EDIT: On the Built-in Render Pipeline, it's actually being marked as "deprecated" in Unity 6 and will be fully removed on Unity Next Gen. That future version will only have the Unified Renderer. 💬 Unite was awesome! Thanks to everyone who came up to me to say high, it makes me super happy to hear how my videos helped someone through college or achieve their dream of making a game! 🎮 FREE Game Dev Report cmonkey.co/gamedevreport 🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses 🔴 RELATED VIDEOS 🔴 Making MULTIPLAYER Games has never been EASIER! th-cam.com/video/PCd3yp_VZ-c/w-d-xo.html Learn C# Advanced FREE Tutorial Course! [2024] th-cam.com/video/6G-4oPDxfNI/w-d-xo.html Code 260x FASTER! Learn Unity DOTS! th-cam.com/video/nknjZEegKls/w-d-xo.html Learn Unity Multiplayer (FREE Complete Course, Netcode for Game Objects Unity Tutorial 2023) th-cam.com/video/7glCsF9fv3s/w-d-xo.html
@@FREDO-py4ti Hmm I haven't heard anything about it in quite a while, I'm guessing it's either in hiatus or was cancelled in favor of the new Animation tool coming in the future
They did mention they recorded them so yup they will be coming to TH-cam, although I don't know when. If I had to guess I would say it will probably take a few weeks.
Just to clarify the confusion you mention around 11:30 in the video - this stuff is all labelled Unity 6 Generation as its a mix of 6.1 and beyond stuff, and at the time of performing the roadmap we still had a few things that were uncertain to make 6.1, so we didn't want to label specifically and let anyone down. hope that helps, and thanks for the summary video :)
@@CodeMonkeyUnity Build Profiles for usual platforms are in 6.0, we showed profiles for Quest and Instant Games (collab with Meta) that are coming in an update release, and Deferred+ which is coming in 6.1.
Why is this good? DOTS continues to have major issues. Including...often times demonstrating less performance than the old way of doing things despite Unity claims.
@@lushen952 The point of DOTS is to help make informed descions about how you program, if you use it blind you'll get worse performance indeed.. it's definitely not a magic silver bullet. Similar to assembly you can theoretically optimize with assembly but no one knows enough to out compete most compilers. Therefor the point of DOTS is to make it simple to get that control, but you still have a slightly more happy performance foot gun! :D I'll challenge you to find an example of someone that knows hardware oriented programming that can't make a system faster with DOTS than with normal GOs. Also noteworthy to point out that a lot has changed with DOTS throughout the year and as a result if you want to see how it looks now, stay tuned for the "Connecting the DOTS" talk :D
@danielkandersen6599 I am well aware of how DOTS works and have used it. There have been cases where official unity showcases delivered less performance than the non DOTS alternative. DOTS works great when you have a large quantity of things (entities) that do the same thing. IE, hack and slash style games where there is an obnoxious # of AI controlled enemies. However...when you have a single entity that does a particular thing the DOTS system has negative performance. Of course we have hybrid DOTS. But this doesn't change the fact that a very large # of games simply do not have a reason to use DOTS so the investment unity has been putting into it IMO is not worth it. A lot of their under the hood dots systems like their dots renderer simply don't have the performance gains they promised.
I was a unity developer for 5+ years. I hopped over to Godot when they made the price changes. Now I’m tentatively coming back to Unity because despite enjoying Godot, I’m just so much more experienced with Unity and enjoy a lot of its features. Godot can also be a bit unstable sometimes with certain features like when I tried to import from Blender
not to mention that the feature list of godot is microscopic in comparison to unity. I understand that Godot has its uses and abilities, but those who try to compare it to unity are practically mad. The 2 engines and development environments are so far apart in maturity it's ridiculous.
@@TheWorldsprayer tbh Godot impressed me with how capable it is. And it’s definitely got a bright future. I hope to see it become similar to Blender in terms of providing very high quality while being free and open source. But I agree, Unity is just more robust and more stable at the moment imo.
I was drooling durring the entire video more than a Saint Bernard dog. Defenetly Unity 6 is WAY TO GO for any of my future project! All the positive changes with the new CEO and all the new features are coming up are EXTREMLY EXCITING! Can't wait for it!!!! Thank you CM for the recap! o7
But the most interesting point how it will be implemented and how it will affect on performance, because two separate pipeline can give possibility to use different things (from URP/HDRP) for different cases (Mobile/HighEND)
I only started using Unity about 2 years ago. Sometimes while learning the engine things felt a bit outdated and awkward to use and it was quite disheartening to go through the runtime fee debacle but after seeing all these positive changes coming things are starting to look up again. It's very exciting to see that Unity still potentially has a great future going forward.
They could remove old Unity UI from the engine and move it to a package instead, so people who don't want to switch to UITK could still keep upgrading their engine version
Another point of clarification at 14:30, we will mark Built-in as deprecated in Unity 6 Generation - you said 'next generation'. So to be clear, Built-in will not be in the next generation, as per the visual on the slide, it will just be the Unified Renderer.
Hi Cm! Thanks for the previews, and glad you had a good time at Unite. Unity 6 looks good, but the planned upgrades for Unity 7 will finally add all the things I've wished for years ago.
Same! Tbh it's nice to finally have people talking about factual news and positive updates rather than ragging on Unity's poor decisions that more than likely never would've affected them (which later got reversed anyway). Let's just make games and be happy!
Faster compilation and non-blocking importing, these sort of features are the biggest to me. I want the fastest iteration speed possible, if it's slow it's way easier to get bored or distracted
that animation system can't come fast enough. i'm glad they are really leaning into DOTS because it truly is where the engine shines. all the other black magic (renderer switching magic) and what not is also very welcome.
There is a new asset that will hit the asset store soon. Something that rivals nanite. Made by a German software developer called Chris kahler. Hope unity integrates that like they did bolt.
@@Gurem no i really think unity should take it and develop it until we can use it . i dont think that amount of complex thing with a single person developing is no easy task . also take a lot of time to create . the best solution is unity to take it . let just hope new ceo will don't rot that
@@CodyDreamsit's a double edged sword. If the asset is acquired, the developer of that asset might join Unity, and then they will have other resources they can leverage. However, it is also possible that the developer might have other responsibilities added, and as other projects might receive higher priority, that original asset might not receive the attention it needs. Considering all the work being committed for Unity 6+ and Unity Next Gen, I'd be concerned that right now something like that would be considered a lower priority. Unity may be a bigger company than a single developer, but there is a mountain of work.
for some reason the end of 2024 was the best part of my life. i got a new pc for the future and the meta quest 3s is bringing vr to more people and it feels like so much is happening with ai meta even added it to their vr headsets and maybe in ar glasses soon
Think I will move my current game over to 6 to add the multiplayer and benefit from the better performance. Feeling positive about being a Unity user again. And graphically it looks like its finally catching up with Unreal. Auto-LOD and Unified Renderer are excellent ideas.
I love these new featues, especially multiplayer new functions! And thank you for telling me that something like unity play exists :D There is only one wrong thing. I am totally against adding anything to Muse AI. I think i dont have to explain that
I also really like the ability to search for Unity 6 when I need a unity tutorial. When they stopped using the name Unity 5 I found it much harder to find tutorials on Unity.
@@PDCMYTC I know they told you as a kid to "not judge a book by it's cover", but it was a lie. Of course you judge a book by it's cover, the cover was designed to reflect the contents of the book. However, you shouldn't assume with 100% certainty and make rash decisions based on the cover. Most people wear their personalities. The old ceo looked like a non-gamer, business type, focused on the $. New ceo looks like they might actually participate in the thing that they're selling (gaming). Of course, like with anything, there's going to be exceptions. But it's foolish to disregard your common sense when the majority of the time it's true. Just don't go over the line and be an ass about it.
Takeaways for me .. Might move to Unity 6 'at home' just for the multiplayer testing tools .. hmm wonder if it builds, or runs 'little synchronized editors'. Also - a new animation system that runs on dots - I do hope they reel in all the functionality from mecanim - remember this stuff was built by Motion Builder devs and is actually a versatile, rather complete system, and only a few of these exist in the world. Please consider function across the board Unity - looks like your starting to .. Ramble ramble - I'm looking forward to migrating a project or two - Can't wait to stop using custom function node in shadergraphs and trying these block nodes - learning shadergraph and shader language pay-offs there ! .. and thank god they booted the bread-heads and boring nut cases at Unity. Happy days ahead - thanks Code Monkey
I guess how unity handle the shader difference in the unified renderer is by forcing user to use the block shader and shader graph. this way unity can use code gen to handle different render pipeline and user don't need to write another set of code. I really can't get the point of merging the render pipeline, I think keep them separate and clear from each other is way better to manage both project and rendering resources. The unified renderer is more like install both urp and hdrp at the same time, changing the render loop just like changing the renderer pipeline asset.
I like that they're merging them. I use URP because I work on 2D and low-poly 3D games, but there are some HDRP features I'd still like, like the volumetric fog. I don't see why they can't just have the different features be toggleable and have customizable settings and presets to customize performance while getting the features you want and need
@@Hietakissa But some features like volumetric fog still likely unavailable in what they call "simple render loop" when the unified renderer come out.
I think it's a mixed bag, from a technical artist point of view it could be easier so you don't have to redo stuff 3x, from a data point of view this sounds like a nightmare, plus what if you don't want to use shader graph? As a user I just want to download assets and have them work, but I also don't want to add all the xtra stuff a massive unified renderer could entail. I wonder how this will go..
Yep, only issue is that Unity is a public company and this means that main and only goal is money. For now making money and adding new cool things align and I am happy to see those changes
Thanks for the excellent summary! I am starting out as a hobby game developer. In your opinion, is the personal version of Unity 6 good enough to make a good Indi game?
Unity has all sorts of weird problems on this version or that version, so those issues are valid questions. I had to switch unity 2022 versions to later versions of 2022 to be able to download a unity template due to their naming issues with their paths. It would be nice if unity were able to just stick with a unity 6.0 6.1+ system etc.... Update: The multiplayer XR template has these weird pathing problems btw, since I see you mention it. Also yes, I don't think they should get rid of all the old UI stuff because that will break too much stuff.
Those are separate things, I don't think CoreCLR has hot reload by default. But there's already a bunch of options to do hot reload right now, there's a bunch of assets on the store
I'm somebody that makes UGC for a Unity game called VRChat. The thing I'm honestly concerned with the Unified Renderer is how they're did not disclose if they'd make built in's source code available to the public so we could be able to use it as a reference for stuff that's been built on the legacy renderer. Staying on Unity 6 is asking us to not be able to properly support newer hardware or forego any performance benefits that swapping to the newer version would give.
@@jeffmccloud905 you seem to not understand what my concerns are nor do you see the bigger issue if you're going to give me this reply. The issue is not updating their SDK, it's migrating over a decade of content to something that will mark the shader pipeline it uses as deprecated before getting killed off in the newer iteration. Hence why I said I'd like it if Unity made the source code public so some of the built in features could be migrated to a custom SRP.
Anyone complaining about how slow changes are in Unity (And yes I fully admit it has gotten a lot slower over the years) while saying they're going to switch to Unreal has a rude awakening coming. I started in the UE world before coming to Unity and even with the slower imports today, iteration speed on Unity is still about a billion times faster than on UE.
heh I spoke to one of the devs behind it but didn't understand too much since I'm not very familiar with the custom AI workflow. I asked if it was done with MLAgents and nope, he said it was using Tensorflow. I believe he said they generated the deformation data in Maya. It would be awesome if they made a video explaining how exactly they did it
@@CodeMonkeyUnity Shame, I get some of it, but not enough. I agree that this seems like best use so far I have seen for it, so would be prudent of them to show a little behind the scenes on how they specifically did that. Not only will it increase quality of Unity games, but seeing the process might inspire other good uses.
It's the Unity Tips Trading Card game. The cards have some unity tips and can be played with some nice simple rules. Check out @BinaryImpactG on Twitter
is this video is 2x speed, why it is so fast ??? Or its just normal speaking. Kind of difficult to catch and listen. Otherwise the content is very interesting and useful.
I normally listen to videos on 2-3x speed so my natural rate of speaking is probably faster than other people. I try to slow down while recording but especially on super long videos like this one where it took over 1 hour to record sometimes I get back to my natural rate
Unity lost many developers due to the pricing issue; it was a poorly executed strategy. The new CEO and these features might regain some trust, but it is a tough job.
The developers it lost were hysterical. They wouldn't even have hit the thresholds to incur a fee (if they even released a game). It was such a kneejerk reaction, it was ridiculous.
@@jeffmccloud905 It was more a wake up call for people to realize how much power unity has over a game built in it's engine. It's more than just using an engine, it's a kind of partnership.
They are still investing in other areas, just not as much. For example on the show floor there was an AR demo of someone controlling a virtual robot arm in game which was then controlling a real robot arm. In their latest earnings call they mentioned how their Industry SKU is growing very fast. So they're still pursuing those areas, just not throwing billions of dollars into acquisitions like they did with Weta years ago
@@CodeMonkeyUnity Thanks for the insight. Yeah I am happy that they are focussing on the engine. I work with artists in AR/XR in fine arts using Unity, as it works for many platforms. Looking forward to developments for publishing on the web.
Is Unity still a mess of systems from different generations and new features are still stuck in development hell? It used to be so elegant back in the day. But since 2020 it was a bloated mess. Is it still?
Depends on what you're specifically referring to, the engine is constantly changing and improving. Some things like DOTS are now 1.0 but took 5 years to get there, other things like the Multiplayer Tools have been getting improvements at a very fast rate It's only bloated if you want it to be, you only install the packages you need
EDIT: On the Built-in Render Pipeline, it's actually being marked as "deprecated" in Unity 6 and will be fully removed on Unity Next Gen. That future version will only have the Unified Renderer.
💬 Unite was awesome! Thanks to everyone who came up to me to say high, it makes me super happy to hear how my videos helped someone through college or achieve their dream of making a game!
🎮 FREE Game Dev Report cmonkey.co/gamedevreport
🌍 Get my Complete Courses! ✅ unitycodemonkey.com/courses
🔴 RELATED VIDEOS 🔴
Making MULTIPLAYER Games has never been EASIER! th-cam.com/video/PCd3yp_VZ-c/w-d-xo.html
Learn C# Advanced FREE Tutorial Course! [2024] th-cam.com/video/6G-4oPDxfNI/w-d-xo.html
Code 260x FASTER! Learn Unity DOTS! th-cam.com/video/nknjZEegKls/w-d-xo.html
Learn Unity Multiplayer (FREE Complete Course, Netcode for Game Objects Unity Tutorial 2023) th-cam.com/video/7glCsF9fv3s/w-d-xo.html
Great Code Monkey do you have some news about Kinematica (Unity motion-matching) ???
behavior it's only for AI and NPC and it's more faster the visual scripting look at unreal engine behavior tree
@@FREDO-py4ti Hmm I haven't heard anything about it in quite a while, I'm guessing it's either in hiatus or was cancelled in favor of the new Animation tool coming in the future
Do you know if Unity recorded talks? (and maybe they plan to upload them to youtube?)
They did mention they recorded them so yup they will be coming to TH-cam, although I don't know when. If I had to guess I would say it will probably take a few weeks.
Just to clarify the confusion you mention around 11:30 in the video - this stuff is all labelled Unity 6 Generation as its a mix of 6.1 and beyond stuff, and at the time of performing the roadmap we still had a few things that were uncertain to make 6.1, so we didn't want to label specifically and let anyone down. hope that helps, and thanks for the summary video :)
Oh I see, so is none of that out in 6.0? Only 6.1 and beyond? I thought Deferred + and Build Profiles were already in 6.0
@@CodeMonkeyUnity Build Profiles for usual platforms are in 6.0, we showed profiles for Quest and Instant Games (collab with Meta) that are coming in an update release, and Deferred+ which is coming in 6.1.
Finally, an animation system with DOTS support!
And autoLOD
Why is this good? DOTS continues to have major issues. Including...often times demonstrating less performance than the old way of doing things despite Unity claims.
@@lushen952 i agree on some parts, especially if one copy pastes code without understanding it.
@@lushen952 The point of DOTS is to help make informed descions about how you program, if you use it blind you'll get worse performance indeed.. it's definitely not a magic silver bullet. Similar to assembly you can theoretically optimize with assembly but no one knows enough to out compete most compilers. Therefor the point of DOTS is to make it simple to get that control, but you still have a slightly more happy performance foot gun! :D I'll challenge you to find an example of someone that knows hardware oriented programming that can't make a system faster with DOTS than with normal GOs. Also noteworthy to point out that a lot has changed with DOTS throughout the year and as a result if you want to see how it looks now, stay tuned for the "Connecting the DOTS" talk :D
@danielkandersen6599 I am well aware of how DOTS works and have used it. There have been cases where official unity showcases delivered less performance than the non DOTS alternative.
DOTS works great when you have a large quantity of things (entities) that do the same thing. IE, hack and slash style games where there is an obnoxious # of AI controlled enemies.
However...when you have a single entity that does a particular thing the DOTS system has negative performance.
Of course we have hybrid DOTS. But this doesn't change the fact that a very large # of games simply do not have a reason to use DOTS so the investment unity has been putting into it IMO is not worth it. A lot of their under the hood dots systems like their dots renderer simply don't have the performance gains they promised.
I was a unity developer for 5+ years. I hopped over to Godot when they made the price changes. Now I’m tentatively coming back to Unity because despite enjoying Godot, I’m just so much more experienced with Unity and enjoy a lot of its features. Godot can also be a bit unstable sometimes with certain features like when I tried to import from Blender
yep, also unity backtracked on the bad changes
not to mention that the feature list of godot is microscopic in comparison to unity. I understand that Godot has its uses and abilities, but those who try to compare it to unity are practically mad. The 2 engines and development environments are so far apart in maturity it's ridiculous.
@@TheWorldsprayer tbh Godot impressed me with how capable it is. And it’s definitely got a bright future. I hope to see it become similar to Blender in terms of providing very high quality while being free and open source. But I agree, Unity is just more robust and more stable at the moment imo.
The comeback is real!
@@korpos8833 here’s hoping! 🤞🏼
I was drooling durring the entire video more than a Saint Bernard dog. Defenetly Unity 6 is WAY TO GO for any of my future project! All the positive changes with the new CEO and all the new features are coming up are EXTREMLY EXCITING! Can't wait for it!!!! Thank you CM for the recap! o7
Is it coming out in october? (LTS)
The Unified Renderer was much needed, great news.
But the most interesting point how it will be implemented and how it will affect on performance, because two separate pipeline can give possibility to use different things (from URP/HDRP) for different cases (Mobile/HighEND)
I only started using Unity about 2 years ago. Sometimes while learning the engine things felt a bit outdated and awkward to use and it was quite disheartening to go through the runtime fee debacle but after seeing all these positive changes coming things are starting to look up again. It's very exciting to see that Unity still potentially has a great future going forward.
Been waiting for your recap vid. Thanks for all the work!
They could remove old Unity UI from the engine and move it to a package instead, so people who don't want to switch to UITK could still keep upgrading their engine version
While I like the idea of keeping things in packages, it's so easy to use as is and will break quite a lot of assets I wonder how this will go..
Another point of clarification at 14:30, we will mark Built-in as deprecated in Unity 6 Generation - you said 'next generation'. So to be clear, Built-in will not be in the next generation, as per the visual on the slide, it will just be the Unified Renderer.
Oh got it, thanks for the correction Will!
Thanks for always keeping us up to date with all the news!
Hi Cm! Thanks for the previews, and glad you had a good time at Unite. Unity 6 looks good, but the planned upgrades for Unity 7 will finally add all the things I've wished for years ago.
I know these videos take a lot of time to produce, thank you for all your work.
Unity is so back. Glad I've stuck with the best engine.
Same! Tbh it's nice to finally have people talking about factual news and positive updates rather than ragging on Unity's poor decisions that more than likely never would've affected them (which later got reversed anyway). Let's just make games and be happy!
Same bro.❤
same !! ❤
We are so back
Wagmi
Thank you for taking the time to create this recap video.
Faster compilation and non-blocking importing, these sort of features are the biggest to me. I want the fastest iteration speed possible, if it's slow it's way easier to get bored or distracted
It was nice to meet you at Unite!
Yeah great meeting you! Thanks!
that animation system can't come fast enough. i'm glad they are really leaning into DOTS because it truly is where the engine shines.
all the other black magic (renderer switching magic) and what not is also very welcome.
There is a new asset that will hit the asset store soon. Something that rivals nanite. Made by a German software developer called Chris kahler. Hope unity integrates that like they did bolt.
whats it called I wanna check it out
@@ZombieChicken-X nanotech
I hope tf not. Assets are better when handled by a third party. Unity acquires stuff and let it rot.
@@Gurem no i really think unity should take it and develop it until we can use it . i dont think that amount of complex thing with a single person developing is no easy task . also take a lot of time to create . the best solution is unity to take it . let just hope new ceo will don't rot that
@@CodyDreamsit's a double edged sword. If the asset is acquired, the developer of that asset might join Unity, and then they will have other resources they can leverage. However, it is also possible that the developer might have other responsibilities added, and as other projects might receive higher priority, that original asset might not receive the attention it needs. Considering all the work being committed for Unity 6+ and Unity Next Gen, I'd be concerned that right now something like that would be considered a lower priority. Unity may be a bigger company than a single developer, but there is a mountain of work.
for some reason the end of 2024 was the best part of my life. i got a new pc for the future and the meta quest 3s is bringing vr to more people and it feels like so much is happening with ai meta even added it to their vr headsets and maybe in ar glasses soon
is this what it was like when my parents first saw computers
Think I will move my current game over to 6 to add the multiplayer and benefit from the better performance. Feeling positive about being a Unity user again. And graphically it looks like its finally catching up with Unreal. Auto-LOD and Unified Renderer are excellent ideas.
Thanks for making this video. I wanted to go but couldn't and this was a great recap 👍
God damn, those are some awesome new features! I am really hyped for this now
I love these new featues, especially multiplayer new functions! And thank you for telling me that something like unity play exists :D There is only one wrong thing. I am totally against adding anything to Muse AI. I think i dont have to explain that
Love your stuff and coverage man, that award was 100% deserved.
I also really like the ability to search for Unity 6 when I need a unity tutorial. When they stopped using the name Unity 5 I found it much harder to find tutorials on Unity.
I like the new CEO. He looks like a nerd, not like the ex EA exect who looks like an evil version of Patrick Bateman
I agree, but the evil version of a sociopathic murderer? ;)
Judging people's personalities by their looks is so amazing!
@@PDCMYTC I know they told you as a kid to "not judge a book by it's cover", but it was a lie. Of course you judge a book by it's cover, the cover was designed to reflect the contents of the book. However, you shouldn't assume with 100% certainty and make rash decisions based on the cover. Most people wear their personalities. The old ceo looked like a non-gamer, business type, focused on the $. New ceo looks like they might actually participate in the thing that they're selling (gaming). Of course, like with anything, there's going to be exceptions. But it's foolish to disregard your common sense when the majority of the time it's true. Just don't go over the line and be an ass about it.
I heard you were absolutely smashing people in the Unity Trading Card games, jelly I didn't get to play you!
heh it was fun!
Thanks for the recap, 100% agree that they shouldn't deprecate Unity legacy UI, if they do 90% of tool based assets I paid for will no longer work.
I was dying to see another demo from Unity. all of them are unique 🙂
so glad that unity is shining, will be the best in a few years.
This video is insane! The content in this channel is insane!
Love the strawberry dude. The game looks cool too!
Loving all the updates in Unity 6! Can’t wait to see how developers will bring these new features to life.
Look, controversies aside.. and I'm still watching your video - fully engaged
really nice recap! looking forward to the next videos 😁
Thanks for the update big dawg!
Thanks for the recap. Now I hope our current game works well enough, that we can wait until Unity 7 for the next one.😂
Those features sound so so good
thanks for the recap! It now really seems as if unity is taking more interest in the developers and the community again
Finally proper multiplayer support. Hope it includes support for persistent multiplayer games and not only lobby based.
Unity 6 multiplayer has been game-changing for testing and iteration, as well as the new NGO being much more versatile
Takeaways for me .. Might move to Unity 6 'at home' just for the multiplayer testing tools .. hmm wonder if it builds, or runs 'little synchronized editors'. Also - a new animation system that runs on dots - I do hope they reel in all the functionality from mecanim - remember this stuff was built by Motion Builder devs and is actually a versatile, rather complete system, and only a few of these exist in the world. Please consider function across the board Unity - looks like your starting to .. Ramble ramble - I'm looking forward to migrating a project or two - Can't wait to stop using custom function node in shadergraphs and trying these block nodes - learning shadergraph and shader language pay-offs there ! .. and thank god they booted the bread-heads and boring nut cases at Unity. Happy days ahead - thanks Code Monkey
This makes me excited to be a Unity developer!
I guess how unity handle the shader difference in the unified renderer is by forcing user to use the block shader and shader graph. this way unity can use code gen to handle different render pipeline and user don't need to write another set of code. I really can't get the point of merging the render pipeline, I think keep them separate and clear from each other is way better to manage both project and rendering resources. The unified renderer is more like install both urp and hdrp at the same time, changing the render loop just like changing the renderer pipeline asset.
I like that they're merging them. I use URP because I work on 2D and low-poly 3D games, but there are some HDRP features I'd still like, like the volumetric fog. I don't see why they can't just have the different features be toggleable and have customizable settings and presets to customize performance while getting the features you want and need
@@Hietakissa But some features like volumetric fog still likely unavailable in what they call "simple render loop" when the unified renderer come out.
I think it's a mixed bag, from a technical artist point of view it could be easier so you don't have to redo stuff 3x, from a data point of view this sounds like a nightmare, plus what if you don't want to use shader graph? As a user I just want to download assets and have them work, but I also don't want to add all the xtra stuff a massive unified renderer could entail. I wonder how this will go..
Yep, only issue is that Unity is a public company and this means that main and only goal is money. For now making money and adding new cool things align and I am happy to see those changes
Thanks for the excellent summary! I am starting out as a hobby game developer. In your opinion, is the personal version of Unity 6 good enough to make a good Indi game?
There are no feature differences between Free/Personal and Pro so yes
@@CodeMonkeyUnity Thanks!
Unity has all sorts of weird problems on this version or that version, so those issues are valid questions. I had to switch unity 2022 versions to later versions of 2022 to be able to download a unity template due to their naming issues with their paths. It would be nice if unity were able to just stick with a unity 6.0 6.1+ system etc....
Update: The multiplayer XR template has these weird pathing problems btw, since I see you mention it.
Also yes, I don't think they should get rid of all the old UI stuff because that will break too much stuff.
MASSIVE updates to unity ❤🔥❤🔥
behavior it's only for AI and NPC and it's more faster the visual scripting look at unreal engine behavior tree, thank you for your effort
Awesome work to the team a Unity!
The most exciting thing is finally supporting writing in Arabic after two decades! I never thought this day would finally come
The new animation system looks REAL GOOD
I should utilize Unity Play more these days.
It could be a good way to test prototypes.
Yoour the only one, I mean all most that I cant watch in x2 speed hahaahahha Love you thanks for the video.
Very Nice👍🏻🔥
20:05
IM NOT GONNA LIE, THIS WAS A GOOD ONE. ALSO I GOT TO KNOW YOUR VOICE IRL IS THE SAME AS THIS. 😅
Awesome summary
Hugo, you should check out the newly released Behavior Graphs and do a video on them. They're basically behavior trees with extra features.
Iteration time wise and using CoreCLR, will it finally allow as to do "Live coding" ie, changing code without recompiling? 🤔
Those are separate things, I don't think CoreCLR has hot reload by default. But there's already a bunch of options to do hot reload right now, there's a bunch of assets on the store
@@CodeMonkeyUnity yeah they work sadly for windows only
the future of unity looks really good!
Can't wait for Unity 7 ❤
I'm somebody that makes UGC for a Unity game called VRChat. The thing I'm honestly concerned with the Unified Renderer is how they're did not disclose if they'd make built in's source code available to the public so we could be able to use it as a reference for stuff that's been built on the legacy renderer. Staying on Unity 6 is asking us to not be able to properly support newer hardware or forego any performance benefits that swapping to the newer version would give.
isn't VRChat so far behind on Unity, that you don't have to worry about v6 ?
@@jeffmccloud905 they're on the 2022 LTS, so not really that far behind. Just saying Unity should have something for stuff compiled for older builds
@@Smash_ter seems like the onus is on VRChat to update their SDK to the latest Unity, not the other way around.
@@jeffmccloud905 you seem to not understand what my concerns are nor do you see the bigger issue if you're going to give me this reply. The issue is not updating their SDK, it's migrating over a decade of content to something that will mark the shader pipeline it uses as deprecated before getting killed off in the newer iteration. Hence why I said I'd like it if Unity made the source code public so some of the built in features could be migrated to a custom SRP.
@@Smash_ter VrChat SDK is still using the built in renderer, correct?
Roblox studio engine has some interesting ideas that Unity can copy
You need to make a tutorial on how to savely import projects across unity version
Anyone complaining about how slow changes are in Unity (And yes I fully admit it has gotten a lot slower over the years) while saying they're going to switch to Unreal has a rude awakening coming. I started in the UE world before coming to Unity and even with the slower imports today, iteration speed on Unity is still about a billion times faster than on UE.
JASPER DEV APPEARED.That surprised me
Yeah he was pretty nice!
Unified Renderer..finally the Unity came to its senses.
So does that mean all future projects I create will use DOTS and GameObjects by default?
no
I loved the AI deformations, but I have no idea how on earth to do this. Did they give their process at all?
heh I spoke to one of the devs behind it but didn't understand too much since I'm not very familiar with the custom AI workflow. I asked if it was done with MLAgents and nope, he said it was using Tensorflow. I believe he said they generated the deformation data in Maya. It would be awesome if they made a video explaining how exactly they did it
@@CodeMonkeyUnity Shame, I get some of it, but not enough.
I agree that this seems like best use so far I have seen for it, so would be prudent of them to show a little behind the scenes on how they specifically did that. Not only will it increase quality of Unity games, but seeing the process might inspire other good uses.
If "Unity Nxt Gen" was out now Unity might be more competitive. It feels like Unity is always running 3 years behind.
What game ideas can you not make right now? I'm very much looking forward to the future but the engine as it is right now is already awesome.
The automatic LODs are gonna save me SO MUCH TIMEEE
Are you using Zenject or other DI solutions?
Nope never really used it
Only sad thing about all the new things they announced is that it's likely multiple years out
What was that card game?
It's the Unity Tips Trading Card game. The cards have some unity tips and can be played with some nice simple rules. Check out @BinaryImpactG on Twitter
Glad that I was With Unity despite the last year fiasco. IM ALSO GLAD RUNTIME FEE was cancelled.
The best Developer❤❤❤❤❤❤❤❤ Thank you for your good explain
this is pretty neat for sure, but please, slow down XD it's hard to understand what you're talking about when you're talking at 1000 miles an hour lol
heh this video was pretty long so I guess subconsciously I was going a bit faster to try to finish recording the video before my voice gave out
@@CodeMonkeyUnity you speak that fast in almost all your videos lol
you better make tutorial covering all the features that will come in the future or else
They need to use the NPU for ai its whats is for not gpu and cpu like thats what its for and let graphics be graphics!
is the multiplayer stuff costing money or is it now free? i still use mirror because unity services costs
All the tools have a free tier, I used multiplayer in my last game and I didn't pay one cent since I never went past the free tiers
Awesome. Thanks a bunch for making this video. ❤
I literally had a unity 6 crash 40 minutes ago
~~Lets ignore that it was caused by an SO exception due to a setter calling itself~~
1000 new things to learn :)
Looks like Unity marketing teams at work in the comments lol
is this video is 2x speed, why it is so fast ??? Or its just normal speaking. Kind of difficult to catch and listen. Otherwise the content is very interesting and useful.
I normally listen to videos on 2-3x speed so my natural rate of speaking is probably faster than other people. I try to slow down while recording but especially on super long videos like this one where it took over 1 hour to record sometimes I get back to my natural rate
Can I shift my project from older version to unity 6?
Yes, and if you're upgrading from 21 or 22 then it should be very straightforward
@@CodeMonkeyUnity great
@@CodeMonkeyUnity thanks
im a newbie and im gonna stick to unity. i don't want to learn another language. like in UE with its C++
Fellow devs, what are ypu building?
DOES ANYONE WANT TO SEE A UNITY 6 BASICS / GETT8NG STARTED TUTORIAL?
canceling the runtime until the change their mind lol
Unity lost many developers due to the pricing issue; it was a poorly executed strategy. The new CEO and these features might regain some trust, but it is a tough job.
The developers it lost were hysterical. They wouldn't even have hit the thresholds to incur a fee (if they even released a game). It was such a kneejerk reaction, it was ridiculous.
@@jeffmccloud905 It was more a wake up call for people to realize how much power unity has over a game built in it's engine. It's more than just using an engine, it's a kind of partnership.
I just want them to actually implement stuff out the box instead of making you install packages like with ui and the input system.
Hahaha and then how much will the cost per polygon be?
What? Are you talking about MeshLOD? All features are included in Unity, you don't pay anything
I get that they are appealing to game creators as it's the core audience, getting back on track. But real time 3D has a larger scope of applications.
They are still investing in other areas, just not as much. For example on the show floor there was an AR demo of someone controlling a virtual robot arm in game which was then controlling a real robot arm. In their latest earnings call they mentioned how their Industry SKU is growing very fast.
So they're still pursuing those areas, just not throwing billions of dollars into acquisitions like they did with Weta years ago
@@CodeMonkeyUnity Thanks for the insight. Yeah I am happy that they are focussing on the engine. I work with artists in AR/XR in fine arts using Unity, as it works for many platforms. Looking forward to developments for publishing on the web.
Unity was never afraid to re-architecture. That's how we ended with multiple but unfinished systems for everything. 😅
Thanks but no.
Unity vs UnrealEngine which is demand in the market ?
The tool you know best is in demand.
Games are in demand not the tools, if you want only a job than pick either one, they both have lot of companies using them.
Is Unity still a mess of systems from different generations and new features are still stuck in development hell? It used to be so elegant back in the day. But since 2020 it was a bloated mess. Is it still?
Depends on what you're specifically referring to, the engine is constantly changing and improving.
Some things like DOTS are now 1.0 but took 5 years to get there, other things like the Multiplayer Tools have been getting improvements at a very fast rate
It's only bloated if you want it to be, you only install the packages you need
Unity fans
👇
2nd, and release source code
Unreal Engine is like Nvidia and Unity is like AMD
More like Unreal is like Apple and Unity is like Microsoft. (and this is not a compliment to Unreal)