2020 Roadmap Q&A - Core Engine & Creator Tools

This thread now closed for further questions

Thanks everyone for all of the amazing questions you asked over the course of the past three days. Our team really enjoyed getting your honest feedback and we hope this type of open dialogue will be the start of many more.

If your question has been approved, we will do our best to still answer them over the next few days. Please give our experts some time to get to all of them (over 120 questions!).

Remember that Part 2 of the Roadmap Session on Live Games is next Wednesday, April 1st at 9am PT.


We just hosted our first 2020 Roadmap Session, Unity 2020: Core Engine & Creator Tools Roadmap!

If you missed it, you can watch the session back here: https://on.unity.com/2xru0zq

Alternatively you can check out the full slidedeck used in this session here: https://www.slideshare.net/unity3d/unity-roadmap-2020- core-engine-creator-tools

You can also subscribe to our YouTube channel to be notified about any future video releases from us: https://www.youtube.com/user/Unity3D

Together with this Roadmap Session we are also hosting a Q&A here in this thread to answer as many of your questions as possible. Topics we will be fielding questions on are based on the topics of the roadmap:

  • Reliability & Performance

  • Creative Workflows

  • Scalable Quality

  • Reaching Your Audience

A team of product experts from across Unity will be available starting Wednesday. Our Community team will continue to field questions for the next three days to foster an ongoing discussion with the community. Please feel free to ask your questions in this thread.

Some basic rules

  • The thread will open up for questions immediately following the Roadmap Session on March 25th, 9am Pacific Time and remain open for questions for 3 days.

  • Don’t bundle multiple unrelated questions in one reply. One question/topic per reply.

  • Only questions related to the topics of the roadmap session are permitted.

  • All questions will enter a moderation queue and be fielded by our Community Managers ( @LeonhardP and @AskCarol )

  • Replies will have to be approved by the moderators to show up in the thread.

  • Once approved, the questions will be forwarded to the relevant experts.

We really look forward to hearing from the community.
Thank you!

16 Likes

When will Speedtree Import for HDRP be supported?

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7 Likes

Do you have any plans on upgrading Unity’s Runtime (editor and player) to a newer one (.NET Core for example)?

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12 Likes

About Splines: When?
Will they be backported to 2019 or are they 2020+?
Which features will it have? Need rotation along the spline, move along the spline in distance steps, move in relative steps [0…1], etc
Will they support various easing functions out of the box?
Will splines be usable on terrain / environment system, e. g. to create roads, rivers etc?
Will Unity make their own prefab placement along splines?
Will snapping be supported while moving a spline point, so that one e. g. doesn’t move a point below the terrain?
Parallel splines along a base splines? (e. g. you have a center spline and one left and right offset by a certain distance)
Catmull-Rom or Bezier?

This is most exciting!

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10 Likes

Dark Mode for free?

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5 Likes

Is there an expected timeframe for the release of the visual coding solution?

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1 Like

Are we going to get on editor playtesting for AR foundation without building for mobile devices?

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4 Likes

Is there an ECS out of preview date?

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2 Likes

Where are the slides please

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Thanks for the presentation.
Once deferred rendering is added to URP, are you planning to add surface shader-like syntax in the future to make it easier to build multi-rendering path shaders using code?

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5 Likes

First of, I’m happy with the amount of attention given to acknowledging the problems with Unity atm. Makes me feel heard.

Secondly, a UIElements related question, there was a quick bit there about “screen space development for all platforms” being available. Does that mean the UIElements for Runtime package is now available in the 2020.1 beta?

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2 Likes

Hi. I would like to ask what’s the ETA of shipping avoid reload whole domain feature? It means each time when I change one line of code, it will not domain reload all the dlls of the packages from Package Manager. That’s the feature I really I hope it can ship at Unity 2020 release cycle. Currently with more features introduce as packages it continuously slow down Editor further and further. It really needs this kind of feature to really solve this problem. From what I know last year, the feature has been working on but this year I didn’t hear any new update yet.

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4 Likes

XR Foundation and Direct Support with external tools like MRTK.

I know the Microsoft MRTK plugin very well and in my opinion is one of the best XR toolkits out there - also given the recent work to open that up even more from the community - what my question is more so about is the roadmap and support for integrating these tools within Unity’s XR Foundation service. Microsoft has a package manager plug-in for MRTK and I know going forward this will probably be more on Microsoft than Unity - just wanted to see what additional information could be provided in these circumstances.

Thanks,

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1 Like

Regarding creation workflows, atm there is no full DOTS scene control during playmode like the traditional hierarchy for OOP. For example, if I instantiate a prefab at runtime, I cannot modify it using the editor during playmode for testing. Are you developing such a functionality?

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In the roadmap they mentioned Precomputed Lighting for HDRP is released, but HDRP doesn’t support precomputed lighting (Enlighten) for new projects only baked lighting from the Progressive Lightmapper.

Is there something that we are missing or that’s an error?

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For those of us that develop Unity tools and extensions, knowing how things work is imperative. When Prefab Mode first came out, tons of tools and extensions were broken by the introduction of the new mode. It took a number of cycles to finally stabilize the Stages api and all that. Do you think you could go into more detail about what some of the prefab improvements mentioned in the Roadmap mean (at the coding level), like what’ll it look like to detect if an asset is in one of the new modes? How should we as tool developers be preparing for changes to prefab structuring?

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A quick question, the Roadmap said Kinematica is in Preview but I don’t find it anywhere.

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5 Likes

What is the plan for

1: Terrains
2: Graphine’s Granite / mega texturing.

Will mega texturing support height maps or only meshes? Will you be able to make custom mega / multi-tile UV textures instead of splat maps on terrain?

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2 Likes

Working with DOTS tech of Physics, NetCode etc with debugging tools such as full stack traces and non burst code causes the editor to be very slow (around 10 fps), while built version runs very well. Are there any plans of improving the editor experience when using DOTS tech?

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3 Likes

Hi! Thank you for roadmap. Is it possible to use new environment system with custom meshes or it’s working only with terrain? If i wanna paint textures or place grass on meshes will it work?

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1 Like