• Unite 2022 Keynote recap

    It’s been two years since we’ve hosted a Unite event to gather with our amazing community of game developers. Thanks to you, this year’s Unite is on track to become our most attended ever. If you haven’t had the chance to watch the keynote yet, we’ve got you covered with this spotlight on what was shared.“When we say the world is a better place with more creators in it, we mean that literally,” shared CEO John Riccitiello. “Because creators bring people together. Because we know the joy of creating, and we want more people to experience this joy.”“Now, we know creation is hard,” he continued. “Game creation is especially hard because it involves so many disciplines – from programming to design, art to lighting, character creation to animation, and some serious mastery of technology. Our role at Unity is to make the tools that make it easier for you, as creators, to realize your vision.”Bringing our community together to offer updates and insights into what we’re working on is so important to us. Today’s hybrid event – both virtual and in person within our local communities in Austin, Brighton, Copenhagen, Montréal, and San Francisco – is also an opportunity for us to listen to your feedback so we can ensure we’re building tools and features that meet your needs.Watch the full keynote, or keep reading for a recap of highlights from key areas of focus as we continue to heavily invest in our game engine to help you build, scale, and grow incredible games.DOTS, an acronym for Data-Oriented Technology Stack, is composed of three parts: Entity Component System, Burst compiler, and the C# Job System. If your game requires massive scale, DOTS is a great alternative to an object-oriented coding framework because it lets you write safe, multithreaded code that can deliver performance gains. Simply put, DOTS enables you to build vast, complex worlds and deliver incredible experiences to your players.As Laurent Gibert, who oversees the development of DOTS and multiplayer technology at Unity, announced, “ECS is finally leaving its experimental phase. That means that with the coming 2022.2 Tech Stream – like any other feature – ECS will be supported for your projects.”Gibert emphasized that you don’t have to choose between data- and object-oriented development: The two can coexist. This means you can solve hard scaling problems while relying on your traditional workflows for everything else.To help you scale up your DOTS skill set more quickly, ECS will include graphics packages, physics capabilities, and Netcode, as well as full documentation, samples, and tutorials.“ECS is finally leaving its experimental phase. That means that with the coming 2022.2 Tech Stream – like any other feature – ECS will be supported for your projects.”Creating great visuals is time consuming, so our team spotlighted a few updates to help you achieve your vision more efficiently in both Universal Render Pipelineand High Definition Render Pipeline.“We know that it’s hard to choose a rendering pipeline early in a project,” said Nancy LaRue, a marketing manager for technical artistry tools. “And it can be complicated to switch later on. So we’re working on modifying the render workflow so you’ll be able to use both URP and HDRP in the same project.”The segment highlighted some new tools for URP, including Forward+ rendering and a new Decals offering, that achieve parity and even eclipse what you could achieve with the Built-in Render Pipeline. To highlight URP tools’ effectiveness in production, Hannah Kennedy, art director from Obsidian Entertainment, took to the stage to talk about the studio’s new game Pentiment, launching November 15. Hannah’s team chose Unity and URP to deliver on their project because they needed a flexible approach, right from the start.“We were also able to use URP’s wide range of direct and indirect lighting solutions to quickly achieve the mood and enhance the dramatization of the game,” she said.Next, a demo illustrated an HDRP workflow to help you create dynamic environments using Physically Based Sky, Cloud Layers, Volumetric Fog, Adaptive Probe Volumes, the Volume System, and our incredible new Water System.We closed the graphics segment by celebrating some of the inspiring and jaw-droppingly gorgeous games that you’ve brought to life with Unity over the last few months. Catch the full sizzle below.“We’re working toward an end-to-end solution that covers every aspect of your multiplayer game – from creation to ongoing management of a live experience,” explained senior technical product manager Kiki Saintonge. She also shared what’s upcoming for multiplayer services.Developing and operating multiplayer games is incredibly challenging. We want to make it easier for you to design innovative multiplayer experiences, so we’re improving our Netcode solutions and bringing services like matchmaking and game hosting right into the Editor.To showcase what’s possible, Timothy “Timo” Vanherberghen, founder and CEO of Triangle Factory, joined us onstage. He spoke about the studio’s multiplayer VR games, Hyper Dash and Breachers, both of which leverage our Matchmaker and Game Server Hosting solutions.Timo had this to say about why his studio chose to select services from UGS: “We could have built a solution ourselves, but that would mean spending a lot of time building and maintaining features that have nothing to do with our core gameplay. We’re in this industry to build games, not the systems around them.”Triangle Factory’s next game, Breachers, will be in open alpha later this month.“We’re in this industry to build games, not the systems around them.”Today’s keynote also gave a preview of how we’re simplifying VR development with the XR Interaction Toolkit, including an example from Vinci Games in Blacktop Hoops. We shared the ways we’re making it easier for you to customize your Editor with updates to the UI Toolkit, which is now at full feature parity with IMGUI. The keynote even provided insight into how you can continuously fine-tune and test your live game content from a single platform to boost player satisfaction and reduce churn.Next, we announced the arrival of DirectX 12 in the upcoming Tech Stream 2022.2, as well as the work we’re doing to make our suite of art and VFX tools – including our digital human package, hair system, and puppet-based animation – widely available to you in real-time, so you can use these tools in your games.Unite 2022 continues for the remainder of today, with technical sessions, roadmap deep dives, and more. This content will also be available on-demand later this year, and you can watch the full keynote address below. Last but not least, we hope you’ll join us tomorrow for Unity for Humanity Summit 2022, an inspiring look at how creators are using real-time 3D technology to make the world a better place.
    #unite #keynote #recap
    Unite 2022 Keynote recap
    It’s been two years since we’ve hosted a Unite event to gather with our amazing community of game developers. Thanks to you, this year’s Unite is on track to become our most attended ever. If you haven’t had the chance to watch the keynote yet, we’ve got you covered with this spotlight on what was shared.“When we say the world is a better place with more creators in it, we mean that literally,” shared CEO John Riccitiello. “Because creators bring people together. Because we know the joy of creating, and we want more people to experience this joy.”“Now, we know creation is hard,” he continued. “Game creation is especially hard because it involves so many disciplines – from programming to design, art to lighting, character creation to animation, and some serious mastery of technology. Our role at Unity is to make the tools that make it easier for you, as creators, to realize your vision.”Bringing our community together to offer updates and insights into what we’re working on is so important to us. Today’s hybrid event – both virtual and in person within our local communities in Austin, Brighton, Copenhagen, Montréal, and San Francisco – is also an opportunity for us to listen to your feedback so we can ensure we’re building tools and features that meet your needs.Watch the full keynote, or keep reading for a recap of highlights from key areas of focus as we continue to heavily invest in our game engine to help you build, scale, and grow incredible games.DOTS, an acronym for Data-Oriented Technology Stack, is composed of three parts: Entity Component System, Burst compiler, and the C# Job System. If your game requires massive scale, DOTS is a great alternative to an object-oriented coding framework because it lets you write safe, multithreaded code that can deliver performance gains. Simply put, DOTS enables you to build vast, complex worlds and deliver incredible experiences to your players.As Laurent Gibert, who oversees the development of DOTS and multiplayer technology at Unity, announced, “ECS is finally leaving its experimental phase. That means that with the coming 2022.2 Tech Stream – like any other feature – ECS will be supported for your projects.”Gibert emphasized that you don’t have to choose between data- and object-oriented development: The two can coexist. This means you can solve hard scaling problems while relying on your traditional workflows for everything else.To help you scale up your DOTS skill set more quickly, ECS will include graphics packages, physics capabilities, and Netcode, as well as full documentation, samples, and tutorials.“ECS is finally leaving its experimental phase. That means that with the coming 2022.2 Tech Stream – like any other feature – ECS will be supported for your projects.”Creating great visuals is time consuming, so our team spotlighted a few updates to help you achieve your vision more efficiently in both Universal Render Pipelineand High Definition Render Pipeline.“We know that it’s hard to choose a rendering pipeline early in a project,” said Nancy LaRue, a marketing manager for technical artistry tools. “And it can be complicated to switch later on. So we’re working on modifying the render workflow so you’ll be able to use both URP and HDRP in the same project.”The segment highlighted some new tools for URP, including Forward+ rendering and a new Decals offering, that achieve parity and even eclipse what you could achieve with the Built-in Render Pipeline. To highlight URP tools’ effectiveness in production, Hannah Kennedy, art director from Obsidian Entertainment, took to the stage to talk about the studio’s new game Pentiment, launching November 15. Hannah’s team chose Unity and URP to deliver on their project because they needed a flexible approach, right from the start.“We were also able to use URP’s wide range of direct and indirect lighting solutions to quickly achieve the mood and enhance the dramatization of the game,” she said.Next, a demo illustrated an HDRP workflow to help you create dynamic environments using Physically Based Sky, Cloud Layers, Volumetric Fog, Adaptive Probe Volumes, the Volume System, and our incredible new Water System.We closed the graphics segment by celebrating some of the inspiring and jaw-droppingly gorgeous games that you’ve brought to life with Unity over the last few months. Catch the full sizzle below.“We’re working toward an end-to-end solution that covers every aspect of your multiplayer game – from creation to ongoing management of a live experience,” explained senior technical product manager Kiki Saintonge. She also shared what’s upcoming for multiplayer services.Developing and operating multiplayer games is incredibly challenging. We want to make it easier for you to design innovative multiplayer experiences, so we’re improving our Netcode solutions and bringing services like matchmaking and game hosting right into the Editor.To showcase what’s possible, Timothy “Timo” Vanherberghen, founder and CEO of Triangle Factory, joined us onstage. He spoke about the studio’s multiplayer VR games, Hyper Dash and Breachers, both of which leverage our Matchmaker and Game Server Hosting solutions.Timo had this to say about why his studio chose to select services from UGS: “We could have built a solution ourselves, but that would mean spending a lot of time building and maintaining features that have nothing to do with our core gameplay. We’re in this industry to build games, not the systems around them.”Triangle Factory’s next game, Breachers, will be in open alpha later this month.“We’re in this industry to build games, not the systems around them.”Today’s keynote also gave a preview of how we’re simplifying VR development with the XR Interaction Toolkit, including an example from Vinci Games in Blacktop Hoops. We shared the ways we’re making it easier for you to customize your Editor with updates to the UI Toolkit, which is now at full feature parity with IMGUI. The keynote even provided insight into how you can continuously fine-tune and test your live game content from a single platform to boost player satisfaction and reduce churn.Next, we announced the arrival of DirectX 12 in the upcoming Tech Stream 2022.2, as well as the work we’re doing to make our suite of art and VFX tools – including our digital human package, hair system, and puppet-based animation – widely available to you in real-time, so you can use these tools in your games.Unite 2022 continues for the remainder of today, with technical sessions, roadmap deep dives, and more. This content will also be available on-demand later this year, and you can watch the full keynote address below. Last but not least, we hope you’ll join us tomorrow for Unity for Humanity Summit 2022, an inspiring look at how creators are using real-time 3D technology to make the world a better place. #unite #keynote #recap
    UNITY.COM
    Unite 2022 Keynote recap
    It’s been two years since we’ve hosted a Unite event to gather with our amazing community of game developers. Thanks to you, this year’s Unite is on track to become our most attended ever. If you haven’t had the chance to watch the keynote yet, we’ve got you covered with this spotlight on what was shared.“When we say the world is a better place with more creators in it, we mean that literally,” shared CEO John Riccitiello. “Because creators bring people together. Because we know the joy of creating, and we want more people to experience this joy.”“Now, we know creation is hard,” he continued. “Game creation is especially hard because it involves so many disciplines – from programming to design, art to lighting, character creation to animation, and some serious mastery of technology. Our role at Unity is to make the tools that make it easier for you, as creators, to realize your vision.”Bringing our community together to offer updates and insights into what we’re working on is so important to us. Today’s hybrid event – both virtual and in person within our local communities in Austin, Brighton, Copenhagen, Montréal, and San Francisco – is also an opportunity for us to listen to your feedback so we can ensure we’re building tools and features that meet your needs.Watch the full keynote, or keep reading for a recap of highlights from key areas of focus as we continue to heavily invest in our game engine to help you build, scale, and grow incredible games.DOTS, an acronym for Data-Oriented Technology Stack, is composed of three parts: Entity Component System (or ECS for short), Burst compiler, and the C# Job System. If your game requires massive scale, DOTS is a great alternative to an object-oriented coding framework because it lets you write safe, multithreaded code that can deliver performance gains. Simply put, DOTS enables you to build vast, complex worlds and deliver incredible experiences to your players.As Laurent Gibert, who oversees the development of DOTS and multiplayer technology at Unity, announced, “ECS is finally leaving its experimental phase. That means that with the coming 2022.2 Tech Stream – like any other feature – ECS will be supported for your projects.”Gibert emphasized that you don’t have to choose between data- and object-oriented development: The two can coexist. This means you can solve hard scaling problems while relying on your traditional workflows for everything else.To help you scale up your DOTS skill set more quickly, ECS will include graphics packages, physics capabilities, and Netcode, as well as full documentation, samples, and tutorials.“ECS is finally leaving its experimental phase. That means that with the coming 2022.2 Tech Stream – like any other feature – ECS will be supported for your projects.”Creating great visuals is time consuming, so our team spotlighted a few updates to help you achieve your vision more efficiently in both Universal Render Pipeline (URP) and High Definition Render Pipeline (HDRP).“We know that it’s hard to choose a rendering pipeline early in a project,” said Nancy LaRue, a marketing manager for technical artistry tools. “And it can be complicated to switch later on. So we’re working on modifying the render workflow so you’ll be able to use both URP and HDRP in the same project.”The segment highlighted some new tools for URP, including Forward+ rendering and a new Decals offering, that achieve parity and even eclipse what you could achieve with the Built-in Render Pipeline. To highlight URP tools’ effectiveness in production, Hannah Kennedy, art director from Obsidian Entertainment, took to the stage to talk about the studio’s new game Pentiment, launching November 15. Hannah’s team chose Unity and URP to deliver on their project because they needed a flexible approach, right from the start.“We were also able to use URP’s wide range of direct and indirect lighting solutions to quickly achieve the mood and enhance the dramatization of the game,” she said.Next, a demo illustrated an HDRP workflow to help you create dynamic environments using Physically Based Sky, Cloud Layers, Volumetric Fog, Adaptive Probe Volumes, the Volume System, and our incredible new Water System.We closed the graphics segment by celebrating some of the inspiring and jaw-droppingly gorgeous games that you’ve brought to life with Unity over the last few months. Catch the full sizzle below.“We’re working toward an end-to-end solution that covers every aspect of your multiplayer game – from creation to ongoing management of a live experience,” explained senior technical product manager Kiki Saintonge. She also shared what’s upcoming for multiplayer services.Developing and operating multiplayer games is incredibly challenging. We want to make it easier for you to design innovative multiplayer experiences, so we’re improving our Netcode solutions and bringing services like matchmaking and game hosting right into the Editor.To showcase what’s possible, Timothy “Timo” Vanherberghen, founder and CEO of Triangle Factory, joined us onstage. He spoke about the studio’s multiplayer VR games, Hyper Dash and Breachers, both of which leverage our Matchmaker and Game Server Hosting solutions.Timo had this to say about why his studio chose to select services from UGS: “We could have built a solution ourselves, but that would mean spending a lot of time building and maintaining features that have nothing to do with our core gameplay. We’re in this industry to build games, not the systems around them.”Triangle Factory’s next game, Breachers, will be in open alpha later this month.“We’re in this industry to build games, not the systems around them.”Today’s keynote also gave a preview of how we’re simplifying VR development with the XR Interaction Toolkit, including an example from Vinci Games in Blacktop Hoops. We shared the ways we’re making it easier for you to customize your Editor with updates to the UI Toolkit, which is now at full feature parity with IMGUI. The keynote even provided insight into how you can continuously fine-tune and test your live game content from a single platform to boost player satisfaction and reduce churn.Next, we announced the arrival of DirectX 12 in the upcoming Tech Stream 2022.2, as well as the work we’re doing to make our suite of art and VFX tools – including our digital human package, hair system, and puppet-based animation – widely available to you in real-time, so you can use these tools in your games.Unite 2022 continues for the remainder of today, with technical sessions, roadmap deep dives, and more. This content will also be available on-demand later this year, and you can watch the full keynote address below. Last but not least, we hope you’ll join us tomorrow for Unity for Humanity Summit 2022, an inspiring look at how creators are using real-time 3D technology to make the world a better place.
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  • Unity 2022.2 Tech Stream is now available

    I’m delighted to share that the 2022.2 Tech Stream, our final release of the year, is available for download.Tech Stream releases allow you to go hands-on with early access to the latest features. It’s also an opportunity to share your feedback on how we can build even better tools to power your creativity.Most recently at Unite, we gathered with our community of game developers to share some of these updates on topics like DOTS, rendering, multiplayer development, and XR, and we celebrated Made with Unity games like V Rising, Pentiment, Breachers, and many more. The dialogue online from over 9,000 Discord messages and countless in-person conversations was invaluable to shaping the future of Unity.Coupled with the 1,470 new forum threads where we discussed product feedback with you since the 2022.1 Tech Stream arrived and the 3,080 new notes on the Unity Platform roadmap, this feedback helped us get to today’s release. We couldn’t have done it without you and are excited to get that work in your hands. To learn more about how your feedback drives product development, check out this blog post.Together with the first Tech Stream, today’s 2022.2 completes this year’s cycle. Join us and explore what’s in store ahead of the LTS release in 2023. For even more on where Unity is heading, I encourage you to read our Games Focus blog series.In this post, I’ll be sharing a few highlights from this release, but you can always get more details in the official release notes.A frequent request we receive is to give you the ability to create more engaging gaming experiences, deeply immersive worlds, and to do so with more objects and characters than ever before.Unity 2022.2 includesECS for Unity, a data-oriented framework that empowers you to build more ambitious games with an unprecedented level of control and determinism. ECS and a data-oriented approach to development put complex gameplay mechanics and rich, dynamic environments at your fingertips. Starting with Unity 2022.2, ECS for Unity is fully supported for production, so you can get even more out of ECS through support channels and success plans.ECS for Unity includes the Entities package, along with ECS-compatible packages for Netcode, Graphics, and Physics. If you’re already familiar with Unity’s GameObject architecture and scripting standards, ECS for Unity is fully compatible with GameObjects, so you’ll find a familiar authoring experience and streamlined workflows. This gives you the capability to leverage your existing skill set and leverage ECS only where it will best benefit your game experience.We’re already seeing some great games running on ECS for Unity, such as Stunlock Studios’s V Rising. Because they turned to ECS, they were able to vastly increase the number of in-game interactable assets to more than 160,000 across a 5km2 map, with more than 350,000 server-side entities powering the experience.If you’re looking for help, want to provide feedback, discuss best practices, or show off your projects, you can join a thriving community on our forums and Discord. Our teams regularly engage in these channels and keep a close eye on your feedback. Join us on December 8, 2022 for our Dev Blitz Day dedicated to DOTS, when we’ll be spending an entire day trying to answer all your ECS questions.The last 18 months have seen an explosion of multiplayer experiences being built with Unity, and we hear that many of you want to add multiplayer access to your games but aren’t sure where to start.Alongside Unity 2022.2, we’re highlighting Netcode for GameObjects, a package that simplifies the implementation of multiplayer capability to your project in a number of scenarios such as couch cooperative play. The package works with familiar GameObject-based programming techniques, and it abstracts away low-level functionality so you can write less code while creating the multiplayer experience you envision.For more demanding, large-scale games, you can harness the power of ECS with Netcode for Entities. Netcode for Entities can enable you to increase your game world size, player counts, and complex network interactions without the performance sacrifices developers have traditionally had to deal with.We also recently announced the launch of self-serve capabilities in our Multiplayer Solutions suite within Unity Gaming Services, which helps you to operate your multiplayer games with hosting, communications, and more. Learn more about the latest developments for this tech in this Games Focus blog, or take a deeper look at the UGS Multiplayer suite in this UGS video, produced in collaboration with Tarodev.Multiplatform scalability and high-fidelity graphics continue to be our focus for rendering. In our Games Focus blog “Rendering that scales with your needs,” we covered our dedication to delivering features that allow you to scale with confidence while tapping into an even broader range of tools that provides the best possible visual quality and performance.We continue to bring the Universal Render Pipelinecloser to feature parity with Built-in Render Pipeline through more streamlined and scalable workflows. We worked on key tools such asForward+, which provides functional parity with Forward path in Built-in Render Pipeline, eliminating the light limit count so you can scale with quality across platforms.Another key feature is Decal Layers,which allow you to filter and configure how different objects are affected by Decal Projectors in a scene. Decals are useful for adding extra texture details to a scene, especially to break the repetitiveness of materials and their detail patterns.Other special URP enhancements include LOD crossfade for smoother transitions and Built-in Converter improvements that provide you with tools to upgrade your existing projects from the Built-in Render Pipeline to URP. You can also personalize your rendering experience with Shader Graph Full Screen Master Node and Custom Post Processing across both renderers.Diving into High Definition Render Pipeline, we’ve made enhancements that help you create even more beautiful physically based environments and detailed characters. You can scale high-fidelity environments with the new HDRP Water System to render oceans, rivers, and underwater effects, and use Volumetric Material to create procedural local fog using Shader Graph. Create even more realistic skies with improved Cloud Layers dynamic lighting, and you can even blend between different Volumetric Cloud conditions.You can also take your cinematic renders further to render realistic characters with Eye Cinematic with Caustics and PCSS shadows. HDRP Path Tracing Denoising provides you the choice between NVIDIA Optix™ AI accelerated denoiser and Intel® Open Image.Watch our latest Unite 2022 session on Lighting Environments in Unity to discover some key tips to get you started with our latest HDRP environment tools.Creative endeavors are never linear, and we understand that rapid iteration is part of the journey. This release includes new authoring features and workflow improvements to help speed up your productivity.For example, the Prefab system sees a number of upgrades, including the ability to quickly replace a Prefab Asset for a Prefab instance in a scene or nested inside other Prefabs. Read our latest blog on this topic for more information.For faster environments, the Paint Detail brush in the Terrain Tools package now allows you to simultaneously scatter multiple types of details with per-detail-type density settings available. Additionally, detail density and a few other Terrain settings are now overridable in the Quality settings to help you achieve platform performance targets.You can also use improved tooling and API features for Splines to help draw paths in your environments with greater precision. This means you can build out rivers, roads, camera tracks, and other path-related features and tools more efficiently. Thank you to all who engaged with us in the worldbuilding forums in the last couple months to help us finalize this delivery. For more on the API features, check out the documentation.Finally, the AI Navigation package is now available for you to quickly add intelligence to 3D characters and move in game worlds without needing to code rules manually. It also ships with samples to help you get started. See the forum for more details, and check out what’s next on the roadmap.In 2022.2, UI Toolkit is reaching parity with IMGUI for customizing the Editor and is the recommended solution for Editor tools. This means better separation of concerns, more flexible layouts, and advanced stylings. With updates like default inspectors generated with UI Toolkit, ported common built-in Property Drawers, TreeView controls with multicolumn support, and a new vector-drawing API, this release not only helps us reach parity with IMGUI but also supports runtime use cases as well.If you want to learn more about the current state of runtime, we recently released a new project demonstrating a full-feature interface with UI Toolkit based on your feedback for more samples. Check that out here.To help you get started, watch the recent Unite session illustrating a step-by-step example of how to build custom tools with UI Toolkit. Plus, visit the recently released Editor Design system for guidance on how to build intuitive experiences.After extensive work, testing, and listening to a lot of community feedback, DirectX 12 is out of an experimental state with the release of 2022.2. Depending on the project, you can now expect performance on par or greater than DX11, especially in draw call-heavy scenes.This is a result of significant investment into performance and stability, making DX12 the recommended graphics API for Windows and Xbox development. Additionally, DX12 lays the foundation for more advanced graphics features, such as real-time ray tracing, which is now available for Xbox game development. We couldn’t be more excited and thankful to you all for helping us get DX12 across the finish line and look forward to the great games you’ll be creating.We continue to hear that you not only want us to support new platforms, but also where we can simplify and improve development when targeting devices. If you haven’t already, check out the Games Focus blog “Reach more players over multiple platforms and form factors,” where we dive into both what is here now and what will be available in the near future.We’re making cross-device XR creation simpler with Unity XR Interaction toolkit. XRI provides a framework for common interactions that work across various controllers, such as grab, hover, select, visual feedback to indicate possible interactions on objects, and more. XRI is now in version 2.2, which adds multi-grab support, new locomotion methods, and a collection of ready-to-go Prefabs in our Starter Assets sample package.We recently invited the creators of Blacktop Hoops, a VR basketball game, to talk about how they used XRI as the base for their input controls during the Unite 2022 Keynote. Check out the XR segment for more information.We’ve also updated AR Foundation to version 5.0. This update brings two key features to reduce development time. The first is simulation, allowing you to test your AR app in the Editor using Play mode, an update that addresses a common AR developer frustration in the past. We’ve also added the AR Debug Menu as a new Prefab that you can use to view available configurations on your device and visualize AR subsystem data such as planes and point cloud positions.Finally, we’re continuing to add key platform support to the Editor with Meta Quest Pro, PlayStation®VR2 and Magic Leap 2.To read more about the 2022.2 Tech Stream, check out the release notes for a comprehensive list of features and the Unity Manual for documentation. As you dive in, keep in mind that while each Tech Stream release is supported with weekly updates until the next one, there is no guarantee for long-term support for new features and remember to always back up your work prior to upgrading to a new version. The upgrade guide can also assist with this. For projects in production, we recommend using Unity Long Term Release for stability and support.Each Tech Stream is an opportunity to not only get early access to new features, but also to shape the development of future tech through your feedback. We want to hear how we can best serve you and your projects. Let us know how we’re doing on the forums, or share feedback directly with our product team through the Unity Platform Roadmap. You can also follow us on Twitter and catch our latest Unity Twitch Roundtable, covering 2022.2, on demand.This release completes our 2022 development cycle. We have ambitious goals for next year, which you can read about in our Games Focus series or watch in the recent Unite Roadmap session. Thank you for all your support, and we look forward to partnering with you every step of the way.
    #unity #tech #stream #now #available
    Unity 2022.2 Tech Stream is now available
    I’m delighted to share that the 2022.2 Tech Stream, our final release of the year, is available for download.Tech Stream releases allow you to go hands-on with early access to the latest features. It’s also an opportunity to share your feedback on how we can build even better tools to power your creativity.Most recently at Unite, we gathered with our community of game developers to share some of these updates on topics like DOTS, rendering, multiplayer development, and XR, and we celebrated Made with Unity games like V Rising, Pentiment, Breachers, and many more. The dialogue online from over 9,000 Discord messages and countless in-person conversations was invaluable to shaping the future of Unity.Coupled with the 1,470 new forum threads where we discussed product feedback with you since the 2022.1 Tech Stream arrived and the 3,080 new notes on the Unity Platform roadmap, this feedback helped us get to today’s release. We couldn’t have done it without you and are excited to get that work in your hands. To learn more about how your feedback drives product development, check out this blog post.Together with the first Tech Stream, today’s 2022.2 completes this year’s cycle. Join us and explore what’s in store ahead of the LTS release in 2023. For even more on where Unity is heading, I encourage you to read our Games Focus blog series.In this post, I’ll be sharing a few highlights from this release, but you can always get more details in the official release notes.A frequent request we receive is to give you the ability to create more engaging gaming experiences, deeply immersive worlds, and to do so with more objects and characters than ever before.Unity 2022.2 includesECS for Unity, a data-oriented framework that empowers you to build more ambitious games with an unprecedented level of control and determinism. ECS and a data-oriented approach to development put complex gameplay mechanics and rich, dynamic environments at your fingertips. Starting with Unity 2022.2, ECS for Unity is fully supported for production, so you can get even more out of ECS through support channels and success plans.ECS for Unity includes the Entities package, along with ECS-compatible packages for Netcode, Graphics, and Physics. If you’re already familiar with Unity’s GameObject architecture and scripting standards, ECS for Unity is fully compatible with GameObjects, so you’ll find a familiar authoring experience and streamlined workflows. This gives you the capability to leverage your existing skill set and leverage ECS only where it will best benefit your game experience.We’re already seeing some great games running on ECS for Unity, such as Stunlock Studios’s V Rising. Because they turned to ECS, they were able to vastly increase the number of in-game interactable assets to more than 160,000 across a 5km2 map, with more than 350,000 server-side entities powering the experience.If you’re looking for help, want to provide feedback, discuss best practices, or show off your projects, you can join a thriving community on our forums and Discord. Our teams regularly engage in these channels and keep a close eye on your feedback. Join us on December 8, 2022 for our Dev Blitz Day dedicated to DOTS, when we’ll be spending an entire day trying to answer all your ECS questions.The last 18 months have seen an explosion of multiplayer experiences being built with Unity, and we hear that many of you want to add multiplayer access to your games but aren’t sure where to start.Alongside Unity 2022.2, we’re highlighting Netcode for GameObjects, a package that simplifies the implementation of multiplayer capability to your project in a number of scenarios such as couch cooperative play. The package works with familiar GameObject-based programming techniques, and it abstracts away low-level functionality so you can write less code while creating the multiplayer experience you envision.For more demanding, large-scale games, you can harness the power of ECS with Netcode for Entities. Netcode for Entities can enable you to increase your game world size, player counts, and complex network interactions without the performance sacrifices developers have traditionally had to deal with.We also recently announced the launch of self-serve capabilities in our Multiplayer Solutions suite within Unity Gaming Services, which helps you to operate your multiplayer games with hosting, communications, and more. Learn more about the latest developments for this tech in this Games Focus blog, or take a deeper look at the UGS Multiplayer suite in this UGS video, produced in collaboration with Tarodev.Multiplatform scalability and high-fidelity graphics continue to be our focus for rendering. In our Games Focus blog “Rendering that scales with your needs,” we covered our dedication to delivering features that allow you to scale with confidence while tapping into an even broader range of tools that provides the best possible visual quality and performance.We continue to bring the Universal Render Pipelinecloser to feature parity with Built-in Render Pipeline through more streamlined and scalable workflows. We worked on key tools such asForward+, which provides functional parity with Forward path in Built-in Render Pipeline, eliminating the light limit count so you can scale with quality across platforms.Another key feature is Decal Layers,which allow you to filter and configure how different objects are affected by Decal Projectors in a scene. Decals are useful for adding extra texture details to a scene, especially to break the repetitiveness of materials and their detail patterns.Other special URP enhancements include LOD crossfade for smoother transitions and Built-in Converter improvements that provide you with tools to upgrade your existing projects from the Built-in Render Pipeline to URP. You can also personalize your rendering experience with Shader Graph Full Screen Master Node and Custom Post Processing across both renderers.Diving into High Definition Render Pipeline, we’ve made enhancements that help you create even more beautiful physically based environments and detailed characters. You can scale high-fidelity environments with the new HDRP Water System to render oceans, rivers, and underwater effects, and use Volumetric Material to create procedural local fog using Shader Graph. Create even more realistic skies with improved Cloud Layers dynamic lighting, and you can even blend between different Volumetric Cloud conditions.You can also take your cinematic renders further to render realistic characters with Eye Cinematic with Caustics and PCSS shadows. HDRP Path Tracing Denoising provides you the choice between NVIDIA Optix™ AI accelerated denoiser and Intel® Open Image.Watch our latest Unite 2022 session on Lighting Environments in Unity to discover some key tips to get you started with our latest HDRP environment tools.Creative endeavors are never linear, and we understand that rapid iteration is part of the journey. This release includes new authoring features and workflow improvements to help speed up your productivity.For example, the Prefab system sees a number of upgrades, including the ability to quickly replace a Prefab Asset for a Prefab instance in a scene or nested inside other Prefabs. Read our latest blog on this topic for more information.For faster environments, the Paint Detail brush in the Terrain Tools package now allows you to simultaneously scatter multiple types of details with per-detail-type density settings available. Additionally, detail density and a few other Terrain settings are now overridable in the Quality settings to help you achieve platform performance targets.You can also use improved tooling and API features for Splines to help draw paths in your environments with greater precision. This means you can build out rivers, roads, camera tracks, and other path-related features and tools more efficiently. Thank you to all who engaged with us in the worldbuilding forums in the last couple months to help us finalize this delivery. For more on the API features, check out the documentation.Finally, the AI Navigation package is now available for you to quickly add intelligence to 3D characters and move in game worlds without needing to code rules manually. It also ships with samples to help you get started. See the forum for more details, and check out what’s next on the roadmap.In 2022.2, UI Toolkit is reaching parity with IMGUI for customizing the Editor and is the recommended solution for Editor tools. This means better separation of concerns, more flexible layouts, and advanced stylings. With updates like default inspectors generated with UI Toolkit, ported common built-in Property Drawers, TreeView controls with multicolumn support, and a new vector-drawing API, this release not only helps us reach parity with IMGUI but also supports runtime use cases as well.If you want to learn more about the current state of runtime, we recently released a new project demonstrating a full-feature interface with UI Toolkit based on your feedback for more samples. Check that out here.To help you get started, watch the recent Unite session illustrating a step-by-step example of how to build custom tools with UI Toolkit. Plus, visit the recently released Editor Design system for guidance on how to build intuitive experiences.After extensive work, testing, and listening to a lot of community feedback, DirectX 12 is out of an experimental state with the release of 2022.2. Depending on the project, you can now expect performance on par or greater than DX11, especially in draw call-heavy scenes.This is a result of significant investment into performance and stability, making DX12 the recommended graphics API for Windows and Xbox development. Additionally, DX12 lays the foundation for more advanced graphics features, such as real-time ray tracing, which is now available for Xbox game development. We couldn’t be more excited and thankful to you all for helping us get DX12 across the finish line and look forward to the great games you’ll be creating.We continue to hear that you not only want us to support new platforms, but also where we can simplify and improve development when targeting devices. If you haven’t already, check out the Games Focus blog “Reach more players over multiple platforms and form factors,” where we dive into both what is here now and what will be available in the near future.We’re making cross-device XR creation simpler with Unity XR Interaction toolkit. XRI provides a framework for common interactions that work across various controllers, such as grab, hover, select, visual feedback to indicate possible interactions on objects, and more. XRI is now in version 2.2, which adds multi-grab support, new locomotion methods, and a collection of ready-to-go Prefabs in our Starter Assets sample package.We recently invited the creators of Blacktop Hoops, a VR basketball game, to talk about how they used XRI as the base for their input controls during the Unite 2022 Keynote. Check out the XR segment for more information.We’ve also updated AR Foundation to version 5.0. This update brings two key features to reduce development time. The first is simulation, allowing you to test your AR app in the Editor using Play mode, an update that addresses a common AR developer frustration in the past. We’ve also added the AR Debug Menu as a new Prefab that you can use to view available configurations on your device and visualize AR subsystem data such as planes and point cloud positions.Finally, we’re continuing to add key platform support to the Editor with Meta Quest Pro, PlayStation®VR2 and Magic Leap 2.To read more about the 2022.2 Tech Stream, check out the release notes for a comprehensive list of features and the Unity Manual for documentation. As you dive in, keep in mind that while each Tech Stream release is supported with weekly updates until the next one, there is no guarantee for long-term support for new features and remember to always back up your work prior to upgrading to a new version. The upgrade guide can also assist with this. For projects in production, we recommend using Unity Long Term Release for stability and support.Each Tech Stream is an opportunity to not only get early access to new features, but also to shape the development of future tech through your feedback. We want to hear how we can best serve you and your projects. Let us know how we’re doing on the forums, or share feedback directly with our product team through the Unity Platform Roadmap. You can also follow us on Twitter and catch our latest Unity Twitch Roundtable, covering 2022.2, on demand.This release completes our 2022 development cycle. We have ambitious goals for next year, which you can read about in our Games Focus series or watch in the recent Unite Roadmap session. Thank you for all your support, and we look forward to partnering with you every step of the way. #unity #tech #stream #now #available
    UNITY.COM
    Unity 2022.2 Tech Stream is now available
    I’m delighted to share that the 2022.2 Tech Stream, our final release of the year, is available for download.Tech Stream releases allow you to go hands-on with early access to the latest features. It’s also an opportunity to share your feedback on how we can build even better tools to power your creativity.Most recently at Unite, we gathered with our community of game developers to share some of these updates on topics like DOTS, rendering, multiplayer development, and XR, and we celebrated Made with Unity games like V Rising, Pentiment, Breachers, and many more. The dialogue online from over 9,000 Discord messages and countless in-person conversations was invaluable to shaping the future of Unity.Coupled with the 1,470 new forum threads where we discussed product feedback with you since the 2022.1 Tech Stream arrived and the 3,080 new notes on the Unity Platform roadmap, this feedback helped us get to today’s release. We couldn’t have done it without you and are excited to get that work in your hands. To learn more about how your feedback drives product development, check out this blog post.Together with the first Tech Stream, today’s 2022.2 completes this year’s cycle. Join us and explore what’s in store ahead of the LTS release in 2023. For even more on where Unity is heading, I encourage you to read our Games Focus blog series.In this post, I’ll be sharing a few highlights from this release, but you can always get more details in the official release notes.A frequent request we receive is to give you the ability to create more engaging gaming experiences, deeply immersive worlds, and to do so with more objects and characters than ever before.Unity 2022.2 includesECS for Unity (Entity Component System), a data-oriented framework that empowers you to build more ambitious games with an unprecedented level of control and determinism. ECS and a data-oriented approach to development put complex gameplay mechanics and rich, dynamic environments at your fingertips. Starting with Unity 2022.2, ECS for Unity is fully supported for production, so you can get even more out of ECS through support channels and success plans.ECS for Unity includes the Entities package, along with ECS-compatible packages for Netcode, Graphics, and Physics. If you’re already familiar with Unity’s GameObject architecture and scripting standards, ECS for Unity is fully compatible with GameObjects, so you’ll find a familiar authoring experience and streamlined workflows. This gives you the capability to leverage your existing skill set and leverage ECS only where it will best benefit your game experience.We’re already seeing some great games running on ECS for Unity, such as Stunlock Studios’s V Rising. Because they turned to ECS, they were able to vastly increase the number of in-game interactable assets to more than 160,000 across a 5km2 map, with more than 350,000 server-side entities powering the experience.If you’re looking for help, want to provide feedback, discuss best practices, or show off your projects, you can join a thriving community on our forums and Discord. Our teams regularly engage in these channels and keep a close eye on your feedback. Join us on December 8, 2022 for our Dev Blitz Day dedicated to DOTS, when we’ll be spending an entire day trying to answer all your ECS questions.The last 18 months have seen an explosion of multiplayer experiences being built with Unity, and we hear that many of you want to add multiplayer access to your games but aren’t sure where to start.Alongside Unity 2022.2, we’re highlighting Netcode for GameObjects, a package that simplifies the implementation of multiplayer capability to your project in a number of scenarios such as couch cooperative play. The package works with familiar GameObject-based programming techniques, and it abstracts away low-level functionality so you can write less code while creating the multiplayer experience you envision.For more demanding, large-scale games, you can harness the power of ECS with Netcode for Entities. Netcode for Entities can enable you to increase your game world size, player counts, and complex network interactions without the performance sacrifices developers have traditionally had to deal with.We also recently announced the launch of self-serve capabilities in our Multiplayer Solutions suite within Unity Gaming Services (UGS), which helps you to operate your multiplayer games with hosting, communications, and more. Learn more about the latest developments for this tech in this Games Focus blog, or take a deeper look at the UGS Multiplayer suite in this UGS video, produced in collaboration with Tarodev.Multiplatform scalability and high-fidelity graphics continue to be our focus for rendering. In our Games Focus blog “Rendering that scales with your needs,” we covered our dedication to delivering features that allow you to scale with confidence while tapping into an even broader range of tools that provides the best possible visual quality and performance.We continue to bring the Universal Render Pipeline (URP) closer to feature parity with Built-in Render Pipeline through more streamlined and scalable workflows. We worked on key tools such asForward+, which provides functional parity with Forward path in Built-in Render Pipeline, eliminating the light limit count so you can scale with quality across platforms.Another key feature is Decal Layers,which allow you to filter and configure how different objects are affected by Decal Projectors in a scene. Decals are useful for adding extra texture details to a scene, especially to break the repetitiveness of materials and their detail patterns.Other special URP enhancements include LOD crossfade for smoother transitions and Built-in Converter improvements that provide you with tools to upgrade your existing projects from the Built-in Render Pipeline to URP. You can also personalize your rendering experience with Shader Graph Full Screen Master Node and Custom Post Processing across both renderers.Diving into High Definition Render Pipeline (HDRP), we’ve made enhancements that help you create even more beautiful physically based environments and detailed characters. You can scale high-fidelity environments with the new HDRP Water System to render oceans, rivers, and underwater effects, and use Volumetric Material to create procedural local fog using Shader Graph. Create even more realistic skies with improved Cloud Layers dynamic lighting, and you can even blend between different Volumetric Cloud conditions.You can also take your cinematic renders further to render realistic characters with Eye Cinematic with Caustics and PCSS shadows. HDRP Path Tracing Denoising provides you the choice between NVIDIA Optix™ AI accelerated denoiser and Intel® Open Image.Watch our latest Unite 2022 session on Lighting Environments in Unity to discover some key tips to get you started with our latest HDRP environment tools.Creative endeavors are never linear, and we understand that rapid iteration is part of the journey. This release includes new authoring features and workflow improvements to help speed up your productivity.For example, the Prefab system sees a number of upgrades, including the ability to quickly replace a Prefab Asset for a Prefab instance in a scene or nested inside other Prefabs. Read our latest blog on this topic for more information.For faster environments, the Paint Detail brush in the Terrain Tools package now allows you to simultaneously scatter multiple types of details with per-detail-type density settings available. Additionally, detail density and a few other Terrain settings are now overridable in the Quality settings to help you achieve platform performance targets.You can also use improved tooling and API features for Splines to help draw paths in your environments with greater precision. This means you can build out rivers, roads, camera tracks, and other path-related features and tools more efficiently. Thank you to all who engaged with us in the worldbuilding forums in the last couple months to help us finalize this delivery. For more on the API features, check out the documentation.Finally, the AI Navigation package is now available for you to quickly add intelligence to 3D characters and move in game worlds without needing to code rules manually. It also ships with samples to help you get started. See the forum for more details, and check out what’s next on the roadmap.In 2022.2, UI Toolkit is reaching parity with IMGUI for customizing the Editor and is the recommended solution for Editor tools. This means better separation of concerns, more flexible layouts, and advanced stylings. With updates like default inspectors generated with UI Toolkit, ported common built-in Property Drawers, TreeView controls with multicolumn support, and a new vector-drawing API, this release not only helps us reach parity with IMGUI but also supports runtime use cases as well.If you want to learn more about the current state of runtime, we recently released a new project demonstrating a full-feature interface with UI Toolkit based on your feedback for more samples. Check that out here.To help you get started, watch the recent Unite session illustrating a step-by-step example of how to build custom tools with UI Toolkit. Plus, visit the recently released Editor Design system for guidance on how to build intuitive experiences.After extensive work, testing, and listening to a lot of community feedback, DirectX 12 is out of an experimental state with the release of 2022.2. Depending on the project, you can now expect performance on par or greater than DX11, especially in draw call-heavy scenes.This is a result of significant investment into performance and stability, making DX12 the recommended graphics API for Windows and Xbox development. Additionally, DX12 lays the foundation for more advanced graphics features, such as real-time ray tracing, which is now available for Xbox game development. We couldn’t be more excited and thankful to you all for helping us get DX12 across the finish line and look forward to the great games you’ll be creating.We continue to hear that you not only want us to support new platforms, but also where we can simplify and improve development when targeting devices. If you haven’t already, check out the Games Focus blog “Reach more players over multiple platforms and form factors,” where we dive into both what is here now and what will be available in the near future.We’re making cross-device XR creation simpler with Unity XR Interaction toolkit (XRI). XRI provides a framework for common interactions that work across various controllers, such as grab, hover, select, visual feedback to indicate possible interactions on objects, and more. XRI is now in version 2.2, which adds multi-grab support, new locomotion methods, and a collection of ready-to-go Prefabs in our Starter Assets sample package.We recently invited the creators of Blacktop Hoops, a VR basketball game, to talk about how they used XRI as the base for their input controls during the Unite 2022 Keynote. Check out the XR segment for more information.We’ve also updated AR Foundation to version 5.0. This update brings two key features to reduce development time. The first is simulation, allowing you to test your AR app in the Editor using Play mode, an update that addresses a common AR developer frustration in the past. We’ve also added the AR Debug Menu as a new Prefab that you can use to view available configurations on your device and visualize AR subsystem data such as planes and point cloud positions.Finally, we’re continuing to add key platform support to the Editor with Meta Quest Pro, PlayStation®VR2 and Magic Leap 2.To read more about the 2022.2 Tech Stream, check out the release notes for a comprehensive list of features and the Unity Manual for documentation. As you dive in, keep in mind that while each Tech Stream release is supported with weekly updates until the next one, there is no guarantee for long-term support for new features and remember to always back up your work prior to upgrading to a new version. The upgrade guide can also assist with this. For projects in production, we recommend using Unity Long Term Release for stability and support.Each Tech Stream is an opportunity to not only get early access to new features, but also to shape the development of future tech through your feedback. We want to hear how we can best serve you and your projects. Let us know how we’re doing on the forums, or share feedback directly with our product team through the Unity Platform Roadmap. You can also follow us on Twitter and catch our latest Unity Twitch Roundtable, covering 2022.2, on demand.This release completes our 2022 development cycle. We have ambitious goals for next year, which you can read about in our Games Focus series or watch in the recent Unite Roadmap session. Thank you for all your support, and we look forward to partnering with you every step of the way.
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  • 10 incredible new tabletop games for you to play in summer 2025

    10 incredible new tabletop games for you to play in summer 2025

    Lucy Orr

    Published May 16, 2025 2:00pm

    Pokémon TCG is in for a hot summerGameCentral looks at the most exciting new summer tabletop releases, including adaptations of Final Fantasy, Assassin’s Creed, and Citizen Sleeper
    The tabletop games industry has become an unlikely victim of Trump’s tariff trade war. Just after it was recovering from Covid supply chain issues it now sees itself hit with manufacturing issues and an uncertain future. It’s so bad that board game developer CMON has already shut up shop and Stonemaier, famous for the hugely successful Wingspan, is suing the Trump administration. Meanwhile Cephalofair, developer of fan favourite Gloomhaven, can’t even get their product on to the shelves, as it’s stuck in China.
    While I don’t expect any empty shelves at the UK Games Expo this month, there’s definitely panic in the air. Although one company that doesn’t seem to be too concerned is Games Workshop, who have always manufactured most of their products in the UK – although accessories and terrain for your favourite Warhammer army might become harder to find in the future.
    After everyone got into it during lockdown, the tabletop industry was riding a huge boom, with recent industry projections of the market doubling to around £20 billion by 2030. But US tariffs have left the industry reeling and could see the price for tabletop games around the world rise significantly.
    Despite the doom and gloom there’s plenty of exciting new products already out this year and many more on the way from massive brands such as Pokémon and Disney, as well as new Kickstarters that you can print yourself, thereby completely bypassing any manufacturing issues.
    There’s also never been a better time to support your local board game shop or Dungeons & Dragons club, as their overheads rise, so here’s a selection of games you might find on their shelves right now and those coming soon, that I’m excited to play during the summer break.
    Magic: The Gathering – Final Fantasy
    Square Enix’s iconic Final Fantasy franchise is stepping onto the cardboard battlefield with Magic: The Gathering, and the result is as gloriously nostalgic as it is mechanically exciting. The Universes Beyond initiative brings beloved characters, summons, and settings into Magic’s gameplay, with Cloud Strife leading the charge.
    The Final Fantasy Starter Kit offers two pre-constructed 60 card decks, packed with flavour and function and perfect for newcomers attracted by the sight of a Chocobo or Moogle. Each deck includes five rares, a foil mythic legendary, deck boxes, and digital codes for Magic: The Gathering Arena. But the real draw? The cards themselves. They are stunning.
    Cloud channels Final Fantasy 7’s environmental and emotional themes, with equipment-focused synergies that feel spot-on. Stiltzkin the Moogle is a flavourful support piece for donation strategies and the terrifying Tonberry arrives with Deathtouch and First Strike, which is fitting for a creature that’s haunted players for decades.
    With gorgeous full art treatments by amazing artists such as Takahashi Kazuya and Yoshitaka Amano, underpinned by clever mechanical call backs, this crossover is more than fan service, it’s a lovingly crafted bridge between two gaming giants that’s bound to fly of the shelves.
    £15.99 on Amazon – releases June 13
    Warhammer 40,000 Kill Team: Typhon
    There’s a possible future where Games Workshop is the final tabletop company left standing, as they dodge tariffs and take down licence infringers like a particularly vicious swarm of tyrranids. You too can act out this future in Kill Team: Typhon, which delivers the chaos of Warhammer 40,000 in a claustrophobic, subterranean brawl between flesh-rending Tyranid Raveners and a desperate Adeptus Mechanicus Battleclade.
    The latest Kill Team box looks stunning and turns up the tension with asymmetric forces: a lean, elite brood of Raveners – deadly melee predators that can tunnel through terrain – versus a jury-rigged Mechanicus strike team, built from repurposed servitors and guided by a technoarchaeologist scouring ancient relics.
    But this isn’t Helldivers 2. The Raveners can be customised into deadly variants like the Tremorscythe and Felltalon, each armed with bio-engineered weapons designed for close-quarters carnage. On the other side, the Mechanicus bring massed, lobotomised firepower: breachers, gunners, medics, and overseers to allow for some tactical coordination.
    Also included are Hormagaunts, the swarming Tyrranids shock troops and new Tyranid-infested terrain – always the standout feature of these kill team boxes, in my opinion, and perfect for narrative or larger 40K battles. Typhon embraces Kill Team’s strength: cinematic asymmetry and high stakes.
    Price TBA – releases June

    Scalpers are going to love thisPokémon Trading Card Game Scarlet & Violet – Destined Rivals Pokémon Center Elite Trainer Box
    This red and black box is going for gangbusters on eBay, before it’s even supposed to be out. The Scarlet & Violet Destined Rivals set reintroduces the beloved Trainer’s Pokémon mechanic, but now with a twist where players can align with iconic duos like Arven’s Mabosstiff and Ho-Oh ex or Cynthia and Garchomp ex. Or fall in with Team Rocket under Giovanni’s command, fielding heavy hitters like Mewtwo ex.
    It’s a rich throwback to the Gym Heroes era, with cards that spotlight specific trainer and pokémon bonds, each emblazoned with the trainer’s name. The expansion includes 83 cards branded under Team Rocket, 17 new Pokémon ex cards, and a trove of high rarity collectibles: 23 illustration rares, 11 special illustration rares, and six hyper rare gold-etched cards.
    But the pre-launch hasn’t been all Sunflora and Jigglypuffs. Since its full reveal on March 24, pre-orders have sparked a frenzy amongst scalpers, with sellouts and early store hiccups are already marring the rollout. Still, between the nostalgia bait and villainous charm, Destined Rivals is shaping up to be one of 2025’s hottest trading card releases.
    RRP £54.99 – releases May 30
    Finspan
    One game I just can’t put back on the shelf at the moment is Finspan; who’d of thought fish could be so much fun? Since Wingspan took flight in 2019, it’s become a modern classic: part art piece, part engine builder, and a benchmark for gateway games. Finspan, the third entry in the series, swaps feathers for fins, inviting players to explore marine ecosystems across oceanic zones in a beautifully illustrated, medium-lightweight game that last about 45 minutes.
    Mechanically, Finspan is more accessible than Wingspan, thanks to forgiving resource generation and a gentler deck structure. Strategic depth is still there, whether you chase high value fish, go wide with schools, or balance both. It’s more of a solo puzzle, and less about blocking opponents, which might suit more casual groups. Replayability is strong, and with one to five player support it scales well.
    The art is stunning, and the fish facts make you feel like a would-be marine biologist. But I missed the funny components, so this is missing some of that Wingspan magic. Finspan is a fantastic entry point to the series and an accessible and fun addition to the franchise. It’s not as perfect as Wingspan, but it swims confidently in its own current. Could we see whale and crustacean expansions? I hope so.
    RRP £41.99 – available now
    Star Wars Unlimited – Jump To Lightspeed
    While you might have missed the Star Wars Celebration in Japan last month, and be bereft over the end of Andor Season 2, don’t worry – there are plenty of alternatives for Star Wars fandom. Fantasy Flight Games is revving its hyperdrive with Jump To Lightspeed, the fourth set for trading card game Star Wars Unlimited. A dramatic shift from previous ground-focused releases, this set propels players into orbit, with an emphasis on space combat and a host of gameplay refinements.
    Headlining the release are two new Spotlight Decks, each featuring a classic rivalry, such as Han Solo vs. Boba Fett. These 50-card preconstructed decks introduce Pilots, a brand-new card type that changes how space units operate. Pilots can be deployed to enhance ships with improved health and damage dealing abilities, offering fresh tactical depth.
    The set also debuts the Piloting keyword, a hyperspace mechanic, and five special rarity cards per deck, including one new Leader per Spotlight release. It’s a sleek continuation of Unlimited’s mission, with deep strategy wrapped in Star Wars flair.
    Fantasy Flight isn’t just releasing a new set; they’re effectively entering year two of the game with a soft reboot, that smartly rebalances and refreshes. For new and returning players, the standalone Spotlight Decks offer a refined on-ramp into the meta, while the stellar art and fan favourite make this one of the best sci-fi trading card games around.
    RRP: £34.99 – available now

    An indie tabletop game adapting an indie video gameCitizen Sleeper: Spindlejack
    I was gutted I didn’t manage to nab some physical Cycles of the Eye Data-Cloud dice from Lost in Cult, before they sold out, so I was ecstatic to see the shadow drop of Citizen Sleeper: Spindlejack, especially as it’s completely free.
    It’s a lean, solo tabletop role-player set in the neon-drenched corridors of the Far Spindle, part of the Citizen Sleeper universe. Released on May 5th, it’s a print-and-play experience that trades dense narrative for kinetic delivery runs and tactical movement through a crumbling space station.
    Inspired by Kadet, the courier from Citizen Sleeper 2, Spindlejack casts you as one of the eponymous daredevils: airbike mounted messengers who dodge cargo haulers and urban decay to deliver sensitive payloads in a haunted, half-dead network. The draw? Not just the cryo or reputation, but the thrill, the competition, and the culture.
    Using your 10 six-sided dice, a pencil, and some printed sheets you’ll chart courses across randomly generated intersections, upgrade your bike, and edge toward Spindlejack legend status. Designed by Gareth Damian Martin, with stylish, gritty art from Guillaume Singelin, this is a tight, systems-focused dive into a beloved sci-fi setting.
    No campaign scheduling. No group required. Just you, your dice, and the Spindle’s rusted arteries. For fans of Citizen Sleeper or those craving a focused, atmospheric solo experience, Spindlejack is a no-brainer. DIY or DIE.
    Available now

    Disney Lorcana has become a certified hitDisney Lorcana – Reign Of Jafar Set 8 and Illumineer’s Quest: Palace Heist
    The internet has been on fire with the announcement that forthcoming Lorcana sets are to include Darkwing Duck and The Goofy Movie cast, emphasising that Disney Lorcana has become something of a juggernaut since its 2023 debut, captivating collectors and competitive players with a blend of nostalgic charm and evolving mechanics – judging scandals aside.
    During the Next Chapter of Lorcana livestream earlier this month, Ravensburger dropped major news. The autumn 2025 set, Fabled, will introduce Lorcana’s first ever set rotation, a sign the game is maturing into a competitive force. To support this shift, Fabled will include reprints from earlier sets, while also debuting two new rarity levels: epic and the ultra-rare Iconic.
    Reign Of Jafar, the game’s eighth set, sees Jafar rise as the new central villain, corrupting Archazia’s Island and bringing a darker twist to the narrative. Familiar faces like Mulan, Stitch, Rapunzel, and Bruno return, alongside new cards and accessories, including updated sleeves and deck boxes featuring classic Enchanted artwork.
    The new Illumineer’s Quest: Palace Heist PvE box expands on the beloved Deep Trouble, letting players face Jafar co-op style. Expect pre-built decks, booster boxes, and enough lore-packed cardboard to fuel your summer break.
    £16.99 starter pack – releases May 30
    The Lord Of The Rings: Fate Of The Fellowship
    While Finspan might be missing a dice tower, Fate Of The Fellowship more than makes up for that with a dice tower Barad-dûr. This is a one to five player co-op strategy game that builds on the Pandemic System but adds enough fresh features to feel distinct, deeper, and more precious than ever.
    Players take on the roles of Fellowship members and allies, racing to protect havens from surging shadow troops and helping Frodo sneak past the Nazgûl en route to Mount Doom. Unlike previous Pandemic adaptations, Fate Of The Fellowship leans hard into narrative mechanics. You’ll juggle four resources – stealth, valour, resistance, and friendship – across a sprawling map as you battle despair and shifting objectives. Each player commands two characters, with asymmetric abilities and layered decisions every turn.
    With 24 rotating objectives, a constant threat from the Eye of Sauron, and a cleverly tuned solo mode, designer Matt Leacock has crafted his richest Pandemic variant yet. I’ve seen plenty of tabletop gamers saying this will be their must-play at UK Games Expo.
    RRP £69.99 – releases June 27
    Assassin’s Creed Animus
    Animus brings the Assassin’s Creed universe to the tabletop in a wholly fresh, narrative-driven experience. Up to four players select historical eras, each tied to a legendary assassin like Ezio or Eivor, resulting in distinct, asymmetric playstyles, unique objectives, and specialised mechanics.
    Rather than a miniatures skirmish, this is a competitive, timeline-jumping adventure where players dive into ancestral memories via the titular Animus. Strategic stealth and precision matter: while one player might rush to the end, victory favours those who stay synchronised with their ancestor’s memory by completing tasks efficiently and, of course, stealthily.
    While there’s still not much information about this game at the moment, Animus looks to employ modular and evolving dynamics driven by interactive card play. Players can impact each other’s timelines, which will hopefully keep the experience reactive and organic. With deep lore integration, and Ubisoft’s full support, this could the most ambitious Assassin’s Creed tabletop title yet.
    Crowdfunding starts summer 2025

    Some like it HothStar Wars: Battle Of Hoth
    Days of Wonder, the studio behind tabletop classic Ticket To Ride, has unveiled its next major release, with Star Wars: Battle Of Hoth. Designed for two to four players, aged 8 and up, this fast-paced board game runs around 30 minutes per session and leans on the accessible, card-driven Commands & Colors system.

    More Trending

    Players will face off as Imperial or Rebel forces across 17 scenario-driven missions, with options to escalate into campaign mode. Leader cards introduce familiar names like Vader, Luke, Leia, and Han to influence the tide of battle.
    Although it should be easy to learn, concerns linger about the scope of the battlefield. A cramped board could reduce tactical play to simple dice duels, something fans of strategic depth may find frustrating. Questions also remain about unit range and movement dynamics. Still, Battle Of Hoth promises cinematic nostalgia and the potential for layered tactics, and all for a very reasonable price.
    RRP: £49.99 – crowdfunding starts summer 2025
    Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter.
    To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here.
    For more stories like this, check our Gaming page.

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    #incredible #new #tabletop #games #you
    10 incredible new tabletop games for you to play in summer 2025
    10 incredible new tabletop games for you to play in summer 2025 Lucy Orr Published May 16, 2025 2:00pm Pokémon TCG is in for a hot summerGameCentral looks at the most exciting new summer tabletop releases, including adaptations of Final Fantasy, Assassin’s Creed, and Citizen Sleeper The tabletop games industry has become an unlikely victim of Trump’s tariff trade war. Just after it was recovering from Covid supply chain issues it now sees itself hit with manufacturing issues and an uncertain future. It’s so bad that board game developer CMON has already shut up shop and Stonemaier, famous for the hugely successful Wingspan, is suing the Trump administration. Meanwhile Cephalofair, developer of fan favourite Gloomhaven, can’t even get their product on to the shelves, as it’s stuck in China. While I don’t expect any empty shelves at the UK Games Expo this month, there’s definitely panic in the air. Although one company that doesn’t seem to be too concerned is Games Workshop, who have always manufactured most of their products in the UK – although accessories and terrain for your favourite Warhammer army might become harder to find in the future. After everyone got into it during lockdown, the tabletop industry was riding a huge boom, with recent industry projections of the market doubling to around £20 billion by 2030. But US tariffs have left the industry reeling and could see the price for tabletop games around the world rise significantly. Despite the doom and gloom there’s plenty of exciting new products already out this year and many more on the way from massive brands such as Pokémon and Disney, as well as new Kickstarters that you can print yourself, thereby completely bypassing any manufacturing issues. There’s also never been a better time to support your local board game shop or Dungeons & Dragons club, as their overheads rise, so here’s a selection of games you might find on their shelves right now and those coming soon, that I’m excited to play during the summer break. Magic: The Gathering – Final Fantasy Square Enix’s iconic Final Fantasy franchise is stepping onto the cardboard battlefield with Magic: The Gathering, and the result is as gloriously nostalgic as it is mechanically exciting. The Universes Beyond initiative brings beloved characters, summons, and settings into Magic’s gameplay, with Cloud Strife leading the charge. The Final Fantasy Starter Kit offers two pre-constructed 60 card decks, packed with flavour and function and perfect for newcomers attracted by the sight of a Chocobo or Moogle. Each deck includes five rares, a foil mythic legendary, deck boxes, and digital codes for Magic: The Gathering Arena. But the real draw? The cards themselves. They are stunning. Cloud channels Final Fantasy 7’s environmental and emotional themes, with equipment-focused synergies that feel spot-on. Stiltzkin the Moogle is a flavourful support piece for donation strategies and the terrifying Tonberry arrives with Deathtouch and First Strike, which is fitting for a creature that’s haunted players for decades. With gorgeous full art treatments by amazing artists such as Takahashi Kazuya and Yoshitaka Amano, underpinned by clever mechanical call backs, this crossover is more than fan service, it’s a lovingly crafted bridge between two gaming giants that’s bound to fly of the shelves. £15.99 on Amazon – releases June 13 Warhammer 40,000 Kill Team: Typhon There’s a possible future where Games Workshop is the final tabletop company left standing, as they dodge tariffs and take down licence infringers like a particularly vicious swarm of tyrranids. You too can act out this future in Kill Team: Typhon, which delivers the chaos of Warhammer 40,000 in a claustrophobic, subterranean brawl between flesh-rending Tyranid Raveners and a desperate Adeptus Mechanicus Battleclade. The latest Kill Team box looks stunning and turns up the tension with asymmetric forces: a lean, elite brood of Raveners – deadly melee predators that can tunnel through terrain – versus a jury-rigged Mechanicus strike team, built from repurposed servitors and guided by a technoarchaeologist scouring ancient relics. But this isn’t Helldivers 2. The Raveners can be customised into deadly variants like the Tremorscythe and Felltalon, each armed with bio-engineered weapons designed for close-quarters carnage. On the other side, the Mechanicus bring massed, lobotomised firepower: breachers, gunners, medics, and overseers to allow for some tactical coordination. Also included are Hormagaunts, the swarming Tyrranids shock troops and new Tyranid-infested terrain – always the standout feature of these kill team boxes, in my opinion, and perfect for narrative or larger 40K battles. Typhon embraces Kill Team’s strength: cinematic asymmetry and high stakes. Price TBA – releases June Scalpers are going to love thisPokémon Trading Card Game Scarlet & Violet – Destined Rivals Pokémon Center Elite Trainer Box This red and black box is going for gangbusters on eBay, before it’s even supposed to be out. The Scarlet & Violet Destined Rivals set reintroduces the beloved Trainer’s Pokémon mechanic, but now with a twist where players can align with iconic duos like Arven’s Mabosstiff and Ho-Oh ex or Cynthia and Garchomp ex. Or fall in with Team Rocket under Giovanni’s command, fielding heavy hitters like Mewtwo ex. It’s a rich throwback to the Gym Heroes era, with cards that spotlight specific trainer and pokémon bonds, each emblazoned with the trainer’s name. The expansion includes 83 cards branded under Team Rocket, 17 new Pokémon ex cards, and a trove of high rarity collectibles: 23 illustration rares, 11 special illustration rares, and six hyper rare gold-etched cards. But the pre-launch hasn’t been all Sunflora and Jigglypuffs. Since its full reveal on March 24, pre-orders have sparked a frenzy amongst scalpers, with sellouts and early store hiccups are already marring the rollout. Still, between the nostalgia bait and villainous charm, Destined Rivals is shaping up to be one of 2025’s hottest trading card releases. RRP £54.99 – releases May 30 Finspan One game I just can’t put back on the shelf at the moment is Finspan; who’d of thought fish could be so much fun? Since Wingspan took flight in 2019, it’s become a modern classic: part art piece, part engine builder, and a benchmark for gateway games. Finspan, the third entry in the series, swaps feathers for fins, inviting players to explore marine ecosystems across oceanic zones in a beautifully illustrated, medium-lightweight game that last about 45 minutes. Mechanically, Finspan is more accessible than Wingspan, thanks to forgiving resource generation and a gentler deck structure. Strategic depth is still there, whether you chase high value fish, go wide with schools, or balance both. It’s more of a solo puzzle, and less about blocking opponents, which might suit more casual groups. Replayability is strong, and with one to five player support it scales well. The art is stunning, and the fish facts make you feel like a would-be marine biologist. But I missed the funny components, so this is missing some of that Wingspan magic. Finspan is a fantastic entry point to the series and an accessible and fun addition to the franchise. It’s not as perfect as Wingspan, but it swims confidently in its own current. Could we see whale and crustacean expansions? I hope so. RRP £41.99 – available now Star Wars Unlimited – Jump To Lightspeed While you might have missed the Star Wars Celebration in Japan last month, and be bereft over the end of Andor Season 2, don’t worry – there are plenty of alternatives for Star Wars fandom. Fantasy Flight Games is revving its hyperdrive with Jump To Lightspeed, the fourth set for trading card game Star Wars Unlimited. A dramatic shift from previous ground-focused releases, this set propels players into orbit, with an emphasis on space combat and a host of gameplay refinements. Headlining the release are two new Spotlight Decks, each featuring a classic rivalry, such as Han Solo vs. Boba Fett. These 50-card preconstructed decks introduce Pilots, a brand-new card type that changes how space units operate. Pilots can be deployed to enhance ships with improved health and damage dealing abilities, offering fresh tactical depth. The set also debuts the Piloting keyword, a hyperspace mechanic, and five special rarity cards per deck, including one new Leader per Spotlight release. It’s a sleek continuation of Unlimited’s mission, with deep strategy wrapped in Star Wars flair. Fantasy Flight isn’t just releasing a new set; they’re effectively entering year two of the game with a soft reboot, that smartly rebalances and refreshes. For new and returning players, the standalone Spotlight Decks offer a refined on-ramp into the meta, while the stellar art and fan favourite make this one of the best sci-fi trading card games around. RRP: £34.99 – available now An indie tabletop game adapting an indie video gameCitizen Sleeper: Spindlejack I was gutted I didn’t manage to nab some physical Cycles of the Eye Data-Cloud dice from Lost in Cult, before they sold out, so I was ecstatic to see the shadow drop of Citizen Sleeper: Spindlejack, especially as it’s completely free. It’s a lean, solo tabletop role-player set in the neon-drenched corridors of the Far Spindle, part of the Citizen Sleeper universe. Released on May 5th, it’s a print-and-play experience that trades dense narrative for kinetic delivery runs and tactical movement through a crumbling space station. Inspired by Kadet, the courier from Citizen Sleeper 2, Spindlejack casts you as one of the eponymous daredevils: airbike mounted messengers who dodge cargo haulers and urban decay to deliver sensitive payloads in a haunted, half-dead network. The draw? Not just the cryo or reputation, but the thrill, the competition, and the culture. Using your 10 six-sided dice, a pencil, and some printed sheets you’ll chart courses across randomly generated intersections, upgrade your bike, and edge toward Spindlejack legend status. Designed by Gareth Damian Martin, with stylish, gritty art from Guillaume Singelin, this is a tight, systems-focused dive into a beloved sci-fi setting. No campaign scheduling. No group required. Just you, your dice, and the Spindle’s rusted arteries. For fans of Citizen Sleeper or those craving a focused, atmospheric solo experience, Spindlejack is a no-brainer. DIY or DIE. Available now Disney Lorcana has become a certified hitDisney Lorcana – Reign Of Jafar Set 8 and Illumineer’s Quest: Palace Heist The internet has been on fire with the announcement that forthcoming Lorcana sets are to include Darkwing Duck and The Goofy Movie cast, emphasising that Disney Lorcana has become something of a juggernaut since its 2023 debut, captivating collectors and competitive players with a blend of nostalgic charm and evolving mechanics – judging scandals aside. During the Next Chapter of Lorcana livestream earlier this month, Ravensburger dropped major news. The autumn 2025 set, Fabled, will introduce Lorcana’s first ever set rotation, a sign the game is maturing into a competitive force. To support this shift, Fabled will include reprints from earlier sets, while also debuting two new rarity levels: epic and the ultra-rare Iconic. Reign Of Jafar, the game’s eighth set, sees Jafar rise as the new central villain, corrupting Archazia’s Island and bringing a darker twist to the narrative. Familiar faces like Mulan, Stitch, Rapunzel, and Bruno return, alongside new cards and accessories, including updated sleeves and deck boxes featuring classic Enchanted artwork. The new Illumineer’s Quest: Palace Heist PvE box expands on the beloved Deep Trouble, letting players face Jafar co-op style. Expect pre-built decks, booster boxes, and enough lore-packed cardboard to fuel your summer break. £16.99 starter pack – releases May 30 The Lord Of The Rings: Fate Of The Fellowship While Finspan might be missing a dice tower, Fate Of The Fellowship more than makes up for that with a dice tower Barad-dûr. This is a one to five player co-op strategy game that builds on the Pandemic System but adds enough fresh features to feel distinct, deeper, and more precious than ever. Players take on the roles of Fellowship members and allies, racing to protect havens from surging shadow troops and helping Frodo sneak past the Nazgûl en route to Mount Doom. Unlike previous Pandemic adaptations, Fate Of The Fellowship leans hard into narrative mechanics. You’ll juggle four resources – stealth, valour, resistance, and friendship – across a sprawling map as you battle despair and shifting objectives. Each player commands two characters, with asymmetric abilities and layered decisions every turn. With 24 rotating objectives, a constant threat from the Eye of Sauron, and a cleverly tuned solo mode, designer Matt Leacock has crafted his richest Pandemic variant yet. I’ve seen plenty of tabletop gamers saying this will be their must-play at UK Games Expo. RRP £69.99 – releases June 27 Assassin’s Creed Animus Animus brings the Assassin’s Creed universe to the tabletop in a wholly fresh, narrative-driven experience. Up to four players select historical eras, each tied to a legendary assassin like Ezio or Eivor, resulting in distinct, asymmetric playstyles, unique objectives, and specialised mechanics. Rather than a miniatures skirmish, this is a competitive, timeline-jumping adventure where players dive into ancestral memories via the titular Animus. Strategic stealth and precision matter: while one player might rush to the end, victory favours those who stay synchronised with their ancestor’s memory by completing tasks efficiently and, of course, stealthily. While there’s still not much information about this game at the moment, Animus looks to employ modular and evolving dynamics driven by interactive card play. Players can impact each other’s timelines, which will hopefully keep the experience reactive and organic. With deep lore integration, and Ubisoft’s full support, this could the most ambitious Assassin’s Creed tabletop title yet. Crowdfunding starts summer 2025 Some like it HothStar Wars: Battle Of Hoth Days of Wonder, the studio behind tabletop classic Ticket To Ride, has unveiled its next major release, with Star Wars: Battle Of Hoth. Designed for two to four players, aged 8 and up, this fast-paced board game runs around 30 minutes per session and leans on the accessible, card-driven Commands & Colors system. More Trending Players will face off as Imperial or Rebel forces across 17 scenario-driven missions, with options to escalate into campaign mode. Leader cards introduce familiar names like Vader, Luke, Leia, and Han to influence the tide of battle. Although it should be easy to learn, concerns linger about the scope of the battlefield. A cramped board could reduce tactical play to simple dice duels, something fans of strategic depth may find frustrating. Questions also remain about unit range and movement dynamics. Still, Battle Of Hoth promises cinematic nostalgia and the potential for layered tactics, and all for a very reasonable price. RRP: £49.99 – crowdfunding starts summer 2025 Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #incredible #new #tabletop #games #you
    METRO.CO.UK
    10 incredible new tabletop games for you to play in summer 2025
    10 incredible new tabletop games for you to play in summer 2025 Lucy Orr Published May 16, 2025 2:00pm Pokémon TCG is in for a hot summer (The Pokémon Company) GameCentral looks at the most exciting new summer tabletop releases, including adaptations of Final Fantasy, Assassin’s Creed, and Citizen Sleeper The tabletop games industry has become an unlikely victim of Trump’s tariff trade war. Just after it was recovering from Covid supply chain issues it now sees itself hit with manufacturing issues and an uncertain future. It’s so bad that board game developer CMON has already shut up shop and Stonemaier, famous for the hugely successful Wingspan, is suing the Trump administration. Meanwhile Cephalofair, developer of fan favourite Gloomhaven, can’t even get their product on to the shelves, as it’s stuck in China. While I don’t expect any empty shelves at the UK Games Expo this month, there’s definitely panic in the air. Although one company that doesn’t seem to be too concerned is Games Workshop, who have always manufactured most of their products in the UK – although accessories and terrain for your favourite Warhammer army might become harder to find in the future. After everyone got into it during lockdown, the tabletop industry was riding a huge boom, with recent industry projections of the market doubling to around £20 billion by 2030. But US tariffs have left the industry reeling and could see the price for tabletop games around the world rise significantly. Despite the doom and gloom there’s plenty of exciting new products already out this year and many more on the way from massive brands such as Pokémon and Disney, as well as new Kickstarters that you can print yourself, thereby completely bypassing any manufacturing issues. There’s also never been a better time to support your local board game shop or Dungeons & Dragons club, as their overheads rise, so here’s a selection of games you might find on their shelves right now and those coming soon, that I’m excited to play during the summer break. Magic: The Gathering – Final Fantasy Square Enix’s iconic Final Fantasy franchise is stepping onto the cardboard battlefield with Magic: The Gathering, and the result is as gloriously nostalgic as it is mechanically exciting. The Universes Beyond initiative brings beloved characters, summons, and settings into Magic’s gameplay, with Cloud Strife leading the charge. The Final Fantasy Starter Kit offers two pre-constructed 60 card decks, packed with flavour and function and perfect for newcomers attracted by the sight of a Chocobo or Moogle. Each deck includes five rares, a foil mythic legendary, deck boxes, and digital codes for Magic: The Gathering Arena. But the real draw? The cards themselves. They are stunning. Cloud channels Final Fantasy 7’s environmental and emotional themes, with equipment-focused synergies that feel spot-on. Stiltzkin the Moogle is a flavourful support piece for donation strategies and the terrifying Tonberry arrives with Deathtouch and First Strike, which is fitting for a creature that’s haunted players for decades. With gorgeous full art treatments by amazing artists such as Takahashi Kazuya and Yoshitaka Amano, underpinned by clever mechanical call backs, this crossover is more than fan service, it’s a lovingly crafted bridge between two gaming giants that’s bound to fly of the shelves. £15.99 on Amazon – releases June 13 Warhammer 40,000 Kill Team: Typhon There’s a possible future where Games Workshop is the final tabletop company left standing, as they dodge tariffs and take down licence infringers like a particularly vicious swarm of tyrranids. You too can act out this future in Kill Team: Typhon, which delivers the chaos of Warhammer 40,000 in a claustrophobic, subterranean brawl between flesh-rending Tyranid Raveners and a desperate Adeptus Mechanicus Battleclade. The latest Kill Team box looks stunning and turns up the tension with asymmetric forces: a lean, elite brood of Raveners – deadly melee predators that can tunnel through terrain – versus a jury-rigged Mechanicus strike team, built from repurposed servitors and guided by a technoarchaeologist scouring ancient relics. But this isn’t Helldivers 2. The Raveners can be customised into deadly variants like the Tremorscythe and Felltalon, each armed with bio-engineered weapons designed for close-quarters carnage. On the other side, the Mechanicus bring massed, lobotomised firepower: breachers, gunners, medics, and overseers to allow for some tactical coordination. Also included are Hormagaunts, the swarming Tyrranids shock troops and new Tyranid-infested terrain – always the standout feature of these kill team boxes, in my opinion, and perfect for narrative or larger 40K battles. Typhon embraces Kill Team’s strength: cinematic asymmetry and high stakes. Price TBA – releases June Scalpers are going to love this (The Pokémon Company) Pokémon Trading Card Game Scarlet & Violet – Destined Rivals Pokémon Center Elite Trainer Box This red and black box is going for gangbusters on eBay, before it’s even supposed to be out. The Scarlet & Violet Destined Rivals set reintroduces the beloved Trainer’s Pokémon mechanic, but now with a twist where players can align with iconic duos like Arven’s Mabosstiff and Ho-Oh ex or Cynthia and Garchomp ex. Or fall in with Team Rocket under Giovanni’s command, fielding heavy hitters like Mewtwo ex. It’s a rich throwback to the Gym Heroes era, with cards that spotlight specific trainer and pokémon bonds, each emblazoned with the trainer’s name. The expansion includes 83 cards branded under Team Rocket, 17 new Pokémon ex cards (10 of which are Trainer’s Pokémon ex), and a trove of high rarity collectibles: 23 illustration rares, 11 special illustration rares, and six hyper rare gold-etched cards. But the pre-launch hasn’t been all Sunflora and Jigglypuffs. Since its full reveal on March 24, pre-orders have sparked a frenzy amongst scalpers, with sellouts and early store hiccups are already marring the rollout. Still, between the nostalgia bait and villainous charm, Destined Rivals is shaping up to be one of 2025’s hottest trading card releases. RRP £54.99 – releases May 30 Finspan One game I just can’t put back on the shelf at the moment is Finspan; who’d of thought fish could be so much fun? Since Wingspan took flight in 2019, it’s become a modern classic: part art piece, part engine builder, and a benchmark for gateway games. Finspan, the third entry in the series, swaps feathers for fins, inviting players to explore marine ecosystems across oceanic zones in a beautifully illustrated, medium-lightweight game that last about 45 minutes. Mechanically, Finspan is more accessible than Wingspan, thanks to forgiving resource generation and a gentler deck structure. Strategic depth is still there, whether you chase high value fish, go wide with schools, or balance both. It’s more of a solo puzzle, and less about blocking opponents, which might suit more casual groups. Replayability is strong, and with one to five player support it scales well. The art is stunning, and the fish facts make you feel like a would-be marine biologist. But I missed the funny components (no birdhouse dice tower), so this is missing some of that Wingspan magic. Finspan is a fantastic entry point to the series and an accessible and fun addition to the franchise. It’s not as perfect as Wingspan, but it swims confidently in its own current. Could we see whale and crustacean expansions? I hope so. RRP £41.99 – available now Star Wars Unlimited – Jump To Lightspeed While you might have missed the Star Wars Celebration in Japan last month, and be bereft over the end of Andor Season 2, don’t worry – there are plenty of alternatives for Star Wars fandom. Fantasy Flight Games is revving its hyperdrive with Jump To Lightspeed, the fourth set for trading card game Star Wars Unlimited. A dramatic shift from previous ground-focused releases, this set propels players into orbit, with an emphasis on space combat and a host of gameplay refinements. Headlining the release are two new Spotlight Decks, each featuring a classic rivalry, such as Han Solo vs. Boba Fett. These 50-card preconstructed decks introduce Pilots, a brand-new card type that changes how space units operate. Pilots can be deployed to enhance ships with improved health and damage dealing abilities, offering fresh tactical depth. The set also debuts the Piloting keyword, a hyperspace mechanic, and five special rarity cards per deck, including one new Leader per Spotlight release. It’s a sleek continuation of Unlimited’s mission, with deep strategy wrapped in Star Wars flair. Fantasy Flight isn’t just releasing a new set; they’re effectively entering year two of the game with a soft reboot, that smartly rebalances and refreshes. For new and returning players, the standalone Spotlight Decks offer a refined on-ramp into the meta, while the stellar art and fan favourite make this one of the best sci-fi trading card games around. RRP: £34.99 – available now An indie tabletop game adapting an indie video game (Jump Over the Age) Citizen Sleeper: Spindlejack I was gutted I didn’t manage to nab some physical Cycles of the Eye Data-Cloud dice from Lost in Cult, before they sold out, so I was ecstatic to see the shadow drop of Citizen Sleeper: Spindlejack, especially as it’s completely free. It’s a lean, solo tabletop role-player set in the neon-drenched corridors of the Far Spindle, part of the Citizen Sleeper universe. Released on May 5th (aka Citizen Sleeper Day), it’s a print-and-play experience that trades dense narrative for kinetic delivery runs and tactical movement through a crumbling space station. Inspired by Kadet, the courier from Citizen Sleeper 2, Spindlejack casts you as one of the eponymous daredevils: airbike mounted messengers who dodge cargo haulers and urban decay to deliver sensitive payloads in a haunted, half-dead network. The draw? Not just the cryo or reputation, but the thrill, the competition, and the culture. Using your 10 six-sided dice, a pencil, and some printed sheets you’ll chart courses across randomly generated intersections, upgrade your bike, and edge toward Spindlejack legend status. Designed by Gareth Damian Martin, with stylish, gritty art from Guillaume Singelin, this is a tight, systems-focused dive into a beloved sci-fi setting. No campaign scheduling. No group required. Just you, your dice, and the Spindle’s rusted arteries. For fans of Citizen Sleeper or those craving a focused, atmospheric solo experience, Spindlejack is a no-brainer. DIY or DIE. Available now Disney Lorcana has become a certified hit (Ravensburger) Disney Lorcana – Reign Of Jafar Set 8 and Illumineer’s Quest: Palace Heist The internet has been on fire with the announcement that forthcoming Lorcana sets are to include Darkwing Duck and The Goofy Movie cast, emphasising that Disney Lorcana has become something of a juggernaut since its 2023 debut, captivating collectors and competitive players with a blend of nostalgic charm and evolving mechanics – judging scandals aside. During the Next Chapter of Lorcana livestream earlier this month, Ravensburger dropped major news. The autumn 2025 set, Fabled, will introduce Lorcana’s first ever set rotation, a sign the game is maturing into a competitive force. To support this shift, Fabled will include reprints from earlier sets, while also debuting two new rarity levels: epic and the ultra-rare Iconic. Reign Of Jafar, the game’s eighth set, sees Jafar rise as the new central villain, corrupting Archazia’s Island and bringing a darker twist to the narrative. Familiar faces like Mulan, Stitch, Rapunzel, and Bruno return, alongside new cards and accessories, including updated sleeves and deck boxes featuring classic Enchanted artwork. The new Illumineer’s Quest: Palace Heist PvE box expands on the beloved Deep Trouble, letting players face Jafar co-op style. Expect pre-built decks (Amethyst Amber and Ruby Steel), booster boxes, and enough lore-packed cardboard to fuel your summer break. £16.99 starter pack – releases May 30 The Lord Of The Rings: Fate Of The Fellowship While Finspan might be missing a dice tower, Fate Of The Fellowship more than makes up for that with a dice tower Barad-dûr. This is a one to five player co-op strategy game that builds on the Pandemic System but adds enough fresh features to feel distinct, deeper, and more precious than ever. Players take on the roles of Fellowship members and allies, racing to protect havens from surging shadow troops and helping Frodo sneak past the Nazgûl en route to Mount Doom. Unlike previous Pandemic adaptations, Fate Of The Fellowship leans hard into narrative mechanics. You’ll juggle four resources – stealth, valour, resistance, and friendship – across a sprawling map as you battle despair and shifting objectives. Each player commands two characters, with asymmetric abilities and layered decisions every turn. With 24 rotating objectives, a constant threat from the Eye of Sauron, and a cleverly tuned solo mode, designer Matt Leacock has crafted his richest Pandemic variant yet. I’ve seen plenty of tabletop gamers saying this will be their must-play at UK Games Expo. RRP £69.99 – releases June 27 Assassin’s Creed Animus Animus brings the Assassin’s Creed universe to the tabletop in a wholly fresh, narrative-driven experience. Up to four players select historical eras, each tied to a legendary assassin like Ezio or Eivor, resulting in distinct, asymmetric playstyles, unique objectives, and specialised mechanics. Rather than a miniatures skirmish, this is a competitive, timeline-jumping adventure where players dive into ancestral memories via the titular Animus. Strategic stealth and precision matter: while one player might rush to the end, victory favours those who stay synchronised with their ancestor’s memory by completing tasks efficiently and, of course, stealthily. While there’s still not much information about this game at the moment, Animus looks to employ modular and evolving dynamics driven by interactive card play. Players can impact each other’s timelines, which will hopefully keep the experience reactive and organic. With deep lore integration, and Ubisoft’s full support, this could the most ambitious Assassin’s Creed tabletop title yet. Crowdfunding starts summer 2025 Some like it Hoth (Days of Wonder) Star Wars: Battle Of Hoth Days of Wonder, the studio behind tabletop classic Ticket To Ride, has unveiled its next major release, with Star Wars: Battle Of Hoth. Designed for two to four players, aged 8 and up, this fast-paced board game runs around 30 minutes per session and leans on the accessible, card-driven Commands & Colors system. More Trending Players will face off as Imperial or Rebel forces across 17 scenario-driven missions, with options to escalate into campaign mode. Leader cards introduce familiar names like Vader, Luke, Leia, and Han to influence the tide of battle. Although it should be easy to learn, concerns linger about the scope of the battlefield. A cramped board could reduce tactical play to simple dice duels, something fans of strategic depth may find frustrating. Questions also remain about unit range and movement dynamics. Still, Battle Of Hoth promises cinematic nostalgia and the potential for layered tactics, and all for a very reasonable price. RRP: £49.99 – crowdfunding starts summer 2025 Email gamecentral@metro.co.uk, leave a comment below, follow us on Twitter, and sign-up to our newsletter. To submit Inbox letters and Reader’s Features more easily, without the need to send an email, just use our Submit Stuff page here. For more stories like this, check our Gaming page. GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • 3 reasons why Unity at GDC is all about you

    Wherever you are in the game development lifecycle, Unity is here to help you do more. This month at GDC 2023, we’ll be demonstrating all the ways our solutions work together to make Unity the leading real-time platform for creating, running, and growing games.Connect with us and find what you need at any stage – from making and publishing your game to expanding your player base and building a successful business.Read on to learn why our presence at GDC 2023 is all about helping you make truly great games.Get the scoop on the latest tech and discover how Unity creators are succeeding. These are just a few of the sessions you won’t want to miss.Seasoned gamedev Will Armstrong is ready to share how you can boost your productivity developing games in Unity. Join him on Tuesday, March 21 to learn about best practices for coding standards, profiling performance, debugging and testing, applying design patterns, and more.This session gives you the chance to ask Unity your burning questions about game creation, tools, services, and functionality. Senior program managers, engineers, and other staff host this Ask Me Anything as a cap to the week’s Unity Developer Summit. No question is too big or too small.See what’s new in Unity’s 2022 LTS and 2023 Tech Stream, including the latest on graphics, multiplayer, and the Entity Component System.Visit the Unity booth on the show floorto meet fellow developers at our creator stations and check out hands-on demos of their projects. You’ll also be able to chat with Unity specialists to learn more about Unity tools and services. Whether you’re looking for answers, feedback, or want to connect with the team one-to-one, we can’t wait to see you there.Breachers is an upcoming 5v5 tactical VR FPS by Triangle Factory. Climb, shoot, and strategize your way to victory.From Steel City Interactive, Undisputed is an authentic boxing game that features true-to-life visuals, bone-jarring action, and licensed boxers.Death Carnival is a fast-paced arcade shooter from Furyion Games with adrenaline-fueled combat in single-player, online co-op, or PvP.A handful of Unity’s GDC 2023 sessions will lift the hood on popular Made with Unity releases to show you how they came together. Here are just a few highlights from the schedule.Join us for a guided panel discussion with developers from Intercept Games, who will talk through the process and challenges of creating fully spherical planets in Kerbal Space Program 2.Key members of the Second Dinner team discuss how they started out as a two-person studio and grew to launch MARVEL SNAP, one of the biggest mobile games of 2022. In this hands-on session, Nifty Games’ vice president of engineering will share learnings from shipping NFL Clash and NBA Clash to global audiences using Cloud Build, Remote Config, and Cloud Content Delivery. You’ll also hear insights on sustaining and growing a mobile player base.Bookmark this page to keep up with the latest on Unity at GDC 2023, and stay tuned for updates about the event. If you haven’t yet bought your pass, use code “UNITY10” for 10% off GDC All Access, Core, or Summits registrations.
    #reasons #why #unity #gdc #all
    3 reasons why Unity at GDC is all about you
    Wherever you are in the game development lifecycle, Unity is here to help you do more. This month at GDC 2023, we’ll be demonstrating all the ways our solutions work together to make Unity the leading real-time platform for creating, running, and growing games.Connect with us and find what you need at any stage – from making and publishing your game to expanding your player base and building a successful business.Read on to learn why our presence at GDC 2023 is all about helping you make truly great games.Get the scoop on the latest tech and discover how Unity creators are succeeding. These are just a few of the sessions you won’t want to miss.Seasoned gamedev Will Armstrong is ready to share how you can boost your productivity developing games in Unity. Join him on Tuesday, March 21 to learn about best practices for coding standards, profiling performance, debugging and testing, applying design patterns, and more.This session gives you the chance to ask Unity your burning questions about game creation, tools, services, and functionality. Senior program managers, engineers, and other staff host this Ask Me Anything as a cap to the week’s Unity Developer Summit. No question is too big or too small.See what’s new in Unity’s 2022 LTS and 2023 Tech Stream, including the latest on graphics, multiplayer, and the Entity Component System.Visit the Unity booth on the show floorto meet fellow developers at our creator stations and check out hands-on demos of their projects. You’ll also be able to chat with Unity specialists to learn more about Unity tools and services. Whether you’re looking for answers, feedback, or want to connect with the team one-to-one, we can’t wait to see you there.Breachers is an upcoming 5v5 tactical VR FPS by Triangle Factory. Climb, shoot, and strategize your way to victory.From Steel City Interactive, Undisputed is an authentic boxing game that features true-to-life visuals, bone-jarring action, and licensed boxers.Death Carnival is a fast-paced arcade shooter from Furyion Games with adrenaline-fueled combat in single-player, online co-op, or PvP.A handful of Unity’s GDC 2023 sessions will lift the hood on popular Made with Unity releases to show you how they came together. Here are just a few highlights from the schedule.Join us for a guided panel discussion with developers from Intercept Games, who will talk through the process and challenges of creating fully spherical planets in Kerbal Space Program 2.Key members of the Second Dinner team discuss how they started out as a two-person studio and grew to launch MARVEL SNAP, one of the biggest mobile games of 2022. In this hands-on session, Nifty Games’ vice president of engineering will share learnings from shipping NFL Clash and NBA Clash to global audiences using Cloud Build, Remote Config, and Cloud Content Delivery. You’ll also hear insights on sustaining and growing a mobile player base.Bookmark this page to keep up with the latest on Unity at GDC 2023, and stay tuned for updates about the event. If you haven’t yet bought your pass, use code “UNITY10” for 10% off GDC All Access, Core, or Summits registrations. #reasons #why #unity #gdc #all
    UNITY.COM
    3 reasons why Unity at GDC is all about you
    Wherever you are in the game development lifecycle, Unity is here to help you do more. This month at GDC 2023, we’ll be demonstrating all the ways our solutions work together to make Unity the leading real-time platform for creating, running, and growing games.Connect with us and find what you need at any stage – from making and publishing your game to expanding your player base and building a successful business.Read on to learn why our presence at GDC 2023 is all about helping you make truly great games.Get the scoop on the latest tech and discover how Unity creators are succeeding. These are just a few of the sessions you won’t want to miss.Seasoned gamedev Will Armstrong is ready to share how you can boost your productivity developing games in Unity. Join him on Tuesday, March 21 to learn about best practices for coding standards, profiling performance, debugging and testing, applying design patterns, and more.This session gives you the chance to ask Unity your burning questions about game creation, tools, services, and functionality. Senior program managers, engineers, and other staff host this Ask Me Anything as a cap to the week’s Unity Developer Summit. No question is too big or too small.See what’s new in Unity’s 2022 LTS and 2023 Tech Stream, including the latest on graphics, multiplayer, and the Entity Component System (ECS).Visit the Unity booth on the show floor (S327) to meet fellow developers at our creator stations and check out hands-on demos of their projects (see who you can expect to find there below). You’ll also be able to chat with Unity specialists to learn more about Unity tools and services. Whether you’re looking for answers, feedback, or want to connect with the team one-to-one, we can’t wait to see you there.Breachers is an upcoming 5v5 tactical VR FPS by Triangle Factory. Climb, shoot, and strategize your way to victory.From Steel City Interactive, Undisputed is an authentic boxing game that features true-to-life visuals, bone-jarring action, and licensed boxers.Death Carnival is a fast-paced arcade shooter from Furyion Games with adrenaline-fueled combat in single-player, online co-op, or PvP.A handful of Unity’s GDC 2023 sessions will lift the hood on popular Made with Unity releases to show you how they came together. Here are just a few highlights from the schedule.Join us for a guided panel discussion with developers from Intercept Games, who will talk through the process and challenges of creating fully spherical planets in Kerbal Space Program 2.Key members of the Second Dinner team discuss how they started out as a two-person studio and grew to launch MARVEL SNAP, one of the biggest mobile games of 2022. In this hands-on session, Nifty Games’ vice president of engineering will share learnings from shipping NFL Clash and NBA Clash to global audiences using Cloud Build, Remote Config, and Cloud Content Delivery. You’ll also hear insights on sustaining and growing a mobile player base.Bookmark this page to keep up with the latest on Unity at GDC 2023, and stay tuned for updates about the event. If you haven’t yet bought your pass, use code “UNITY10” for 10% off GDC All Access, Core, or Summits registrations.
    0 Commentarii 0 Distribuiri 0 previzualizare
  • Rapid design iteration in Breachers using AssetPostprocessor and Blender

    Triangle Factory is a fast-growing Belgian gaming company that uses Unity to create high-quality multiplayer VR titles like Hyper Dash and their latest game, Breachers. Triangle Factory leverages tools like Cinemachine, Unity Profiler, Game Server Hosting, Matchmaker, Voice Chat, and Friends in creating an immersive experience for players.

    In this blog, Jel Sadones, lead level design/tech art, and lead developer Pieter Vantorre walk us through their Blender-to-Unity pipeline and how they brought their VR tactical FPS title Breachers to life.Unity has been our go-to engine and development environment for over a decade, and we have gone through many workflows over the years for environment modeling and design. That includes using in-engine modeling tools like ProBuilderand assembling scenes from Prefabs created in other modeling packages. For our current projects though, we’ve landed on a workflow where we model and organize our levels in Blender, and rely on Unity’s AssetPostprocessor to integrate them into our Unity project.In this article, we’ll share with you how we ended up with this workflow and how it supports the kind of rapid design iteration we need for our games.In 2021, we released our first big VR title, Hyper Dash, a fast-paced 5v5 arena shooter. When we started development on the game in 2019, we had a basic Blender-to-Unity workflow that probably looks familiar to many: We simply modeled geometry in Blender, exported our assets as FBX files and manually integrated them into Unity. The manual integration involved several steps:Setting up dynamic objects in the scene such as weapon pickups, spawn doors, capture pointsPlacing colliders to prevent players from walking or teleporting in certain areasSetting up invisible guides to allow bots to behave properlyEtc.This process can work well for smaller projects, but quickly becomes cumbersome as a project scales and evolves. When we started planning the development of our next title, we knew we were going to need a drastically improved workflow.Breachers is a competitive shooter with complex level layouts, subtler gameplay mechanics, more technical systems at play, and a higher level of graphical polish targeting the newest generation of standalone VR hardware. In terms of complexity, it goes several steps further than Hyper Dash, and we quickly felt the effects of this on our workflow.In the prototyping phase, we still relied heavily on Prefabs for dynamic objects, like window barricades for example. These are objects that we place inside window frames to block line of sight between interiors and the outside to prevent teams from seeing each other during the warm-up phase of the game.While testing our prototype, we were constantly moving around windows to improve gameplay, which meant changing geometry in Blender and re-exporting to Unity and then manually moving the barricade objects to match our changes. Many hours were spent flying around Unity’s Scene view, manually checking and fixing these kinds of things. Still, we had more than one playtest where we only noticed during gameplay that something had been overlooked.Obviously, this workflow was not going to give us the ability to quickly iterate on our map designs as we playtested, both internally and as part of our open alpha, where we planned to make one map available for free to get feedback from the community. We were looking forward to all that feedback, but not looking forward at all to the manual effort involved in applying it to our maps.Another potential downside to a Prefab-based design workflow is performance. We mainly target mobile, standalone VR headsets for our games. We want to push the visuals as far as we can, so we need to squeeze every last drop of performance out of our workflow.Assembling levels from Prefabs can be less efficient than creating a watertight mesh in a modeling program. If you snap two modular wall pieces together, you always have an unmerged loop of geometry in between them. With Prefabs, it’s also easy to end up placing a lot of geometry in your scene that isn’t visiblebut still taking up valuable lightmap space. Over an entire level, those small inefficiencies can add up to wasted performance and diminished visuals.The final issue with Prefabs we want to mention is that it can be easy to break things by applying seemingly innocent changes to the source model in Blender, like renaming an object. As a game or level evolves, you often want to reorganize your assets and give them improved or more consistent names. But renaming an object in Blender and re-exporting it can easilybreak the overrides and additions made to the object in Unity, leading to regressions.In this simplified example, we have a ventilation grate Prefab and want smoke coming out of it. After importing the mesh into Unity, our artist has added the smoke particle system as a child object and added a surface type component to the Prefab to mark it as being a metal object.Here you can see what happens if we rename our mesh in Blender:When reimporting the mesh with the updated name, Unity can no longer find the old mesh by name, so it removes the object from the model Prefab. Children of this removed object are moved to the root of the Prefab and existing scripts are removed, again leading to manual cleanup work we’d rather avoid.As the prototyping phase for Breachers wrapped up and we prepared to go into full production mode in early 2022, our art and dev teams sat down together and investigated what we could do to remedy these problems. We defined clear goals for our ideal asset pipeline, one that would support the rapid and flexible iteration required for Breachers:All creation and modification of level geometry should happen in Blender.WYSIWYG: What a designer creates in Blender should match the result in Unity as closely as possible.When something is updated in Blender, importing the changes into Unity should happen automatically and not require any manual effort.As mentioned above, our main goal was to have an accurate visualization of the game in Blender – not only properly reflecting how the end result will look in Unity but also how the gameplay mechanics are set up. Gameplay in Breachers not only depends on a level’s layout, but also on dynamic objectsand invisible elements. We want to have all this information visible at the design stage and carried over precisely to Unity.Custom properties are critical to our workflow, and we assign these to objects in Blender. These are then carried over in Unity by the FBX format, so we can read them and run custom logic when our assets are imported into Unity.This gives us a great amount of flexibility, as well as stability. These properties stay connected to objects throughout the pipeline, so we can reorganize and rename things in our levels as much as we want without worrying about things breaking or getting out of sync.Unity has a powerful class called AssetPostprocessor, which allows modifications of assets while they are being imported. This is what we use at import time to parse those custom properties and act on them.Prefab linksWe have a custom property named PrefabLink, which tells Unity the object imported from Blender should be replaced by a Prefab already in the Unity project, while preserving the imported model’s transform. This allows us to place these dynamic objects in Blender while retaining the advantages of Prefabs once they are imported into Unity. The window barricades in the Blender scene above are a good example of this.Surface typesSurface definition is extremely important in Breachers. Walking on a metal staircase sounds different from walking on a concrete floor. Bullet penetration through wood is a lot different than through steel. And each surface type has its own impact effects. Going over each prop in Unity and tagging it as the correct surface type would be extremely time consuming, so we also tackle this at the design stage in Blender by setting custom properties on our geometry colliders.Static flagsAnother important setting for optimization are Unity’s static flags. Setting these correctly can have a profound impact on things like visibility culling, light baking, and batching. Using custom properties in Blender, we can set these on any part of the level, including reusable props, and have that information carry over into Unity across our levels.CollidersLastly, we’d like to share how we set up colliders. Unity has a simple but effective system that automatically detects level-of-detail variants for models when you postfix a model asset name with _LOD0, _LOD1, etc. We were inspired by this and created a similar system for colliders: By simply having geometry with _BoxCollider or _NoCollision in the name, we replace the meshes from Blender with colliders in Unity.As a concrete example, here is a snippet of our LevelSetupPostprocessor that reads custom properties and assigns the right static flags on each imported object:For all of this to work smoothly, we did have to do some work on the Blender side as well.Custom properties are a bit hidden in Blender’s UI and would require artists to manually type out the custom properties each time, which is not a great user experience. Relying on manual text entry would also be very error-prone, undoing much of the advantage of setting things up in Blender in the first place. Moving from a Prefab-based workflow into Blender also made us miss some of the advantages of Prefabs, like having a nice library of objects to browse through and pick from. Luckily, Blender, like Unity, is very flexible and easily extensible.The answer to the Prefab organization problem came in Blender 3.2 with Asset Libraries. This system acts a bit like the Prefab system in Unity: It allows you to create assets in a separate file and then import those into your Blender scene, while changes in the asset file reflect automatically in the Blender scene. Additionally, it ensures that any custom properties or colliders are correctly applied to each instance of this asset in Blender.For Blender, we wrote an in-house add-on to help set up the custom properties in a more clear user interface. This simplifies setting custom properties by just selecting the relevant Blender objects and hitting a button, instead of typing out each property manually.The Bundle Exporter add-on is an open source add-on that we’re using to export all of our FBX files in one click. We modified it to also work with custom properties and updated the UI to have faster exports for our specific needs.Setting up our level design workflow for Breachers took a large time investment initially, but we believe it was the right choice for the project. Also, it was kind of fun!As we’ve built out the game from initial blockouts through alpha testing and the months leading up to the final release, iterating on our levels has been quick and painless. We’ve been able to eliminate overhead and busywork for our designers and artists, while also transferring responsibilities to them that they previously would have needed a developer for.We have been impressed at both Unity and Blender for their ability to integrate with each other this smoothly, and we strongly believe this integration was critical to making Breachers a game we’re happy with and proud to share with the world.Thanks for reading, and enjoy the game!Triangle Factory’s Breachers is now available. Check out more blogs from Made with Unity developers here.
    #rapid #design #iteration #breachers #using
    Rapid design iteration in Breachers using AssetPostprocessor and Blender
    Triangle Factory is a fast-growing Belgian gaming company that uses Unity to create high-quality multiplayer VR titles like Hyper Dash and their latest game, Breachers. Triangle Factory leverages tools like Cinemachine, Unity Profiler, Game Server Hosting, Matchmaker, Voice Chat, and Friends in creating an immersive experience for players. In this blog, Jel Sadones, lead level design/tech art, and lead developer Pieter Vantorre walk us through their Blender-to-Unity pipeline and how they brought their VR tactical FPS title Breachers to life.Unity has been our go-to engine and development environment for over a decade, and we have gone through many workflows over the years for environment modeling and design. That includes using in-engine modeling tools like ProBuilderand assembling scenes from Prefabs created in other modeling packages. For our current projects though, we’ve landed on a workflow where we model and organize our levels in Blender, and rely on Unity’s AssetPostprocessor to integrate them into our Unity project.In this article, we’ll share with you how we ended up with this workflow and how it supports the kind of rapid design iteration we need for our games.In 2021, we released our first big VR title, Hyper Dash, a fast-paced 5v5 arena shooter. When we started development on the game in 2019, we had a basic Blender-to-Unity workflow that probably looks familiar to many: We simply modeled geometry in Blender, exported our assets as FBX files and manually integrated them into Unity. The manual integration involved several steps:Setting up dynamic objects in the scene such as weapon pickups, spawn doors, capture pointsPlacing colliders to prevent players from walking or teleporting in certain areasSetting up invisible guides to allow bots to behave properlyEtc.This process can work well for smaller projects, but quickly becomes cumbersome as a project scales and evolves. When we started planning the development of our next title, we knew we were going to need a drastically improved workflow.Breachers is a competitive shooter with complex level layouts, subtler gameplay mechanics, more technical systems at play, and a higher level of graphical polish targeting the newest generation of standalone VR hardware. In terms of complexity, it goes several steps further than Hyper Dash, and we quickly felt the effects of this on our workflow.In the prototyping phase, we still relied heavily on Prefabs for dynamic objects, like window barricades for example. These are objects that we place inside window frames to block line of sight between interiors and the outside to prevent teams from seeing each other during the warm-up phase of the game.While testing our prototype, we were constantly moving around windows to improve gameplay, which meant changing geometry in Blender and re-exporting to Unity and then manually moving the barricade objects to match our changes. Many hours were spent flying around Unity’s Scene view, manually checking and fixing these kinds of things. Still, we had more than one playtest where we only noticed during gameplay that something had been overlooked.Obviously, this workflow was not going to give us the ability to quickly iterate on our map designs as we playtested, both internally and as part of our open alpha, where we planned to make one map available for free to get feedback from the community. We were looking forward to all that feedback, but not looking forward at all to the manual effort involved in applying it to our maps.Another potential downside to a Prefab-based design workflow is performance. We mainly target mobile, standalone VR headsets for our games. We want to push the visuals as far as we can, so we need to squeeze every last drop of performance out of our workflow.Assembling levels from Prefabs can be less efficient than creating a watertight mesh in a modeling program. If you snap two modular wall pieces together, you always have an unmerged loop of geometry in between them. With Prefabs, it’s also easy to end up placing a lot of geometry in your scene that isn’t visiblebut still taking up valuable lightmap space. Over an entire level, those small inefficiencies can add up to wasted performance and diminished visuals.The final issue with Prefabs we want to mention is that it can be easy to break things by applying seemingly innocent changes to the source model in Blender, like renaming an object. As a game or level evolves, you often want to reorganize your assets and give them improved or more consistent names. But renaming an object in Blender and re-exporting it can easilybreak the overrides and additions made to the object in Unity, leading to regressions.In this simplified example, we have a ventilation grate Prefab and want smoke coming out of it. After importing the mesh into Unity, our artist has added the smoke particle system as a child object and added a surface type component to the Prefab to mark it as being a metal object.Here you can see what happens if we rename our mesh in Blender:When reimporting the mesh with the updated name, Unity can no longer find the old mesh by name, so it removes the object from the model Prefab. Children of this removed object are moved to the root of the Prefab and existing scripts are removed, again leading to manual cleanup work we’d rather avoid.As the prototyping phase for Breachers wrapped up and we prepared to go into full production mode in early 2022, our art and dev teams sat down together and investigated what we could do to remedy these problems. We defined clear goals for our ideal asset pipeline, one that would support the rapid and flexible iteration required for Breachers:All creation and modification of level geometry should happen in Blender.WYSIWYG: What a designer creates in Blender should match the result in Unity as closely as possible.When something is updated in Blender, importing the changes into Unity should happen automatically and not require any manual effort.As mentioned above, our main goal was to have an accurate visualization of the game in Blender – not only properly reflecting how the end result will look in Unity but also how the gameplay mechanics are set up. Gameplay in Breachers not only depends on a level’s layout, but also on dynamic objectsand invisible elements. We want to have all this information visible at the design stage and carried over precisely to Unity.Custom properties are critical to our workflow, and we assign these to objects in Blender. These are then carried over in Unity by the FBX format, so we can read them and run custom logic when our assets are imported into Unity.This gives us a great amount of flexibility, as well as stability. These properties stay connected to objects throughout the pipeline, so we can reorganize and rename things in our levels as much as we want without worrying about things breaking or getting out of sync.Unity has a powerful class called AssetPostprocessor, which allows modifications of assets while they are being imported. This is what we use at import time to parse those custom properties and act on them.Prefab linksWe have a custom property named PrefabLink, which tells Unity the object imported from Blender should be replaced by a Prefab already in the Unity project, while preserving the imported model’s transform. This allows us to place these dynamic objects in Blender while retaining the advantages of Prefabs once they are imported into Unity. The window barricades in the Blender scene above are a good example of this.Surface typesSurface definition is extremely important in Breachers. Walking on a metal staircase sounds different from walking on a concrete floor. Bullet penetration through wood is a lot different than through steel. And each surface type has its own impact effects. Going over each prop in Unity and tagging it as the correct surface type would be extremely time consuming, so we also tackle this at the design stage in Blender by setting custom properties on our geometry colliders.Static flagsAnother important setting for optimization are Unity’s static flags. Setting these correctly can have a profound impact on things like visibility culling, light baking, and batching. Using custom properties in Blender, we can set these on any part of the level, including reusable props, and have that information carry over into Unity across our levels.CollidersLastly, we’d like to share how we set up colliders. Unity has a simple but effective system that automatically detects level-of-detail variants for models when you postfix a model asset name with _LOD0, _LOD1, etc. We were inspired by this and created a similar system for colliders: By simply having geometry with _BoxCollider or _NoCollision in the name, we replace the meshes from Blender with colliders in Unity.As a concrete example, here is a snippet of our LevelSetupPostprocessor that reads custom properties and assigns the right static flags on each imported object:For all of this to work smoothly, we did have to do some work on the Blender side as well.Custom properties are a bit hidden in Blender’s UI and would require artists to manually type out the custom properties each time, which is not a great user experience. Relying on manual text entry would also be very error-prone, undoing much of the advantage of setting things up in Blender in the first place. Moving from a Prefab-based workflow into Blender also made us miss some of the advantages of Prefabs, like having a nice library of objects to browse through and pick from. Luckily, Blender, like Unity, is very flexible and easily extensible.The answer to the Prefab organization problem came in Blender 3.2 with Asset Libraries. This system acts a bit like the Prefab system in Unity: It allows you to create assets in a separate file and then import those into your Blender scene, while changes in the asset file reflect automatically in the Blender scene. Additionally, it ensures that any custom properties or colliders are correctly applied to each instance of this asset in Blender.For Blender, we wrote an in-house add-on to help set up the custom properties in a more clear user interface. This simplifies setting custom properties by just selecting the relevant Blender objects and hitting a button, instead of typing out each property manually.The Bundle Exporter add-on is an open source add-on that we’re using to export all of our FBX files in one click. We modified it to also work with custom properties and updated the UI to have faster exports for our specific needs.Setting up our level design workflow for Breachers took a large time investment initially, but we believe it was the right choice for the project. Also, it was kind of fun!As we’ve built out the game from initial blockouts through alpha testing and the months leading up to the final release, iterating on our levels has been quick and painless. We’ve been able to eliminate overhead and busywork for our designers and artists, while also transferring responsibilities to them that they previously would have needed a developer for.We have been impressed at both Unity and Blender for their ability to integrate with each other this smoothly, and we strongly believe this integration was critical to making Breachers a game we’re happy with and proud to share with the world.Thanks for reading, and enjoy the game!Triangle Factory’s Breachers is now available. Check out more blogs from Made with Unity developers here. #rapid #design #iteration #breachers #using
    UNITY.COM
    Rapid design iteration in Breachers using AssetPostprocessor and Blender
    Triangle Factory is a fast-growing Belgian gaming company that uses Unity to create high-quality multiplayer VR titles like Hyper Dash and their latest game, Breachers. Triangle Factory leverages tools like Cinemachine, Unity Profiler, Game Server Hosting, Matchmaker, Voice Chat (Vivox), and Friends in creating an immersive experience for players. In this blog, Jel Sadones, lead level design/tech art, and lead developer Pieter Vantorre walk us through their Blender-to-Unity pipeline and how they brought their VR tactical FPS title Breachers to life.Unity has been our go-to engine and development environment for over a decade, and we have gone through many workflows over the years for environment modeling and design. That includes using in-engine modeling tools like ProBuilder (which we still use and love for rapid prototyping) and assembling scenes from Prefabs created in other modeling packages. For our current projects though, we’ve landed on a workflow where we model and organize our levels in Blender, and rely on Unity’s AssetPostprocessor to integrate them into our Unity project.In this article, we’ll share with you how we ended up with this workflow and how it supports the kind of rapid design iteration we need for our games.In 2021, we released our first big VR title, Hyper Dash, a fast-paced 5v5 arena shooter. When we started development on the game in 2019, we had a basic Blender-to-Unity workflow that probably looks familiar to many: We simply modeled geometry in Blender, exported our assets as FBX files and manually integrated them into Unity. The manual integration involved several steps:Setting up dynamic objects in the scene such as weapon pickups, spawn doors, capture pointsPlacing colliders to prevent players from walking or teleporting in certain areasSetting up invisible guides to allow bots to behave properlyEtc.This process can work well for smaller projects, but quickly becomes cumbersome as a project scales and evolves. When we started planning the development of our next title, we knew we were going to need a drastically improved workflow.Breachers is a competitive shooter with complex level layouts, subtler gameplay mechanics, more technical systems at play, and a higher level of graphical polish targeting the newest generation of standalone VR hardware. In terms of complexity, it goes several steps further than Hyper Dash, and we quickly felt the effects of this on our workflow.In the prototyping phase, we still relied heavily on Prefabs for dynamic objects, like window barricades for example. These are objects that we place inside window frames to block line of sight between interiors and the outside to prevent teams from seeing each other during the warm-up phase of the game.While testing our prototype, we were constantly moving around windows to improve gameplay, which meant changing geometry in Blender and re-exporting to Unity and then manually moving the barricade objects to match our changes. Many hours were spent flying around Unity’s Scene view, manually checking and fixing these kinds of things. Still, we had more than one playtest where we only noticed during gameplay that something had been overlooked.Obviously, this workflow was not going to give us the ability to quickly iterate on our map designs as we playtested, both internally and as part of our open alpha, where we planned to make one map available for free to get feedback from the community. We were looking forward to all that feedback, but not looking forward at all to the manual effort involved in applying it to our maps.Another potential downside to a Prefab-based design workflow is performance. We mainly target mobile, standalone VR headsets for our games. We want to push the visuals as far as we can, so we need to squeeze every last drop of performance out of our workflow.Assembling levels from Prefabs can be less efficient than creating a watertight mesh in a modeling program. If you snap two modular wall pieces together, you always have an unmerged loop of geometry in between them. With Prefabs, it’s also easy to end up placing a lot of geometry in your scene that isn’t visible (because it’s on the underside of an object, or placed against a wall) but still taking up valuable lightmap space. Over an entire level, those small inefficiencies can add up to wasted performance and diminished visuals.The final issue with Prefabs we want to mention is that it can be easy to break things by applying seemingly innocent changes to the source model in Blender, like renaming an object. As a game or level evolves, you often want to reorganize your assets and give them improved or more consistent names. But renaming an object in Blender and re-exporting it can easily (and without warning) break the overrides and additions made to the object in Unity, leading to regressions.In this simplified example, we have a ventilation grate Prefab and want smoke coming out of it. After importing the mesh into Unity, our artist has added the smoke particle system as a child object and added a surface type component to the Prefab to mark it as being a metal object.Here you can see what happens if we rename our mesh in Blender:When reimporting the mesh with the updated name, Unity can no longer find the old mesh by name, so it removes the object from the model Prefab. Children of this removed object are moved to the root of the Prefab and existing scripts are removed, again leading to manual cleanup work we’d rather avoid.As the prototyping phase for Breachers wrapped up and we prepared to go into full production mode in early 2022, our art and dev teams sat down together and investigated what we could do to remedy these problems. We defined clear goals for our ideal asset pipeline, one that would support the rapid and flexible iteration required for Breachers:All creation and modification of level geometry should happen in Blender.WYSIWYG: What a designer creates in Blender should match the result in Unity as closely as possible.When something is updated in Blender, importing the changes into Unity should happen automatically and not require any manual effort.As mentioned above, our main goal was to have an accurate visualization of the game in Blender – not only properly reflecting how the end result will look in Unity but also how the gameplay mechanics are set up. Gameplay in Breachers not only depends on a level’s layout, but also on dynamic objects (like breachable walls) and invisible elements (like sound volumes and colliders). We want to have all this information visible at the design stage and carried over precisely to Unity.Custom properties are critical to our workflow, and we assign these to objects in Blender. These are then carried over in Unity by the FBX format, so we can read them and run custom logic when our assets are imported into Unity.This gives us a great amount of flexibility, as well as stability. These properties stay connected to objects throughout the pipeline, so we can reorganize and rename things in our levels as much as we want without worrying about things breaking or getting out of sync.Unity has a powerful class called AssetPostprocessor, which allows modifications of assets while they are being imported. This is what we use at import time to parse those custom properties and act on them.Prefab linksWe have a custom property named PrefabLink, which tells Unity the object imported from Blender should be replaced by a Prefab already in the Unity project, while preserving the imported model’s transform. This allows us to place these dynamic objects in Blender while retaining the advantages of Prefabs once they are imported into Unity. The window barricades in the Blender scene above are a good example of this.Surface typesSurface definition is extremely important in Breachers. Walking on a metal staircase sounds different from walking on a concrete floor. Bullet penetration through wood is a lot different than through steel. And each surface type has its own impact effects. Going over each prop in Unity and tagging it as the correct surface type would be extremely time consuming, so we also tackle this at the design stage in Blender by setting custom properties on our geometry colliders.Static flagsAnother important setting for optimization are Unity’s static flags. Setting these correctly can have a profound impact on things like visibility culling, light baking, and batching. Using custom properties in Blender, we can set these on any part of the level, including reusable props, and have that information carry over into Unity across our levels.CollidersLastly, we’d like to share how we set up colliders. Unity has a simple but effective system that automatically detects level-of-detail variants for models when you postfix a model asset name with _LOD0, _LOD1, etc. We were inspired by this and created a similar system for colliders: By simply having geometry with _BoxCollider or _NoCollision in the name, we replace the meshes from Blender with colliders in Unity.As a concrete example, here is a snippet of our LevelSetupPostprocessor that reads custom properties and assigns the right static flags on each imported object:For all of this to work smoothly, we did have to do some work on the Blender side as well.Custom properties are a bit hidden in Blender’s UI and would require artists to manually type out the custom properties each time, which is not a great user experience. Relying on manual text entry would also be very error-prone, undoing much of the advantage of setting things up in Blender in the first place. Moving from a Prefab-based workflow into Blender also made us miss some of the advantages of Prefabs, like having a nice library of objects to browse through and pick from. Luckily, Blender, like Unity, is very flexible and easily extensible.The answer to the Prefab organization problem came in Blender 3.2 with Asset Libraries. This system acts a bit like the Prefab system in Unity: It allows you to create assets in a separate file and then import those into your Blender scene, while changes in the asset file reflect automatically in the Blender scene. Additionally, it ensures that any custom properties or colliders are correctly applied to each instance of this asset in Blender.For Blender, we wrote an in-house add-on to help set up the custom properties in a more clear user interface. This simplifies setting custom properties by just selecting the relevant Blender objects and hitting a button, instead of typing out each property manually.The Bundle Exporter add-on is an open source add-on that we’re using to export all of our FBX files in one click. We modified it to also work with custom properties and updated the UI to have faster exports for our specific needs.Setting up our level design workflow for Breachers took a large time investment initially, but we believe it was the right choice for the project. Also, it was kind of fun!As we’ve built out the game from initial blockouts through alpha testing and the months leading up to the final release, iterating on our levels has been quick and painless. We’ve been able to eliminate overhead and busywork for our designers and artists, while also transferring responsibilities to them that they previously would have needed a developer for.We have been impressed at both Unity and Blender for their ability to integrate with each other this smoothly, and we strongly believe this integration was critical to making Breachers a game we’re happy with and proud to share with the world.Thanks for reading, and enjoy the game!Triangle Factory’s Breachers is now available. Check out more blogs from Made with Unity developers here.
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