What's new with 2021?

Hello, has there been any presentations or blog posts relating to 2021 and features that we should test?

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Wouldn’t expect to see many if any of the upcoming things on current alpha yet. Unity usually starts with quite empty slate on first alphas and gradually add features.

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Before I install: Are splines available yet? Only thing I’m interested in so far :slight_smile:

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No splines on alpha 2.

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honestly, same :smile:

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C# 8 ?

@LeonhardP do you have an ETA in which version splines might become active?

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Latest info I’ve seen so far (from August) was that they are planned for 2021 but there’s no estimate on timing yet:

Would be curious on updated time frame as well as now we can’t even tell if it’s planned for 2021.1 or 2021.2 :slight_smile:

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It’s already available to use in 2020.2b

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Is there a special settings I’m missing. Seems like I can’t use pattern matching, yet.

If you use visual studio, make sure you have your visual studio package up-to-date (from Unity Package Manager). C# 8 support was added in 2.0.3 I think (and 2.0.5 package is latest currently).

Oh, I use VS Code. Maybe that’s that.

Does alpha 5 expose splines yet?

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Alpha 6 is out, if anyone in the future finds out what this means I would like to know:

  • Scripting: Script Compilation is now incremental across player builds.

That should mean that it you make multiple builds in a row, only the changed scripts/assemblies will be recompiled each time. So if you haven’t changed any scripts, but just some assets, it will not perform new script recompile at all.

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Alpha 8 is out and still no splines :frowning: Can you at least tell us if it’ll be in 2021.1 or 2021.2 or later?

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seconded for splines release. Would be nice to be updated when it happens.

As @Refeas already correctly explained or guessed: This means that we now have a proper build system which drives script compilation, which can track inputs of and dependencies between individual build nodes, and thus can determine what actually needs to be rebuild when making a build - and cache build results for different platforms and configurations so that less rebuilding is needed.

In practice, this means:
-If you change a script in an asmdef, only that asmdef or any code depending on that asmdef gets recompiled.
-If you switch between platforms, or between debug/non-debug mode, only code which has not yet been compiled in that configuration before gets recompiled.
-If you build a player, scripts only get recompiled if they have changed since the last player build of that configuration.

This is the first step in a bigger project to move player builds to an incremental build system as a way to avoid redundant work and make building faster that way.

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Awesome, could you talk about the missing steps toward a more complete incremental build system? Like what will be developed next?

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Splines?