Unity Production-Ready Support for Stadia Now Available

With the release of 2019.3 earlier today, Unity now offers production-ready support for Stadia to developers approved by Google. This build continues to expand Unity’s broad platform ecosystem and audience reach with support for everything approved developers need to create and ship their game on Stadia.

Approved developers can also find in Unity 2019.3 support for Stadia Enhanced Features like State Share and Stream Connect, as well as the Stadia Controller with YouTube and Google Assistant integration, to push the edges of what’s possible on the platform.

Unity engineers have made the process of creating Stadia games easier with a very familiar deployment experience. Feedback from developers in their Stadia Early Access Program helped shape an environment with familiar workflows and standard tools like Visual Studio to streamline development in Unity.

Unity 2019.3 delivers brand new innovative tech and feature updates designed to power the creative visions of all Stadia developers, and achieve high-end performance faster. Here are some of the most exciting updates from the world’s leading real-time 3D development platform:
  • Next Level Rendering Technology - the Scriptable Render Pipeline delivers best-in-class visuals - and the right tools for the right job - with two new render pipelines out of the box: the High Definition Render Pipeline to unleash full visual fidelity on high-end hardware, and the Universal Render Pipeline to give developers flexibility to create beautiful graphics on a wide range of devices while optimizing for performance
  • Performance By Default - Unity’s Data-Oriented Technology Stack (DOTS) is a high performance multi-threaded system that makes it possible to leverage today’s multicore processors without the heavy programming headache. Data-oriented design shifts focus from objects to the data itself in order to put world-class scalability, faster iteration times & unbeatable runtime performance (among other benefits) into the hands of all game developers. The Entity Component System, C# Job System & Burst Compiler combine to form DOTS. Developers will soon be able to download the DOTS sample project with all source code and assets to use as inspiration to make DOTS-based games
  • Artists & Programmers Doing More, Together - Unity has invested heavily in powerful tools that unlock more creativity and productivity without the need for coding. Artists can now achieve their visions with Unity’s professional-grade Visual Effect Graph (now with Shader Graph integration), Post Processing Stack, and feature updates to Timeline and Cinemachine, enabling artists and developers to do more work directly in Unity and see the final result of their work in real time 
  • Physics That Perform - Create physics simulations that deliver exceptional performance compatible with modern networking needs with Unity Physics, a C# based system co-developed with Havok and built on top of the C# DOTS framework
“Unity has been a tremendous partner since day one, helping Stadia build a developer-friendly environment. It’s a crucial relationship that’s bolstered our efforts to attract some of the world’s best game development talent,” said John Justice, Stadia VP/Product. “With Unity providing production-ready support for approved developers, gamers can look forward to more incredible Stadia games joining the roster.”

Visit Unity’s blog post for more details on these and more 2019.3 features, with a host of tech talks from Unite Copenhagen 2019, tutorials and documentation to help you get started.

Unity developers interested in bringing games to Stadia should start with an application for development resources on Google’s Stadia developer website.

In the meantime, your team can take a few suggested steps now, in parallel to public versions of Unity, to have better “Stadia readiness” (if you’re approved for Stadia development access):
  1. Make sure your project runs on Unity 2019.3
  2. Build for Linux (3rd party dependencies without Linux support should show up here)
  3. Use Vulkan only
  4. Start using IL2CPP (available for Linux as of 2019.3)
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