Unite 2023 Keynote
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- čas přidán 15. 11. 2023
- Our popular Unite conference for creators is back, live and in person in Amsterdam.
Watch our exciting Keynote - featuring world-exclusive announcements, top studios and hit games, demos of our latest innovations, cool reveals for artist tools and multiplayers, game-growth tips, and much more.
Find success for your game, however you define it: on.unity.com/49Es047
Follow us on social channels for live on-the-ground Unite coverage:
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[0:30] - The energetic start of Unite 2023, setting the stage for exciting announcements.
[2:06-2:35] - Jim, Unity's new CEO, welcomes everyone and expresses his excitement about leading Unity.
[3:01-3:17] - Jim talks about his past experience with Red Hat and draws parallels between the Linux community and the Unity community.
[4:11-4:46] - Jim addresses the runtime fee issue and commits to better community engagement in decision-making.
[6:06-6:32] - Introduction to Unity’s development philosophy, emphasizing continuous improvement post-launch.
[7:16-7:22] - Announcement of DOTS (Data-Oriented Tech Stack) for bigger, more ambitious projects.
[10:09-10:52] - Introduction of the new URP (Universal Render Pipeline) sample project for learning and exploration.
[13:49-14:04] - The big reveal of Unity 6, the next major release set for 2024.
[15:46-16:06] - A glimpse into the future of rendering in Unity 6, showcasing improved performance and visuals.
[24:32-24:56] - Introduction to 'Megacity Metro', a cross-play multiplayer sample for over 100 players.
[27:49-28:03] - Developer insights on creating a multiplayer fast-paced shooter with Unity tools.
[31:01-31:40] - Launch of Unity Cloud, a platform for asset management and live gaming services.
[35:37-35:59] - Muse, an AI tool to accelerate ideation and iteration in game development.
[45:02-45:41] - Sentis' introduction, allowing integration of AI models into Unity runtime for enhanced gameplay.
[50:14-50:56] - Unity’s commitment to multiplatform support, including mobile, console, and XR devices.
[55:04-55:39] - Announcing AR Foundation for Meta Quest 3 for mixed reality game development.
[1:01:20-1:03:52] - Unity co-founder David Helgason reflects on Unity’s journey and emphasizes a renewed focus on core performance and workflows.
Kudos to the Unity tech team, they've been doing some great work. If Unity focuses primarily on the engine tech and keep their business decisions clear and open, it will be win-win for creators and Unity.
Nice to see Unity a little more product focused
Unity Version Control with model integration, External AI script integration is enough for me. Im happy
PS: Unity 6 Graphics optimization with GI is also game changer
Im cautiously optimistic for the future of Unity, looks like they're going for a new start
dude the fee would never have affected you and your small time games, chill out.
This new things for optimization will make me switch my unity 2021 project to new version
What optimization? I saw something running at 48fps? It is 60fps or bust. Especially if running VR. That 48fps isn't going to cut it for VR.
@@TheMeanArena from 10fps to 48 fps is nice fps bump
@@strumbi217 Yes when stating it that way sure but 48fps isn't cutting it for VR or any other game in 2023. They should show if devs are able to achieve 60fps with it as that's what many struggle with using Unity. I personally don't but many have and still do.
@@TheMeanArena 48 fps while flying above a huge open world with dozens of millions of vertices being rendered, and thousands of gameobjects on the scene at the same time, and even with pretty high visual quality. That's not even close to a realistic situation any game will be in, it was very impressive imo
@@TheMeanArena 48 fps in the editor, with likely not much other optimization done than turning on 3 features. The fps will likely triple or more in a build.
Bravo! This is all looking very good, and theoretically very simple to integrate, looking forward to this.
Dare I say... A good Keynote... Well done.
18:48 The vertex count drops, but so does the fps. Pretty sure the purpose of vertex culling is to increase the performance. But it looks like the cost of culling itself outweighs the reduced vertex count. :(
splash screen optional is the one of the best thing
Great Job! Can’t say anything more. Although I am a solo dev and do it as a hobby, it helps me focused more on the core gameplay. I am also very happy to see the ecosystem expanding. Also Sentis is an absolute great tool. The demo with talking to a NPC is just phenomenal. 30€/month is also very impressive, considering the machine power for AI, especially the Animation creating.
Thanks for making software better👍
We will see what those future actions will be, indeed.
very nice keynote, love unity
What about removing bloat? Will we finally see the old input system binned, textmesh pro properly integrated?
Unity 2023.2 actually already has the start of Text Mesh Pro in editor integration. They still working on some of it in Unity 2023.3, but the process has started with a lot of progress.
UGUI 2.0 is the new UI System for the editor.
@@8BitsPerPlay what UGUI 2.0? where did you heard it?
@@peterquill726 UGUI 2 has been out for about 7 months now. UGUI 3 already had a version you can download in the Unity Package Manager. Due note they wanted to polish UGUI 3 so they disabled it because they are taking the path to focus on a more stable release which is a good sign they want a good first experience for users when it comes out. Granted UGUI 3 was honestly a nice step up when people could download it.
Used both of them and they felt like a step up in many ways from UGUI 1.
In Unity 2023.2 and above you can't have Text Mesh Pro installed. It auto uninstalls it because it is now built in.
UGUI 2.0 does require 2023.2 and newer though so heads up.
@@peterquill726Sorry for double post, but wanted to add more information on this. This UGUI 2.0 is part of the Text Core System they have been talking about with better Rich Text, emojis, SDF Font improvements, UI Shader Graph Support (love the effects I have seen people do for canvases), and a few more things that I haven't had a chance to play with.
Text Core can be seen as the base while the stuff for UI Toolkit/Text Mesh Pro were being built on top of it.
This allows for them releasing features for both at once instead of having to seperate new features for both.
Kind of how they are unifying the URP/HDRP abstraction system with Shader Foundry, Shader Blocks, and the new GPU Rendering built on Render graph.
They are making core pieces that allow for unifying parts of the engine.
This is work in progress to solve the big issue everyone has seen with three packages doing same things.
BIRP/URP/HDRP, Text Mesh Pro/UGUI 1/ UI Toolkit, and old/new Input systems.
Still have to import tmp essentials every time you add a ui text element in a new project. One day I wish this just was included.@@8BitsPerPlay
Was really cool to attend to Unite in person this year!
yes I agree, was an amazing conference and the catering was great 😂
Im still full from all the food and snacks 😂
@@AngryApplehahah yeah they definitely weren't shy when it came to foods and drinks!
GPU occlusion culling part of a demo was a bit weird: it's actually slower when it's on then when it's off (46 fps vs 44 at best).
It is because the GPU is spending resources on culling rather than cpu. CPU has been a bottleneck on Unity for a long time, so these features are welcome.
@@shikhermyv if they are cpu bound on this scene, then enabling new cool gpu occlusion culling should raise fps. If they are gpu bound - then fps should go up when man close literally half of the screen with rock.
@@incole7041 That would be if GPU culling it self was not consuming resources. I assume it goes from CPU bound to GPU bound. It doesn't help in fps increase but does free up the CPU. In this scene, it seems useless but I think systems which have very weak cpu should benefit.
Indeed, we were not vertex bound on the GPU at that moment, so the frame rate was about the same.
Well, actually this is awesome, the new features will really take games to a new level 🔥
It's funny that everyone sees with stone faces while Unity providing truly revolutionary things that will improve the existing project without additional actions
Looking forward to the exciting new announcements for GPU occlusion culling and the Integration of WebGPU. But, as always with Unity, you earn the handclaps when this is production ready and out of preview or whatever you used to call your alpha versions.
finally better HDRP performance. :)
Just a hint to the marketing people. The "I'm thrilled to announce" slogan is so overused, it screams fake.
53:58: "I'm happy to announce", at least one guy gets that.
I hope they make the editor open faster. I watched this whole thing to see if they would mention the editor opening faster.
Try using mac. It is much faster than windows for me.
Looks great! Very exciting! :)
48:00 😀
很高兴看到Unity能有重回正轨的趋势,期待Unity6~
As a VR developer, I'm excited to see how Muse is going to change the conceptual level design, especially if you can use other sources like ChatGPT 4 or even applications like Midjourney.
steam is banning ai generated images, they will not publish your game
@@arunachalpradesh399then publish on the Web with wasm
Nice to see David at the end there. The only person I recognized these days :P
On the bright side, some of the snake oil salesmen seem to be gone.
Has it been another year already? Wild. That was a quick year. Been waiting for this though. One of my favorite times of the year besides gdc.
18:35 More vertices are being culled, but it didn't affect framerate.
How to change the size of Tab Icon in TabView in Unity 2023.2.0f1? I am having a problem using Unity UI Toolkit. I don't know how to change the size of the Tab icon. I searched for relevant materials and documentation, but I couldn't find any. I need help, thank you!
Did they announce the winners of the unity awards here or did they just talk about new features of the engine?
at the end
can this be implemented on the built in render pipeline as well?
GJ new CEO.
hi unity, just one comment as a user, that is great to see Unity 6 is coming, but just one personal comment, don't repeat previous mistakes you've done in the past by reinventing new features that are already present and working / don't split up apart too many non essential side projects. the key is too work on the engine scalability ( by the way the gpu resident drawer is great ) to deliver the best tools for game developers with stability as a key milestone. integrate ai prompting in unity is interesting too
What kind of PC was that fantasy kingdom demo running on?
I like who they turned on occlusion culling and lost 4 frames.
David Helgason! Cool!!!!好久不见!
What about RTL text support?
Isn't that already supported in TMP?
Cool I hope it will works in my device I currently work with unity 2019 in my laptop because of problem in it being heavy so I will try it
And god said to the universe "Humans are available now, on beta, early next year".
The decision to showcase 'popular' games made with Unity is a complicated one because they are all second line games, highlighting the chasm between Unity and Unreal. Unity has its own set of strengths in relation to Unreal and should avoid exposing itself to these types of comparisons.
Hola Unity cómo instalo Unity en mi teléfono
Clarity of original naming? 2023.1 is pretty clear for me. I think 6 is a mistake...
Remove runtime fee, don't stab people twice.
I am glad that I chose Unity. I like that Unity recognises its mistakes and moves on. It's inspiring and gives me a lot of respect for Unity. My biggest wish is the stability of the engine when developing games. I sometimes get game issues out of nowhere in the 2021-2022 LTS versions. I believe that Unity 6 will solve many stability issues and finally I will be able to confidently use URP for mobile and WebGL games! I wish you success in the development of this engine!
Yes, I had that dream too
"inspiring and gives me a lot of respect for Unity". This isn't a mistake they made, it's the way they have been doing business for years, they push the greed needle as far as they can, then push back. they do that over and over until we realize how much we get owned over the years. They've done it in the past, they did it again and they WILL do it again, there's no doubt about it. But this isn't even the main problem, most greedy businesses do this, no the problem is blind people like you who actually have respect for this, instead of understanding what they do. Open your eyes, they're not your friends.
1 hour long video and they left what I wanted to see to the last 3 min.
I would like to hear news about UI Toolkit.
Lots of updates on that side. The new UXML Attributes make custom controls creation in no joke 1/3 of the lines of code.
New UI Controls for tab systems, way better performance, new overlay updates that include a new pop up UI control, and I think the most important thing the new binding system that can remove hundred of lines of code in bigger libraries.
Unity 2023.2 has a lot of these, but Unity 2023.3 improves on those new features by a lot which is quite a nice change for Unity devs.
Due note as some have mention Unity 2023 LTS will now be called Unity 6.
So... can someone invite me to a Unity Project?
hi, I think Unity is not Unreal Engine, It has its own way of being better, Mobile gaming needs a lightweight Engine to work on any device. I have loved Unity since 2017
Let's Unite
"To give you the best possible game engine?" Maybe in 10 years if you don't blow yourself again... lol ...
Nice focusing on engine features and AI, this is the future.
Much better ceo make him the real one
Not 60+ fps in the rendering part? It's a cool new feature but not as good as nanite in UE
its a worse case showcase, you dont even have LODs in this scene and a lot of NPC AI Agents.
Its cpu limited and DOTS can help here
Some sort of automatic dynamic LODing would have been the icing on the cake, but it may come at some point.
The debranding to Unity 6 is hilarious. But it's good to see that development seems on the right track. But will U6 get rid of the old render pipeline? Or URP will just become the default?
The Always Online requirement and the proprietary data model to track the number of installs are still embedded in Unity apps
Rendering improvements, dots and performance, top! I really see potential and improvements here and it's also good that James Whitehurst said something about your recent debacle at the beginning, that's nice. Unity Cloud doesn't sound uninteresting either. But your AI nonsense is something you can stick on your hat. To this day, you haven't said where the datasets for generative content come from, but you say in front of everyone "if you do get sued, we'll help you" 😁... Really, this is ridiculous and ethically highly questionable.
That’s also what Sam Altman said on stage on the GPT 4 turbo keynote thingy
'We know you just want to use URP but what if it was just like HDRP, would you use HDRP then?'
Please release gigaya for ease
So there is nothing about Animation system🙃
Do I need to pay a fee for watching this?
yes dear, frustration is the fee
Our state of the ar...
Unity is Busy for 57288:55:33 ...
Leadership: Destroy the company by deciding randomly new pricing policy and takes bonus.
Tech people: Save the company and being laid off.
Where is Lumen :(
Try Unity 2023.2 and 2023.3 with the new GI updates, Light Asset updates, and the render graph improvements.
Some of these are in the new stable release for 2023.2 f0 which came out today and some are getting more new features/improvements in texture/light streaming this upcoming 2023.3 release.
Lumen or another real-time GI technology will be useless since the Always Online requirement and the proprietary data model to track the number of installs are still embedded in Unity apps
Either audience still plays an offended child, which is silly, cause you came to the event, or it’s completely dead.
A lot of great features were greeted with complete silence.
No there was no silence. I attended the Unite this year and we definitely weren't silent. The mics didnt pick anything up for the livestream 😅
நல்லது
One thing its missing for HDRP is Virtual Shadow Mapping, asked them if theyre plans and no currently not.
VSM would prevent the shadow pop in in the nice village demo 🥲
IN MY OPINION, being a skeptical about the Unity 2023 and this presentation:
1 - they only care about mobile and how to make you create game to mobile.
2 - Any cool new feature will be lock on a subscription or worst.
3 - Hei, look VR.. so you can play 30 minutes and be sick...
面向数据编程是大势所趋啊,自从我了解过ECS之后,就感受到了他对于面向对象的优越性,高度解耦的代码,非常方便于游戏这种可能会频繁修改需求的开发
I would like to see someone actually test drive those mobile scenes cus both of the scenes shown were videos and not actually live but scripted it to pickup the devices to make you believe it was live, I can only imagine they did that cus they were overestimating its potential completely.
Compared to other comments, this will be an unpopular opinion but... this was one the emptiest Unite I have ever seen. No significant announcement or advancement :(
thanks God we switched to unreal
A year ago, I was hoping that Unity would get back on the right track. In the meantime I'm glad that Unity showed such garbage. So the engine choice (Unreal) is pretty easy for me.
Wrong judgement or you guys are too new to gamedev. Never judge the book by it's cover
@@ragerungames yeah. 12 years are not much
I thought later redhat ruined linux as open source os. If true… why have a leader of that record lead Unity with recent debacle
Think that was when IBM bought Red Hat. It was starting to be an issue after that.
Due note the new CEO lead was with red Hat before that. When Red Hat was bought by IBM he was made as a CEO of Red Hat, but left because and be note this part is not confirmed, but he didn't like IBM's direction with how they were changing Red Hat.
This started going public in 2019 when IBM bought Red Hat for 34 Billion dollars.
@@8BitsPerPlay i see, then I hope Unity can get a better public confidence with his help 👍
Unity trying very hard to forget everything 2D...
Thats not true, they did a lot of stuff in URP for 2D Rendering like a complete new Lighting System specially for 2D.
They also recently released a new 2D Demo Project with these new Features
@@AngryApple2D lighting released in 2018, 6 years ago 💀.
you are just proving how much they are ignoring 2D.
I wish I could feel the same about Unity as I used to, but the recent licensing debacle obliterated my trust in the company. I get a bit of nostalgia watching these, but sadly I've had to move on as a customer. :/
Lol what? having a small cut of sales if it were to make a lot? i mean for getting to use a awesome loaded app for free is already good enough, how much are you expecting to have completely made?! their revisions are fine, the only ones crying are the ones that donn't understand anything
Move on 😂😂😂
@@Dominicn123
> the only ones crying are the ones that donn't understand anything
The only ones staying the ones where it's currently too expensive to leave or huffing copium pretending like the people that pushed the decision aren't still there.
Yes I feel the same. I can't view unity as before.
Just fancy 3D models in a cinematic trying to sell BS
I am poor💔
Absolutely shocked that you guys are not talking more about Embers Adrift - the successful Unity HDRP MMO that just had its first anniversary.
Gobsmacked really.
lol, I assume you're one of the developers. Never heard of the game, but a quick Google search would suggest it is not the success you claim it is, and certainly not something Unity would tote on stage.
@@krosse77No mate, not a dev, just been playing it for 12 months.
Nice unite keynote.
I am disappointed that Unity is going back to its previous naming scheme. Being Unity 6.
With Unity 2017, 18, 19, 20, 21, 22. You at least know what year it was from.
With Unity 4 and 5. I can't even remember what year it was from.
Now it just feels like ah whatever, 2017 ~ 2023 didn't happen. It's now Unity 6, we're finally done with the "big" update.
I find year dates as post fix product name crystal clear where as just a number, not.
Now it makes Unity 5 seem not so old. But it is quite old.
Why is Unity changing back?
The year was always off, 2022 LTS came out in 2023 for example. Also I think using regular numbers makes it easier to keep track of. It's easier to understand and you won't get confused between downloading 2022.3 or 2023.2 for example.
Unreal and Godot use this naming scheme and it's really easy to tell which version is which
Why does it matter what year it was from
I think is just marketing strategy.
@@WelshGuitarDude Looks like you didn't work with much projects, or big projects. The engine year is basically a base for project schedules.
@@JuniorDjjrMixModsDon't tell me you're working on "big projects" and only refering to the name of the version for support? Surely you're using the official roadmaps and feature comparisons for actual big projects.
"Community" Community" Community". No. We are your customers. Treat us such.
Forget everything and give us all your money 🙏
Not impressed. What do you guys do all day? Who in their right mind thought Cloud was a good idea? Feels like tools made for gamedevs made by people who don't make games. Waste of time, just bloat.
You clearly do not play games. Cloud is very important in modern multiplayer games
No new tech, Ai gimmicks and fees all over the place, what a disaster.
😂😂😂
noooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo
For me this is a game changer. I'm switching to Unreal.
nononnononononoonononononoonnoonnoonoononnononoonnonononononononoonononononononononononononnonononoonononononononononnoononononononnoono
So its so vague that i could puke
Did he just say 2022 LTS and "Underlaying stability?" jesus christ
LTS has been a trainwreck of critical bugs
As long as Unity is closed source and not dogfooding, things are never going to change and it will never be competitive to use Unity for any team above 5 for core games.
No they're not? The only things I'd consider bugs that I've encountered are random errors in ProBuilder and the Splines package, which are both still usable
If you make a larger game you will encounter critical bugs all the time.
They literally made Shader graph unworkable for I think 5 months as example. Almost half a year no work on shaders. So many issues.
@@Hietakissa
Sooooo, what you nerds are saying is Microsoft is going to buy Unity…. I’m sorry Unity 6 😂 🤣…. Unity created a micro transaction game?! That’s new 😂 🤣.
Sorry but that "stable 45fps demo" is laughable at best.
I think it's because of the editor version. If they also show the build version, it would be great. But for me with topview and flying around the map While having 30 million vertices and still holding 40+ fps, it is more than enough.
Personally, I think the build version will easily hit 60 fps. And that runs on 4k.
And I think it looks great.
@@slap2685they should specify hardware.
@@slap2685Not impressed tbh. Nanite can eat a bigger amount of verts with a better overall performance for the same scene while also computing GI and raytracing reflections on the fly.
@@tatoforever So just use unreal.
tbh a tool is a tool, a hammer is a hammer.
Each engine has its own pros and cons, and if unreal has what you want and is better, then just go for it. How is it important? I'm not a fan of any engine. But here's the thing: I think most developers waste too much time. Which engine is better? That engine does this. This engine does that blah blah blaaaah just gets bogged down somewhere. Until your game hatches like a golden goose and makes you money or does what you expect.
@@slap2685 It's the case, i work with Unreal engine at my day job. Was using Unity since ver1.x on Mac. Also the company im working on is moving away from Unity cause it has scalabilities issues. Exactly the same problem displayed in this demo, 45fps with a large scene using temporal ressolution is really not ready for production. Unreal can hit higher numbers on console using real-time GI and raytraced reflections on larger scenes.
unity just quite i use to use ur game engine it was good but until 2023 unity sucks i am leaving unity
Just another incremental update repackaged as Unity 6 to push people into switching to new T&C and higher prices. Also congratulations on finally catching up to UE 4.1. Now unity is only 10 years behind everybody else.
They seem to be way ahead of unreal in the AR/VR space.
are you even using unity or just saying that? Worked on booth engines and I will definitely choose Unity over Unreal all the time.
The workflow, the ease of use and how fast you can get a working prototype is just way better in Unity.
Unity is barebones, you need experience to get most out of it, but without doing much in runs all right.
Unreal gives you nearly everything, runs like dogshit and need a ton of optimisation to even be in a release ready state, look at current UE5 Titeles nearly all of them run like garbage, because Unreal optimisation is still a mess an no studio puts in the time or even have a clue how to properly do it.
Also if you say Unity is 10 years behind.
DOTS, ECS and the burst compiler is unique to Unity and a completely different approach how to write code for you game, its Multithreading by design and runs extremely well.
Data Oriented Programming is something only Unity has in a production ready engine the closest thing on the market to that is Bevy and you really cant compare these two.
DOTS is what brings Unity 10 year in front of Unreal.
The Multithreading in Unreal is atrocious, but they seem to working on it to finally get the streaming/traversal stutters fixed
Ok, I give this ridiculous video…. A thumbs down….. 6
Unity is all about A.I. -- hmmmmm
Yeah... Still outdated stuff.
Sentis demos look as wrong and jittery as AI vision from a decade ago, or are not interesting applications.
Would it be possible to use muse assets in godot? I wish godot had something like this