So Unity just had their GDC Keynote and announced some cool stuff, as well as showed off some of the stuff coming in 2018.x
https://www.youtube.com/watch?v=cmRSkHl-Gv0
Also some links for some of the cool stuff (not much has stuff to link that isn't already in 2018.1 beta):
roadmap: https://blogs.unity3d.com/2018/03/20/unity-unveils-2018-roadmap-at-gdc/
ECS: https://forum.unity.com/forums/entity-component-system-and-c-job-system.147/ / https://github.com/Unity-Technologies/EntityComponentSystemSamples/blob/master/Documentation/index.md
A lot of cool stuff I'm actually excited for for once
I'm interested to hear more about their new networking architecture.
About time for nested prefabs. Makes me very hsppy to hear though.
Oh boy, with nested prefabs things are probably gonna get confusing for those who're already used to normal prefabs.
Haven't gotten to nested prefabs part but I hope there is a way to switch between nested and simple prefabs.
Nested prefabs! Hallelujah! We have so many systems built around this issue that makes the content pipeline a mess, hopefully it's well implemented and not secretly an asset store solution that they just bought and integrated.
Did they actually show the nested prefabs being used, I didn't watch it all
No they just sort of announced it and everyone clapped then they moved on, probably be more on it in the next few months I guess
This was how they announced it on twitter.
https://twitter.com/unity3d/status/975906297962024960
I a bit confused about the scriptable render pipeline. Are they saying that what they are using in the book of the dead demo will become the new default for Unity 2018? Or is it just an option? It changes a lot about how standard materials and lights work.
My understanding is, at least for now, how unity is currently will continue to be the standard normal way of doing stuff, only you can now create a SRP or use either the light weight or HD predefined ones and tweak those, but from what I gather the current unity way of doing stuff will still be supported and the norm (who knows if that will change)
It's pretty much as smt923 describes it. The HD SRP / LW SRP are going to remain experimental even after 2018.1 launches. I think they are going to intend for everyone to use these pipelines eventually, but the adoption of these for production are probably going to wait until after 2018.2.
Can someone explain what these nested prefabs are and why they're such a big deal?
I don't know for sure but I imagine it just lets you put prefabs into existing prefabs, I imagine something simliar to how godot has a full tree system of scenes that can be saved as their own things and combined with other scenes and basically nested forever, which for me at least made stuff like UI super simple because you can it really modular and just compose stuff within other composable stuff (reading this back it sounds like I'm speaking bullshit but tl;dr prefabs inside of prefabs)
When you include a prefab(A) inside a prefab(B), it will just copy the entire (A)gameobject instead of linking to it. It means if you update the original A prefab, the changes won't be included inside the B prefab. You have to manually change each copy of the original prefab and makes modular prefab reuse a hassle.
Nested prefabs basically solves this issue so you don't have to resort to using ScriptableObjects all the time.
Oh I understand now. That does seem really useful to my workflow.
I actually remember being surprised that unity didn't already do it this way to begin with. I suppose I still am.
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