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, but feel free to ask anything about Live Games:
DeltaDNA
Content delivery
Gametune
A team of product experts from across Unity will be available starting Wednesday, April 1st. 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 Aprill 1st, 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.
If you missed the first part of the 2020 Roadmap Session, Unity 2020: Core Engine & Creator Tools Roadmap, you can watch the session back here: https://on.unity.com/2xru0zq
You can find the Q&A session in this forum thread .
We really look forward to hearing from the community. Thank you!
Judging by the live chat during the talk, I think many of us were very disappointed to see that this talk was all about analytics stuff (something that really isn’t a problem right now) and not Netcode (something that really is a problem right now)
Could we hear more about:
NetCode roadmap in general
The open world Netcode shooter game mentioned last week
is it a sample or a real game?
What is the scope?
How long will it be maintained?
Will it be released publicly?
Will you guys host a few public servers so we can stress test it?
We are waiting until our GA later this quarter to provide specifics on pricing but we can say the following:
Our solution provides storage and CDN capabilities (along with a lot more) that is specifically designed for 2D/3D content developers, so the comparison isn’t totally apples-to-apples with the products listed above;
Our focus is on global delivery without the headache of monitoring and setting up your hosting and delivery, so our pricing will be flat globally with a focus on simplicity. We’ll also have volume-based discounts.
We’re working on deeper integration of ChilliConnect products with Unity products, focusing on the huge value of easy set-up ChilliConnect has. You can still use ChilliConnect, we will keep sharing as we get products closer together to an even stronger offering.
Thanks for your question.We understand it is taking us longer than desired to solve this need.
We want to make sure that we build the best solution for our users. It is a complex undertaking, and we strive to build and validate together with our internal productions and our users to ensure that we deliver a quality solution that can scale with our users needs.
Since we published the DOTS Sample, we have listened to user feedback and we are now creating a simpler setup than was initially previewed. We have also made significant changes to the Unity headless application to provide better control for running as a server. Additionally, the DOTS server runtime has matured to where we will soon start providing more in-depth updates and previews.
Last week, we provided a high level overview of where we are and where we are going. There are still many moving parts that make it difficult for us to predict the release date. We are committed to delivering a networking solution and will provide an update as soon as we can.
We do agree that NetCode is a very important topic. I completely understand that it can be frustrating that we don’t have more to share right now. In order for us to provide more information where we can, I do encourage you to post any specific questions you may have here.
We will provide more detailed information about the open world project in the Core Roadmap forum thread , there have been a few questions regarding the project, and we want to get the answers right. Stay tuned in that thread, I will put your questions on the list of items we will try to cover.
In the March 19 “State of Unity” blog post you said toady’s talk would be about Multiplayer & Live Games. The multiplayer part has since been removed. May I ask what led you to decide not to give an update on what is, without a doubt, the biggest gaping hole in the whole engine?
I’m sorry if I’m being harsh or disrespectful, and I want to give props to the Live games teams: I’m not bashing your work. It’s just that it feels weird and unprofessional to sweep the multiplayer update under the rug.
Also, I’m sorry but that talk was barely a roadmap. 80% of it is straight advertisement. And that’s fine. You have your products and you have to sell them. Cool. But don’t announce it in the same way you announced last week’s roadmap. For people that already know/use your “live game” services, this 17 minute video gave almost no useful insights about your future plans.
It’s baffling to see this dud right after last week. You did things well, you received due praise, and now this?.. sigh Classic Unity I guess.