Good evening, everyone. My name is jb.
At microsoft i run the visual studio tools for unique experience.
Does this have a problem with my french
Accent? oh. All right.
My apologies in advance if it doesn't translate everything i
Mean to say. Anyways, at microsoft i run the
Tools for unique experience where i've been working many
Years now on bridging unit and visual studio.
I've seen unit grow from ten person start-up to a company
With almost 2,000 people strong now. It's been incredible to unit
Grow and even expand, where they're going. Right now unit's been used to do
Very i am 3-d graphics and multiproduction. And yeah.
We've been work on making visual studio the best for unit developers.
It's particularly important. Let's see why.
I think it was last week, unit ships unit 18.1.
I vat best screenshot for unit developers. Finally, after years n and
Years, unit finally updating the
Stack. For years unit ships the
Equivalent of dot the .Net five that you could use with c# four.
You can finally target the modern .Net ecosystem targeting
The equivalent of .Net 471. Still running
Mono. >> Let me fix your microphone.
>> Sorry about that. One, two, one, two.
Is it better? all right.
So yeah. I was saying, request w unit,
You can use the .Net ecosystem. You have the 4ap ikes you can target.
If you want to share code between modern .Net
Implementations like .Net core or xamarin you can use subset of
Code between unit and .Net implementation.
With this update, unit 8.1 Also added their c# six compiler so
You get all the nice things that came in c# five and six.
C# seven will come later this year.
A quick word about ihttp. It is the .Net trend time you
Need to use when you export a game for target platform.
Let's say ios.
It will compile it to c++ for the target platform.
You get this compiled game running on ios written in .Net
Linked with the unit engine.
Ih cc p is not supported by all page oar unit platforms.
Just windows mac&mac ios alone. Game developers love it.
Because in the end it's native code.
It makes it way harder for people to look into also game is
Made, decompile it, and also it provides major performance
Improvement as compared to the old model versions unit was
Running on. In
18.1, Tcp connection that
Your id can connect to. So when you create your game
With i cc p you will we able to debunk your game, the c# code of
Your game from your id just like you're use today.
Let's look a little bit about the new preview features coming
In 18.1. Not going to go over each one of
Them but the common theme here is unit is coming from a model
Where it is one 3-d engine's block box to a model where you
Get a lot more control to all unit render seeings.
Resources you can look online where you can basically plug
Into unit's engine using c# and control it.
Making it very easy to write code which executes concurrently.
And which is very perform ant. It went to the extent of writing
Their own c# compiler for substance of c# that has the
Ability to and it's very neat. You get to configure the amount
Of precision you want from your c3 computation to improve your
Performance or not depending if you want precision or not.
Unit also just shipped the first bit of 18.2.
One of the things it adds that we've been waiting on our side
For a long time, the tls and ssl in system .Net http.
System .Net http is a common library used to communicate ore
Http in all modern .Net class libraries. It's finally coming into unit.
You'll be able to take any .Net tender 2.0 Compliant libraries,
Even over http and running it inside unit.
Obviously, some things we're very excited about is the
Possibility down the line of running the azure sdks and
Giving you the full power to write your unit game.
I think brian and i in a few weeks will spend a lot more on
The subject. Let's talk about the visual studio.
For a while now, visual studio on windows has been a default
Experience to write your unit games. Today we just shipped visual
Studio version 15.7. It does full support for unit
18.1, Including support for new product generation.
Previously unit would key their own product and solution.
We're now plug directly into unit's on-site project
Generation making it easeiier for us.
New package manager that ships in 18.1. One of the new features we added
Was the ability to debug your unit game over usb instead of
Over wi-fi. A loot faster and reliable.
We've also added the ability to debug concurrent unit players.
Let's say you're writing a unit game and want to debug multiple
Clients on the server at the same time.
You can attach to multiple unit clients and employee debug them
At the same time and debug interactions between them.
Because unit has updating the stack as i was saying, a is a
Lot of small features to implement, the ability to move
The statement can. The features you're used to
Debugging, trying to bring that to
Unit. Let's talk about visual studio
For mac. We shipped visual studio for mac
First. Since last year we had first
Party support for unit. And in collaboration with unit,
Unit 18.1 Will insert for mac on mac ios.
That's something we're really proud.
Basically, what we're working on for unit is have a shared code
Base where also features as we're ad willing on windows and
On mac ios we tried to make it for id herbs such as debug of
Usb and adding features specific to different id es like the unit
Behavioral wizards popular on windows.
Unit begins can select different unit messages they want to add
In their behaviors. A quick word about has coming
Later in 2018. Unit's currently working on
Using ross lynn as a compilation server. Developing a unit game is a
Process except when you have a large game and it takes a long
Time to recompile your game. With this, you'll have a much
Faster iteration time developing unit. It will bring you c# 7.2 To
Write your unit becames. You can tried to in 18.1 With
Experimental package. Yeah. That's all i have for today.
If you have any questions, feel free to come to me.