New of Unity in 2020

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New in Unity 2022.

1
Release Notes
To find out more about the new features, changes, and improvements to this Unity version, see
the 2022.1 Release Notes.

Upgrade Guide
If you are upgrading existing projects from 2021LTS, read the Upgrade Guide to 2022.1 for information
about how your project may be affected.

What’s new
See what’s changed in Unity 2022.1 since 2021LTS and view the documentation for the affected areas.

Editor and Workflow


Visual Search Queries
Visual search queries provide a consistent and intuitive user experience for building search queries. This
enables users to discover and leverage the powerful capabilities of Search for finding items.

Dependency Viewer
The Dependency Viewer provides an accessible, quick and reliable way for you to reason about
dependencies in your project, regardless of the amount of assets it contains.

UI Toolkit for Editor UI


Tool developers can now use the UI
Toolkit for more of their Editor UI authoring needs. In 2022.1, you have access to more UI widgets, can
programmatically draw custom shapes, and can write property drawers
using UI Toolkit.

Enter Play Mode optimizations


The Enter Play Mode performance is optimized to speed up iteration times. This improvement includes
faster scene
saving, increased use of multi threading to speed up static batching
and particle prewarming, and a reduced cost on some package initialisation times (e.g. TerrainTools and
Visual Studio packages).

Editor workflow optimizations for large scale projects


Common editor workflows are optimized in large scale projects involving large object and asset counts.
These improvements include:

 Faster hierarchy scrolling and picking of objects.


 Optimized multi-selection of game objects.
 Improved performance when you preview many textures.
 Reduced hitches when you change to large Prefabs
.
Small file import optimizations
Small file import times are reduced by up to 60%.

Undo system improvements and optimisations


With the undo UI button, the overall performance of this feature is improved. The undo operations that
feature large arrays are up to 100 times faster. You can also clear the redo stack around 30 times faster
and delete large selections of undos around 2 times faster.

Accelerator corruption detection


Accelerator cached assets can be corrupted (modified bytes) on storage or during transmission. A hash
of the content detects corrupt content; when content is seen as invalid, it’s discarded and imports locally.
You can configure this behavior using the Content Validation setting in the Project Settings
window (Editor/Cache Server/Content Validation). Enabled is the default setting, and the following
options are available:

Option Description

Enabled Uses hashes when available but doesn’t require it.

Disabled Ignores any hashes provided by the accelerator.

Required Fails downloads if no hash is available from the accelerator.

UploadOnly Only does hashing when uploading, and ignores hashing on downloads.

System Metrics Mali


The System Metrics Mali package allows you to access low-level system or hardware performance
metrics on mobile devices for profiling or runtime performance adjustments. For example, you could use
the package to:

 Monitor low-level GPU metrics in Unity Profiler


to assess performance bottlenecks.
 Access the same metrics using Recorder API in runtime and adjust graphics quality based on the
current bottleneck.
 Automate performance testing, by collecting extensive performance measurements with your
continuous integration test runs.
Splines
The Splines package helps you work with curves and paths. You can use the package to generate objects
and behaviors along paths, create trajectories, and draw shapes.

The Splines package contains:


 The tools to create and manipulate splines in the Unity Editor.
 The framework to customize the standard spline editing tools in this package.
 A standard data format and storage model for commonly used splines.
 Samples of implementations that address common spline use cases, such as to create a road,
animate a GameObject
position and rotation along a spline, instantiate prefabs along a spline to create environments,
and more.
Material Variants
Material Variants allow for reuse and improve management of materials that share most surface
properties and differ only through others.

With Material variants, you can create templates or material prefabs. Based on a base template, you can
create variants that share common properties with the template material and override only the properties
that differ. If you change common and non overridden properties in the template material, the changes
automatically reflect in the variant material. You can also lock certain properties on material so they
can’t be overridden in the variants.

In a more complex setup, you can create variations of a variant material. The material inheritance
hierarchy promotes reusability and improves iteration speed and scalability of material authoring in your
project.

Package Manager improvements


The Package Manager improvements include:

 A new feature to set the storage location for the package cache and asset store package cache by
using the Preferences window.
 Support for multiple selection in the Package Manager window, so you can apply the same
operation to multiple packages at once, rather than applying each operation individually.
 An enhanced flow for when you import complete projects from the Asset Store. The
enhancements include an option to import complete projects into a temporary project where you
can safely explore the package without impacting your main project.
 Redesigned Filters and Sorting controls in the Unity Registry, My Registries, In Project,
and My Assets lists.
 A Check for updates option in the Refresh list in the My Assets list. You can use this option
to check for updates to all packages on your computer, not just the ones that are visible in the
My Assets list.
 A new Update button to automatically update a Git package to the latest version, so you don’t
have to add the package to the project again with Add package from git URL.
 Moved the Manual resolve action from the Refresh list button to the Package Manager
settings menu.
Added Delaunay Mesh Support for 2D Colliders
Polygons and outlines on
the PolygonCollider2D, CompositeCollider2D & TilemapCollider2D are produced
via libtess2. Often those polygons can be too thin or small the physics engine
filters them out. Delaunay tessellation produces superior results in these cases; it not only stops
producing polygons that are too thin or small but also produces fewer polygons to cover the same area.

Sprite Atlas V2 (Out of Preview)


Sprite Atlas v2, which was introduced previously, will be out of preview in 2022.1. This brings support
for Accelerator and as of 2021.2 provides full support for folders as packable objects.

2D PSD Importer Improved Imports and Layer Management


The 2D PSD Importer now has support for importing files with the PSD file extension. You can control
which layers to import from a Photoshop file if you select them from a new tab in the PSD
Importer inspector
. You can also set padding between Sprites
in mosaic mode. Alongside this, there are a set of APIs for PSDImporter’s import settings.

Graphics
Frame Timing Manager improvements
The Frame Timing Manager supports all platforms, works in Editor, and provides more information
about frame timing. These improvements allow you to build performance adaption, profiling, and
reporting tools on every platform.

Improved Sprite Swap workflows and 2D Animation quality of blife


The Sprite Swap feature is improved in the 2D Animation package, with streamlined Sprite Swap
keyframing in the Animation window.

The Animation quality of life for 2D has support for Sprite deformation, Sprite Swap, and IK Solvers in
Animation preview windows. There is also an added Character Pivot tool in the Skinning
Editor. You can use the new asset upgrading tool to upgrade older Sprite Library Assets and Animation
Clips
to the latest version.

2D Pixel Perfect Camera


The 2D Pixel
Perfect Camera
is enhanced with the addition of a new upscale filter to reduce blurriness.

SpriteShape: Custom Geometry Generation and Vertex Color


support
You can write scripts
to customize the Sprite Shape geometry after it’s generated. There are also added vertex colors for the
Sprite Shape vertices.

Platforms
Incremental build pipeline support for more platforms
Added incremental build pipeline support for iOS, tvOS and other platforms. This makes Player builds
faster for these platforms by removing redundant work in subsequent builds.

Advanced video encoder parameters for macOS


The Unity Recorder can use advanced parameters with the MediaEncoder on macOS (backed by
Apple’s AVFoundation encoder API). This results in a consistent API across macOS and Windows and
means the Unity Recorder can encode higher quality videos, such as YouTube compliant videos.

Artist and Cinematic tools


Blackmagic Video for M&E Enterprise Customers
You can leverage video capture cards from Blackmagic Design to input and output pro-grade video and
audio in the Unity Editor and runtime builds. This allows you to unlock new workflows for users
working in film, virtual production, live events, and broadcast. The package includes support for
standard video formats, HDR
, interlacing, and more.

Timecode Synchronization for Live Capture


There is support for time code synchronization to the Live Capture package, which lets you synchronize
compatible Live Capture devices connected to the Unity Editor.

For example, you can synchronize data capture of the Unity Face Capture and Unity Virtual Camera
companion apps. Future third-party motion capture and performance capture plugins can use this
functionality to synchronize with any other plugin that implements the provided APIs.

Scene Handles and Overlays for Cinemachine Virtual Cameras


You can modify the camera constraint properties on the Cinemachine Virtual Cameras if you use Scene
Overlays and purpose-built scene handles, instead of the property fields in the Inspector. Scene Handles
and Overlays let you adjust properties like field of view, clipping planes
, offsets, and damping directly in the Scene view
.

Shadergraph: Added Blending Modes to 2D Master Stacks


The Shadergraph Sprite Lit, Sprite Unlit, and Sprite Custom Lit master stacks support several
blending modes.

This support allows you to create shaders


that can blend using Alpha, Premultiply, Additive, and Multiply blending modes. These changes are
included in the Universal Render Pipeline
package.

Enhanced User Experiences and Performance Improvements For


Cinematic Studio
There are improvements to sequences and Alembic updates that include support for SubD (sub division
modeling) and Inferred Material Mapping.

Programmer tools
Netcode for GameObjects
Netcode for GameObjects is an open-source networking
library built for the Unity game engine. It’s available to users under a permissive, MIT license.The first
release focuses on enabling the creation of small-scale, cooperative, client-hosted games. You can also
choose to extend the library and leverage the available support for dedicated servers.

IL2CPP full generic sharing fallback


The IL2CPP
scripting backend
always generates fully shared versions of all generic methods. This allows you to use generic type
combinations that are not present at compile time. This improvement avoids a whole class of difficult to
detect errors that can occur only at runtime.

IL2CPP run time performance improvements


The IL2CPP scripting backend emits code that improves the performance of delegate invocation at
runtime. More information about delegate invocation is cached initially, so that each delegate call is
much faster.

Visual scripting interpreter dependency on reflection removed


This improvement brings faster initialization and execution of Visual Scripting graphs without the need
to sacrifice the flexibility of runtime graph modifications.

This is achieved through the introduction of an interpreted representation of VS graphs at runtime while
you preserve the ability to modify and execute MonoBehavior-based graphs at execution time.

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