Unity Safe Mode available in 2020.2 beta

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Unity Safe Mode is available in Unity 2020.2 beta. This improves how Unity behaves when opening a project that has script compilation errors.

If there are compilation errors at Editor startup, you will be prompted to enter Safe Mode. This mode is designed to provide the best environment for resolving compilation errors, so that you can quickly return your project to a functional state, without waiting for all of your project’s assets to be imported. This feature will simplify and speed up the process of upgrading a project to a new Unity version, and it will help teams working on large projects by reducing the number of cases in which the library folder contains incorrect import artifacts.

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Validate your skills with a Unity Certification

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As the world’s leading platform for creating and operating interactive, real-time 3D content, Unity and those with Unity skills play an integral role in bringing these experiences to life. With surging demand in these industries, people with Unity skills are more coveted than ever, making this an opportune time to build and advance your Unity skills. 

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How an AI-assisted workflow fast-tracks material creation

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Powered by NVIDIA GPUs, Unity ArtEngine’s AI has simplified workflow, and helped create vMaterials – a free library of over 2,000 high-quality real-world materials.  Creating realistic materials can be a time-consuming process. Even when working from high-quality references, it can take days of work to achieve impressive results. So when a team at NVIDIA was building up their vMaterials library, comprising more than 2,000 real-world materials, they looked to an AI-based solution in Unity ArtEngine. Powered by NVIDIA GPUs, ArtEngine became an indispensable tool in the pipeline that raised the quality of the produced textures while speeding up turnaround times for texture creation.

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How the Query system in Unity Mars does procedural layout

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The Query system in Unity Mars simplifies the creation of augmented reality (AR) experiences that adapt to the real world around them. Based on constraints that you specify, it finds a way to lay out the scene in a given environment. Read on to learn more about how it works. We designed Unity Mars to help creators make context-adaptable AR. We hoped to solve the primary issues AR developers face: defining content relative to the real world, iteration time and testing in environments, and adapting the way virtual content is laid out in varying real-world environments. We call this the adaptable content problem. Queries are Unity Mars’ way of solving the adaptable content problem. For each distinct piece (or group of pieces) of virtual content that needs to integrate into a place in the real world, Unity Mars devises a query – a request for semantically tagged data that describes part of the real world. Queries have two high-level pieces:

One or more conditions that define what data can match the query
One or more actions that specify what to do when Unity Mars finds a match

Each query is created either by a Proxy, which represents the link between the virtual content and the real world, or by multiple proxies in a Proxy Group.

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The road to 2021: The Performance Optimization team

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We recently shared our roadmap plans for 2021. Now we invite you inside Unity to meet some of the teams working towards these goals. In this second post of our new series, we meet the Performance Optimization team.

Our Unity 2021 roadmap explains our priorities for next year. We’re committed to updating production-ready features and delivering key new features based on what you have told us you’re missing from Unity. But we’re equally determined to improve workflows and your overall quality of life when working in the Editor.

This post is the second of a series that aims to give you a glimpse behind the scenes. You’ll meet some of the teams working on those initiatives, get to know what drives them, and see the progress they’re making. In this blog post, we’re meeting with team lead Lyndon Homewood and senior software engineer Richard Kettlewell from the performance optimization team to learn more about their focus and plans for next year.

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