Hello, has there been any presentations or blog posts relating to 2021 and features that we should test?
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.
Before I install: Are splines available yet? Only thing I’m interested in so far
No splines on alpha 2.
honestly, same
C# 8 ?
@LeonhardP do you have an ETA in which version splines might become active?
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
It’s already available to use in 2020.2b
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?
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.
Alpha 8 is out and still no splines Can you at least tell us if it’ll be in 2021.1 or 2021.2 or later?
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.
Awesome, could you talk about the missing steps toward a more complete incremental build system? Like what will be developed next?
Splines?