Unity 2017.2 released earlier this month and we in QA are happy to share some results of our latest scenario test week. Previous testing sessions like this were really funny and useful, so we plan to continue running these for each release.
Unity 2017.2在本月初发布,我们在质量检查人员中很高兴分享我们最新的场景测试周的一些结果。 像这样的以前的测试会议真的很有趣并且很有用,因此我们计划继续为每个版本运行这些测试。
After nearly a month of preparation – information gathering, brainstorming, synchronizing and setting up different conditions – we had an exciting scenario test week full of testing, game development, and gaining useful information about the state of Unity 2017.2.
经过近一个月的准备(信息收集,集思广益,同步和设置不同的条件),我们经历了一个激动人心的场景测试周,其中进行了测试,游戏开发,并获得了有关Unity 2017.2。状态的有用信息。
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帮助我们使Unity变得更好:参与Unity beta计划。 只需通过页面底部的表单注册我们的Beta新闻,即可接收有关新Beta版本,beta测试指南以及即将推出的Unity版本中的新功能的通知。
The main goal of each scenario test week is to experience Unity as a user or small game studio (and keep being testers in the same moment). This week our mission was to create a game with attention to new areas and features, looking for bugs and issues.
每个场景测试周的主要目标是以用户或小型游戏工作室的身份体验Unity(并同时成为测试人员)。 本周,我们的任务是创建一个关注新领域和新功能的游戏,寻找错误和问题。
We decided to split areas of coverage down to a more granular view, and ended up with a list of features and areas with 86 items. The most covered areas were Services (Unity Teams), UI, Input, and Troubleshooter.
我们决定将覆盖范围细分为更细致的视图,最后给出包含86个项目的功能部件和区域列表。 涵盖最广泛的领域是服务(统一团队),UI,输入和疑难解答。
QA is not the only team involved; we invite all experts to join in scenario testing, so we are able to get different points of view – from the perspective of artists, developers, designers, project managers and product owners. It allows us to experience the game-making process from prototyping to game completion, the continuation of an existing scenario for several iterations, and, actually, eating our own dog food.
质量保证不是唯一的团队。 我们邀请所有专家参与场景测试,因此我们可以从艺术家,开发人员,设计师,项目经理和产品所有者的角度获得不同的观点。 它使我们可以体验从原型制作到游戏完成的游戏制作过程,可以将现有场景继续进行多次迭代,甚至可以吃我们自己的狗食。
93 Unity members located in 11 offices around the world took part in scenario testing activities: STE, SDET, PM, developers, artists, and designers from 22 areas of Unity, including 2D, Animation, Asset Pipeline, Assets and Scene Management, Audio/Video, Build Pipeline, Graphics, Lightning, Mobile, Networking, Consoles, Terrain, Toolsmiths, Services, SE, Release QA and Students.
来自全球11个办事处的93位Unity成员参加了场景测试活动:STE,SDET,PM,Unity 22个领域的开发人员,艺术家和设计师,包括2D,动画,资产管道,资产和场景管理,音频/视频,构建管道,图形,闪电,移动,网络,控制台,地形,工具匠,服务,SE,发布质量检查和学生。
For this week, we had 16 scenarios – some of them were a continuation of existing projects from previous times, and some were absolutely new and built from scratch.
在本周中,我们有16种情况-其中一些是以前项目的延续,而有些则是全新的并且是从头开始构建的。
Scenarios we worked on during 2017.2 scenario test week.
我们在2017.2场景测试周期间处理的场景。
We managed to identify 130 bugs, mostly in the Editor, VR and Timeline areas.
我们设法确定了130个错误,主要是在“编辑器”,“ VR”和“时间轴”区域中。
Bugs reported during 2017.2 scenario test week versus team size.
2017.2场景测试周期间报告的错误与团队规模的关系。
One of the most interesting parts of scenario test week was the example projects we made, mostly using our services like the Asset Store, Unity Collaborate, Cloud Build, Dashboard, Analytics and Multiplayer.
场景测试周中最有趣的部分之一就是我们制作的示例项目,这些项目主要使用资产商店,Unity Collaborate,云构建,仪表板,分析和多人游戏等服务。
Here’s a peek at some of the projects we made:
以下是我们所做的一些项目:
AR Tabletop Tower Defense: Using image targets to place towers, walls, spawn points, etc.
AR桌面塔防:使用图像目标放置塔,墙,生成点等。
Network 3D Racer: Racing game with networking and multiplayer.
网络3D赛车手:具有网络和多人游戏的赛车游戏。
3D clicker with Analytics ARkit and TestRunner: 3D clicker style game with a focus on developing with Analytics in mind.
带有Analytics ARkit和TestRunner的3D答题器:3D答题器风格的游戏,着重于在考虑到Analytics(分析)的情况下进行开发。
Mech Team (Space Team meets Power Rangers): Multiplayer, mobile-focused game with physics.
机甲小队(太空小队遇见力量游侠):具有物理功能的多人,以移动设备为重点的游戏。
3D card game: Hearthstone style.
3D纸牌游戏:炉石传说风格。
2D JRPG: Focus on creating several environments using TileMap, exploring TileMaps and scripted brushes.
2D JRPG:专注于使用TileMap创建多个环境,探索TileMap和脚本画笔。
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