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Unity – 官方文章精選(2020/02/10)
source link: https://naclyen.com/2020/02/10/unity-%e5%ae%98%e6%96%b9%e6%96%87%e7%ab%a0%e7%b2%be%e9%81%b82019-1-9/
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Unity – 官方文章精選(2020/02/10) – NaCl's Blog直接觀看文章
此處用來蒐集我覺得值得一看的官方 blog 文章.
因為工作上用不太到2D&AR相關的關係, 無法確認文章的實用度, 所以就不會特別列入名單囉~
- On DOTS: C++ & C#
翻譯:面向数据技术栈DOTS的C++和C# - SRP Batcher: Speed up your rendering!
翻譯:SRP Batcher:加速渲染 - Android Support Update: 64 bit and App Bundles Backported to 2017.4 LTS
翻譯:Android支持更新:Unity 2017.4 LTS添加64位支持和App Bundles - On DOTS: Entity Component System
- Announcing Unity and Havok Physics for DOTS
翻譯:Unity Physics和Havok Physics正式发布 - Unity Support for Stadia: Here’s what you need to know
- Higher fidelity and smoother frame rates with Adaptive Performance
- Introducing Unity 2019.1
- What’s new with UIElements in 2019.1
- Precise frame rates in Unity
用 coroutine 的方式精準控制 FPS!!
也有解釋平時要如何透過 QualitySettings.vSyncCount & Application.targetFrameRate 控制 FPS. - Navigating Unity’s multiplayer Netcode transition
提及 unity 提供的連線功能的計畫, 以及如何依照專案類型選擇適合的連線形式. - Add features powered by Unity to native mobile apps
using Unity as a library
, 看起來是要方便一些既有的原生產品可以透過 unity 延伸到VR上的戰略技術. - Community Component – audio design, pixel games, custom tools and Best of Made with Unity on YouTube
Cracked Ice Effect
效果蠻酷的!
其中一個在 Scene View 點擊選物件的功能, 強者我同是好幾年前就做出幾乎一樣的功能!!(交出膝蓋) - Enlighten will be replaced with a robust solution for Baked and Real-time GIobal Illumination
- Addressable Asset System
希望真的能夠解決 Asset Bundle 管理問題哪~ - Here’s what’s in the brand-new Unity 2019.2
正當剛執行專案升級2019.1除錯的這周, unity 很貼心的釋出2019.2…. MDFK - Custom Lighting in Shader Graph: Expanding your graphs in 2019
shader工程師們又有得忙了!! - Announcing the Obstacle Tower Challenge winners and open source release
挑戰賽的冠軍有寫一篇訓練的細節 & 用於挑戰賽的原始碼!! - Faster C# scripting with JetBrains Rider
JetBrains 出產的IDE體驗總是令人驚艷, 它和 unity 的深度結合可能會是個值得關注的項目~
…但他們家的價格都偏高就是了XDD - Unity 2019.3 beta is now available
- Editor 介面字形&Icon大改, 預覽圖看起來清楚了點(?)
- Editor Play mode 進出的流程改善, 看起來能大幅提升循環效率!
Light Probes from different additively loaded scenes can now be merged
!!New Input System
, 看到以前專案的操作切換的架構(扣除UI)被驗證覺得感動QQ
- Static Lighting with Light Probes
場景 & TA 表示: e04! - Evolving the Unity Editor UX
還特別為了介面大改寫文章, 看起來很重視XD - Advanced Animation Rigging: Character and props interaction
這次用比較複雜的持槍情境解說, 應該更貼近很多人的需求了吧! - Elevating inventory quality: app-ads.txt and Open Measurement
對於以廣告收益為主的APP應該是蠻重要的訊息~ - Speed up your team with the Unity Accelerator
簡而言之應該算是配合 2019.3 開始引入的Asset Pipeline v2
版本的Cached Server
. - Support for Apple Sign in
最近一次WWDC公布的iOS 13新功能, 雖然我更希望在 iOS 有原生的 Sign in with Google!!
可先參考官方的介紹 – Sign in with Apple - How the Lightweight Render Pipeline is evolving
LWRP -> URP, 就是個推廣文無誤! - Speed up mobile iteration with the new Device Simulator
UI/UX/可憐的前端工程師救星RRR!!!
但 preview 版也要 2019.3 才有… - Improve workflows, validate decisions, and avoid errors with Presets
能夠自訂預設格式應該是個好消息, 但對於這塊不熟悉的人來說可能會有副作用…
19.3 之後還可以根據資源名稱的 pattern 來制定多個預設組!! - Introducing the new Input System
前面 2019.3 beta 提過的新版 input 管理系統~ - Enter Play Mode faster in Unity 2019.3
看起來應該可以加快不少, 但需要注意的地方也可能不少XDD - Havok Physics in Unity
DOTS不可或缺的物理系統!! - The new Asset Import Pipeline: Solid foundation for speeding up asset imports
雖然我最希望他能加速 crunch compression 相關資源的流程啦…
版本間的快速切換應該是個不錯的進步, 但大多的狀況可能還是同時有多版本的比較實在XDD - Training your agents 7 times faster with ML-Agents
快還要更快!
雖然我更期待量子計算進入AI訓練領域的那天~ - Tales from the Optimization Trenches
每個專案的工程師都有他的故事, 即使他們都是如此的相像. - Normal map compositing using the surface gradient framework in Shader Graph
這應該對於 renderer 有數顆帶有 normal 運算的 material 的組合相當有影響~
應該是HDRP專用的.
tutorials
標籤: Unity
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