AI Denoiser产生平滑的光照贴图。

    新的Cloud Diagnostics用户报告SDK (New Cloud Diagnostics User Reporting SDK)

    User Reporting now has a fast screenshot feature available through the new SDK.

    用户报告现在具有通过新SDK提供的快速屏幕截图功能。

    Users can now take screenshots asynchronously and log bug reports while playing games and apps on Windows and UWP, which significantly reduces the performance impact. To enable this feature, switch the UserReportingPlatform to Async on the UserReporting GameObject.

    用户现在可以在Windows和UWP上玩游戏和应用程序时异步拍摄屏幕快照并记录错误报告,从而大大降低了性能影响。 若要启用此功能,请在UserReporting GameObject上将UserReportingPlatform切换为Async。

    Learn more about the new Cloud Diagnostics User Reporting SDK on our documentation page on GitHub.

    在GitHub文档页面上了解有关新的Cloud Diagnostics用户报告SDK的更多信息。

    编辑器代码中的TypeCache API (TypeCache API in Editor code)

    TypeCache provides a fast way to access types or methods marked with specific attributes, as well as types derived from a specific class or interface. It utilizes an internal native cache that is built for all assemblies loaded by the Editor. Access this feature via the new UnityEditor.TypeCache C# API.

    TypeCache提供了一种快速的方法来访问带有特定属性标记的类型或方法,以及从特定类或接口派生的类型。 它利用为编辑器加载的所有程序集构建的内部本机缓存。 通过新的UnityEditor.TypeCache C#API访问此功能。

    1

    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    using UnityEditor;
    using System;
    using System.Collections.Generic;
    using System.Linq;
    public class VolumeComponent {}
    public class Example
    {
        static List<Type> s_VolumeComponents;
        static Example()
        {
            s_VolumeComponents = TypeCache.GetTypesDerivedFrom<VolumeComponent>().ToList();
        }
    }

    1

    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    using UnityEditor ;
    using System ;
    using System . Collections . Generic ;
    using System . Linq ;
    public class VolumeComponent { }
    public class Example
    {
         static List < Type > s_VolumeComponents ;
         static Example ( )
         {
             s_VolumeComponents = TypeCache . GetTypesDerivedFrom < VolumeComponent > ( ) . ToList ( ) ;
         }
    }

    在全球市场吸引数百万新用户 (Reach millions of new users in global markets)

    The Unity Distribution Portal (UDP) lets you scale your business and significantly expand your user base by easily distributing mobile games and apps on app stores in local markets around the world. UDP automatically creates builds for each of the participating stores and enables distribution regardless of individual store requirements.

    通过Unity发行门户(UDP) ,您可以轻松地在全球本地市场的应用商店中分发手机游戏和应用,从而扩展业务并显着扩展用户基础。 UDP会自动为每个参与的商店创建构建,并启用分发,而不管各个商店的要求如何。

    UPD (currently in preview) enables you to publish on Catappult/Aptoide (worldwide) and MOO Store (Southeast Asia), and it will soon be connected to ONE Store (Korea) and Jio Games Store (India), with more to follow. Get started now.

    UPD(当前处于预览状态)使您可以在Catappult / Aptoide(全球)和MOO商店(东南亚)上进行发布,并且很快将与ONE Store(韩国)和Jio Games商店(印度)建立联系,以后还会有更多内容。 立即开始

    演示地址

    AR基金会 (AR Foundation)

    In this release, AR Foundation includes support for face-tracking, 2D image-tracking, 3D object-tracking, and environment probes (all in preview).

    在此版本中,AR Foundation包括对面部跟踪,2D图像跟踪,3D对象跟踪和环境探针(均在预览中)的支持。

    演示地址

    • Face-Tracking (ARKit and ARCore): You can access face landmarks, a mesh representation of detected faces, and blend shape information, which can feed into a facial animation rig. The Face Manager takes care of configuring devices for face-tracking and creates GameObjects for each detected face.

      人脸跟踪 (ARKit和ARCore):您可以访问人脸界标,检测到的人脸的网格表示以及混合形状信息,这些信息可以输入到人脸动画装备中。 人脸管理器负责配置用于人脸跟踪的设备,并为每个检测到的人脸创建GameObject。

    • 2D Image-Tracking (ARKit and ARCore): This feature lets you detect specific 2D images in the environment. The Tracked Image Manager automatically creates GameObjects that represent all recognized images. You can change an AR experience based on the presence of specific images.

      2D图像跟踪 (ARKit和ARCore):此功能使您可以检测环境中的特定2D图像。 跟踪图像管理器会自动创建代表所有识别图像的GameObject。 您可以根据特定图像的存在来更改AR体验。

    • 3D Object-Tracking (ARKit): You can import digital representations of real-world objects into your Unity experiences and detect them in the environment. The Tracked Object Manager creates GameObjects for each detected physical object to enable experiences to change based on the presence of specific real-world objects. This functionality can be great for building educational and training experiences in addition to games.

      3D对象跟踪 (ARKit):您可以将真实对象的数字表示导入到Unity体验中,并在环境中进行检测。 跟踪对象管理器为每个检测到的物理对象创建游戏对象,以使体验能够根据特定的真实世界对象的存在而改变。 除游戏外,此功能对于构建教育和培训体验非常有用。

    • Environment Probes (ARKit): This detects lighting and color information in specific areas of the environment, which helps enable 3D content to blend seamlessly with the surroundings. The Environment Probe Manager uses this information to automatically create cubemaps in Unity.

      环境探针 (ARKit):它可以检测环境特定区域中的照明和颜色信息,从而有助于使3D内容与周围环境无缝融合。 环境探针管理器使用此信息在Unity中自动创建立方体贴图。

    HDRP for VR(预览版) (HDRP for VR (Preview))

    The High-Definition Render Pipeline (HDRP) is a prebuilt, high-fidelity Scriptable Render Pipeline designed for projects running on compute-shader-compatible platforms. By design, HDRP provides you with tools to create anything from games to technical demos at the highest resolution. In this release, HDRP includes support for your VR projects (Preview). This support is currently limited to Windows 10 and Direct3D11 devices, and must use Single Pass Stereo rendering for VR in HDRP. A full list of constraints can be found here.

    高清晰度渲染管线(HDRP)是一种预先构建的,高保真可编写脚本的渲染管线,设计用于在与计算着色器兼容的平台上运行的项目。 通过设计,HDRP为您提供了创建最高分辨率的工具,从游戏到技术演示。 在此版本中,HDRP包括对您的VR项目的支持(预览)。 该支持当前仅限于Windows 10和Direct3D11设备,并且必须对HDRP中的VR使用Single Pass Stereo渲染。 约束的完整列表可以在此处找到。

    通过包管理器提供的编辑器功能 (Editor features available via Package Manager)

    Some features are now available as packages, making the Editor leaner and more modular. For example, Ads, 2D Sprite Editor, and 2D Tilemap Editor are now easy to integrate, upgrade or remove via the Package Manager.

    现在,某些功能可以作为软件包使用,从而使编辑器更加精简和模块化。 例如,现在可以通过Package Manager轻松集成,升级或删除Ads2D Sprite Editor2D Tilemap Editor

    The same 2D tilemaps, like the isometric tilemap, are now available through the Package Manager.

    现在,可以通过“软件包管理器”使用相同的2D瓷砖图,例如等距瓷砖图。

    You can get access to all these new features and more by downloading the beta from the Unity Hub or here.

    您可以通过从Unity Hub或此处下载beta版本来访问所有这些新功能以及更多功能。

    报告错误,并有机会赢得三星Galaxy S10 + (Report bugs and get a chance to win a Samsung Galaxy S10+)

    As a participant in the Unity Beta Program, you can provide us with valuable feedback on the new Unity version, which will help us improve and finalize it before the full release (if you haven’t participated in a Unity beta release before, see this guide for how to be an effective beta tester). As a token of our appreciation, 5 lucky beta testers will win a Samsung Galaxy S10+ device.

    作为Unity Beta计划的参与者,您可以向我们提供有关新的Unity版本的宝贵反馈,这将有助于我们在完整版本之前对其进行完善和定稿(如果您以前未参与过Unity beta版本,请参阅此指导如何成为一个有效的测试版测试)。 为表示感谢,我们将邀请5名幸运的Beta测试人员赢得三星Galaxy S10 +设备。

    To enter the sweepstakes, you have to identify and report at least one original bug during the 2019.2b cycle and tag your report with #Unity2019Beta in the report description (the “Submission”). You can find the official rules and conditions here. We will announce the winners in the 2019.2 official release blog post and on the Beta forum.

    要输入抽奖活动,您必须在2019.2b周期内识别并报告至少一个原始错误,并在报告说明中使用#Unity2019Beta标记您的报告(“提交”)。 您可以在此处找到官方规则和条件 。 我们将在2019.2官方发布博客文章和Beta论坛中宣布获奖者。

    We developed the new Adaptive Performance feature (in Preview) in partnership with Samsung. The Samsung Galaxy S10 is one of the first devices to support the feature. Learn more here.

    我们与三星合作开发了新的自适应性能功能(预览中)。 三星Galaxy S10是最早支持该功能的设备之一。 在这里了解更多

    发行说明 (Release notes)

    As always, refer to the release notes for the full list of new features, improvements, and fixes. You can provide us with feedback for the features on our forums as well.

    与往常一样,请参阅发行说明以获取新功能,改进和修复的完整列表。 您也可以在我们的论坛上向我们提供有关功能的反馈。

    翻译自: https://blogs.unity3d.com/2019/05/09/unity-2019-2-beta-is-now-available/

    评论
    添加红包

    请填写红包祝福语或标题

    红包个数最小为10个

    红包金额最低5元

    当前余额3.43前往充值 >
    需支付:10.00
    成就一亿技术人!
    领取后你会自动成为博主和红包主的粉丝 规则
    hope_wisdom
    发出的红包
    实付
    使用余额支付
    点击重新获取
    扫码支付
    钱包余额 0

    抵扣说明:

    1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
    2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

    余额充值