Hi everyone,
During the roadmap talk at Unite (19 September 2024) we gave you a glimpse of the future. We’re working on the next generation of the Unity engine.
One of the big reasons we believe it’s time for a generational change is that we are determined to improve iteration time. For years, we’ve seen your projects get bigger and more ambitious – and that is awesome! Unfortunately, the more assets your project contains, the more time you generally have to wait while things import.
Nobody wants to be interrupted by a progress bar while in the middle of creating something amazing. We want you to stay in an uninterrupted state of flow.
To truly tackle iteration time, we need to make some fundamental changes to the engine and especially to its content pipeline.
Unity’s content pipeline handles your assets, from they’re imported into the Editor and until they’re loaded in your game on device.
One of the changes we’re making to Unity’s content pipeline has to do with how and when assets are imported.
Import less
In the next generation of Unity, we only import what the Editor needs when it needs it. Say, you are opening a level after getting latest, the Editor will only to import the assets needed by that level. You no longer have to wait for the whole project to be imported before you can be productive.
Import faster
In the next generation of Unity imports happen in parallel using all available CPU cores.
Import non-blocking
The Editor stays responsive while you’re importing with many imports no longer triggering blocking progress bars. After all the assets used by the current level are imported, Unity will continue to import the rest of the project in the background.
These changes alone will have a huge impact on Unity’s “time to interactive” and how quickly you can iterate in the Editor. That’s not all we’re doing with the content pipeline, though, and we can’t wait to tell you more about it.
Sincerely,
Stine & the content pipeline team