Unity 2019.3现已发布
This release features a brand-new Editor interface, new Input System, faster in-Editor iteration time and lots of other improvements. The High Definition Render Pipeline and many 2D packages are now verified for 2019.3.?
此版本具有全新的編輯器界面,新的輸入系統(tǒng),更快的編輯器內(nèi)迭代時(shí)間以及許多其他改進(jìn)。 高清晰度渲染管線(xiàn)和許多2D軟件包現(xiàn)在已在2019.3。
Regardless if you work in games, entertainment, automotive, architecture, or any other industry, the Unity 2019.3 TECH stream release has something for you. Read this post for the highlights and then visit the 2019.3 webpage for details on each feature area. The website collects the related technical talks from Unite Copenhagen, the latest tutorials, documentation on how to get started, and much more.
無(wú)論您從事游戲,娛樂(lè),汽車(chē),建筑或任何其他行業(yè)的工作,Unity 2019.3 TECH流版本都可以為您提供幫助。 閱讀這篇文章以了解重點(diǎn)內(nèi)容,然后訪(fǎng)問(wèn) 2019.3網(wǎng)頁(yè) 以了解每個(gè)功能區(qū)域的詳細(xì)信息。 該網(wǎng)站收集了Unite Copenhagen的相關(guān)技術(shù)講座,最新教程,入門(mén)指南等。
If you are in pre-production or simply want to get your hands on all the latest features now, you can begin downloading the full release from our update page. For those of you who have projects in production or want to update live projects, we highly recommend waiting for the 2019.4 Long-Term Support (LTS) release. Unity 2019.4 LTS will ship this spring.?
如果您正處于預(yù)生產(chǎn)階段,或者只是想立即使用所有最新功能,則可以從我們的更新頁(yè)面開(kāi)始下載完整版本 。 對(duì)于那些正在生產(chǎn)項(xiàng)目或想要更新實(shí)時(shí)項(xiàng)目的人員,我們強(qiáng)烈建議您等待2019.4長(zhǎng)期支持(LTS)版本。 Unity 2019.4 LTS將于今年春天發(fā)布。
It will have the same feature set as Unity 2019.3. The difference is that while the TECH stream offers you the latest features and improvements, in the LTS releases we focus entirely on stability and quality. We only add fixes that address crashes, regressions, and issues that affect the wider community. That means Integrated Success Services customer issues, console SDK/XDK issues, or any major changes that would prevent many of you from shipping your game. The LTS release is supported for two years, with biweekly updates providing further fixes, and is intended for projects beyond pre-production.
它將具有與Unity 2019.3。相同的功能集。 區(qū)別在于,雖然TECH流為您提供了最新的功能和改進(jìn),但在LTS版本中,我們完全專(zhuān)注于穩(wěn)定性和質(zhì)量。 我們僅添加解決崩潰,回歸和影響整個(gè)社區(qū)的問(wèn)題的修復(fù)程序。 這意味著集成成功服務(wù)客戶(hù)問(wèn)題,控制臺(tái)SDK / XDK問(wèn)題或任何可能導(dǎo)致許多人無(wú)法交付游戲的重大更改。 LTS版本支持兩年,每?jī)芍芨乱淮?#xff0c;提供進(jìn)一步的修復(fù),并且適用于超出預(yù)生產(chǎn)階段的項(xiàng)目。
演示地址
Check out some of the Unity 2019.3 highlights in this video.?
查看此視頻中的一些Unity 2019.3亮點(diǎn)。 ?
適用于藝術(shù)家和設(shè)計(jì)師的工具 (Tools for artists and designers)
You can now create holes, caves or trenches with ease in Unity 2019.3 thanks to the newest terrain updates.
現(xiàn)在,借助最新的 地形更新 ,您可以在Unity 2019.3中輕松創(chuàng)建洞,洞或溝渠 。
Preview your animation rigging and keyframing in Timeline for faster iteration and to take advantage of Timeline tools.?
在時(shí)間軸中 預(yù)覽 動(dòng)畫(huà)裝配 和關(guān)鍵幀,以加快迭代速度并利用時(shí)間軸工具。
With Presets, you can customize the default state of just about anything in Unity – components, import settings, even custom assets – without coding. Presets can benefit development teams of all sizes, from streamlining repetitive tasks or validating design decisions, to enforcing standards and project templating.?
使用 Presets ,您可以自定義Unity中幾乎所有內(nèi)容的默認(rèn)狀態(tài)-組件,導(dǎo)入設(shè)置,甚至自定義資產(chǎn)-無(wú)需編碼。 預(yù)設(shè)可以使各種規(guī)模的開(kāi)發(fā)團(tuán)隊(duì)受益,從簡(jiǎn)化重復(fù)任務(wù)或驗(yàn)證設(shè)計(jì)決策到執(zhí)行標(biāo)準(zhǔn)和項(xiàng)目模板。
Unity now supports third-party renderer materials, enabling you to import specific materials like Autodesk Arnold Standard Surface shaders and display their properties correctly.
Unity現(xiàn)在支持 第三方渲染器材質(zhì) ,使您可以導(dǎo)入特定材質(zhì),例如Autodesk Arnold Standard Surface著色器,并正確顯示其屬性。
With Scene Picking you can now lock certain parts of your Scene so you can focus on what you actually want to update and not worry about making unintended changes.?
現(xiàn)在,借助“ 場(chǎng)景選擇”, 您可以鎖定場(chǎng)景的某些部分,以便您可以專(zhuān)注于實(shí)際要更新的內(nèi)容,而不必?fù)?dān)心進(jìn)行意外更改。
Unity 2019.3 also features several new additions to DOTS-powered artist tooling that make it easier for artists and designers to collaborate on DOTS-based projects and to take advantage of improved iteration speed and on-device performance.
Unity 2019.3還為基于 DOTS的藝術(shù)家工具 增加了幾項(xiàng)新功能 ,使藝術(shù)家和設(shè)計(jì)師可以更輕松地在基于DOTS的項(xiàng)目上進(jìn)行協(xié)作,并充分利用迭代速度和設(shè)備性能的提高。
2D工具的演變 (The evolution of 2D tools)
The new suite of 2D tools makes high-end 2D creation more accessible by bringing new and improved workflows to all creators, from individual artists to large teams. The following packages are verified to work with Unity 2019.3:
新的2D工具套件通過(guò)為所有創(chuàng)作者(從單個(gè)藝術(shù)家到大型團(tuán)隊(duì))帶來(lái)新的和改進(jìn)的工作流程,使高端2D創(chuàng)作更加容易實(shí)現(xiàn)。 已驗(yàn)證以下軟件包可與Unity 2019.3一起使用:
The 2D PSD Importer allows you to import layered Photoshop images directly into Unity, conserving the layer information and Sprites, which is particularly useful if you plan to use the 2D Animation package.
所述 2D PSD進(jìn)口商 可以導(dǎo)入分層Photoshop圖像直接進(jìn)入統(tǒng)一,保護(hù)層信息和子畫(huà)面,如果打算使用二維動(dòng)畫(huà)包,它是特別有用的。
2D Animation provides all the tooling (Sprite rigging, tessellation, bone creation, etc.) you need to create skeletal animations right in the Sprite Editor.
2D動(dòng)畫(huà) 提供了在Sprite Editor中直接創(chuàng)建骨骼動(dòng)畫(huà)所需的所有工具(Sprite裝配,鑲嵌,骨骼創(chuàng)建等)。
Unity now also includes two powerful tools for 2D worldbuilding: 2D Tilemap Editor makes it easy to create square, hexagonal, and isometric tilemaps, and 2D Sprite Shape allows you to create organic spline-based 2D terrains and objects.
現(xiàn)在,Unity還包括兩個(gè)用于2D建模的強(qiáng)大工具: 2D Tilemap Editor 使創(chuàng)建方形,六邊形和等距tilemap變得容易,而 2D Sprite Shape 允許您創(chuàng)建基于有機(jī)樣條線(xiàn)的2D地形和對(duì)象。
The 2D Pixel Perfect feature ensures that your pixel art remains crisp and stable in motion at different resolutions, and Cinemachine now includes a Pixel Perfect Virtual Camera extension to improve compatibility with 2D Pixel Perfect.
在 2D像素完美 功能可確保您的像素藝術(shù)保持清晰和穩(wěn)定的運(yùn)動(dòng)在不同的分辨率,并且Cinemachine現(xiàn)在包括一個(gè) 像素完美的虛擬攝像機(jī)擴(kuò)展 ,以改善與2D像素完美的兼容性。
We continue improving our 2D tools, and so this release also contains a preview of new 2D features:?
我們將繼續(xù)改進(jìn)2D工具,因此此版本還包含2D新功能的預(yù)覽:
The new 2D Lights and 2D Shadows are included in the Universal Render Pipeline as part of the 2D Renderer.?
新的 2D燈光 和 2D陰影 作為2D渲染器的一部分包含在Universal Render Pipeline中。
Secondary Textures allow you to add Normal Maps and Mask Maps to Sprites in the Sprite Editor to make these GameObjects react more realistically to 2D Lights conditions.?
次要紋理 允許您在“精靈編輯器”中向“精靈”添加“法線(xiàn)貼圖”和“蒙版貼圖”,以使這些GameObject對(duì)2D光照條件做出更真實(shí)??的React。
With 2D Animation’s Sprite Swap, you can quickly change a character’s appearance while keeping the same rigging and animation.
使用2D動(dòng)畫(huà)的 Sprite Swap ,您可以快速更改角色的外觀(guān),同時(shí)保持相同的裝配和動(dòng)畫(huà)。
Lost Crypt, a new sample project that showcases this 2D evolution, is available to download.
可 下載 展示新版示例項(xiàng)目 Lost Crypt ,以展示這種2D演變 。
程序員工具 (Tools for programmers)
This release features a number of serialization improvements. The new SerializeReference attribute provides an alternative to ScriptableObjects for expressing relations between objects (e.g., graphs) and polymorphic containers (e.g., List<IFoo>). That means you can have regular C# objects referencing each other, which simplifies your code. And the transition to our new optimized UnityYAML library speeds up text serialization, including loading and saving Scenes.
此版本具有許多序列化方面的改進(jìn)。 新的 SerializeReference屬性 提供了ScriptableObjects的替代方法,用于表達(dá)對(duì)象(例如,圖形)和多態(tài)容器(例如,List <IFoo>)之間的關(guān)系。 這意味著您可以使常規(guī)C#對(duì)象相互引用,從而簡(jiǎn)化了代碼。 過(guò)渡到我們新的優(yōu)化的 UnityYAML 庫(kù)可以加快文本序列化,包括加載和保存場(chǎng)景。
We added Configurable Enter Play Mode as an Experimental feature. By disabling domain and/or Scene reloading from the Enter Play Mode process (when there are no code changes) you will speed up iteration times significantly.
我們添加了可 配置的進(jìn)入播放模式 作為實(shí)驗(yàn)功能。 通過(guò)禁用進(jìn)入播放模式過(guò)程中的域和/或場(chǎng)景重新加載(沒(méi)有代碼更改時(shí)),您將大大加快迭代時(shí)間。
We also upgraded the PhysX library from v3.4 to v4.1, which includes a new API and faster MeshCollider instantiation time, as well as a number of improvements for cloth.
我們還將 PhysX庫(kù)從v3.4 升級(jí) 到了v4.1 ,其中包括一個(gè)新的API和更快的MeshCollider實(shí)例化時(shí)間,以及許多針對(duì)布料的改進(jìn)。
Profiling improvements include configurable frame count, allowing you to inspect performance data through a larger window of frames. Deep Profile now lets you instrument C# code in all Players, and the managed allocation, call stack support allows you to identify when a C# function is triggering the Garbage Collector in all Players.
分析改進(jìn) 包括可 配置的幀數(shù),使您可以通過(guò)更大的幀窗口檢查性能數(shù)據(jù)。 現(xiàn)在,Deep Profile可讓您在所有Player中檢測(cè)C#代碼,并且托管分配,調(diào)用堆棧支持使您能夠確定C#函數(shù)何時(shí)觸發(fā)所有Player中的垃圾收集器。
This release also introduces a number of efficiency improvements to the DOTS game code that allow you to achieve more with fewer lines of code. (See also the Data-Oriented Technology Stack (DOTS) section below.)
此版本還對(duì) DOTS游戲代碼 進(jìn)行 了許多效率改進(jìn) ,使您可以用更少的代碼行獲得更多收益。 (另請(qǐng)參見(jiàn)下面的面向數(shù)據(jù)的技術(shù)堆棧(DOTS)部分。)
In other news for programmers interested in DOTS, Havok Physics for Unity is now available via the Unity Package Manager, with subscription plans for Unity Pro users now available in the Unity Asset Store. This integration is written using the same C# DOTS framework as Unity Physics, and includes the features, performance, stability, and functionality of the closed-source, proprietary Havok Physics engine, written in native C++ for developers who have more complex physics needs.
對(duì)于對(duì)DOTS感興趣的程序員而言,還有其他新聞, 現(xiàn)在可以通過(guò)Unity軟件包管理器獲得適用于Unity的 Havok Physics , 現(xiàn)在可以在Unity Asset Store中獲得Unity Pro用戶(hù)的訂閱計(jì)劃 。 該集成是使用與 Unity Physics 相同的C#DOTS框架編寫(xiě)的 ,并且包括使用本機(jī)C ++編寫(xiě)的,針對(duì)需要更復(fù)雜物理需求的封閉源代碼專(zhuān)有Havok Physics引擎的特性,性能,穩(wěn)定性和功能。
圖形 (Graphics)
The High Definition Render Pipeline (HDRP) is now a verified package for 2019.3 and recommended for delivering performant, high-fidelity graphics and photorealism on high-end hardware. HDRP assets scale in quality, taking advantage of the available hardware resources. Unity 2019.3 updates to HDRP include Custom Render Pass and Custom Post processing and Physically Based Sky. Also HDRP now works for VR.?
該 高清渲染管道 (HDRP)現(xiàn)在是一個(gè)驗(yàn)證包2019.3,并建議對(duì)高端硬件提供高性能,高保真的圖形和寫(xiě)實(shí)。 HDRP資產(chǎn)可利用可用的硬件資源來(lái)按質(zhì)量縮放。 HDRP的Unity 2019.3更新包括 自定義渲染過(guò)程和自定義后處理 以及 基于物理的Sky 。 此外 HDRP現(xiàn)在適用于VR 。
HDRP now also includes real-time ray tracing features as a preview feature. Ray tracing takes into account the objects in your Scene and simulates true light, shadows, and reflections, which in the offline world would require long render times and/or big budgets.?
HDRP現(xiàn)在還包括 實(shí)時(shí)光線(xiàn)追蹤功能 作為預(yù)覽功能。 光線(xiàn)跟蹤將考慮場(chǎng)景中的對(duì)象,并模擬真實(shí)的光線(xiàn),陰影和反射,在離線(xiàn)環(huán)境中,這將需要較長(zhǎng)的渲染時(shí)間和/或大量預(yù)算。
The Universal Render Pipeline, formerly known as the Lightweight Render Pipeline, lets you reach the widest number of Unity-supported platforms with best-in-class visual quality and performance. It comprises a full suite of artist tools for content creation, so regardless if you’re building a 2D, 3D, VR or AR project, you only need to develop once to deploy everywhere. The Universal Render Pipeline now comes with a completely revamped, integrated Post-Processing Stack for greater performance. And you can update your projects from Unity’s Built-in Render Pipeline to benefit from better performance and scaling.
該 通用渲染管線(xiàn) ,前身為 輕量級(jí)渲染管道 ,可以讓你到達(dá)最好的一流的視覺(jué)質(zhì)量和性能的最廣泛一批團(tuán)結(jié),支持的平臺(tái)。 它包含一整套用于內(nèi)容創(chuàng)建的藝術(shù)家工具,因此,無(wú)論您是要構(gòu)建2D,3D,VR還是AR項(xiàng)目,都只需開(kāi)發(fā)一次即可部署到任何地方。 Universal Render Pipeline現(xiàn)在帶有經(jīng)過(guò)全面改進(jìn)的集成后處理堆棧,以提高性能。 而且,您可以從Unity的內(nèi)置渲染管道中更新項(xiàng)目,以受益于更好的性能和擴(kuò)展性。
The Visual Effect Graph package is verified for Unity 2019.3 and integrated with Shader Graph, which allows you to easily create high-fidelity visual effects. We also added motion vector and Particle Strips to the Visual Effect Graph, providing you with even more control of your particle effects.
在 視覺(jué)效果圖 包已通過(guò)驗(yàn)證團(tuán)結(jié)2019.3和的Shader圖形,這將讓你輕松創(chuàng)建高保真的視覺(jué)效果結(jié)合起來(lái)。 我們還 向“視覺(jué)效果圖”中 添加了 運(yùn)動(dòng)矢量和“粒子帶 ”,為您提供了更多的粒子效果控制。
In Shader Graph you can now add Shader Keywords to create static branches in your graph, which can be used for building your own Shader LOD system. We’ve also added support for vertex skinning for DOTS Animation, and sticky notes to improve your workflow, which let you leave comments and explanations for anyone working on the project.
現(xiàn)在, 在“ Shader Graph”中 ,可以添加“ Shader關(guān)鍵字”以在圖形中創(chuàng)建靜態(tài)分支,該分支可用于構(gòu)建自己的Shader LOD系統(tǒng)。 我們還增加了對(duì) DOTS Animation的 頂點(diǎn)蒙皮的支持,并添加了 便箋以改善您的工作流程,使您可以為任何在項(xiàng)目上工作的人留下評(píng)論和解釋。
This release also includes multiple lighting updates. For example, you can now merge Light Probes in additively loaded Scenes, making it easier to handle lighting for large Scenes that are broken up into smaller chunks. We’ve also added many performance improvements and updates to the Progressive Lightmapper.?
此版本還包括多個(gè)照明更新。 例如,您現(xiàn)在可以將“ 光探測(cè)器” 合并 到加法加載的場(chǎng)景中,從而更容易處理分解成較小塊的大型場(chǎng)景的照明。 我們還為 Progressive Lightmapper 添加了許多性能改進(jìn)和更新 。
演示地址
“異端” –現(xiàn)已上映完整電影 (“The Heretic” – full cinematic now available)
The Heretic is a short film by Unity’s award-winning Demo team, now available on YouTube in its entirety. The first part of the project was revealed at GDC 2019 and we shared a preview of the second part at Unite Copenhagen 2019. The Heretic project runs on Unity 2019.3, using a broad range of out-of-the-box graphics features, including every possible aspect of HDRP and the Visual Effect Graph. Watch the whole film to see an entirely VFX-based character that we introduce at the end of the short.
《異教徒》 是Unity屢獲殊榮的演示團(tuán)隊(duì)的一部短片,現(xiàn)已在YouTube上完整發(fā)行。 該項(xiàng)目的第一部分在GDC 2019上揭曉,我們?cè)赨nite Copenhagen 2019上分享了第二部分的預(yù)覽。 Heretic 項(xiàng)目在Unity 2019.3上運(yùn)行,使用了多種現(xiàn)成的圖形功能,包括HDRP和可視效果圖的所有可能方面。 觀(guān)看整部電影, 以了解我們?cè)诙唐Y(jié)尾處介紹的完全基于VFX的角色。
編輯器和團(tuán)隊(duì)工作流程 (Editor and Team workflows)
We’ve revamped the Editor UI with new icons, a new font, visual feedback, and much more to improve usability, legibility, and performance, and to support high-DPI display resolutions.
我們 使用新的圖標(biāo),新的字體,視覺(jué)反饋等功能 對(duì) Editor的UI 進(jìn)行了改進(jìn),以提高可用性,易讀性和性能,并支持高DPI顯示分辨率。
With the new Quick Search feature, you can easily find anything in the Editor, including assets, game objects, settings, and even menu items.?
使用新的 快速搜索 功能,您可以輕松地在編輯器中找到任何內(nèi)容,包括資產(chǎn),游戲?qū)ο?#xff0c;設(shè)置,甚至菜單項(xiàng)。
UIElements includes several new features that add useful functionality to the USS stylesheet. The new UI Builder is a visual authoring environment that lets users access the underlying framework of UIElements.
UIElements 包括一些新功能,這些功能為USS樣式表添加了有用的功能。 新的 UI Builder 是一個(gè)可視化的創(chuàng)作環(huán)境,允許用戶(hù)訪(fǎng)問(wèn)UIElements的基礎(chǔ)框架。
We’ve improved the Package Manager, including giving you the option to install packages from a Git repository via a URL. Additionally, you can now manage your Asset Store collection directly through the Package Manager.
我們改進(jìn)了 Package Manager ,包括為您提供了通過(guò)URL從Git存儲(chǔ)庫(kù)安裝軟件包的選項(xiàng)。 此外,您現(xiàn)在可以 直接通過(guò)“包管理器” 管理“ 資產(chǎn)商店” 集合。
The new Unity Accelerator provides a local network proxy and cache service that speeds up iteration times for Collaborate source code download and Asset pipeline importing.
新的Unity Accelerator 提供了本地網(wǎng)絡(luò)代理和緩存服務(wù),可以加快迭代時(shí)間,以進(jìn)行協(xié)作源代碼下載和資產(chǎn)管道導(dǎo)入。
The new Addressable Asset System (i.e., Addressables) gives you and your team an efficient way to manage complex live content by loading assets by an address that can be called from anywhere.?
新的“ 可尋址資產(chǎn)系統(tǒng)” (即“可 尋址資產(chǎn)” )為您和您的團(tuán)隊(duì)提供了一種有效的方法,可通過(guò)可從任何地方調(diào)用的地址加載資產(chǎn)來(lái)管理復(fù)雜的實(shí)時(shí)內(nèi)容。
We’ve also updated the AssetDatabase Pipeline to Version 2, which provides asset dependency tracking and many other improvements that together lay the foundation for a more reliable, performant and scalable pipeline. It also greatly improves platform switching and swapping between previously imported versions of assets.?
我們還將 AssetDatabase Pipeline 更新 到了版本2,該版本提供了資產(chǎn)依賴(lài)跟蹤和許多其他改進(jìn),共同為更可靠,高性能和可擴(kuò)展的管道奠定了基礎(chǔ)。 它還極大地改善了平臺(tái)在先前導(dǎo)入的資產(chǎn)版本之間的切換和交換。
平臺(tái)類(lèi) (Platforms?)
The Input System is the new standard to integrate device controls in your projects. The new workflow is designed around Input Actions, an interface that lets you separate controls binding from the code logic. The new system is consistent across platforms, extensible and customizable, and is available in Preview.
該 輸入系統(tǒng) 是新標(biāo)準(zhǔn)在項(xiàng)目集成設(shè)備控制。 新的工作流程圍繞“輸入操作”而設(shè)計(jì),該接口使您可以將控件綁定與代碼邏輯分開(kāi)。 新系統(tǒng)在各個(gè)平臺(tái)上保持一致,可擴(kuò)展和可自定義,并且可以在Preview中使用。
The Incremental Garbage Collector is now production-ready (no longer experimental). This feature can significantly reduce the problem of Garbage Collector interruptions by distributing the workload over multiple frames. It supports all target platforms except WebGL.
該 增量垃圾收集器 現(xiàn)在是生產(chǎn)就緒(不再是實(shí)驗(yàn)性)。 通過(guò)將工作負(fù)載分布在多個(gè)幀上,此功能可以大大減少垃圾收集器中斷的問(wèn)題。 它支持除WebGL之外的所有目標(biāo)平臺(tái)。
Unity’s platform-abstraction layer, Baselib, unifies base functionality for the most common platform-dependent operations. In this release, Baselib updates improve the stability and performance of parallel data structures and synchronization primitives.
Unity的平臺(tái)抽象層 Baselib 統(tǒng)一了最常見(jiàn)的平臺(tái)相關(guān)操作的基本功能。 在此版本中,Baselib更新提高了并行數(shù)據(jù)結(jié)構(gòu)和同步原語(yǔ)的穩(wěn)定性和性能。
Are you interested in publishing your game on Stadia? We now offer support for everything that approved developers need to create and ship their first game on Google’s new cloud gaming platform. Interested developers should start the process with an application for resources on Google’s Stadia developer website.
您是否有興趣在 Stadia 上發(fā)布游戲 ? 現(xiàn)在,我們?yōu)楂@得批準(zhǔn)的開(kāi)發(fā)人員在Google新的云游戲平臺(tái)上創(chuàng)建和發(fā)布其第一款游戲所需的一切提供支持。 有興趣的開(kāi)發(fā)人員應(yīng)使用Google Stadia開(kāi)發(fā)人員網(wǎng)站上的資源應(yīng)用程序開(kāi)始該過(guò)程。
AR和VR (AR and VR)
AR Foundation, the framework that enables you to build your application once and deploy it across ARKit- and ARCore-enabled devices, now extends to Magic Leap and HoloLens devices.?
AR基金會(huì) , 使您能夠一次構(gòu)建應(yīng)用程序和整個(gè)ARKit-并啟用ARCORE的設(shè)備部署的框架,現(xiàn)在擴(kuò)展到魔術(shù)大躍進(jìn)和HoloLens設(shè)備。
The XR Interaction Toolkit enables you to add interactivity to your AR and VR experiences, across our supported platforms, without having to code the interactions from scratch. It provides a set of monobehaviours/scripts that implement common object and UI interaction scenarios for both AR and VR devices.
該 XR互動(dòng)工具包 ,您可以交互添加到您的AR和VR經(jīng)驗(yàn),在我們的支持平臺(tái),而不必從頭編寫(xiě)的相互作用 。 它提供了一組單一行為/腳本,可為AR和VR設(shè)備實(shí)現(xiàn)通用的對(duì)象和UI交互方案。
Ensure your AR and VR experiences reach the widest possible audience with our modularized XR plugin architecture workflow.?
通過(guò)我們的模塊化 XR插件體系結(jié)構(gòu) 工作流, 確保您的AR和VR體驗(yàn)?zāi)軌蚋采w盡可能多的受眾 。
To achieve highly realistic graphics and lighting effects that let you push the boundaries of high-fidelity VR, check out HDRP for VR.?
要獲得高度逼真的圖形和照明效果,讓您突破高保真VR的界限,請(qǐng)查看 HDRP for VR 。
移動(dòng) (Mobile)
The Device Simulator (Preview) allows you to simulate how your content will look, as well as preview the behaviors and some physical characteristics, on a broad range of devices.?
該 設(shè)備模擬器 (預(yù)覽版),您可以模擬你的內(nèi)容的外觀(guān),以及預(yù)覽行為和一些物理特性,在廣泛的設(shè)備。
With Unity as a Library, you can now insert features powered by Unity directly into your native mobile applications. These features include, but aren’t limited to, 3D or 2D real-time rendering functions for augmented reality, 2D mini-games or 3D models.
使用 Unity作為庫(kù) ,您現(xiàn)在可以將Unity支持的功能直接插入本地移動(dòng)應(yīng)用程序中。 這些功能包括但不限于增強(qiáng)現(xiàn)實(shí),2D迷你游戲或3D模型的3D或2D實(shí)時(shí)渲染功能。
On-demand rendering lets you control the rendering loop independently from the rest of our subsystems. This means you have more control to lower power consumption and prevent thermal CPU throttling.
按需渲染 使您可以獨(dú)立于其他子系統(tǒng)來(lái)控制渲染循環(huán)。 這意味著您可以進(jìn)行更多控制,以降低功耗并防止CPU過(guò)熱。
Finally, we have moved the System requirements for Unity 2019.3 to the Unity Manual (they were formerly here). We have also added the details for using the Unity Editor and Player on all supported platforms so you can clearly see what’s required and supported. Note that the minimum OS-supported versions are now 4.4 (API 19) for Android and 10 for iOS, and that OpenGL ES is deprecated on iOS.?
最后,我們已將 Unity 2019.3 的 系統(tǒng)要求 移至 Unity手冊(cè)(以前 在此處 )。 我們還添加了在所有受支持的平臺(tái)上使用Unity Editor和Player的詳細(xì)信息,因此您可以清楚地看到所需和受支持的內(nèi)容。 請(qǐng)注意,現(xiàn)在最低的操作系統(tǒng)支持版本對(duì)于A(yíng)ndroid是4.4(API 19),對(duì)于iOS是10,并且OpenGL ES在iOS上已過(guò)時(shí)。
面向數(shù)據(jù)的技術(shù)棧(DOTS) (Data-Oriented Technology Stack (DOTS))
At Unite Copenhagen 2019 we revealed the DOTS Sample project. It showcases how all the DOTS-powered components, including Physics, Animation, NetCode, and Conversion Workflow, work in Unity 2019.3. While we designed it to be an internal test project, feel free to download it and experiment with it. It’s available on GitHub and includes all source code and assets. Here are some of the DOTS features available in this release:
在2019年哥本哈根聯(lián)合展上,我們展示了 DOTS Sample項(xiàng)目 。 它展示了所有支持 DOTS的 組件 如何 在Unity 2019.3中工作,包括物理,動(dòng)畫(huà),NetCode和轉(zhuǎn)換工作流。 當(dāng)我們將其設(shè)計(jì)為內(nèi)部測(cè)試項(xiàng)目時(shí),請(qǐng)隨時(shí)下載并進(jìn)行試驗(yàn)。 它在 GitHub 上可用, 并且包含所有源代碼和資產(chǎn) 。 以下是此版本中可用的一些DOTS功能:
DOTS game code updates, which let you achieve more with less boilerplate code.
DOTS游戲代碼更新 , 使您可以用更少的樣板代碼實(shí)現(xiàn)更多目標(biāo)。
The first iteration of our upcoming new Animation system for DOTS. It offers all the core animation functionality such as animation blending, runtime IK, root motion, layers, and masking.
我們即將推出的 新型DOTS動(dòng)畫(huà)系統(tǒng)的第一版 。 它提供了所有核心動(dòng)畫(huà)功能,例如動(dòng)畫(huà)混合,運(yùn)行時(shí)IK,根運(yùn)動(dòng),圖層和蒙版。
The FPS NetCode used in the DOTS Sample is built on top of DOTS and makes it easy to create a networked game with similar architecture. It provides client-side prediction, authoritative server, and interpolation.
DOTS示例中使用 的 FPS NetCode 是建立在DOTS之上的,可輕松創(chuàng)建具有類(lèi)似架構(gòu)的網(wǎng)絡(luò)游戲。 它提供客戶(hù)端預(yù)測(cè),權(quán)威服務(wù)器和插值。
Unity Physics leverages the Burst Compiler and the C# Job System and provides functionality such as collision detection and raycasts used for shooting-game mechanics in the project.
Unity Physics 利用Burst Compiler和C#Job System并提供了功能,例如用于項(xiàng)目中射擊游戲機(jī)制的碰撞檢測(cè)和射線(xiàn)廣播。
The Conversion Workflow enables you to convert your GameObjects to entities with one click to harness the power of DOTS while using the workflows you already know.?
該 轉(zhuǎn)換流程 使您能夠?qū)ameObjects轉(zhuǎn)換為實(shí)體點(diǎn)擊,而使用你已經(jīng)知道的工作流程,以充分利用點(diǎn)的力量。
With Unity Live Link, you can make changes in the Editor and push them in real-time to your target device, giving you instant feedback on how changes look, feel, and perform on the actual device.?
使用 Unity Live Link , 您可以在編輯器中進(jìn)行更改并將其實(shí)時(shí)推送到目標(biāo)設(shè)備,從而為您提供有關(guān)更改在實(shí)際設(shè)備上的外觀(guān),感覺(jué)和性能的即時(shí)反饋。
錯(cuò)誤修復(fù),改進(jìn)和API更新 (Bug fixes, improvements, and API updates)
As with all releases, 2019.3 also includes a large number of minor improvements and bug fixes. Find the full list in the 2019.3 release notes. You can also use the Issue Tracker to find specific information on individual bugs.?
與所有版本一樣,2019.3還包括大量次要改進(jìn)和錯(cuò)誤修復(fù)。 在2019.3發(fā)行說(shuō)明中找到完整列表。 您還可以使用 問(wèn)題跟蹤器 查找有關(guān)各個(gè)錯(cuò)誤的特定信息。
2019.3 Beta抽獎(jiǎng)活動(dòng)獲獎(jiǎng)?wù)?/strong> (2019.3 beta sweepstakes winners)
We are happy to announce the four lucky winners of our Unity 2019.3 beta sweepstakes! To celebrate the release of real-time ray tracing in Preview, NVIDIA supplied us with four brand-new NVIDIA GeForce RTX? 2080 GPUs, which beta participants were eligible to win by helping identify bugs during the 2019.3 beta cycle. Congratulations to Antonios, Dwayne, Kevin, and Tom!?
我們很高興地宣布 Unity 2019.3 Beta 抽獎(jiǎng)活動(dòng) 的四個(gè)幸運(yùn)獲獎(jiǎng)?wù)?! 為了慶祝 Preview中實(shí)時(shí)光線(xiàn)追蹤 的 發(fā)布 ,NVIDIA為我們提供了四個(gè)全新的NVIDIA GeForce RTX?2080 GPU,測(cè)試版參與者有資格通過(guò)在2019.3 beta周期內(nèi)識(shí)別錯(cuò)誤來(lái)贏(yíng)得比賽。 祝賀安東尼奧斯,德韋恩,凱文和湯姆!
Make sure to look out for our upcoming 2020.1 beta sweepstakes and stay updated with beta news by signing up for our newsletter. You can provide feedback on the new features and updates in our forums as well.
確保簽約我們的 新聞通訊 ,以確保我們即將推出2020.1 Beta抽獎(jiǎng)活動(dòng)并保持有關(guān)Beta新聞的 最新動(dòng)態(tài) 。 您也可以在我們的 論壇中 提供有關(guān)新功能和更新的反饋 。
Are you curious about what’s going to be in Unity 2020.1? You can get access to the alpha version now or wait for the beta. If you’re interested in knowing more about our Preview packages, check out the overview here.
您是否對(duì)Unity 2020.1中的內(nèi)容感到好奇? 您可以立即訪(fǎng)問(wèn) Alpha版本 或等待Beta。 如果您想進(jìn)一步了解我們的預(yù)覽包,請(qǐng)?jiān)?此處 查看概述 。
2020年將會(huì)發(fā)生什么? (What’s coming up in 2020??)
We are excited to announce our release plans for this year. With more and more features distributed as packages and continuously updated, we’re reducing the number of TECH stream releases from three to two per year. The 2019 Long-Term Support (LTS) release will be available in spring 2020.?
我們很高興宣布今年的發(fā)布計(jì)劃。 隨著越來(lái)越多的功能作為軟件包分發(fā)并不斷更新,我們將TECH流發(fā)布的數(shù)量從每年3個(gè)減少到2個(gè)。 2019年長(zhǎng)期支持(LTS)版本將于2020年Spring發(fā)布。
Also, remember that since we support each LTS for two years, Unity 2017 LTS will reach the end of its life in March 2020.?
另外,請(qǐng)記住,由于我們?yōu)槊總€(gè)LTS提供兩年支持,因此Unity 2017 LTS將在2020年3月壽終正寢。
The 2020.1 TECH stream release is scheduled for spring 2020 and the 2020.2 release is scheduled for fall 2020. The cadence for updates with bug fixes and regressions remains unchanged.
2020.1 TECH流計(jì)劃于2020年Spring發(fā)布,而2020.2流計(jì)劃于2020年秋季發(fā)布。帶有錯(cuò)誤修復(fù)和回歸的更新節(jié)奏保持不變。
演示地址
翻譯自: https://blogs.unity3d.com/2020/01/28/unity-2019-3-is-now-available/
總結(jié)
以上是生活随笔為你收集整理的Unity 2019.3现已发布的全部?jī)?nèi)容,希望文章能夠幫你解決所遇到的問(wèn)題。