A RetroSearch Logo

Home - News ( United States | United Kingdom | Italy | Germany ) - Football scores

Search Query:

Showing content from https://unity.com/roadmap/unity-platform/2d below:

Product roadmaps | Unity

01

Unity Platform

The world’s most popular real-time development platform for creating 2D and 3D games and experiences, including multiple features with their own roadmaps

2D 3D Characters & Animation

Animation

Planned Advancing DOTS

DOTS is Unity’s new high-performance, multithreaded Data-Oriented Technology Stack. Our goals for the next 10+ years of anim...

Planned Animation Graphs

Many believe that controlling animation setups are best done through a graph. It does not require coding and is easily trans...

Planned Animation Importing

Clips are read only on import, in order to support a smoother update workflow, but this also poses challenges. What is the ...

Planned GameObject<>DOTS

While DOTS and Entities offer a very powerful set of workflows to build games, we believe that there should be a way to acco...

Planned Markup Tools

We have a number of ways we can approach adding and controlling animation markup in the Unity Editor. Are there some urgent ...

Planned New State Machine

How important is delivering new features to the State Machine? Would you like the ability to add layers within layers insid...

Planned Please Read

We are making steady progress on a number of animation fronts, from the new DOTS architecture, to working prototypes as well...

Planned Preview Mode

Without pressing play, what are the most pressing needs of a 3D previewer?

Planned Quality of Life

We are continually working on doing our best to fix existing animation issues, and back porting ( whenever possible) many bu...

Planned Retargeting Remapping

While Humanoid fills the frequent need to retarget animation, it is limited to the Humanoid structure. Is it more important...

Planned Sockets and Attachments

Do you like to control how your sockets are setup? Maybe where you author your rig and animation is where you are comfortabl...

Planned Visual Debugging

Debugging code is vital, but how vital is a visual debugger? If you could see the flow, and transitions in a State Machine o...

Under Consideration AI Navigation

If we could simplify the “intelligence” given to characters, as well as to things like path finding, would this investment c...

Under Consideration Alembic for Characters

Alembic can address a number of character workflows, including hair and cloth. We would love to hear from you which might be...

Under Consideration Animation Window

Animation Authoring and key framing are a big deal, especially for 2D workflows. But for 3D, are there some specific areas w...

Under Consideration Character Controllers

We have a few Unity made character controllers available, should we ship them as is, or do you prefer to choose/build your o...

Under Consideration Crowds

Sometimes more is indeed better. With hardware getting faster, how many of you see adding 100s of characters as critical to ...

Under Consideration Facial Animation

Should we have a simple way for you to do, say just basic facial animation with easy lip-syncing? Or a more comprehensive sy...

Under Consideration Motion Matching

Kinematica introduced motion matching capabilities, but it was never a truly focused solution. We could look at bringing it...

Under Consideration Simple Animation

The Legacy Animation system offers some specific performance workflows, but also the ability to have animation without using...

Under Consideration Timeline

Timeline offers so many possibilities, it is hard to know where to start. Please tell us your goals. Better cut scene editi...

Under Consideration UI Animation

While not traditionally associated with 3D animation, it is not something we want to overlook.

AR/VR 3D World Building Audio/Video

Media Framework

Released Advanced Encoding Options

The UnityEditor.Media.MediaEncoder class now supports more fine-grained control over the video encoding. It is now possible ...

Planned Audio: Hardware Abstraction Layer (HAL)

Improving the current audio device management: Multiple audio input/outputs Any number of output speaker configuration Co...

Planned Configurable Clock Source

During playback, the VideoPlayer currently follows the system clock. While adequate for many situations, this does not alway...

Under Consideration Enhanced Webcam Support

The media framework will allow for network and file sources, for playback, and “sinks”, for recording/broadcasting. Generic ...

Under Consideration Extensible Codec Framework

With the media framework making it possible for users to extend codec and file format support, we could add some of the more...

Under Consideration Live Streaming

Consuming audio and/or video streams using formats such as HLS or DASH is useful in many scenarios such as live events or ad...

Under Consideration Localization & Subtitles

An aspect of media workflows that opens lots of possibilities for a more diverse audience is language, both written and hear...

Under Consideration Runtime Decoding

The Unity media framework exposes all the building blocks needed to make various workflows such as low-level decoding, encod...

Under Consideration Runtime Encoding

So far, encoding for audio video has been reserved to editor workflows only, such as with the Unity Recorder. The encoding t...

Editor

Customizability & Extensibility

Gameplay

Timeline

Released Action customizability

Adding support for custom actions to Timeline. This lets you create your own shortcuts that affect clips, tracks, or the who...

Released Samples

We have added two samples to the Timeline package: Gameplay Sequence and Customization. The Gameplay Sequence details how to...

Planned Cinematic workflows - on-frame preview

Being able to preview only the frames that will end up in the final cinematic is an important tool for cinematic workflows, ...

Planned Performance - UI Toolkit refactor

We are replacing the IMGUI core of Timeline with UI Toolkit. This foundational work will improve the general performance of ...

Under Consideration Better Authoring for Timelines with dynamic content

Make it easy to author and connect Timelines where the object may not exist in the scene and must be provided dynamically.

Under Consideration Built-in caching support

Add built-in support for the caching and baking of simulated content, like physics, particles, etc..

Under Consideration Embedded Animation Clip Edition

Leveraging UI Toolkit, we could embed Animation Clip editing in the Timeline Window, keeping your work in context.

Under Consideration Embedded Dopesheet

Leveraging UI Toolkit, we could embed dopesheet Animation Clip edition in Timeline

Under Consideration High level visual scripting timeline nodes

Implement a high-level Visual Scripting node to interact with Timelines in your scene.

Under Consideration Improve transform offsets workflows

Make it easy to edit transform offsets of Animation Tracks and Clips by using manipulators in the scene

Under Consideration Search integration

Find content instantly, even in feature-film-size Timelines by leveraging the power of Unity’s Searcher API

Under Consideration Timeline Framework

Expose the Timeline workflows as a separate tool that you can repurpose with your own data and playback engine.

Visual scripting

Released Generic State Machine

Along with the new visual scripting workflow in 2021, Gameplay designers now have a generic state machine available to build...

Released Visual scripting as package in Unity 2021

Visual scripting is available as a regular package in Unity 2021, visible in the Package Manager, and available by default w...

Released Visual scripting for Unity 2019 LTS & 2020 LTS with Bolt

Unity has acquired Bolt in 2020 and it has been made available to all Unity users. This helps productions based on current L...

Planned Behavior nodes for designers or artists

Making visual scripting even more accessible by providing nodes that are simpler to use. Behavior nodes are rich nodes desig...

Planned High performance interpreter

We are preparing an interpreted runtime that would significantly improve graph execution performance, cut down on memory all...

Planned Simpler API nodes discovery

When importing packages, it is not always clear to visual scripting users how to get access to those new API nodes. We are w...

Planned Stability and bug fixes

Quality push in stability and usability

Under Consideration Code generation from graph for learning, debug, or collaboration

We are evaluating the role of code generation out of visual scripts. This has been requested for programming learning purpos...

Under Consideration Convergence of UX of various graph tools across Unity

We are preparing the convergence with Graph Tools Foundation, an independent UX layer that we will leverage to align most of...

Under Consideration Enabling better data flow between graph tools

Our current migration to a common UX and data model for graph tools across the Unity editor, creates an opportunity to addre...

Under Consideration Improve event support

Event support will be improved, including solutions for callbacks and events data payloads, making it easier to design event...

Under Consideration Improving search

We are aiming at improving the search capabilities to make it "context-aware", and find a synergy with the global Search fea...

Under Consideration Introduce DOTS scalability power to visual scripting

Our new runtime interpreter in development brings us closer to DOTS compatible runtime. Coupled with high level nodes and ge...

Under Consideration Performance of graph editing

When visual scripts are getting large with a lot of nodes, the general performance and responsiveness of the editor can be i...

Under Consideration Replace serialization stack

The current serialization mechanism in visual scripting depends on a third party technology not supported anymore. We are lo...

Under Consideration Support DLC Graphs

Provide the UX and controls to update an application graphs by simply updating the runtime without having to rebuild it. Th...

Under Consideration Variable management

We aim at enhancing variable management in visual scripting to enable complex use cases and increase productivity. Visual s...

Under Consideration Visual scripting graph authoring API

Allow developers to create and alter graphs procedurally via scripts. This would allow to product graphs automatically based...

ECS for Unity

DOTS

Released Best Leverage Hardware Resources

Game code based on an ECS architecture pattern can avoid the drawbacks of object-oriented programming with GameObjects. Deve...

Released Compatibility with GameObjects

ECS for Unity preserves the standard Unity authoring workflow of creating, previewing, inspecting, and debugging gameplay in...

Released ECS for Unity

ECS for Unity is a coordinated release of Entities 1.0 and other ECS-based packages that are: Compatible with 2022 LTS and ...

Released Fast and Reliable Netcode

Creating FPS titles that can handle massive scenes, large-scale simulations, and support hundreds of players concurrently re...

Released Flexible Game Architecture

ECS for Unity provides usability features that make data-oriented gameplay code as accessible as MonoBehaviours, while ensur...

Released Large-scale Physics Simulations

Simulation code based on an ECS architecture pattern can scale to an unprecedented amount of entities, and ensure determinis...

Released Samples, Onboarding & Learning

ECS for Unity provides a stable foundation on which to provide a suite of user onboarding and learning resources to help use...

Released Spikeless Streaming and Large-scale Rendering

ECS for Unity provides various systems to support spikeless streaming and large-scale rendering: Scene streaming: The relea...

Released Streamlined ECS Workflows

ECS for Unity includes many new windows and workflows aimed at making the authoring experience easier for creators when work...

Planned Consolidation of ECS Architecture and Tooling

Consolidation of ECS architecture and tooling so that users can easily leverage DOTS throughout the development of game arch...

Planned Debugging Tools

Improved debug and profiling tools help creators assess the health of their games and improve their projects more quickly an...

Planned ECS Character Controller

The ECS Character Controller package provides mechanisms for creating character controllers with Unity's Entity Component Sy...

Planned ECS for All

We're bringing GameObjects and Entities closer together to make ECS power available to you in the context of the editor, and...

Planned ECS Vehicle Controller

A robust vehicle controller that will enable creators to easily build low-to-medium realism vehicles in games built with ECS...

Planned ECS-based Animation

Leveraging the performance and scale of ECS, a highly performant, customizable 3D animation system that evolves Unity's anim...

Planned General Improvements to Unity Physics

We're working on improvements to the user experience of Unity Physics, including: A new Collider.BakeTransform function tha...

Planned Parallel Scheduling and Configuration Improvements

In the current version of DOTS, all systems run on the main thread and rely on those systems to schedule jobs to enable para...

Planned Physics Incremental Broadphase

With this update, you'll be able to change the physics broadphase to operate incrementally using the PhysicsStepAuthoring co...

Planned Unified Physics Authoring Workflow

We’re developing a unified authoring workflow that will allow you to select your preferred physics backend via the Project S...

Under Consideration Burst Determinism

Cross-architecture determinism support with the Burst Compiler solves a critical requirement for many multiplayer genres. De...

Under Consideration ECS-based Audio

In the past Unite demonstrations, we have showcased early work on ECS-based audio systems. This development has been paused....

Under Consideration ECS-based Mesh Deformations

Mesh deformations is the mesh processing system used for skinning and blending shapes within ECS-based project. This enables...

Under Consideration ECS-based Navigation

In the past Unite demonstrations, we have showcased early work on ECS-based navigation systems. This development has been pa...

Under Consideration ECS-based Visual Scripting

In the past, we have shared early work on ECS-based visual scripting solutions. This development has been paused. We will ne...

Under Consideration Entities Graphics Performance Improvements

Another initiative we are looking at is the support of DOTS deformation that provides a mesh deformation pipeline that is pe...

Under Consideration Improvements to ECS Content Management

With Entities 1.0, users have access to a suite of content manager and delivery systems. Beyond APIs, having an accessible a...

Multiplayer Engineering Performance Navigation & Game AI User Interface

Accessibility & Localization

UI Systems

Released Background image repeat

Control how background images should repeat along vertical and horizontal axes.

Released Calculate opacity at the root element

Update the opacity calculation method of the root element to align with the CSS standard.

Released QuizU - A UI toolkit sample

QuizU is an official Unity sample demonstrating various design patterns and project architecture including MVP, state patter...

Released Runtime bindings [2023.2]

New system which allows binding any type of data source to UI element attributes and style properties, for both Runtime and ...

Released UI Toolkit for making editor extensions

Formerly known as UI Elements, UI Toolkit is a new asset-based, retained-mode GUI framework. It released in Unity 2019, for ...

Released UI Toolkit Sample – Dragon Crashers

Official sample project showcasing Unity’s UI Toolkit for runtime games and UI Builder workflows with examples of typical ga...

Released UI Toolkit Tree View

A UI Toolkit version of the Tree View control is available to use, with support for multi-columns.

Released Vector Drawing API

Draw custom shapes programmatically using a simplified API built on top of the existing Mesh API.

Released UI Builder inspector extensibility [2023.2]

Allow developers creating UI controls to provide custom inspectors and drawers to display properties in the UI Builder inspe...

Released UI Toolkit available for runtime [2021 LTS]

UI Toolkit can now be used as an alternative for creating screen overlay UI running on supported Unity platforms, with the a...

Released Visual UI authoring [2021 LTS]

Use the new UI Builder to visually author UI Toolkit assets aimed at extending the Unity editor. It supports editing in Play...

Planned Additional UI style properties

Add visual enhancements to UI elements without relying on textures or custom shaders, such as: Gradients Drop shadows Glo...

Planned Addressable Asset System support

UI Toolkit assets can be packaged as an addressable asset, and can contain addressable references, which is currently not th...

Planned Advanced UI Animation

Implement motion design in UI using keyframe animation and sequencing.

Planned Anchor UI elements to scene objects

Attach UI elements to Scene objects so they automatically follow them, commonly used for displayer health bars over characte...

Planned Display UI in world space

Use UI Toolkit to create user interfaces positioned in the 3D world among other scene objects.

Planned High runtime performance

Systems improvements, profiling tools and documentation for achieving high performance with UI.

Planned Improve UI initialization performance

Build large and complexe user interfaces without worrying about performance issues during initalization.

Planned Repeatable sections of 9-sliced images

Support having sections of a 9-sliced image to either stretch or tile, depending on which section, like the Unity 9-slice Sp...

Planned Vector Graphics support

Use SVG assets for displaying icons or 2D artwork when making lightweight user interfaces that scales gracefully across diff...

Under Consideration Blend Modes

Specify how UI elements should blend between each other by setting different blend modes such as Multiply, Overlay and other...

Under Consideration Code-only runtime setup

Avoid the requirement of manually setting up a Unity Scene for quickly displaying UI in the Player.

Under Consideration Custom UI Shading

Easily add rendering effects to UI by creating custom shaders using the Shader Graph tool.

Under Consideration Depth ordering

For a given UI element, specify a different stack order from its position in the hierarchy, similarly to the z-index CSS pro...

Under Consideration Display Objects & Particles in UI

Add 3D and 2D objects or Particle systems to user interfaces that will respond to layout changes, like any regular UI elemen...

Under Consideration Grid Layout

Position UI elements with a grid-based system, using rows and columns, to quickly achieve complex and adaptive layouts.

Under Consideration Play sounds on UI events

Quickly assign a sound to be played on a given UI event.

Under Consideration Support for multiplayer UI

Enable having multiple local players share a single screen with different controllers.

Under Consideration UI Masking

Use rectangle or arbirtrary shapes to mask areas of the UI. Masks can be generated from images, vector graphics or programma...

Platforms Pipeline & Integrations Rendering & Visual Effects

Foundation and Shaders

Released Batched Compute Skinning

Background: Unity’s Skinned Mesh Renderer component utilize compute dispatches for parallelizing vertex transformations on ...

Released Cross Platform HDR Output

Summary High Dynamic Range (HDR) displays are now becoming widely available, and are capable of reproducing images with hig...

Released DX12 Graphics Jobs Editor Support

Summary Modern graphics APIs such as DX12 provide improved CPU utilization via multi-threaded recording and submission of c...

Released Inline Raytracing in Shaders (Desktop and Consoles)

Summary DXR 1.0 traditionally works by dynamically executing shaders on hit/miss, via indexing into shader tables. DXR 1.1 ...

Released PSO Tracing and Precooking

Summary Runtime Pipeline State Object (PSO) creation and shader compilation is a lengthy process, which can lead to noticea...

Released Ray Traced Instancing

Instancing support for the Raytracing API is now available, allowing to efficiently add large amounts of mesh instances to t...

Released Ray Tracing Production Readiness

Summary Unity's Raytracing API was introduced in Unity 2019.3, and is utilized in the High Definition Render Pipeline's for...

Released Raytracing Acceleration Structure Build Flags

Summary It is now possible to set the Ray Tracing Acceleration Structure Build mode using the following flags: These flags...

Released Raytracing Memory Usage Reduction

The introduction of a custom GPU memory allocator for small BLASes serves to further reduce the memory footprint of the Ray ...

Released RTAS Build Commands in Async Compute

Summary The following commands are used in order to build the Ray Tracing Acceleration Structure on the GPU, after adding a...

Released RTAS Memory Usage in Frame Debugger

As of Unity 2023.3, you can track the Acceleration Structure’s GPU memory usage in the Frame Debugger, when inspecting Ray T...

Released Scriptable Render Pipeline Coexistence (experimental)

We have delivered a series of improvements to coexistence in Unity 22LTS and Unity 6, and though it can ease and accelerate ...

Released Solid Angle Culling for Ray Tracing

Angle-based culling provides a fast and efficient way to remove small and distance instances from the Acceleration Structure...

Released Split Graphics Jobs (DX12)

Summary Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...

Released Split Graphics Jobs (Vulkan)

Summary Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...

Released SRP Batcher compatibility for WebGPU

The SRP Batcher is supported when targeting the WebGPU graphics API: This optimizes the render pipeline's batching of draw ...

Released SRP Volume System Optimizations

Summary We will further optimize The Scriptable Render Pipeline (SRP) Volume system for better memory efficiency and CPU pe...

Released URP Foveated Rendering (OpenXR Support)

Foveated Rendering is supported by the Universal Render Pipeline, and can be enabled when targeting compatible OpenXR platfo...

Released URP Foveated Rendering (Quest 2 Support)

Foveated Rendering is supported by the Universal Render Pipeline, and can be enabled when targeting Quest 2 using the Oculus...

Released VFX Graph compatibility for WebGPU

VFX Graph is supported when targeting the WebGPU graphics API:

Released WebGPU Graphics API (Early Access)

As of 2023.3, the Unity Web Player provides experimental support for the new WebGPU graphics API: The new capabilities expo...

Planned HDRP Foveated Rendering

Summary: Foveated Rendering support is being introduced, in order to improve the GPU performance of stereo-rendering for su...

Planned Improved Shader Variants Management

Summary Shader variant compilation is a form of static branching which provides authoring and runtime control of conditiona...

Planned Light Probes compatibility for WebGPU

Light Probes are supported when targeting the WebGPU graphics API:

Planned Maximum Level of Details (LOD) Level Per Group

Summary Maximum LOD level is a feature that lets you define a Maximum LOD Level for a given LOD group. LOD Groups are used ...

Planned MeshLOD

MeshLOD is a new lightweight LOD system that can be used on its own or in combination with LODGroups. The goal is to have a ...

Planned Scriptable Render Pipeline API Improvements

Summary We will improve the underlying Scriptable Render Pipeline(SRP) API to enable you to achieve the same use cases you ...

Planned Split Graphics Jobs (Metal)

Summary Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...

Planned Streaming Virtual Texturing (SVT)

Summary Streaming Virtual Texturing (SVT) is a feature that reduces GPU memory usage and texture loading times when you hav...

Planned Block Shaders (Surface Shaders Replacement)

Summary Block Shaders introduce a streamlined and modular text-based shader authoring workflow, and allow to override and e...

Under Consideration 3D Imposters

Summary 3D Imposter is part of the Hierarchical Level Of Details Generation feature. It allows you to dynamically create si...

Under Consideration Ability To Use Vertex Channel Compression Alongside Mesh Compression

Summary This feature enables vertex channel compression to be used alongside Mesh compression option in Unity projects. Us...

Under Consideration Automated LOD Generation

Summary Automated Level of Detail (LOD) Generation is a feature that will help you improve your workflow to create and defi...

Under Consideration DXC Shader Compilation and Shader Model 6 Support

The experimental DXC shader compiler backend has been available since 2021.2, albeit with various limitations, most noticeab...

Under Consideration Dynamic Resolution compatibility for WebGPU

Dynamic Resolution supported when targeting the WebGPU graphics API:

Under Consideration HDRP Raytracing Effects on Metal

The Raytracing API is currently supported when targeting Windows/DirectX12, Xbox Series and PS5 - in order to enable a range...

Under Consideration Hierarchical Level Of Details Generation

Summary Hierarchical Level Of Details Generation (HLOD) is a feature that allows you to combine existing static meshes and ...

Under Consideration Material Property Block SRP Batcher Compatibility

Currently, Material Property Blocks break the SRP Batcher. This would either make MPB work nicely with SRP Batcher, or deli...

Under Consideration Mesh Shader Support

Summary Mesh Shaders enable efficient processing of highly complex geometry (such as finely detailed models) as well as pro...

Under Consideration Native Array Overloads for Shader Uniform Setters

Description: Shader uniform/constant inputs can be set on a per-frame basis, using the Shader and Material APIs. Introduce...

Under Consideration Post Deformation Normal Recalculation

Summary This feature adds the option for recalculation of normals after the deformation of a SkinnedMeshRenderer at runtime...

Under Consideration Stage specific shader keywords (GLES, Vulkan)

Summary The amount of produced shader variants grow exponentially based on keywords usage, and can lead to: Increased buil...

Under Consideration Streaming Virtual Texturing(SVT) Lightmap Support

Summary Streaming Virtual Texturing (SVT) will support baked lightmap textures. Intended Outcome/Use Case Depending on th...

Under Consideration Variable Rate Shading

Summary Variable rate shading allows to vary the fragment/pixel shading rate on a per-draw call, primitive or pixel basis. ...

Under Consideration Vulkan Fragment Shading Rate Support

Summary Fragment shading rate allows to vary the fragment/pixel shading rate on a per-draw call, primitive or pixel basis. ...

Under Consideration Inline Raytracing (Vulkan Support)

Summary DXR 1.0 traditionally works by dynamically executing shaders on hit/miss, via indexing into shader tables. DXR 1.1 ...

Under Consideration Inline Raytracing (Metal Support)

Summary DXR 1.0 traditionally works by dynamically executing shaders on hit/miss, via indexing into shader tables. DXR 1.1 ...

High Definition Pipeline

Released Adaptive Probe Volumes (APV) out of experimental

With the 2023.1 release, the core functionality and user experience of Adaptive Probe Volumes in HDRP are improved and offic...

Released Adaptive Probe Volumes (APV): Stream Lighting Data from Disk

Summary Light probe data doesn't always fit in runtime memory, especially in large environments - this prevents creators fr...

Released AMD FidelityFX Super Resolution 2.0

Available in 2023.3.0a16. When using dynamic resolution of fixed upscale, adds the possibility to use AMD FidelityFX Super ...

Released Clouds self shadowing improvements

Improve visual fidelity of clouds integrating beer shadow maps for improved self shadowing.

Released Decals in raytraced reflections and GI

Available in 2023.3.0a4. See decals in raytraced reflections (eg: stickers). Make decals participate in raytraced global i...

Released Generate Volumetric fog with VFX Graph particles

Available in Unity 2023.1.a24 and above. Add Volumetric Output to VFX Graph for HDRP. This allows to create dynamic and pr...

Released GPU Resident Drawer

Summary The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimisation. It enabl...

Released Improve Area, Disc, Line and Box lights for raster and path tracing

Multiple improvements based on various users and productions feedback: Add line light support to the Stacklit, Water, Hair,...

Released Path Tracing Decals

This feature has landed and is available in 2023.2.a15 and above. Allow the use of decal projectors with the HDRP Path Trac...

Released Physical Night Sky

Extend the HDRP Physical Sky to manage night skies. Night skies are actually very hard to photograph in real-life, and we m...

Released Raytracing support of VFX Graph

Allows VFX Graph to be rendered in raytraced features.

Released Rendering Layers

Use Rendering Layers (similarly as URP - except that only the first 16 rendering layers can be used in HDRP) for Light Layer...

Released Screen Space Lens Flares

Very quickly and easily add lens flares and light streaks effects automatically generated from the frame buffer. SRP data d...

Released Scriptable Render Pipeline Coexistence (Experimental)

We have delivered a series of improvements to coexistence in Unity 22LTS and Unity 6, and though it can ease and accelerate ...

Released Shader Graph Material Types

Exposes HDRP Material Type property (eg: Standard, Translucent or Sub Surface Scattering) of the Lit Shader Graph to the mat...

Released Skin dual Lobe and diffuse power

Improved high fidelity skin rendering adding dual lobe and diffuse power on Diffusion Profiles for materials using Subsurfac...

Released Sky Atmospheric Scattering and ozone simulation

Available in 2023.3.0a13. When rendering volumetric clouds far in the distance, one needs to set a high distance for the vo...

Released Spatial-Temporal Upscaling (STP)

Summary The number of competing super resolution techniques is growing, and many of them are specific to a single hardware ...

Released Strand-based Hair and Fur Rendering

Strand based hair rendering using a software rasterizer to improve performance, visual quality and anti-aliasing when render...

Released Transmission Mask for SpeedTree trees

Improve SpeedTree trees visual quality in HDRP using a Transmission Mask to apply subsurface scattering only on leaves. HDR...

Released Transparency improvements

Improve the rendering of transparent and translucent objects.

Released Transparent Decals with Shader Graph

This feature has landed and is available in 2023.2.a12 and above. Allow to decals created with Shader Graph to affect trans...

Released Transparent with mixed tracing

Available in 2023.3.0a6. Mixed tracing mode for transparent screen space reflections now mixes both tracing modes as expect...

Planned Data Unification

Unified rendering means that we are not creating yet another solution, but refactoring the URP and HDRP backends, separating...

Planned SRP Lit shader

When unifying we are also standardizing. The new unified Lit shader is based on the OpenPBR standard hosted by the Academy S...

Planned Surface Shaders

Summary SRP Surface Shaders are a similar concept to Built-in surface shaders. You can define a surface function that descr...

Under Consideration Area light support of volumetric fog

Add support of volumetrics for area lights. Note: Current imperfect workaround is to create on top of the area light a spot...

Under Consideration Capsule Shadows

Problems Soft shadows on characters or small props require high resolution shadow maps which are expensive. World shadows ...

Under Consideration Local Exposure

A camera post processing effect to adjust exposure locally in a frame where highly exposed areas (eg: clear noon outdoor sce...

Under Consideration Mask map and Custom Texture Channel Packing

Allow to use or author separated material maps while still having an efficient texture packing at runtime (Forum thread).

Under Consideration Real-time Cinematic Motion Blur

Offer a mode with better quality motion blur at the cost of performance. Typical usage is high-end cinematics. Note: For ci...

Under Consideration Reflection Probe Convex Influence Volume

Problem The Influence Volume defines the area around the Probe in which reflective Materials use the results that the Probe...

Under Consideration Reflection Probes Relighting

Offer a new mode to update reflection probes lighting in real-time, much cheaper than entirely recapturing a full reflection...

Under Consideration Render pipeline converter

Add support for HDRP to the Render Pipeline Converter window.

Global Illumination

Released Adaptive Probe Volumes Release HDRP/URP

Summary Adaptive Probe Volume (APV) is an improved workflow for pre-computed probe-based global illumination for 3D objects...

Released API for baking Light Probes

Summary With Unity 6 we introduce a new API for baking Light Probes. Baking no longer relies on the Lightmapping delegates,...

Released API to move positions of Light Probes at runtime

Summary Creators often build modular content for their projects in Scenes. These scenes are then repositioned at runtime in...

Released APV - AssetBundles / Addressables Support

APV is now supported with AssetBundles/Addressables Previously, APV has not been compatible with AssetBundles / Addressable...

Released APV - Bake only Probe Volumes

Summary Baking lighting data can take a long time, especially when including lightmap data in the build process Intended O...

Released APV - Bake Sky Occlusion

APV Sky Occlusion With this feature, we enable creators to apply a dynamic time of day lighting scenario to their virtual e...

Released APV - Improvements and Changes

HDRP Streaming Data from Disk for Static APV Light probe data doesn't always fit in runtime memory, especially in large env...

Released APV - Improvements and Changes

These improvements have been included in the 2023.3 / Unity 6 Beta release Virtual Offset now uses Unity’s new internal Ray...

Released GPU Lightmapper "Out of Preview"

Summary The GPU Lightmapper is a backend for Unity’s Lightmapper which uses your GPU and Dedicated Video RAM (VRAM) to gener...

Released Interactive preview for GI-related Scene View Draw Modes

Summary Iteratively authoring and troubleshooting baked lighting data is an important use case for creators using Static Gl...

Released New default Lighting Data Asset for newly created Scenes (replacing Sky Manager)

Summary Since the 2019 release, Unity has provided a system for automatically generating baked environment lighting in scen...

Released New light baking architecture “LightBaker v1.0”

New light baking architecture “LightBaker v1.0” Baked Global Illumination now uses our new LightBaker v1.0 architecture for...

Planned Light Baking Public C# API

Summary Baking lighting data is currently tied to the concept of GameObjects in scenes, which limits the Editor’s capabilit...

Planned Precomputed Realtime GI / Dynamic APV

Summary Unity already provides creators with realtime global illumination solutions through HDRP, like ray traced global il...

Planned Realtime Preview of Baked GI in Editor Using Path Tracing

Summary When working with baked global illumination, the lighting data in the scene of the Unity Editor becomes invalidated...

Under Consideration Adaptive Sampling of Lightmap Texels

Summary This feature intends to solve two problems: Currently novice users are exposed to technical jargon like sample cou...

Under Consideration Automatic, Overlap Free UV Packing

Summary Generating lightmap UVs for models at import means padding cannot be adjusted per-instance. Consequently we cannot ...

Under Consideration Bake Lighting Data for Skinned Meshes

Summary Using lightmaps on skinned meshes can be a viable alternative where using light probes does not provide satisfactor...

Under Consideration Bake Lighting Data with GI (Indirect) Only Lights

Summary In some scenarios you may want to author lights that affect only indirect lighting of an area of your scene. Use C...

Under Consideration Bake Only Selected Sets of Objects

Summary Iterating on lighting data requires the entire scene to be rebaked to see changes. This is potentially very time co...

Under Consideration Bake Sky Occlusion

Summary It is hard to light realistic outdoor scenes containing dense foliage using dynamic time of day. The contribution o...

Under Consideration Baking Only Selected Bake Stage(s)

Summary Updating light probe coefficients presently requires a complete scene rebake, including all lightmaps and reflectio...

Under Consideration GPU Lightmapper - Tiled Denoising - OIDN

Summary With Tiled Baking, the process of denoising a lightmap is broken down into smaller ‘tiles’ with each tile being den...

Under Consideration Light Baking Management (Batch Baking)

Summary Presently there is no built-in functionality within Unity to support the queuing of bake jobs. Baking scenes is don...

Under Consideration Scene Independent Lighting Data (Bake Prefabs)

Summary The Scene is often used as a hub for collaboration, or as a method for managing the loading and unloading of data w...

Under Consideration Serialize Debug Data to Disk

Summary Debug data, such as texel validity, light overlap etc is currently not serialized to the Unity project. This means ...

Shader Graph

Released Custom Motion Vectors

This has landed in 2023.2.0a10 We'll add custom motion vectors, so you can create dynamic scenes with good workflows. Motio...

Released Faster Undo/Redo

Improvements on Undo/Redo landed in 2023.3.0a10 and were backported into 2022 LTS. We're working on speeding up undo/redo t...

Released Heatmap Color Mode

This feature has landed and is available in 2023.3.0a10 and above. With this feature you will be able to quickly identify t...

Released Keyboard Shortcuts

This feature has landed and is available in 2023.3.0a7 and above. Keyboard shortcuts are to be added to Shader Graphs to in...

Released Material Types for HDRP

Exposes HDRP Material Type property (eg: Standard, Translucent or Sub Surface Scattering) of the Lit Shader Graph to the mat...

Released New Samples : Feature Examples

Shader assets helping users understand how to set up and use popular techniques in Shader Graph, including parallax occlusio...

Released New Samples : Node Reference

This sample has landed and is available in 2023.3.0a6 and above, and will be back-ported to 2022 LTS and 2021 LTS. A set of...

Released New Samples : Production Ready Assets

A set of shaders ready to be used directly in a project. Including shaders for decals, rocks, foliage, terrain details, ice,...

Released New Samples : Sub Graphs Library

New Shader Subgraphs were released with the latest Production Ready Assets Sample.

Released Property Scope & Visibility

This feature has landed and is available in 2023.3.0a11 and above. The Scope and Visibility of Properties are to be redesig...

Released Signed Distance Field (SDF)

Available as part of UGUI Shaders in Unity 6 (6000.0.39f1, 6000.1.0b7, 6000.2.0a4).

Released UI Integration with Shader Graph

Beginning in 2023.2 alpha 16, you can now select Canvas as a new Material Type in the Graph Inspector for HDRP, URP, and Bui...

Released UI Samples

UGUI Shaders - available to import now in Unity 6 (6000.0.39f1, 6000.1.0b7, 6000.2.0a4). This set of samples contains over a...

Released ShaderLab Attributes for Material Property Drawers

With those ShaderLab Attributes exposed to ShaderGraph, users could make their properties take advantage of built-in Materia...

Released Append Node

Release in Unity 6000.2.0a9 Add a new Append node to Shader Graph that can combine two float or vector inputs of different ...

Planned 8 Texture Coordinates

Full support for up to 8 texture coordinates.

Planned Custom Lighting Nodes for Universal Render Pipeline

With adding nodes "Get Main Light" and "Get Additional Light”, you would be able to more easily create custom lighting in Un...

Planned Dynamic Branching with Keywords

This would allow to use Keywords for dynamic branching, and reduce the number of variants when performance impact is low.

Planned Graph Templates

With Shader Graph Templates, you will be able to create new Shader Graphs from fully setup premade templates, such as Canvas...

Planned URP Simple Lit Target

Adding a new Universal Target for URP Simple Lit Shader.

Under Consideration (Legacy) GPU Instancing Improvements

Please let us know how we can improve your workflows with Shader Graph when using GPU Instancing with Graphics features like...

Under Consideration Blending Modes

This would give control over Source and Destination Blend Modes.

Under Consideration Blit Target

With the Blit Target, users would able to author a SRP blit shader graph.

Under Consideration Console Interop

Console warnings and errors shall point to the problem in a Graph, just like it takes a programmer to a source code line.

Under Consideration Custom Pragma and Define

This would let adding custom #pragma and #define to Shader Graphs

Under Consideration Custom SSAO (URP)

This would provide Shader Graph users the ability to customize how the SSAO texture sampling is being used in a URP Lit Mate...

Under Consideration Custom Struct Types

You will be able to define custom collections of data and operate on them in your graph.

Under Consideration Disable Fog from Lit Sub-Targets

You would be able to disable Fog on a per graph, or per material instance basis.

Under Consideration Disable Interpolation

With this feature, you will be able to set "nointerpolation" on Vertex Colors, UVs and other custom interpolators.

Under Consideration Further node controls for subgraphs

Thanks to the success of the previous 2021.2 release, you'll eventually be able to put controls (like check boxes, and slide...

Under Consideration Get/Set Node

Also known as portals, this will allow setting and getting a local variable for graph organization and performance purposes.

Under Consideration Graph Creation API

Similar to Animator Controller API, this shall allow tech. artists and programmers to create and populate new graphs from C#...

Under Consideration Light Mode Tag

This would let Shader Graph users set Light Mode Tag.

Under Consideration Material UI (ShaderGUI)

This would allow Shader Graph users to edit their graphs' instance UI, to add tooltips, conditional visibility, customize th...

Under Consideration Shader Globals

We're going to provide Technical Artists with means to prototype and author systems that rely on Shader Global Properties. ...

Under Consideration Shader Graph Stencil Operations

See customize stencil operations in Shader Graph

Under Consideration Shader Performance Feedback

We'll create a place for you to easily see performance information for your graphs, such as: estimated instruction count, sa...

Under Consideration Simplified Material Authoring

This feature would allow Shader Graph users to author Material graphs from a higher level with no specific distinction betwe...

Under Consideration Static Branching

With this feature, you will be able to organize static branching in Shader Graphs, Sub Graphs and Custom Function Nodes.

Under Consideration Sub Graph Stage Setting

This would allow setting the stage a Sub Graph can be used in, Vertex, Fragment or Both.

Under Consideration Support for DrawIndirect / DrawProcedural

You would be able to modify the ShaderGraph's vertex shader to support custom vertex behavior for use with DrawIndirect or D...

Under Consideration Tessellation for Universal Render Pipeline

You would be able to author shaders that use Tessellation for Universal Render Pipeline. This will allow you to dynamically ...

Under Consideration Vertex Stage Inputs

We would add inputs to the Vertex Stage for UV and COLOR.

Under Consideration ZTest and ZWrite Support

This would enable ZTest and ZWrite customization in Shader Graphs.

Under Consideration Exposable Gradient Property

This would allow Shader Graph users to: expose a Gradient Property to the Material Inspector expose a Gradient Property to...

Universal Pipeline

Released Adaptive Probe Volumes (APV)

With the 2023.1 release, we have enabled the core functionality and user experience of Adaptive Probe Volumes in URP. What ...

Released Adaptive Probe Volumes (APV): Per-Vertex Quality

Summary Previously, APV supported only per-pixel quality indirect lighting. This may be unsuitable for a range of mobile de...

Released Alpha Processing for Post Processing

Summary In Unity 6 Preview, URP now has a setting for Alpha Processing (URP Asset &gt; Post-processing &gt; Alpha Processin...

Released GPU Resident Drawer

Summary The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimization. It enabl...

Released GPU Resident Drawer

Summary The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimization. It enabl...

Released High Dynamic Range Display Output

Summary High Dynamic Range (HDR) displays are display devices capable of reproducing images in the higher range of differen...

Released Post Processing Custom Effects

You can use render passes to achieve some custom effects with Universal Render Pipeline's post-processing. Currently, with 2...

Released Post Processing: Object Motion Blur

This feature has landed and is available in 2023.2.a8 and above. The Motion Blur effect blurs an image when GameObjects are...

Released Render Graph Integration

Summary Render Graph is a high-level representation of a pipeline's frame and render passes, explicitly stating how the ren...

Released Screen Space Lens Flare

Very quickly and easily add lens flares and light streaks effects automatically generated from the frame buffer. SRP data d...

Released Scriptable Render Pipeline Coexistence (Experimental)

We have delivered a series of improvements to coexistence in Unity 22LTS and Unity 6, and though it can ease and accelerate ...

Released Spatial-Temporal Upscaling (STP)

Summary The number of competing super resolution techniques is growing, and many of them are specific to a single hardware ...

Released VFX Graph Smoke Lighting For URP

Expose 6-way lighting as a Shader Graph shader compatible with both HDRP and URP. 6-way lighting allows to create more real...

Released VFX Graph Support of URP Decals

This feature has landed and is available in 2023.2.0a18 and above. Allow to spawn URP decals with VFX Graph, as well as usi...

Released XR: Application Spacewarp

Application SpaceWarp is an advanced XR rendering technique that reduces the rendering frequency while maintaining the displ...

Released XR: Foveated Rendering

Summary: Foveated Rendering support is being introduced, in order to improve the performance of stereo-rendering for suppor...

Planned Automatic Exposure

Summary Exposure is a linear scaling operation performed on a scene-referred image before tone mapping to fine-tune the bri...

Planned Data Unification

Unified rendering means that we are not creating yet another solution, but refactoring the URP and HDRP backends, separating...

Planned Deferred: Optimisations & GPU Resident Drawer

Deferred+ A new Deferred+ renderer in URP that supports GPU Resident Drawer with Deferred rendering, and Forward+ fallback ...

Planned Render Pipeline and Renderer Data Asset Consolidation

Summary We are removing the need to manage separate Universal Render Pipeline (URP) and Universal Renderer Data (including ...

Planned Shader Library Documentation Improvements

Better documentation for Universal's Shader Library, Shader API, and Shader built-in variables.

Planned Shader Quality Settings

Shader Quality settings allow you to tweak the quality of shading by enabling or disabling certain shader features. This opt...

Planned Shadow Maps Caching

Summary Shadow Maps Caching provides performance improvement by allowing the Universal Render Pipeline (URP) to update the ...

Planned SRP Lit shader

When unifying we are also standardizing. The new unified Lit shader is based on the OpenPBR standard hosted by the Academy S...

Planned Surface Shaders

Summary SRP Surface Shaders are a similar concept to Built-in surface shaders. You can define a surface function that descr...

Under Consideration Blob Shadows

Blob Shadows are "fake" shadows created by drawing a 2d shape and projecting it on the ground below the object you'd like to...

Under Consideration Camera-relative Rendering

Camera-relative rendering would allow the Universal Render Pipeline (URP) to render distant GameObjects (with large world sp...

Under Consideration Screen Space Reflection (SSR)

Summary Screen Space Reflection (SSR) is a rendering technique that uses the depth and color buffer of the screen to calcul...

Under Consideration Streaming Virtual Textures Support

Summary Streaming Virtual Texturing (SVT) is a feature that reduces GPU memory usage and texture loading times when you hav...

Under Consideration URP Ray-Tracing Support

Unity currently supports advanced ray tracing in the High Definition Render Pipeline (HDRP). We are exploring the possibilit...

Under Consideration Volumetric Fog

With volumetric fog, you can add realistic fog to a scene and manipulate its color, density, and how it interacts with light...

VFX Graph

Released Access to URP Camera Depth and color buffers

This feature has landed and is available in 2023.3.0a16 and above. Allows access to the URP Camera buffers (Depth and Color...

Released Attributes Blackboard

This feature has landed and is available in 2023.3.0a7 and above. Accelerates the access and usage of built-in attributes (...

Released Collisions Improvements

This feature has landed and is available in 2023.3.0a18 and above. Collision attributes to perform custom process upon coll...

Released Custom HLSL Block

This feature has landed and is available in 2023.2.0a19 and above. Create a block by directly typing some HLSL snippets.

Released Generate Volumetric fog with particles

This feature has landed and is available in 2023.1.0b4 and above. Add Volumetric Output to VFX Graph for HDRP. This allows...

Released Keyboard Shortcuts

This feature has landed and is available in 2023.3.0a19 and above. Keyboard shortcuts are to be added to Shader Graphs to i...

Released Node Search Improvements

This feature has landed and is available in 2023.3.0a15 and above. We're improving the UI/UX of the node search window to e...

Released Profiling tooling

This feature has landed and is available in 2023.3.0a15 and above. Provide profiling tools that will allow you to get feedb...

Released Raytracing Support

Add the ability of VFX to be rendered in ray tracing passes. To allow things like VFX being taken into account in ray-traced...

Released Shader Graph Keyword Support

This feature has landed and is available in 2023.3.0a17 and above. With this feature, you will be able to create an Uber Sh...

Released Shader Graph Smoke Lighting for URP an HDRP

This feature has landed and is available in 2023.2.0a19 and above. Expose 6-way lighting as a Shader Graph shader compatibl...

Released URP Decals with VFX Graph

This feature has landed and is available in 2023.2.0a18 and above. Allow to spawn URP decals with VFX Graph, as well as usi...

Released URP Support (Compute Capable Devices only): High End Mobile Support (Preview)

This version of the Visual Effect Graph brings a number of fixes and stability improvements to allow effects to be deployed ...

Released VFX Graph Motion Vectors for URP

Allow VFX Graph particles to generate motion vectors with URP, for example to be considered by effects like TAA or Motion Bl...

Released VFX Templates and Wizard

This feature has landed and is available in 2023.2.0a18 and above. A dedicated Wizard Creation Window similar to the Scene ...

Released Instancing support with GPU Events

This has landed in Unity 6000.1.0a9. You can now use GPU Events and yet benefit from Instancing.

Planned Cross pipeline Lit

Add a new lit output compatible with both HDRP and URP, and allowing to use a custom shader created with ShaderGraph. This ...

Under Consideration Animated Point Cache

Add support for point caches storing several frames of data.

Under Consideration Arrays Support

The support of array of types will allow to handle arrays as port types and iterate on them.

Under Consideration CPU simulation

This will allow you to simulate particles and trails on CPU.

Under Consideration Custom SRP Support

We're considering exposing VFXSRPBinder and other APIs to allow support of Custom Render Pipelines. Please share your feedb...

Under Consideration Decoupled lighting

We’re decoupling our lighting resolution from our rendering resolution - this will make your effects more performant applyin...

Under Consideration DOTS Runtime

Port most of the VFX C++ runtime to DOTS C#. This would allow VFX to be more easily integrated into the DOTS based code base...

Under Consideration Event Sequencer

Add an internal visual sequencer to VFX graph to trigger events and update properties from within the asset.

Under Consideration Fluid Simulation

Add an update context that performs fluid simulation with particles.

Under Consideration Graph Attributes

This will allow to read and write attributes that are shared within an entire graph.

Under Consideration Light Support in Graph

Ability to specify and control individual lights directly within the graph. You can currently use Output Events to control ...

Under Consideration Nearest Neighbor Search

Allows to query and get a list of neighboring particles from a given particle. This could be used to create advanced simulat...

Under Consideration Other Particles' Attributes Read

Enables particles to access other particle's attributes, for example to find their position and avoid colliding with them.

Under Consideration Particle Attribute Buffer Read Access From Outside Graph

This will allow reading particle attributes (e.g. position, color, etc.) asynchronously from CPU or from other GPU passes.

Under Consideration Particle Light Output

A new particle output to render particles as lights.

Under Consideration Point Cache Overhaul

Point caches rewritten as buffers and implementing them as a first-class citizens in Unity. Adds also the ability to expose ...

Under Consideration Public Node API

Expose and document the API to be able to create new node types in C#.

Under Consideration Render to Render Textures

Optional render texture in an output to render on texture instead of on screen.

Under Consideration Shader Graph Property Categories Foldout

This would display Shader Graph Property Categories as Collapsible Foldouts in the SG Output Block, to help unclutter Uber S...

Under Consideration Shaders Warmup

With this API, you would be able to warm up Shaders used by Visual Effects and avoid runtime stutter.

Under Consideration Simplified VFX Authoring

This feature would allow VFX Graph users to author Visual Effect assets in a similar fashion as Shuriken, with behavior bloc...

Under Consideration Sub Frame Interpolation

Enables spawning and updating particles with greater fidelity when it comes to fast moving simulations removing typical stai...

Under Consideration Subgraphs Compilation

We are looking at optimizing Subgraphs compilation (auto-compile and compilation) when nested in Graphs. Please share your ...

Under Consideration Subgraphs Sorting Order

We're looking at allowing sorting Subgraphs order. Please share your feedback on the topic.

Under Consideration Submit VFX Graph UX improvements

Improve discoverability, small daily user pains, as well as blockers when creating VFX with Unity. Tell us what you would l...

Under Consideration Unity Splines for VFX Graph

Access Unity splines from VFX Graph to spawn, control, and animate particles along the paths. This allows to create effects...

Under Consideration VFX Support for Shader Graph HDRP Decal Target

This would add VFX Graph support to HDRP Decal Target.

Under Consideration VFX Support for Shader Graph URP Decal Target

This would add VFX Graph support to URP Decal Target.

Under Consideration Volume Simulation and Rendering

In addition to particle, this brings support to volume data. It will allow things like dynamic vector fields generation.

02

Unity Hub

Your all-in-one gateway for creating new projects, accessing resources and learning material, and managing your creations

03

Unity Gaming Services

An end-to-end platform that is designed to help you build, manage, and grow your game

Analytics and Player Engagement Games Backend Multiplayer

04

Unity Cloud

An ecosystem of products and services that makes work on real-time 3D experiences more creator-focused, accessible, and connected

Dashboard & Admin Asset Manager

Asset Manager for Unity Editor

Asset Manager

Released Asset conversion and optimization

The ability to export assets in various common formats, such as FBX, USD, GLB, .PREFAB with the capability to clean and repa...

Released Clean unfrozen versions

Allow users to delete unfrozen asset versions.

Released Move Asset action

Allow a user to move an asset from one project or collection to another.

Planned Annotate your asset version

Use our web viewer to annotate your asset previews to do collaborative reviews with your pears. The annotations are version...

Planned Asset Reference Types

Asset Manager handles now several types of Asset References, with built-in ones: Dependency Transformation

Planned Asset Types update + Custom Types

Consolidate our asset types with the Unity Editor and allow customers to create custom asset types.

Planned Bulk asset editing

Allow user to edit asset metadata in bulk.

Planned Collaboration: JIRA Integration with Threads

Automatically create a JIRA task from a written comment thread while collaborating around asset creation. Connect the ticket...

Planned Create new asset from transformation

Enable the creation of a new asset with an asset reference typed: Transformed from a pipeline trigger (Optimize and Convert ...

Planned Custom Pixyz transformation through Asset Manager

Use your custom Pixyz script (.py) to create a pipeline and run it on any asset.

Planned Data Connector: PlasticSCM on premise

Connect your Asset Manager with your PlasticSCM server and index all your assets from your repositories on Asset Manager to ...

Planned Decouple Versioning from Metadata

Updating metadata no longer upversion your asset, but is still tracked in its own history stream per version.

Planned Decouple Versioning from previews and converted files updated

Adding, generating or updating previews don't upversion your asset anymore. Same behaviour with converted files.

Planned Duplicate asset function

A simple function to duplicate any asset.

Planned Identify main file(s) / asset(s)

For any multiple files asset (or nested assets), Asset Manager is suggesting the main file to enable several use-cases: bul...

Planned Optimize and Convert - Better discoverability and consumer flow

Enable Optimize and Convert for consumers, making the feature easier to access.

Planned Preview asset files through asset viewer

Through a hierarchy menu of all the files within an asset, quickly browse and select the file on which you want to view and ...

Planned Trashcan

Trashcan feature will allow users to delete assets, datasets and their files but retrieve and restore them within 30 days.

Under Consideration Asset template

Introducing the concept of Asset Template, driving convention of your assets' structures. Defines which datasets and which ...

Under Consideration Asset Variants

Create and Manage asset variants within Asset Manager

Under Consideration Automate Upversion Upstream between asset references

Allow users to create asset references, including dependencies that can upversion upstream source assets if the target asset...

Under Consideration Bring your own storage

Users require sensitive data to stay on their servers The storage service can act as an abstraction for those 3rd party sto...

Under Consideration Contextual search

Contextual Search enables you to find and manage assets more efficiently within the Asset Manager system by leveraging natur...

Under Consideration Custom Status Flows

Add your custom status in the built-in flow or create total new ones for your asset.

Under Consideration Delete a metadata field from organization library

Allow the deletion or reverting the deletion of a metadata field from your organization's library

Under Consideration Desktop Companion App - Upload bulk assets from local disk

Provide a desktop client to simply upload in bulk your directory of assets

Under Consideration Editor Metadata in Asset Manager

Surface Unity Editor metadata in Asset Manager

Under Consideration Generate a turntable preview from 3D model

Generat a lightweight turntable preview of a 3D model that can be used as the primary preview image.

Under Consideration Nested Assets

Ability to nest assets together

Under Consideration Preview generation for point clouds assets

Generate previews for your point clouds Assets. Supporting: e57 .pts .ply .glb

Under Consideration Preview prefab or material in Asset Manager web

Asset Manager can generate previews (thumbnail and 3d viewer) to visualize your prefab or your material within Asset Manager...

Under Consideration Project metadata

Allow to CRUD metadata on projects. System or custom metadata are available to better identify or analyze your project.

Under Consideration Sync Asset's files Locally

Enable Asset Manager users to sync their asset's file locally (VFS) to work on their local machine with the DCCs they love.

Under Consideration Tag assignment rules for texture files

Create tag assignment rules for your texture files in order to convert them on the fly while using then in Unity Editor or e...

Under Consideration Tag recommendations

Automatic tag recommendation, based on existing tags or generated thumbnails and images

Under Consideration Unpack Unity Package in Asset Manager

Upload your unity packages (old or new ones) and let Asset Manager scan, identify and itemize each asset while keeping the d...

Under Consideration Public Link Sharing (assets)

Share publicly an asset and let guests vizualise your assets in their own browser.

Beta - June 2023

Released Asset Management

A cloud-based Asset Management system featuring rich discovery, transformation and viewing capabilities. Apply to the Beta ...

Released Asset Manager APIs

Everything you can do in the Asset Manager is also exposed as a RESTful API. For more information, see our documentation

Released Asset Manager SDK

The Unity Asset Manager SDK makes it easy for developers discover, create, update, delete, and manage Unity Asset Manager as...

Released Auto-tagging

Use our AI feature to generate your asset's tags.

Released Automatic previews optimization (image downsizing)

Any images uploaded as previews or thumbnails are automatically optimized for web consumption and fast browsing

Released Clip and Paste Thumbnail image

You can copy and paste an images from your clipboard to the previews of your asset

Released Collection Management

The ability to easily create, edit and delete collections and assets and navigate through them once populated. Collections ...

Released Datasets in assets

Datasets are logical groupings of files within an asset, allowing users to partition it into payloads that makes sense. Exa...

Released Filtering

The ability to filter through assets by asset type, uploader, date, etc.

Released Prepare asset for 3D Data Streaming

Enable the generation of a 3D Data stream of your asset, and leverage it through the 3DDS SDK or the reference project. Tai...

Released Role Based Access Control on Projects

Give access to projects to your organization's members and grant them a role: Project Admin Ability to add/remove and e...

Released Search by Name and Tags

Search your assets by Name and Tags

Released Unity Asset Manager For Blender-Sample

Upload Blender content to the Asset Manager. If you are a developer that wants to build a plugin with the Unity Cloud Asset...

Released

Released (Unity Editor) Asset tracking, bulk import, collapsable side nav panel

Lots of improvements Understand when an asset is out of sync with the Cloud by a quick glance on the gallery view Bulk imp...

Released 3D metadata extraction

Extract useful information from 3D model automatically: Triangle count Vertex count Material count Number of textures T...

Released Access to the Unity Asset library

Access to a free asset library directly from Asset Manager containing materials at first. The library is updated regularly ...

Released Asset dependencies on Asset Manager

Support dependencies between assets to be more productive in your asset creation workflows. From Material with its textures...

Released Asset Manager for Unity (Private Beta)

Access your Asset Manager's contents directly from Unity Editor through the Asset Explorer. Search, browse, view, and acces...

Released Asset Manager for Unity release package

Move out of experimental to V1.

Released Asset Manager for Unity Version Control

Add Files from Unity Version Control To the Asset Manager Connecting your Unity Version Control Account to Asset Manager al...

Released Asset status

Assets can be set to Draft, In Review, Accepted, Rejected so users can immediately understand which Assets can be used, and ...

Released Asset versioning

Enable Unity Asset Manager Admins and Contributors to easily add, update and delete files within assets they create on UAM s...

Released Asset versioning

Upload the version that you want with the ability to upload roll back

Released Audio Player

Audio file can be previewed with a new audio player directly from asset manager. For this, you need to set as preview your a...

Released Automated preview generation

Asset Manager will generate automatically some previews of your asset made of a single file.

Released Bulk create assets, update asset through Python SDK

Additional samples to make it easier to bulk create assets, upload files and update files using the Unity Cloud Python SDK

Released CLI bulk uploader

The Command-Line Interface (CLI) is a cross-platform command-line tool to connect to Asset Manager and execute administrativ...

Released CLI tool improvements based on feedback

Allow users to embed dependencies. Support for sub folders using Group by folder strategy & more

Released Connected App - Reference Project

The Unity Cloud Reference Project is a fully functional collaborative design review application for 3D assets, powered by Un...

Released Consolidate dashboard & editor features

Group of quality of life features to consolidate the experience between the Web and the Editor integration Discover all ass...

Released CSV as input parameter for CLI tool

Use a CSV file as input using the CLI tool to upload and re upload assets with their dependencies to Asset Manager

Released Editor: Better error communication

Help users understand better the errors and make the experience more cohesive

Released Editor: Improvements for the upload flow

These improvements include enable users to deselect files even if they are dependencies covers better progress reporting f...

Released Editor: Modal for reimport

New modal to provide users with insights on which files will be impacted and whether they want to replace, skip, duplicate o...

Released Editor: Offline support and improvements for import flow

This includes Offline support Ability to browse the in project assets while being offline Ability to retry the connection...

Released Enable multiple UVCS datasets in a same asset

You can create multiple UVCS datasets into a same asset to surface different UVCS repository in one place

Released Favourites

Epic As an Asset Manager user I want to be able to create favourited views so i can quickly access the content i am most in...

Released Filter asset by file type

You can now filter your asset by their file type. It allows you to find back asset made of prefab, images, sound file, etc.....

Released Filter by custom metadata

Ability to filter assets by custom metadata

Released Filter Cloud Assets by type and status

From the Asset Manager for Unity window in Editor, you can filter Cloud assets by types (including Unity proprietary formats...

Released Folder hierarchy View

See your assets as if you were browsing a folder directory. It's easier to navigate and looks more familiar. The Folder hie...

Released My Asset Store assets in Asset Manager

Retrieve your assets bought from the Asset Store in Asset Manager and add them to the project you like. While adding them, ...

Released Option to include all script dependencies

Users can now include all dependencies if they need to by right clicking on the asset and selecting the option.

Released Preview real resolution of images

Preview images at their right resolution when expanding your sidepanel. It’s automatic, just give it a try!

Released Q1 2024 UX Improvements

In addition to all the features, we have improved a lot in terms of UX: Asset selection improvements. We've made the select...

Released Replace file function

A simple function to replace a file within a dataset, keeping all logic and dependencies associated with it.

Released Search improvements

The search returns all results which contain in the name or the tags the characters you're searching for.

Released Sidepanel upgrades

Sidepanel is getting a lift to get you more productive: You can expand / collapse the sidepanel to preserve a bigger view o...

Released Smart views

Create and share Smart views with your peers to get a focused views of your assets. Smart views keep in memory: All filter...

Released Support wider range of image previews

We're boosting our core to support a wider range of image formats to preview on Asset Manager. Among the full list of new f...

Released Upload a Pixyz Studio scene to the Asset Manager

From Pixyz Studio interface, you can upload any scene to the Unity Asset Manager to share, manage, transform and stream it. ...

Released Upload assets from Editor to Asset Manager

Quickly create and upload assets from the Unity Editor to Asset Manager while preserving all the integrity of the data.

Released View large assets

Large CAD assets can be viewable in detail in the Asset Manager, directly in the web browser, using our 3D Data Streaming ca...

05

Unity AI

Unity AI integrates AI capabilities in the Unity Editor with the Assistant, Asset Generators, and Inference Engine.

General Assistant

The Unity Assistant puts AI directly into the Editor, understanding the context of your project and helping you carry out repetitive tasks, debug console error messages and write code directly in the Editor. It understands the context of your project, and gives you more relevant answers.

Planned Automate command modes

Today we support 3 “commands” with /ask, /code, and /run that you may need to declare in order to get the best results. We w...

Planned Vision input

Ability to use a scene screenshot, camera input, or other image assets to prompt the Assistant.

Planned Faster query speed

The Assistant has a system that dynamically utilizes various LLMs, so its query speed is primarily influenced by the extensi...

Planned Multi-step actions

Ability for the assistant to perform multiple actions in one request, beyond the more simple actions it can accomplish today...

Under Consideration Visual annotation tool

Ability to use lassos, annotations, and other simple visual markings to prompt the Assistant.

Under Consideration Core tool integration

Add direct access to the Assistant from existing tools like the console, profiler, and many other Unity systems.

Generators

Generative AI is moving at a fast pace. Unity Assistant brings generative models directly into the Unity Editor, and provides models for creating materials, textures, animations, sound, and soon meshes.

What would you like to see generated?

Released Sprite: Add FLUX & GPT-Image foundation models

Add new FLUX and GPT-Image pre-trained models in the sprite model picker for more quality and style options.

Released Prompt guide

Update documentation to have foundation-model specific prompts and best practices to get the most of various models.

Planned Texture upgrade model

Add additional texture generation models with improved quality.

Planned Sound upgrade model

Add additional SFX generation models with improved quality.

Planned Generator in-product feedback

Similar to how the Assistant has an in-product feedback system using 👍👎 and text feedback to rate quality, we will add a m...

Planned 3D mesh and texture generation

Generate 3D mesh from text and image inputs, then generate a 3D texture and all requisite maps. The mesh will have discrete ...

Planned Skybox/cubemap generation

Generate cubemap from text and image inputs, which can be used as a background skybox, or reflection map, with a far ground,...

Planned Sprite custom model training

Custom model training that can replicate the style of your game with a model that you can train with your own image assets. ...

Under Consideration Voice generation

Generate voice from text with various output settings, such as character context, varied languages, emotion, etc.

Under Consideration Sprite reference image helper

Improve the image reference interface to help you better understand how image references work.

Under Consideration Music generation

Generate long form music (>10s) from text and audio inputs. This would likely be integrated in the existing Sound generator ...

Under Consideration Video generation

Generate video from text, image, video references, which can be used for game cinematics and cutscenes.

Under Consideration Sprite sheets and animations

Generate sprite sheets in a grid-like format, which contain multiple smaller images to create 2D animations.

Under Consideration UI generation

Generate UI-toolkit-based UI for screen and worldspace interactions. Consider prompt references to existing designs from Fig...

Under Consideration Terrain heightmap generation

Generate heightmap from text and image inputs, which can be used as an initial shape for a Unity Terrain mesh.

Under Consideration Animation post-process tools

Add post-process editing tools to the animation generator. This would include features like animation keyframe editing, star...

Inference Engine

Inference engine runs models inside of Unity applications. This is the evolution of Sentis and continues to push the ability to model runtime.

Planned Speech synthesis and Text to speech

Transcribe real-time player speech into text strings in the Unity runtime. This would be very simple to hook up to your exis...

Planned Graph Visualizer

Enable viewing visual AI model graphs to make them easier to understand, debug, optimize, and deploy.

Planned Tokenization pipeline

Planned new architecture will support Hugging Face tokenizer configs, allowing automatic import and conversion into a Unity-...

Planned PyTorch and Tensor Flow import

An expansion on model support, now importing Torch and TF models to avoid needing ONNX as an intermediary format.

Under Consideration Hybrid/cloud inference

Ability for Unity runtime to “broker” AI model inference between local vs. cloud resources. This would be based on a real-ti...

Under Consideration Pose detection

Add real-time pose detection (body, head, hand) on camera frame inputs in the Unity runtime. This would be very simple to ho...

Under Consideration Model garden

Solve the “last mile” problem with AI model discovery, where today, models can be hard to find, integrate, and optimize. The...

ML-Agents

ML-Agents turns your game or simulation into a trainable environment where agents learn intelligent and automated behaviors. More information about the roadmap is coming soon.

06

Unity DevOps

Products for streamlining real-time 3D workflows to create with agility and get to market on time, including Version Control and Build Automation

Build Automation Released Build Location Preferences

Support for self-serving build job location preferences is now available. From the Dashboard, you can now choose where your ...

Released Cache and Compression Redesign

We've introduced higher degrees of caching and compression functionality that will help improve build speeds and overall per...

Planned Build Failure Categorization

We want to ensure our clients can accurately diagnose their failed builds. The goal is to expose and indicate which category...

Planned PS5 Target Platform Support

Maintaining our promise to deliver users greater platform reach, we are planning to enable builders for all modern consoles,...

Planned Artifact Retention Schemas

We understand that managing your growing number of build artifacts is cumbersome. You have no way to easily and systematical...

Planned Build in the Cloud Directly from the Editor

Soon, users will be able to select, and kick-off cloud hosted builds leveraging Unity Build Automation directly from the Edi...

Planned Boost Disks

Caching solution using Azure Premium SSD SAN disks that can be initialized, attached, used, de-attached, and used for a futu...

Planned Fast Start Builds

Pre-Booted Pooled VM’s ready to accept your workload! This solves one our leading customer concerns; build queue times, and ...

Planned Xbox Target Platform Support

We are continuously evolving our target platform support (Playstation, Xbox …) based on user priority and requirements. Curr...

Version Control Released 3D previews in the web

Visualize 3D previews of assets in the new Plastic SCM web experience on the Unity Dashboard: Preview the 3d models stored ...

Released [UE Plugin] Support for shelves and changelists

Adding support in the Unreal Plugin for Shelves and more polish to the associated View Changelist UX. The official Plastic S...

Released [UE Plugin] Support Unreal 5.1

1.6.2 release for UE 4.27 and UE 5.0 with more bugfixes and polish for Changelists and upcoming UE 5.1 , download now. This...

Released [UE Plugin] Support Unreal 5.2

1.8.0 release for UE 4.27, UE 5.0 and UE 5.1 with support for upcoming UE 5.2 Added support for Shelves in the View Changel...

Released [Wwise Plugin] Support for Wwise 2022

We are pleased to announce the first release of the Plastic SCM Plugin for Wwise compatible with version 2022. This new plu...

Released Auto-update

Stay up-to-date with new releases Always stay up-to-date with the latest news and improvements brought to the client using ...

Released Cloud Mergebots

Mergebots make merging faster, more transparent, and more secure. They also remove repetitive and manual tasks that may slow...

Released Code Review improvements in Desktop app (GUI)

The desktop app received several improvements to its Code Review feature. In order to have stronger and safer Code Reviews,...

Released Create and connect to repositories via Unity Hub

You can now enable Unity Version Control for your projects through the Unity Hub: Create a new project and select the check...

Released Email notification for Code Review

Simple notification system via email, that notifies developers when they are assigned to a code review. Or when they have re...

Released File history improvements

View file history in a new improved layout The new history view introduces a new layout with simplified navigation allowing...

Released Hide Branches in the desktop app

Available in version 11.0.16.9116 (Jan. 16, 2025), you can now hide branches in the desktop app. This is server-level featur...

Released Improved GUI shelving workflow

We brought some usability improvements to Shelves, quick action buttons, a new Shelve list, and new Shelve previews.

Released Increase mergebots' quantity to 10 per repository

Following user feedback, we are pleased to announce that we removed the limit of 1 mergebot in an Organization (increasing f...

Released New code review experience in the Unity Dashboard

Validate the work submitted by a team member with the intent to merge. We had multiple requests from users to improve our c...

Released New web experience in the Unity Dashboard

Collaborate with your team from anywhere and any device through the new and improved Plastic Web experience in the Unity Das...

Released Prevent loss of work

This problem was solved by releasing the new Smart Locks. We are exploring innovative ways to help teams prevent loss of wo...

Released Purging via CLI

We released a trimming tool for Plastic SCM Cloud Edition called "Purge" and managed via the CLI, so that you can manage you...

Released Quick branch switching

We released Quick branch switching on 2024-04-25, in version 11.0.16.8577 of the GUI. It comes with 4 quality of life impro...

Released Simplified navigation between accounts and repositories

Seamlessly navigate between accounts and repositories You can now quickly switch between accounts, organizations, repositor...

Released Smart Locks

​Smart Locks simplifies the version control process, making it easier to collaborate on projects. Smart Locks lets you lock ...

Released Solve merge conflicts faster with Semantic merge

Now Semantic Merge is supported on all platforms. It can make multiple merge scenarios easy. Developers working in paralle...

Released Switch between light and dark themes

Switch between light and dark themes Whether for accessibility reasons or a visual preference, you can now choose between '...

Released Tree view in 'Branches' tab

We plan a new way to display the way branches and child branches in the 'Branches' tab of the UVCS desktop application. Thi...

Released Tree view in 'Pending Changes' tab

On top of the normal way of listing files (changed, added, deleted), we are planning to add another view that lists the file...

Released Unity Learn tutorials: Get started with Unity DevOps

Several new tutorials were published as part of a full "Get Started with Unity DevOps" course, to help you get started: Wha...

Released Unreal Engine Marketplace (Code Plugin)

Unity Version Control was added to the Unreal Engine Marketplace, under the Code Plugin category. This allows projects devel...

Released View storage per repo

When browsing the Unity Cloud web dashboard, you can see the individual cloud storage of each of your repositories, inside t...

Released Visual Studio plugin

A new Visual Studio plugin was published on the VS market place For Visual Studio 17.0 or higher, this UVCS extension enhan...

Released Wwise plugin update to SDK 2023

Upgrade the Wwise plugin, so that it is compatible with Audiokinetic's SDK 2023

Planned Unity Version Control Package improvements

More improvements are coming to the Unity Version Control package in 2025.

Planned Unreal Plugin Improvements

More improvements are coming to the Unity Version Control Unreal Plugin in 2025.

Under Consideration CLI JSON support

We are improving our CLI, refactoring many commands to support default JSON outputs so they can be used to build powerful cu...

Under Consideration Content review

Artists have a different set of needs than developers, while we have introduced a new Code Review workflow to improve the de...

Under Consideration Docker containers for images

Considering having an official Unity solution (Unity DevOps) supporting docker containers for images.

Under Consideration Education / Student free tier

We have received feedback from universities, computer science teachers and game development students, asking for more seats ...

Under Consideration Enable easy integrations with DCC tools

We are looking to bring some integrations to popular digital content creation tools. Please let us know through this portal...

Under Consideration Multibranch support for Jenkins (Cloud)

Customers have reached out and asked for the UVCS Cloud support of Jenkins multibranch pipeline. Setting it all up is doabl...

Under Consideration Public repositories

We are exploring ways of enabling public sharing of repositories.

Under Consideration Unreal Editor plugin (Mac support)

Add macOS support for the Unreal Editor plugin of Unity Version Control.

07

HMI & Embedded Systems

Focused on improving tools and platform reach for design and development of Human Machine Interfaces for automotive embedded systems and other applications

Data Flow Platforms & Integration Importers Graphics Editor Runtime Templates UI

RetroSearch is an open source project built by @garambo | Open a GitHub Issue

Search and Browse the WWW like it's 1997 | Search results from DuckDuckGo

HTML: 3.2 | Encoding: UTF-8 | Version: 0.7.4