It’s that guy that keeps posting about releases again
This time I have a quick overview of some of the highlights from our roadmap for 10.3. Note that everything here is provisional - stuff might (and probably will) change a little as we approach the release.
Let’s get started!
Support for arbitrary Unity scenes
This means you will be able to name your UnityClient / UnityWorker scenes whatever you like and place them anywhere in your project, as well as including multiple scenes per worker.
Improved Unreal file structure
We’ve restructured the file layout to be in line with Epic’s recommended structure.
Generated API reference for our C# SDK
This is the first step on a path to full generated API references for all supported languages and game engine integrations
Broader range of C++ SDK builds for Windows
Starting with 10.3, we’ll be shipping /MD, /MDd, /MT & /MTd worker packages to support all x64 MSVC runtimes.
Will be a Windows client only for this initial version, but will be fully functional. Commands, state updates and more, all from the comfort of your browser!
There will be a bunch more improvements and bugfixes coming with 10.3, including official support for Unity 5.6 and Unreal 4.15.1.
Can’t wait to get it in your hands!
Delayed until 10.4.0:
Customisable Unity entity creation lifecycle
Right now, we spawn you a
GameObject for every entity, at (-9999, -9999), and pool it. With 10.3, you’ll be able to provide custom implementations for the entity/component pipelines - you’ll be able to represent entities however you like.
Delayed until 10.5.0:
We’ve begun an overhaul of worker logging to provide useful contextual data that can be sliced and diced. All existing information (worker type, logger name, etc.) will now be available as structured data, and you’ll be able to provide an optional
EntityId for context along with each log. Expect to see some pretty sweet integrations with the deployment tools soon!