In 2023, we’ll be bringing new innovations and quality-of-life improvements to both the Plastic SCM web experience and the Plastic client application, with general usability improvements that include an improved onboarding experience, connections management, and repository browsing, all prioritized based on your feedback.

If you’re a Plastic SCM Cloud Edition user, you will also be able to increase your productivity by eliminating redundant tasks in the merging process with Cloud Mergebots. Mergebots are currently offered as an on-premises feature, and we’re excited to make this available in the cloud in 2023. We will also be building a 3D previewer for the web experience in 2023, allowing you to preview any file in your repo directly from the Unity Dashboard. This is the first step toward a series of visual workflows tailored to RT3D that we plan to deliver next year and beyond.

For Cloud Build, we’ve heard our users loud and clear. We’re prioritizing dramatic improvements to our service’s reliability with robust build failure categorization and observability efforts, while delivering premium compute hardware and incremental build support to further optimize your build performance. We’re also expanding platform reach, with upcoming support for consoles, as well as AR, VR, and XR projects and applications on the horizon.

For the future of our codeless features, we’ll be expanding their production use cases and improving unification with Editor workflows. The first aspect of this involves a new runtime for Unity Visual Scripting that will significantly improve graph execution performance, reduce memory allocation, stabilize platform support, and enable DLC graphs.

The second aspect involves Graph Tools Foundation, a UI Toolkit-based framework for developing graph-based tools. It will become the common front-end for Visual Scripting, Shader Graph, and other graph-based tools over time. This update will make it easier to learn and shift contexts seamlessly across these workflows as well as unify their customization capabilities.

While we continue to develop these over the next two to three release cycles, our focus in the coming year involves working with studios and creators like you to ensure these additions and improvements make a difference in how artists, designers, and other non-programmers create and collaborate in the Editor. While we won’t be launching any big, shiny features for UVS in 2023, we will be releasing some fixes to top-priority issues like IL2CPP builds, along with quality-of-life improvements such as the ability to add comments to your graphs with sticky notes.

Lastly, the coming year will also bring new audio authoring tools for your daily sound design tasks. You’ll soon be able to preview audio files before you drop them in your scene, adjust or randomize volume and pitch, and add them to a playlist. Creators will have the ability to randomize audio assets within a playlist, like what’s done for a character’s footsteps, without having to code. This change will enable non-programmers to create more elaborate soundscapes in Unity.

Source: Unity Technologies Blog

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