With the general availability of ECS for Unity, the Burst compiler, and the C# Job System creators are now equipped with a strong foundation to build more ambitious games with Unity. However, the work doesn’t stop here, and we are currently focused on the following areas.
Consolidation of ECS workflows: With the release of ECS for Unity, we expect to see a wide range of new use cases emerging. Our short-term focus will be observing how you leverage ECS for Unity, and acting on opportunities to further consolidate workflows and provide a better experience. We’ve also heard how many of you would benefit from a good character controller to get started. This is why we acquired a powerful ECS-based character controller, Rival, which has been built for extensibility and performance with networking in mind.
Enabling cross-play multiplayer game creation: Enabling multiplayer games continues to be a big focus for the team, and we’re determined to close any remaining gaps to provide an efficient out-of-the-box support for many genres of multiplayer games. These include working on cross-platform determinism to simplify cross-play development or simply supporting the need for determinism in multiplayer game code.
Enabling open-world game creation: We are also developing more robust open-world support in Unity, specifically around the ability to scale content. This is currently being developed on two main fronts, animation and worldbuilding.
We’re progressing towards a highly performant, customizable 3D animation system that leverages data-oriented technologies. While ECS for Unity offers a very powerful foundation to build larger games, we’re ensuring that the upcoming animation system remains accessible to GameObject gameplay so you can continue to work with whichever workflows you are most comfortable with. In the meantime, we continue to keep a strong focus on Mecanim stability and performance, backporting fixes where possible.
With worldbuilding, we’re launching a new Spline authoring framework in Unity 2022.2 Tech Stream, which will enable developers and technical artists to create tools for drawing geometry like rivers or roads with custom components. The Splines authoring framework will continue to evolve, with improvements to artists workflows for spline objects like branching, merging, extruding, and more. Finally, we’re also working on better artist controls for environment workflows, including overlays for terrain, scattering improvements and managing terrain detail density.
Do check out the latest Spline tool as we continue to add more tooling to make worldbuilding in Unity more accessible.
Source: Unity Technologies Blog