fabula tech_切换到2020 TECH流中的两个版本

fabula tech_切换到2020 TECH流中的两个版本

fabula tech

With Unity’s evolution to a package-based feature-delivery system, we will reduce the number of TECH stream releases in 2020, while delivering continuous updates for all feature areas throughout the year. 

随着Unity向基于包的功能交付系统的演进,我们将减少2020年TECH流的发布数量,同时在全年中为所有功能区域提供连续更新。

Since 2018, we have built, tested, and made available three Unity TECH stream releases as well as one Long-Term Support (LTS) release per year, as I explained in this post. Starting in 2020, we will deliver two TECH stream releases per year, followed by the LTS release early the following year. There is no change to the LTS schedule.

自从2018年以来,我们已经构建,测试并提供了3个Unity TECH流版本以及每年一个长期支持(LTS)版本,正如我在 本文中所 解释的那样 。 从2020年开始,我们每年将提供两个TECH流发布,第二年初将发布LTS。 LTS时间表没有变化。

fabula tech_切换到2020 TECH流中的两个版本

In 2020, there will be two TECH stream releases (shown in blue), followed by the 2020 LTS in early 2021.

2020年,将有两个TECH流发布(以蓝色显示),然后是2021年初的2020 LTS。

更快地修复功能和增强功能的交付 (Quicker fixes delivery of features and enhancements)

The change in the frequency of our TECH stream releases is due to the flexibility provided by Unity’s Package Manager. It enables us to decouple many features, APIs and other updates from our TECH stream releases. Thomas Petersen, our VP of Quality explains: “We’re now moving more of our features into packages. This gives us a number of advantages – one of them is that we can easily update or fix issues in an individual feature without having to update the entire codebase, which also stabilizes the Unity core.”

TECH流发布频率的变化归因于Unity的 Package Manager 提供的灵活性 。 它使我们能够从TECH流版本中分离许多功能,API和其他更新。 我们的质量副总裁Thomas Petersen解释说: “我们现在将更多功能转移到 包装中 。 这给我们带来了许多好处–其中之一是,我们可以轻松地更新或修复单个功能中的问题,而不必更新整个代码库,这也可以稳定Unity核心。”

演示地址

Here are just some of the ways the change in our TECH stream release schedule will benefit the Unity community.

这只是更改我们的TECH流发布时间表中的某些方式可以使Unity社区受益的方式。

更深入的Beta测试,更稳定 (Deeper beta testing, more stability)

Our Beta program is well known and we are always grateful to the commitment of the thousands of developers who take part in it. By reducing the number of TECH stream releases per year, beta testers will have more time to evaluate the tools and capabilities of each core beta release and be able to get deeper into them, while we will have more time to address and fix the issues that they report. 

我们的 Beta计划 众所周知,我们始终感谢参与该计划的数千名开发人员的承诺。 通过减少每年的TECH流发布数量,beta测试人员将有更多时间评估每个核心beta版本的工具和功能,并能够对其进行更深入的研究,而我们将有更多的时间来解决和解决那些问题。他们报告。

开发人员和工作室的工作量减少 (Less work for developers and studios)

We are well aware of the time and resource commitment needed to install and upgrade to a new TECH stream version of Unity. While not every developer or studio is in lockstep with our TECH stream releases, some are. With our move from three to two such releases per year, they will only need to integrate a new TECH stream release every six months instead of every four months.

我们非常了解安装和升级到Unity的新TECH流版本所需的时间和资源。 虽然并非每个开发人员或工作室都与我们的TECH流版本保持同步,但有些人还是。 随着我们每年将此类发行版从三个转变为两个,他们仅需要每六个月而不是每四个月集成一个新的TECH流版本。

非游戏行业和用例的更多火力 (More firepower for non-game industries and use cases)

Increasingly, developers outside the world of video and mobile games are using Unity to produce AR/VR apps, real-time 3D experiences, films, and so on for a wide range of use cases and industries such as Automotive, Transportation & Manufacturing, Architecture, Engineering & Construction, and Film, Animation & Cinematics. With more industry-specific Unity features available via packages, they will be able to reach their creative and market goals faster. 

视频和手机游戏世界以外的开发人员越来越多地使用Unity来生产AR / VR应用程序,实时3D体验,电影等,以用于广泛的用例和行业,例如 汽车,运输和制造建筑,工程与建筑 ,以及 电影,动画和电影学 。 通过软件包提供更多特定于行业的Unity功能,他们将能够更快地实现其创意和市场目标。

随时交付新的第三方平台 (New third-party platforms delivered at any time)

Finally, at Unity we have always worked hard to support the widest number of third-party platforms (currently more than 20), allowing developers to output to iOS, PlayStation 4, Oculus, Magic Leap and many more from the same project. Our new TECH stream cycle and package-based approach underscores that commitment. As new hardware and software platforms emerge, Unity developers will have faster access to audiences on the latest innovative devices.

最后,在Unity,我们一直在努力支持最广泛 的第三方平台 (目前超过20个),从而使开发人员可以从同一个项目输出到iOS,PlayStation 4,Oculus,Magic Leap等。 我们新的TECH流循环和基于包的方法强调了这一承诺。 随着新的硬件和软件平台的出现,Unity开发人员将可以更快地接触到使用最新创新设备的受众。

更快地连接DOTS (Connecting the DOTS faster)

As you may know, the new Data-Oriented Technology Stack for high-performance, multithreaded projects is fundamentally evolving the way developers will build games and applications within Unity. The stack consists of a growing number of packages. Since we are committed to the rapid development and deployment of DOTS technology and tools, developers can take advantage of the latest DOTS features and bug fixes as soon as they’re available. 

如您所知, 用于高性能,多线程项目 的新 的面向数据技术堆栈 从根本上改变了开发人员在Unity内构建游戏和应用程序的方式。 堆栈由 越来越多的程序包组成 。 由于我们致力于快速开发和部署DOTS技术和工具,因此开发人员可以在可用时立即利用最新的DOTS功能和错误修复。

想要查询更多的信息 (For more information)

If you’d like more information about our new release cycle, post a question in this forum or leave a comment below. 

如果您需要有关我们新发布周期的更多信息,请在此论坛中发布问题或在下面发表评论。

翻译自: https://blogs.unity3d.com/2020/01/29/switching-to-two-releases-in-the-2020-tech-stream/

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