Unity 2020.2 beta现在可用,我们欢迎您的反馈

With Unity 2020.2, we’re continuing our 2020 focus on performance, stability and workflow improvements. Join the beta and let us know what you think about the upcoming tools.

借助 Unity 2020.2 ,我们将继续在2020年专注于性能,稳定性和工作流程改进。 加入测试版,让我们知道您对即将推出的工具的看法。

Based on our community’s feedback, we committed to ensuring greater stability and improving quality of life for all users as we entered 2020. This included making the Unity 2019 LTS the default version. We also reduced the number of TECH streams from three releases per year to just two to provide an extended stabilization phase. 

根据我们社区的反馈,我们 致力于在 进入2020年时 为所有用户确保更高的稳定性和生活质量。 这包括将 Unity 2019 LTS设置为默认版本 。 我们还将TECH流的数量从每年的三个版本减少到只有两个,以提供扩展的稳定阶段。

Unity 2020 LTS和通往2021年的道路 (Unity 2020 LTS and the road to 2021)

Before we dive into what’s new in the beta, let’s summarize what will come next:

在深入介绍Beta中的新功能之前,让我们总结一下接下来将要进行的工作:

  • For those of you who prefer to wait until the software is out of beta, we expect the full release of Unity 2020.2 to ship later this year with a TECH release level of stability. Early feedback from all of you beta users is a crucial component of our work towards this goal.

    对于那些希望等到该软件过测试版之前的人,我们预计Unity 2020.2的完整版本将在今年晚些时候以TECH发行版的稳定性发布。 大家Beta用户的早期反馈是我们朝着这个目标努力的重要组成部分。

  • The Unity 2020 LTS release is currently scheduled for March 2021. Unity 2020 LTS will contain all the new features and improvements from 2020.1 and 2020.2, as well as all fixes we’ve added in subsequent updates. This way the long-term support (LTS) release will bring maximum stability for those of you aiming to ship your projects in the near future.

    统一2020 LTS版 目前预定2021年三月统一2020 LTS将包含所有的新功能和改进的2020.1和2020.2,以及所有修补我们在后续的更新中加入。 这样,长期支持(LTS)版本将为那些打算在不久的将来交付项目的人们带来最大的稳定性。

  • As we look beyond this year, we are evolving how we work. We are focusing on select things, and doing them better. We are assigning bigger teams to deliver higher quality on the features that are most important to you. Learn more about our focus areas for 2021 in our recent blog post.

    在展望今年之后,我们正在发展工作方式。 我们专注于精选事物,并将其做得更好。 我们正在分配更大的团队,以提供对您最重要的功能更高的质量。 在我们 最近的博客文章中 了解有关2021年重点领域的更多 信息

Unity 2020.2的新功能是什么? (What’s new in Unity 2020.2?)

We created an overview of some of the new features and improvements you might find interesting to try out. We’ll also show you some of the upcoming features in action during the Unity 2020.2 beta webinar. Members of our R&D teams will be there to answer your questions live, like we did for the previous beta. To take part, sign up here:

我们概述了一些您可能会感兴趣的新功能和改进。 我们还将在 Unity 2020.2 beta网络研讨会 期间向您展示一些即将使用的功能 。 我们的研发团队成员将在那里现场回答您的问题,就像我们在 上一个 Beta版中 所做的一样 。 要参加,请在这里注册:

Join the webinar on October 8

参加10月8日的网络研讨会

Join the rest of the community in our Betas & Experimental Features forums to talk about specific feature areas. If you want to be among the first to learn about new features or packages available for feedback, we also encourage you to sign up for our beta newsletter

加入我们的 Beta和实验功能论坛 中的社区其他成员, 讨论特定的功能区域。 如果您想成为第一个了解可用于反馈的新功能或软件包的人,我们也建议您 注册我们的beta新闻 。  

编程器工具和性能改进 (Programmer tools and performance improvements)

As projects grow in complexity, compiling new code changes can become increasingly slower, and start impacting your team’s workflow and productivity. In Unity 2020.2, we designed several features to help optimize compilation times.

随着项目的复杂性增加,编译新代码更改的速度可能会越来越慢,并开始影响团队的工作流程和生产力。 在Unity 2020.2中,我们设计了一些功能来帮助优化编译时间。

We use Roslyn reference assemblies in the compilation pipeline to avoid unnecessary recompiling of asmdef references if the public metadata for the assembly does not change when compiling scripts for the Editor; for example, if you modify only private methods or fields, only the modified assembly will be recompiled. With Roslyn analyzers you can run C# code analyzers asynchronously in the background inside the Unity Editor without interrupting the user iteration workflow and run them synchronously from the command line. Consider using Roslyn analyzers and ruleset files in Unity projects to inspect your code for style, quality, and other issues. In Unity 2020.2 we now also offer a “-deterministic” compilation option when compiling C#; however, it doesn’t support the use of AssemblyVersion with a wildcard(*), in which case an error message will be emitted with details about how to disable deterministic compilation.

如果在编译编辑器的脚本时,程序集的公共元数据没有更改,则在编译管道中 使用 Roslyn参考程序集 ,以避免不必要的asmdef引用重新编译。 例如,如果仅修改私有方法或字段,则仅修改后的程序集将被重新编译。 使用 Roslyn分析器, 您可以 在Unity编辑器中在后台异步 运行 C#代码分析器 ,而无需中断用户迭代工作流并从命令行同步运行它们。 考虑在Unity项目中使用Roslyn分析器和规则集文件来检查代码中的样式,质量和其他问题。 在Unity 2020.2中, 当编译C#时, 我们现在还提供了 “- 确定性 ”编译 选项。 但是,它不支持将AssemblyVersion与通配符(*)一起使用,在这种情况下,将发出一条错误消息,其中包含有关如何禁用确定性编译的详细信息。

Editor Iteration Profiler (EIP) can help you identify bottlenecks in your code during domain reloads (Enter Playmode, Script Compilation, etc.). It’s an experimental feature and available as a research Package – just follow the instructions to try it out, and share your feedback with us.

编辑器迭代探查器(EIP) 可帮助您在域重新加载(输入播放模式,脚本编译等)期间识别代码中的瓶颈。 这是一项实验性功能,可以作为研究套件使用-只需 按照说明 进行尝试,并与我们分享您的反馈即可。

Root Namespace is a new field in the asmdef inspector that is used to automatically add a namespace when creating a new script in Unity and in Visual Studio and Rider.

根命名空间 是 asmdef检查器中 的新字段 ,用于在Unity和Visual Studio和Rider中创建新脚本时自动添加命名空间。

0-Change rebuilds in IL2CPP platforms. If you make changes that don’t involve code changes, for example to materials, shaders or prefabs, IL2CPP conversion from .NET assemblies to C++ will be skipped. This will improve artist workflows and speed up iteration.

在IL2CPP 平台中进行 0更改重建 。 如果您进行的更改不涉及代码更改,例如对材料,着色器或预制件的更改,则将跳过从.NET程序集到C ++的IL2CPP转换。 这将改善艺术家的工作流程并加快迭代速度。

IL2CPP player build time improvement. The process of converting .NET assemblies into C++ files has historically been single threaded. In Unity 2020.2, the application that processes the conversion (il2cpp.exe) takes advantage of modern multi-core processors, dramatically decreasing the overall IL2CPP player build times. Find more information in the

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