Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Unity 2011 Roadmap

Discussion in 'Announcements' started by Thomas-Pasieka, Jun 16, 2011.

Thread Status:
Not open for further replies.
  1. Thomas-Pasieka

    Thomas-Pasieka

    Joined:
    Sep 19, 2005
    Posts:
    2,174
  2. 95KillerZ95

    95KillerZ95

    Joined:
    May 27, 2011
    Posts:
    253
    Very very interesting.... I'm looking forward!
    Please come immediately!
     
  3. Thomas-Pasieka

    Thomas-Pasieka

    Joined:
    Sep 19, 2005
    Posts:
    2,174
    Personally I am looking forward to that "Pathfinding" system and RNM Lightmaps and surely LOD. So much good stuff coming it's insane.

    Thomas P.
     
  4. MikeUpchat

    MikeUpchat

    Joined:
    Sep 24, 2010
    Posts:
    1,056
    Looks like a few sellers in the Asset store are heading for harder times. Some great stuff coming by the sounds of it, thank you Unity, cant wait.
     
  5. spinaljack

    spinaljack

    Joined:
    Mar 18, 2010
    Posts:
    992
    I thought the same thing about the asset store sellers. Well it's the risk you take when developing middleware like that but who's to say Unity's version will be better than theirs?
     
  6. Muzzn

    Muzzn

    Joined:
    Jan 23, 2011
    Posts:
    406
    Also, Asset Store devs--! Check the feature list, and develop what's not on there! That's what I'm doing, anyway.
     
  7. Thomas-Pasieka

    Thomas-Pasieka

    Joined:
    Sep 19, 2005
    Posts:
    2,174
    That to me is also great news! The current solution isn't bad but anything that makes it easier is welcome! Looking forward to that as well.
     
  8. zipper

    zipper

    Joined:
    Jun 12, 2011
    Posts:
    89
    I would really like to be able to use flash for GUIs. Any word on Scaleform integration?
     
  9. CodeCody

    CodeCody

    Joined:
    Apr 27, 2010
    Posts:
    440
    Sheez their is so much on the menu I don't know where to start lol. The are all AWESOME! Makes me wounder what kind of things the would add in unity 4 0.0
     
  10. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    --Eric
     
  11. JRavey

    JRavey

    Joined:
    May 12, 2009
    Posts:
    2,377
    I won't comment on 3.5 as those are not promises, but the execution order is going to be nice. It's not too hard to work around the current limitations, but being able to control it a little more within the Unity way of doing things is a great improvement.
     
  12. LoneWolf_CGI

    LoneWolf_CGI

    Joined:
    Mar 31, 2009
    Posts:
    3
    Looks promising
     
  13. zipper

    zipper

    Joined:
    Jun 12, 2011
    Posts:
    89
    @Eric5h5 A custom (read another GUI to learn), although exciting (and much needed), is not the same as Scaleform integration.

    Scaleform integration would allow us to use a proven platform (Flash) and widely available talent which already know how to use it. I love UT, and they claim to want to take away barriers to development. Just today they said they wanted to focus on bringing UT up to "AAA" standards. Well, Scaleform should be included in the AAA focus. This is one of those no-brainers, and i don't understand the focus on a completely new UI system (unless it's flash based).

    Visit Scaleform yourself and see how many AAA titles use it. (like over 700!).

    zipper
     
  14. nopcode

    nopcode

    Joined:
    Apr 29, 2011
    Posts:
    67
    Integrated perforce and subversion version control

    We’re working on fully integrated version control support for both perforce and subversion. There’s a complete UI including support for file locking.


    It would be much better if instead you worked on support for both Git and Mercurial. Of course, if you exposed your source control interface (like Visual Studio does), then it makes using brand xyz easier.
     
  15. GuyTidhar

    GuyTidhar

    Joined:
    Jun 24, 2009
    Posts:
    320
    That's it.

    I'm getting married to Unity.

    The wedding will take place near my work desktop.

    You are all invited.

    Oh, and I'm guessing in Unity 4.0 you will be able to beam yourself to the moon by adding a component "MoonBeam" to a game object.
     
    Last edited: Jun 16, 2011
  16. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    That pretty much answered the question, though. Who knows, it could be too expensive to license (they're already paying for quite a bit of 3rd-party tech as it is), maybe they can do better.

    --Eric
     
  17. Jessy

    Jessy

    Joined:
    Jun 7, 2007
    Posts:
    7,325
    Look at how many professionals use Autodesk products and Pro Tools. ;)

    Illustrator + this new GUI system sounds like an awesome combo, and I can't wait to stop having to make my own boring solutions for atlasing and button mesh systems.
     
  18. Fidde

    Fidde

    Joined:
    Dec 20, 2010
    Posts:
    109
    Fantastic news! I jizzed my pants on the 3.5 features, can't wait!
     
  19. MattGPC

    MattGPC

    Joined:
    Jun 25, 2010
    Posts:
    10
    It all looks great. Any plans for normal mapped terrain textures and/or some terrain tool updates?
     
  20. DavidB

    DavidB

    Joined:
    Dec 13, 2009
    Posts:
    530
    Does anyone know if this will be PRO only? Regardless, a move in the right direction. All of the listed changes look fantastic.
     
  21. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Pro needs more features to make it compelling and if it means more sales and more cash to unity, it means my game just got that much better.

    Nice work unity team, a very exciting update. Please continue to justify the high price of ios pro for mobiles by adding more features. Terrain was a great start, next I would like really fast realtime lighting or just more really-optimised mobile shaders :)
     
  22. fallingbrickwork

    fallingbrickwork

    Joined:
    Mar 16, 2009
    Posts:
    1,072
    LOL... you may need to find a new avenue to expel your frustrations, as that is downright weird! Maybe just leave the house and have a walk in the park...

    (That said, I did the same)
     
  23. bernardfrancois

    bernardfrancois

    Joined:
    Oct 29, 2009
    Posts:
    373
  24. Per

    Per

    Joined:
    Jun 25, 2009
    Posts:
    460
    Nice stuff. The audio/webcam side in particular piques my interest. Here's hoping it allows some nice access to multiple input devices and channels. Would be really nice to have more device/port access in general, lots of scope for rockband like games and apps with midi fun and audio routing control.
     
  25. giyomu

    giyomu

    Joined:
    Oct 6, 2008
    Posts:
    1,094
    all that sound awesome..at least for the 3.4 that look like a lot nice things...
     
  26. ColossalDuck

    ColossalDuck

    Joined:
    Jun 6, 2009
    Posts:
    3,246
    At first I was quite annoyed at the fact that the UI framework wouldn't be in 3.4. Then I re-read what WOULD be, and I forgave, then I read what would be in 3.5 and I now bow to UT.
     
  27. Warrior1424

    Warrior1424

    Joined:
    Sep 30, 2010
    Posts:
    984
    When does this update come out?
     
  28. ColossalDuck

    ColossalDuck

    Joined:
    Jun 6, 2009
    Posts:
    3,246
    The Unity 3.4 beta webplayer is out. So, no guarantees, but I would say quite soon.
     
  29. Thomas-Pasieka

    Thomas-Pasieka

    Joined:
    Sep 19, 2005
    Posts:
    2,174
    They are about to go to Release Candidate 1 so I would say between 2 weeks to a month.
     
  30. flim

    flim

    Joined:
    Mar 22, 2008
    Posts:
    326
    That list is exciting, but no mention about 64-bit support?
     
  31. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,734
    Can we hope a real "Rigid Skin" feature one day for the skeleton optimization?
     
  32. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    What is a rigid skin? I hope you don't mean skinning from a modelling package without deformation because thats already possible.
     
  33. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,734
    Well we can simulate rigid skin with smooth skin working with one bone by vertex.
    But 0.0000 and 1.0000 are still under a float system for memory allocation.

    Just hoping a really rigid skin system using Boolean >> 1 || 0

    On a Final fantasy model on Playsation 2 they are about 200 bones by character using a real rigid skin as Boolean system.
    Now if you use the same skeleton with smooth skin keeping the one bones constraint by vertex, this would kill the PSX2 CPU.
     
    Last edited: Jun 17, 2011
  34. scarpelius

    scarpelius

    Joined:
    Aug 19, 2007
    Posts:
    966
    This means that webplayer games don't need to be downloaded every time one opens the page with that game?
     
  35. kenshin

    kenshin

    Joined:
    Apr 21, 2010
    Posts:
    940
    It's amazing... thanks for the roadmap!

    Very interesting improvements and extended multithread to more components.
    I am crossing my finger for Unity3D 4.0 with full 64bit support! :)

    Thank's UT keep up the good work!
     
  36. sama-van

    sama-van

    Joined:
    Jun 2, 2009
    Posts:
    1,734
    Also waiting for a multi build settings set.

    For exemple I have 30 scenes in a projects, but 2 applications will be compiled.
    And everytime need to unselected and select the rights one...

    Tired... :D

    We could have extra buttons like :
    - Build Settings set A
    - Build Settings set B

    Each button memorize the selected scenes and then we could switch easier for each build..:cool:
     
  37. duke

    duke

    Joined:
    Jan 10, 2007
    Posts:
    763
    Well I peed a little. I'm most excited about the UI overhaul, but also the multi-threading and the little tweaks to squeeze out those extra FPS!
     
  38. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Great features incoming. Tech demo for IPad is impressive and all i can say is that this would open new possibilities for IOS games.
     
  39. MitchStan

    MitchStan

    Joined:
    Feb 26, 2007
    Posts:
    568
    Unity led me to find RVO - Reciprocal Velocity Obstacles for collision avoidance. And now Unity will include RVO! Amazing!
     
  40. HJP

    HJP

    Joined:
    Jul 8, 2009
    Posts:
    152
    Fantastic news ... :)
     
  41. KyleStaves

    KyleStaves

    Joined:
    Nov 4, 2009
    Posts:
    821
    As exciting as 3.4 is, I'm salivating for 3.5:

    Super excited to see a firm scheduling for the new GUI system - even if we don't have a firm date, we know it's 3.5 and not 3.9 a year and a half from now!
     
  42. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    Whoa there, pardner. ;)

    --Eric
     
  43. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    for webplayer the feature existed since Unity 2.6
    Since Unity 3.3 there is 50mb of shared (for all unity apps) cache, anything beyond requires a per project cache license.

    Whats new in 3.4 is the support for the caching outside the webplayer which is especially interesting on iOS and Android especially due to the noted resource savings (loading anything from WWW has major overheads at the time)
     
  44. MatthewJCollins

    MatthewJCollins

    Joined:
    Dec 3, 2009
    Posts:
    372
    That's quite the list for 3.5! There are several things listed there that I'm really looking forward to, not the least of which is the new GUI overhaul. Thanks for sharing your roadmap UT. Keep up the great work! :)
     
  45. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    Woah! I really hope they manage to get all those features in 3.5.
    Especially GUI, Pathfinding and the Particles sound cool, though. Ah ... those features ALL sound cool!!!

    (Homer) *drool*
     
  46. monark

    monark

    Joined:
    May 2, 2008
    Posts:
    1,598
    Hoping that the 50Mb limit has been removed though, paying the extra license for the full caching system is not an option for us but being able to cache all scenes with no limit would be awesome.
     
  47. KyleStaves

    KyleStaves

    Joined:
    Nov 4, 2009
    Posts:
    821
    Hehe, yea - maybe a bit overzealous on my part. Could get pushed back to 3.6 - but it's still nice to see it penciled in for late summer/early fall. I'd imagine the GUI is a pretty safe bet though, sounds like the renderer changes are more likely to miss the release. But yea, anything could happen.
     
  48. sebako

    sebako

    Joined:
    Jun 27, 2009
    Posts:
    301
    hmm I really hope old gui system won't break with this change.
    is there any information if the gui system will be backward compatible?

    Overall it sounds really good, can't wait for it :)
     
  49. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,887
    i hope alot of these go into unity free while i work for pro :L!
     
  50. Sirithang

    Sirithang

    Joined:
    Nov 29, 2010
    Posts:
    28
    A Simple editor script allow to do that easily ;)

    The thing that is missing from this list is a Linux support ;p Damn that would be so sweet and Unity would reign as a master on Linux gaming...

    But damn sweet list thought...
     
Thread Status:
Not open for further replies.