Unite 2016 Keynote Wrap Up: News on Graphics, Platforms, VR and More
Unite ’16 Los Angeles has officially begun! With three jam-packed days of learning, idea sharing, networking, showcases, and more ahead of us, you won’t want to miss any of the action. Be sure to follow @unity3d and official hashtag #Unite16 to stay updated throughout the week.
The opening keynote finished just moments ago, and we have heaps of exciting news to share with you. Here’s a brief recap of the morning for those of you who missed it.
Quality and workflows
On stage, our CEO John Riccitiello explained how we’re improving the stability and quality of our releases. We’ve decided to not merge any features to trunk until we have enough real-life usage feedback from Unity developers such as yourselves. To that end, we’ve been releasing experimental builds that you can try and give feedback on. It’s thanks to our excellent community and your willingness to test and send valuable feedback that we’re able to continually improve.
We’ve also changed the way we work. QA is now embedded in our engineering teams, enabling us to can catch bugs earlier. And we’re working directly with game development teams to better understand your needs and issues.
Our CTO and co-founder Joachim Ante came on stage to talk about some of the long term work we’re doing to improve the way Unity scales across the board, from performance to optimizing workflows. One project we’re making good progress with is rewriting the asset import pipeline. Eventually, you’ll no longer see a progress bar when you import a project folder – it’ll open instantly. Unity will ensure the asset or scene you’re working on is imported, and those you aren’t currently using will quietly import in the background.
Another initiative is a hot-reload to device feature, which will speed up your iteration time when testing on mobile devices, which is especially crucial on mobile VR platforms. And we even have a team that’s dedicated to optimizing load times in general.
Joachim also talked about our work on multithreading parts of the engine, especially the renderer. We aim to get to 100% multicore utilization. In order to improve the performance of all simulation code, we’ve also rewritten our transform component so it can be safely accessed from jobs. With the rewrite, we’ll not only be able to jobify the code but also optimize the transform component’s performance when used only on the main thread.
Joachim then jumped into a demo showing off the impressive new C# job system. You won’t want to miss all the details, so be sure to tune into the keynote video to check it out.
Graphics and Artist Tools
By now many of you have seen our short film Adam. Now, you can download the standalone executable of the demo and play around with it yourself in real-time. We’ve also released the character, environment and GFX packs, all available now on the Unity Asset Store. For more info and all the download links, check out the blog from earlier today.
As part of our commitment and investment in Graphics, we’ve also recruited a talented team of technologists in Paris, highly specialized to solve some of the toughest problems for artists from advanced particles to lighting to photogrammetry. We’re hoping to build a set of new tools that artists will love using.
read more : blogs.unity3d.com