unity 团队开发_Unity 3 –开发团队最引以为傲的功能是什么?

unity 团队开发_Unity 3 –开发团队最引以为傲的功能是什么?

unity 团队开发

Unity 3 is looking to be our biggest release to date — bringing with it source-level debugging, deferred rendering, best-in-class lightmapping and occlusion culling, and a unified editor. As we are getting close to the end of our pre-order window, I decided to asks members of the dev team what features they are most excited about.

Unity 3有望成为我们迄今为止最大的发行版-带来源代码级调试,延迟渲染,同类最佳的灯光映射和遮挡剔除以及统一的编辑器。 当我们接近预购窗口的结尾时,我决定问开发团队的成员他们最兴奋的功能是什么。

unity 团队开发_Unity 3 –开发团队最引以为傲的功能是什么?

罗尔德·霍尔(RoaldHøyer-Hansen) (Roald Høyer-Hansen)

Beast lightmapping – no doubt :) Never has lighting a scene been so much fun! Great interface and superb integration with Unity. It has actually changed the way I work, as I now do all my lightmapping/baking inside Unity, with Beast. I am sure 90% of the games we’ll see after 3.0 will look 10x as good as the ones we see today :)

野兽灯光映射–毫无疑问:)照明场景从未如此有趣! 出色的界面和与Unity的出色集成。 实际上,它改变了我的工作方式,因为我现在在Beast中进行Unity内部的所有光照贴图/烘焙。 我敢肯定,在3.0之后我们将看到的游戏中有90%看起来将是我们今天看到的游戏的10倍:)

查尔斯·欣肖 (Charles Hinshaw)

There are BIG features, but I’m really enjoying the little scene view tweaks that improve daily use. Vertex snapping, look-at rotation, live previews for materials, dragging prefabs into the scene live with ray-snapping, interactive light gizmos, and rect selection — get used to them and then use a 2.x build and see how frustrating it gets. Unity 3 is going to allow for scenes to be constructed much more quickly and accurately.

有很多功能,但我真的很喜欢可以改善日常使用的小场景调整。 顶点捕捉,外观旋转,材质的实时预览,使用射线捕捉,交互式光小物件和矩形选择将预制件实时拖动到场景中-习惯了它们,然后使用2.x构建并查看它如何令人沮丧。 Unity 3将允许更快,更准确地构建场景。

阿拉斯·普兰克维修斯(Aras Pranckevicius) (Aras Pranckevicius)

Personally, I’m quite happy with all the behind the scenes stuff that went into 3.0 rendering – surface shaders, seamless shader compilation into OpenGL ES shading language, the way we encode Deferred Lighting buffers etc. But I doubt anyone except me would ever notice them :)

就我个人而言,我对3.0渲染中的所有幕后工作感到非常满意-表面着色器,将无缝着色器编译为OpenGL ES着色语言,我们编码Deferred Lighting缓冲区的方式等。但是我怀疑除了我以外的人是否会注意到他们:)

Obscure features that are awesome: XOR operator support in JavaScript! XOR is cool because:

令人赞叹的模糊功能:JavaScript中的XOR运算符支持! XOR很酷,因为:

  • It’s exclusive – very exclusive.

    它是独家的-非常独家。
  • No short circuiting semantics with this guy.

    这个家伙没有短路语义。
  • It appreciates differences in people, or at least in operands, which is almost the same as people.

    它赞赏人与人之间或至少在操作数上与人几乎相同的差异。
  • It has an X in it. Everything that has an X in it is cool. And this one starts with an X.

    它有一个X。 所有带有X的东西都很酷。 这个以X开头

萨曼莎·卡尔曼(Samantha Kalman) (Samantha Kalman)

I’m most thrilled about the new audio features. Big things like fx filters and reverb zones to add atmosphere to your audio are awesome, but little things like reliable synching of multiple playing sources is completely wonderful. Combined with spectrum analysis you can do things like procedurally modify colors, meshes, lighting, or anything else based on audio playback. As someone who wants to make synaesthesia-invoking music games, I am so happy that these features made it into 3.0.

我对新的音频功能感到非常兴奋。 诸如fx过滤器和混响区之类的大事为音频增添了气氛,但令人难以置信的是,诸如多个播放源的可靠同步之类的小事却是非常美妙的。 结合频谱分析,您可以执行一些操作,例如根据音频播放过程来修改颜色,网格,照明或其他任何方式。 作为一个想要制作通感的音乐游戏的人,我很高兴这些功能使它成为3.0。

尼古拉·史威兹 (Nicolaj Schweitz)

I love the new audio features, especially the possibility to use audio to affect any runtime variable. I can’t wait to see what people get out of this.

我喜欢新的音频功能,尤其喜欢使用音频来影响任何运行时变量的可能性。 我等不及要看到人们从中得到什么。

The mod tracker file support might start a new epoch in music for games — or should I say a revival of the demo scene trackers.

对mod跟踪器文件的支持可能会开启游戏音乐的新纪元–或者我应该说演示场景跟踪器的复兴。

I am also amazed by the new physics features. Cloth is a powerful feature that along with DSP effects and reverb zones will expand the way our users will present their game worlds.

我也对新的物理功能感到惊讶。 Cloth是一项强大的功能,与DSP效果和混响区一起将扩展我们的用户展示游戏世界的方式。

I am really happy that we have managed to include a lot of details into the mix, audio preview in the scene, object selector, audio rolloff curves, UI for the player settings — I could go on and on. It soothes my perfectionist heart to see that many minor improvements in Unity.

我非常高兴我们能够在混音中加入很多细节,场景中的音频预览,对象选择器,音频衰减曲线,播放器设置的UI —我可以继续。 我看到了Unity的许多细微改进,这让我的完美主义者心安理得。

符文·斯科沃·约翰逊 (Rune Skovbo Johansen)

A few things that are exciting to me, and haven’t been mentioned yet:

一些让我兴奋的事情,但尚未被提及:

  • New font back-end and text input with IME support should make Unity far more interesting to developers targeting Asia and other markets that have unique fonts.

    新的字体后端和带有IME支持的文本输入将使Unity对于面向亚洲和其他拥有独特字体的市场的开发人员来说更加有趣。
  • A few very typical basic math functions have been added that you’d need in many games, but which are not trivial for newbies to come up with on their own: MoveTowards (for floats and vectors) RotateTowards (for rotations and vectors), and a some others.

    添加了一些非常典型的基本数学函数,在许多游戏中您都需要这些函数,但是对于新手来说,这并不是一件轻而易举的事情:MoveTowards(用于浮点和向量),RotateTowards(用于旋转和向量),以及其他一些。
  • Lots of small bug fixes all around that improve stability and performance.

    许多小错误修复都可以提高稳定性和性能。
  • Full debugging capabilities

    全面的调试功能

约阿希姆·安特(Joachim Ante) (Joachim Ante)

I think Unity has made the transition to being a robust level editing tool — developers can place modeled objects from inside Unity as opposed to artists creating the whole level in maya/max. You could always use Unity in that way in theory, but there were some drawbacks why people didn’t do it workflow wise and feature wise when they were doing a high end production.

我认为Unity已经过渡到了强大的关卡编辑工具-开发人员可以在Unity内部放置建模对象,而不是艺术家在maya / max中创建整个关卡。 从理论上讲,您总是可以以这种方式使用Unity,但是存在一些缺点,为什么人们在进行高端生产时没有明智地在工作流程和功能上进行明智的选择。

There is a bunch of stuff that contributed to it, in order of importance:

按照重要性的顺序,有很多东西可以帮助它:

  1. Being able to lightmap from within Unity

    能够从Unity内部进行光照贴图
  2. Static batching

    静态批处理
  3. Being able to place things with the vertex snapping & raycast snapping

    能够通过顶点捕捉和光线投射捕捉放置物体
  4. Occlusion culling so you can get performance out of big scenes

    遮挡剔除,使您可以从大型场景中获得表现
  5. Being able to quickly find assets with the object picker

    能够使用对象选择器快速查找资产
  6. Being able to search stuff in a super awesome looking way

    能够以超棒的外观搜索内容

Equally important is the unified editor; we actually managed to get all platforms back under one tool again. This is awesome right now, but we also spent a lot of time making it easier to add new platforms, so that after 3.0 we can add new platforms at the speed of a rocket ship.

同样重要的是统一编辑器。 实际上,我们设法再次将所有平台归为一个工具。 现在这真棒,但是我们也花了很多时间使添加新平台变得更加容易,因此在3.0之后,我们可以以火箭飞船的速度添加新平台。

翻译自: https://blogs.unity3d.com/2010/08/23/unity-3-what-feature-are-the-dev-team-most-proud-of/

unity 团队开发