The Linux developers at Unity [Official Site] have been plugging away on putting SDL2 [Official Website] into the Linux builds, and with Unity 5.6 it should be there.
Na'Tosha Bard tweeted out that the code for it has landed in "trunk" (their main codebase), so it's all ready to go now. The first beta of Unity 5.6 sounds like it's not due for another few weeks yet, so there's still some time until anyone can test it in the wild.
I spoke with Na'Tosha for a bit on Twitter to clear some things up. She said that it enables Unity to remove their own X11 implementation, and they are using SDL2 for window management and mouse, gamepad, joystick and keyboard inputs.
Na'Tosha did state that she's not aware of any actual issues being fixed by using SDL2, but some users may see improvements.
It will also provide them with the possibility of Mir and Wayland support in future, but they aren't currently on their roadmap yet.
This is good for SDL2 as well of course, as any bugs encountered by the Unity team can be reported and hopefully fixed to then improve SDL2 for other developers. The power of open source and all that jazz.
SDL2 isn't the only big thing that Unity 5.6 will bring. It's also planned to have their first version of Vulkan support too, and you can find more on that here.
You can find out what else Unity has planned on their roadmap.
You can also find the Linux builds of the Unity editor right here on their forum.
Many thanks to Na'Tosha Bard for replying to me on Twitter about it to clear some things up.
Na'Tosha Bard tweeted out that the code for it has landed in "trunk" (their main codebase), so it's all ready to go now. The first beta of Unity 5.6 sounds like it's not due for another few weeks yet, so there's still some time until anyone can test it in the wild.
I spoke with Na'Tosha for a bit on Twitter to clear some things up. She said that it enables Unity to remove their own X11 implementation, and they are using SDL2 for window management and mouse, gamepad, joystick and keyboard inputs.
Na'Tosha did state that she's not aware of any actual issues being fixed by using SDL2, but some users may see improvements.
It will also provide them with the possibility of Mir and Wayland support in future, but they aren't currently on their roadmap yet.
This is good for SDL2 as well of course, as any bugs encountered by the Unity team can be reported and hopefully fixed to then improve SDL2 for other developers. The power of open source and all that jazz.
SDL2 isn't the only big thing that Unity 5.6 will bring. It's also planned to have their first version of Vulkan support too, and you can find more on that here.
You can find out what else Unity has planned on their roadmap.
You can also find the Linux builds of the Unity editor right here on their forum.
Many thanks to Na'Tosha Bard for replying to me on Twitter about it to clear some things up.
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I'm not really familiar with SDL, does this mean that games will be able to run in independent window manager regards of which one system uses (x11, wayland, mir)? If that is the case this is some great news!
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Quoting: MaCroX95I'm not really familiar with SDL, does this mean that games will be able to run in independent window manager regards of which one system uses (x11, wayland, mir)? If that is the case this is some great news!
SDL is more like a thin layer you talk to (your application -> SDL -> X11/Wayland/Mir/whatever).
It allows you to use the same code for everything SDL supports. So you tell SDL to create a new window, and it will sort out how to do it on your system.
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Quoting: MaCroX95I'm not really familiar with SDL, does this mean that games will be able to run in independent window manager regards of which one system uses (x11, wayland, mir)? If that is the case this is some great news!
Exactly! :) SDL takes care of the display server stuff for you.
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Quoting: kellerkindtQuoting: MaCroX95I'm not really familiar with SDL, does this mean that games will be able to run in independent window manager regards of which one system uses (x11, wayland, mir)? If that is the case this is some great news!
SDL is more like a thin layer you talk to (your application -> SDL -> X11/Wayland/Mir/whatever).
It allows you to use the same code for everything SDL supports. So you tell SDL to create a new window, and it will sort out how to do it on your system.
Quoting: natewardawgQuoting: MaCroX95I'm not really familiar with SDL, does this mean that games will be able to run in independent window manager regards of which one system uses (x11, wayland, mir)? If that is the case this is some great news!
Exactly! :) SDL takes care of the display server stuff for you.
Well this is really nice and great news :) Because having different display managers as future will probably bring to us, it won't be display-manager dependent :)
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SDL is actually much more an analogy to the full DirectX stack than OpenGL/Vulkan are. (Which as graphical APIs are analogies to the Direct3D portion of DirectX) In fact, SDL also has wrappers around OpenGL to handle the graphical parts too. SDL can handle window management, graphics, audio, input enumeration and handling, and is basically the swiss army knife of open source game development. It's left most similar efforts in the dust long ago. (Allegro, I'm looking at you!) I'm kind of interested in which pieces of SDL Unity will be using.
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This is great news. Better standardisation, more constructive bug reports. Probably more stable controller support as well. Future proof!
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About time. Should of been using it from the start. Would of eliminated tons of problems they had with the engine on linux. Most of it seems fixed now already. I assume Unity will now have proper vsync support aswell.
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I'm actually more excited about the Vulkan rendering path. I wonder if games like Cities: Skylines will update their engine. I hope the performance will increase, at least the low FPS.
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Good to see. This will help the Unity developers get rid of some nasty boilerplate code maintenance work (directly dealing with X11 can be a huge PITA...).
Said boilerplate code has already caused issues previously (one example being the nasty window handling bugs of KSP 1.1), so having SDL take care of it will definitely be an improvement.
Said boilerplate code has already caused issues previously (one example being the nasty window handling bugs of KSP 1.1), so having SDL take care of it will definitely be an improvement.
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I'm sorry about this digression into a discussion of grammar, however there's been a burning question for me a long time and I want to use this opportunity now that I saw this usage of the word "of" again:
I see this *all* the time: This usage of "of" instead of "have"!
This is not meant as an insult or anything towards this particular poster cause like I say, I see this absolutely everywhere and it puzzles me every time.
My question is: Is it legit English? Or an American variant? Or is it a kind of slang?
QuoteAbout time. Should of been using it from the start. Would of eliminated tons of problems they had with the engine on linux.
I see this *all* the time: This usage of "of" instead of "have"!
This is not meant as an insult or anything towards this particular poster cause like I say, I see this absolutely everywhere and it puzzles me every time.
My question is: Is it legit English? Or an American variant? Or is it a kind of slang?
2 Likes, Who?
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