The FUTURE of Unity in 2025 and BEYOND!

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💬 GDC 2025 has just wrapped up, and as usual Unity had a Roadmap talk where they talked about what is coming to the engine in the future.
This covers lots of topics since Unity does a lot of things, it covers features coming in 6.1 (out in April) as well as what's coming near the end of the year and even beyond.

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"In term of graphics I really just toggle check boxes and I hope that it runs as fast as possible"
I know what you feel bro 🤝

alexeyterno
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I wouldn't say LOD in Unity are like Nanite in UE5. I would say LODs in Unity are like UE5's LOD system that comes with the engine and you just click a check box in the mesh and it let's you generate up to 7 LOD automatically without using Nanite and adjust the percentage of polygons you want to have in each LOD

octe-es
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Honestly the new animation system look very good lol. One of the main things I set up my workflow around is handling as many animations in Unity without having to go into Blender to animate so it might be one of the biggest thing ever for me.

suspecm
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More importantly what's not in anymore: The World Building System which they announced in September 2024. They seem to have cancelled it.

GameDev
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Thank you! like always great information.

GameDevBox
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First off, nice haircut! It looks almost exactly like mine😅

Then...
It'll be interesting to see how the whole ecs + gameobjects unification would work. Does that mean that i learned this whole ecs workflow for nothing or would I have to learn a new workflow? Because essentially the consolidation means that you work with gameobjects, but with the optimal memory management that entities and component provides. But what about the systems? I read about how they're working on the systems to run multithreaded by default, and I understand how that is an out-of-the-box optimization on the ecs side, how would it work with monobehaviors? Would i have to write an additional systems code or what?
The netcode unification too, I'm curious about it, in fact I wish they did that earlier because I've seen a lot of people who are very new to multiplayer concept praise netcode for GO based on it's ease of use and simplicity compared to other solutions like photon, mirror, etc. But with netcode, the concept of world, subscenes, ghosts and in-game seem to understandably throw them off, so this unification would definitely help by bringing in the optimizations netcode for entities provides to the ease of use netcode for GO provides.

I'm very excited about the new animation system cos the current one is garbage! It is whack! So many out of the box thinking to get some complex animation right, and no matter what you do, there is very limited optimization in it. If you're not making a simple animation based game, you're gonna experience physical and mental pain with the current one😅. I've read the full roadmap on the new animation pipeline based on jobs and burst, and I cannot wait!

Sentis still needs more work, but it is getting there and I'm happy with the progress so far.


And for the other improvements they announced, the fiture is still intact and looks really good. Kinda sad about the world building, but it's ok I guess...personally, I've never needed it, but who knows about the future, right? Besides, they really never officially stated that they cancelled it like how they did with gigaya.

lemetamax
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Heard of changing runtime from Mono to something else for many years, still have to wait
Unity have many things to improve, not sure we still should buy Bakery to bake better light,
do we still should buy another culling system for better/more precise occlusion culling nowadays, might have many more thing to buy.

modmod
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I think what's good to remember about synty pack is that, you only get a single seat for each of these assets (if you buy them at synty you get 5 seats).

muuubiee
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Personally I mainly just want loading times should be faster. But with a lot of "basic" systems being upgraded and added like the input system and water system unity *needs* to upgrade their terrain system. Roblox studio's terrain system is better than unity's, the terrain system in unity absolutely sucks in every way. Sure there's a voxel terrain engine on the asset store blah blah but unity's terrain system is long overdue for an upgrade.

thehemohscinproject
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They didn't mention that Unity canceled unity UGC with 60 days notice. Not good for me cos I shipped a game with unity UGC.

MechabitGames
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Unity promises remains years behind what Unreal delivers already

juleswombat
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Thank you for putting in the work to summarize the roadmap for us.🎉 Definitely some interesting news.

attilabacsa
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Hello, I have a question, you released a unity asset pack, and inside there is a demo for a simulator game.
I was wondering if it was easy to integrate multiplayer in this demo, and if yes, how to / what to use ?
Thanks !

dodoooooh
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Very exciting! Some of these are going to be so cool when they're released!

psychotic
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I prefered the old split up multiplayer packages cos I only need the lobby part

MechabitGames
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Esperando con ansias el doblaje automático en este canal :)

arteRelativo
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I really want to see you make a very famous game, with very different mechanics or viral making mechanics, like the creator of choo choo charles. I know you have what it takes

-OmShinde
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I just learnt to make my own assets but I'm still lacking in animation and code lol.

Deaker
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Sorry my English is not good now ... Claramente la diferencia de velocidad de unity 2019, 2020 vs 21 22 y 6 al abrir en Linux se nota realmente

adrianricardoscalia
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Game dev with game engines are still far too tilted towards the technical side over game design. Too much time is wasted on simply trying to make things work, things that have been done thousands of times before. The tools, including Unity need to be far more user friendly so game designers can concentrate on designing the best games instead of fighting with engines and code just to get basic functions to work.

Yes, the very high end, complex games will always need more work and more technical knowhow, but the vast majority of games really should be far easier to make. I think of things like Dreams on PlayStation where amateurs can recreate in months things that take years to make with Unity. It baffles me that noone has come out with something similar, unless not wanting to lower the bar of entry is intentional.

MrMpa
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