Blog Post Series - Games Focus

Hi everyone,

We’re excited to share our latest blog post series called Games Focus which will show what Unity is doing for all game developers – now, next year, and in the future.

Games Focus: What’s Next

** Games Focus: Rendering that scales with your needs **

** Games Focus: Profiling and performance optimization **

** Games Focus: Reach more players over multiple platforms and form factors **

Games Focus: Extending your reality with XR

Games Focus: How your feedback drives product development

** Games Focus: Empowering teams with DevOps and graph-based tools **

** Games Focus: Creating and operating connected games with multiplayer networking **

Games Focus: Expanded scale for ambitious games

Games Focus: 2022 in review

Questions, comments, and suggestions are all welcome.
We’re looking forward to hearing from you!

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Very interesting blog!

What kind of properties and content are we talking about here? And does that include URP vs HDRP as it’s mentioned right above?
I mean do for example refer to materials that work without a converter on both URP and HDRP?

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No mention of ergonomics which has taken a hit recently. Since we spend countless hours in the editor I think it’s important. Will there be a blog to address that?

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Hey @DragonCoder ! So, we’re going to be publishing a blog in the coming days with more details. More specifically, it’ll focus on SRP. Keep an eye out for that one!

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Hey @laurentlavigne !

I’ve shared your message with the team and they are aware and are looking into the situation. We also wanted to extend a big ‘Thank You’ for all your dedication in helping us make Unity a better product!

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Could you do an update focused on character animation in Unity?

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Similar vein to the previous question but I still find it pretty embarrassing how many projects Unity either half starts or instead of tackling either points towards online examples or seems happy for the asset store to plug the gaps.

The biggest one that comes to mind for me is GPU based animations. There are plenty of asset store tools tackling this yet no word about anything official covering a pretty fundamental bit of tech in bigger games.

What about something similar to Nanite?

What about shadow improvements? Last I spoke to someone at Unity about this a quoted problem was a lack of shadows research in the industry. Considering how many millions Unity spends on acquiring companies surely it would be prudent for it to have a small department based on shadows research considering how core it is to games tech.

How is realtime occlusion culling coming along? I saw something on the roadmap for it almost a year ago and not heard about it since (can see its still in progress and that is all).

Considering the string of acquisitions made over the years coupled with the sorry state of graphics in Unity (mainly the SRP mess we are in whilst they are still trying to reach feature parity with built in) I feel like Unitys focus has been massively diverted from games for too long.

So whilst I appreciate seeing an attempt to show that Unity still takes games seriously, frankly it should never have been in question in the first place. Unity is supposed to be a games engine first and yet it feels like it is still playing catchup on years of technical debt to even reach last generations graphics out of the box.

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Hi @petey ! I’ll pass your request on to our internal team, as I’m not sure if we’re covering animation as well in this series! Thank you for bringing this up :slight_smile:

We want to highlight here that Unity never moved away from games.

We’ll have a blog post about SRP very soon, and more to come covering the status of the core products and what improvements we’re prioritizing next!

I’ll make sure to pass your feedback along to the team! Thank you so much!

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If this was true then this blog series would be called “What’s next with Unity” and it wouldn’t need to specify games at all :slight_smile:

Before Unity went public, there wouldn’t have been any need to specify this.

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In the end they expanded their fields. Hence how many more employees they have now. Is that still “moving away from games” if the percentage within the company shrank, but the absolute number increased? Hard to tell.

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Exactly except when you look at the high level decisions made its easy to see the focus/priorities.

How many of those high profile acquisitions where games related?

Hey what happened to that promising games project they started to help dog food the engine…

How many games studios have been bought to compensate…

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I find these e-book format guides a bit weird. I’d rather have most of them and their information being put to Unity docs that are a lot easier to navigate (and are searchable with Google).

Can you make a poll if users prefer e-books or more detailed docs?

I guess large amount of info will be tough to updated but user contributions could help similar to Microsoft docs. For ex. go here Overview of ASP.NET Core | Microsoft Learn and click top-right pen button to see it in action. Have Unity ever considered it?

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Nice, wish there had been an info about merging URP and Hybrid Renderer, but maybe it’s for the next update.

They must have time to make a profit on the old scheme, and only then introduce a new one

Appreciate the posts, hopefully more to come. Lately we’ve struggled with figuring out what the direction of certain Unity features/packages is.

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Hey Kamyker. Thanks for the feedback. I’m also a fan of the MSFT documentation. We have many different types of creators using Unity and different ways of learning the technology and we are trying to make something for everyone. Some prefer videos, some demos and code samples, blogs, documentation, talks, ebooks etc. However, the information which lives in one place is not meant to be exclusive to just one format and is also not the plan for the ebooks either. The content in the ebooks will become available in multiple other formats as well - including online formats so it’s easily searchable. We are also planning to create some video tutorials for the more advanced topics covered in the ebooks. The formats obviously all have different pros and cons. With the “ultimate guide” approach we did for these ebooks, the intent was to consolidate information that is normally scattered around multiple talks, blog posts, docs etc. in one easily readable format. Something based on feedback from a lot of users. However, the plan has always been and still is to make it available in an online and searchable format too, and it’s already in the works.

I can’t speak on behalf of all the ebooks we create at Unity, but my team and I worked on several of the new technical ebooks mentioned in the blog posts by Ralph, Ali, and the teams. This includes the Introduction to the Universal Render Pipeline for advanced Unity creators and while it as an ebook has a different format and style of content from traditional documentation, our docs team is actually working on making updating the URP section on docs too and we have a close partnership in terms of how we can complement each other and what formats they focus on vs what we focus on. Another example is our new C# style guide, our performance optimization guides (mobile, PC/console and profiling) which provides content that, which is not available in the documentation and is a different format in that we are sharing best practices from our Accelerate solutions teams who help some of the biggest Unity studios. So a more opinionated approach on how to solve certain game development challenges where we interviewed some of our internal (and external experts) on what advice they would share with the community.

But yes I hear you on doing a better job at making the content we create easier to find, and in my team, we are working on that and we also are working on making the new e-books available in a more centralized way, including making them available from the documentation. For now, check out https://resources.unity.com/games for a list of all the ebooks. There are also a lot of cool case studies of games made with Unity. The technical guides will soon be linked from documentation too. I know we also have talented teammates who are always looking into improving the user experience of the website and helping make things a little easier to find across all the formats and resources available. I’ll share your feedback with them too. Hope this help answer your question and hope that you find the content in the ebooks useful.

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Are there any plans on fully integrating Odin? It supercharges the editor. The separate purchase and potential subscription needed is kind of detrimental to the goal of developer empowerment.

Odin serializer does not work in nested prefabs, it’s a non-starter. Also, Unity don’t own Odin.

Oh I don’t mean the serializer, I’m talking about the attributes/drawer - editor only mode. Interesting though - I would have thought Unity does own Sirenix or at least there is a very close partnership, looking at the Unity Pro + Odin bundle sold by Unity.

Unity often partner with the top asset store developers, they even run ads for them on Facebook and elsewhere to increase asset store sales but it’s just that - a collab. I haven’t seen a Unity Pro + Odin deal, do you per chance have a link?