I can very much relate to the buying assets addiction...this is my version of hoarding I guess! One day...one day....they will all come in handy...if any of them are still compatible :)
@@FistFullofShrimp I had this issue. Mainly thanks to humble bundle lol. I stopped looking now to avoid temptation. I only used a handful of them and only sometimes. I prefer to make my own implementations of things. Plus too often a tool or other asset just stops working from a point and no longer gets updates.
Wonder if any of these performance improvements will benefit Meta Quest headsets. It's very hard to get a scene that looks great and performs well at 90+ FPS on a Quest Pro.
I've played with some of the improvements already and I've noticed a nice boost. Still a ton to play with and explore though. Hopefully I'll be able to make a video on this in the future!
I have a strange question. Recently, I've been thinking about how to implement the reflection on simpler surfaces in the cheapest and most spectacular way. I'm currently learning the latest Unity 6 URP version, and it doesn't have SSR by default, but the third-party solution is unacceptably slow and the reflection probes aren't perfect. I have only seen a tutorial on a possible solution, it is an ordinary room mirror where the objects exist twice and uses the stencil effect solution. I thought that it might be easiest to create a mirror image of each object you want to reflect separately and place it behind a transparent material in the correct orientation and position. With the stencil buffer technique, it is also possible (e.g. a mirror) to make these objects visible only in the cross-section of a certain material (if the player can also look behind the mirror, then the reflected copies should not be visible). Game objects created as such mirror images do not necessarily have to exist in the same quality as the original. The reflection could be a model with a much simpler number of polygons, but in many cases it could even be a 2D billboard surface, if the appearance of the given object allows it (e.g. road signs in a puddle on the road, or the reflection of distant complex objects in the form of a 2D billboard). However, I don't know if transparency can work with the stencil effect in this case. What if e.g. in the case of a mirror, I would like the mirror image created in this way not to be rendered 100%, only e.g. 50%? The same would apply to the road model, where the water would be on the surface of the holes (stencil effect), but I would like to see both the reflected objects and the texture of my road model together. So I don't know if I can only render the part masked out with the stencil buffer at 100%, or if I can specify that it should only be rendered with a certain transparency? If anyone knows the answer to this, please let me know.
URP is Universal Render Pipeline. For my work it is the recommended setting to use for Mixed Reality/Virtual Reality setup. Its a great balance of performance and quality and works on lots of different devices. The built-in-pipeline as I understand is being deprecated but i'm sure theres some games that still use it so it is still available. I would definitely recommend URP for new projects.
My only issue is that it installs all these packages by default. I need the URP, not the other 20 packages it puts by default. I love that they're free, but they shouldn't be default installs.
@@FistFullofShrimp yep, i hadn't realized you made one cuz it never showed up when i typed unity vr tutorial but i started watching you rother videos and saw it
Sadly you sound like Unity shill.. you should be talking about the good and bad of unity 6 and not just the good aspects.. like forced internet access to use the unity editor.. higher fees, no mid level subscription..
Shill? SHILL!?! I'm a Shrimp. It's literally in my name. I tend to focus on the positive in most things, but I'll try to find more balance in the future. Thanks for the feedback... shill😉🍤
Why is it bad to need internet to use unity editor? You would need the internet to upload your game anyway, so I’m not sure how that’s an issue. I mean the only place I can think of that being a problem is if you’re on an airplane with your laptop or something. And if you did your research, you would understand why they’re raising prices. You’re not obligated to anything. They’re a business. The question is whether or not you want their product and IF you do, is the price worth it? Last time I checked, even the prices now, let alone in the future, by the time you have the money to be forced to upgrade, it wouldn’t even be an issue for you, so I would think the price is worth it.
I can very much relate to the buying assets addiction...this is my version of hoarding I guess! One day...one day....they will all come in handy...if any of them are still compatible :)
...and if I even remember that I've bought them 🤣
@@FistFullofShrimp I had this issue. Mainly thanks to humble bundle lol.
I stopped looking now to avoid temptation. I only used a handful of them and only sometimes. I prefer to make my own implementations of things. Plus too often a tool or other asset just stops working from a point and no longer gets updates.
Got that 30$ bundle ! Best deal EVER
Currently working on upgrading our game on steam: Halfling, to unity 6. Very excited
10:33 Is the XR: MR Multiplayer template out yet?
I am also looking for it and nothing XD
Wonder if any of these performance improvements will benefit Meta Quest headsets. It's very hard to get a scene that looks great and performs well at 90+ FPS on a Quest Pro.
I've played with some of the improvements already and I've noticed a nice boost. Still a ton to play with and explore though. Hopefully I'll be able to make a video on this in the future!
I have a strange question. Recently, I've been thinking about how to implement the reflection on simpler surfaces in the cheapest and most spectacular way. I'm currently learning the latest Unity 6 URP version, and it doesn't have SSR by default, but the third-party solution is unacceptably slow and the reflection probes aren't perfect. I have only seen a tutorial on a possible solution, it is an ordinary room mirror where the objects exist twice and uses the stencil effect solution. I thought that it might be easiest to create a mirror image of each object you want to reflect separately and place it behind a transparent material in the correct orientation and position. With the stencil buffer technique, it is also possible (e.g. a mirror) to make these objects visible only in the cross-section of a certain material (if the player can also look behind the mirror, then the reflected copies should not be visible). Game objects created as such mirror images do not necessarily have to exist in the same quality as the original. The reflection could be a model with a much simpler number of polygons, but in many cases it could even be a 2D billboard surface, if the appearance of the given object allows it (e.g. road signs in a puddle on the road, or the reflection of distant complex objects in the form of a 2D billboard). However, I don't know if transparency can work with the stencil effect in this case. What if e.g. in the case of a mirror, I would like the mirror image created in this way not to be rendered 100%, only e.g. 50%? The same would apply to the road model, where the water would be on the surface of the holes (stencil effect), but I would like to see both the reflected objects and the texture of my road model together. So I don't know if I can only render the part masked out with the stencil buffer at 100%, or if I can specify that it should only be rendered with a certain transparency? If anyone knows the answer to this, please let me know.
how do the assets work, do you get them ALL for 30 bucks or is it 1 for 30
All
Testing multiplayer in editor is a game changer, building for every test has always been a massive headache 🎉
You ain't kidding, Henry
unreal allows this as well
Unity 6 & VR development good with iMac?
may i ask the different between built in pipeline and urp ,and suggest use which one?
URP is Universal Render Pipeline. For my work it is the recommended setting to use for Mixed Reality/Virtual Reality setup. Its a great balance of performance and quality and works on lots of different devices. The built-in-pipeline as I understand is being deprecated but i'm sure theres some games that still use it so it is still available. I would definitely recommend URP for new projects.
OOOOH IM EARLY!!!! WAHOO :D
Finally i wont be bullied as unity developer
MR Multiplayer template out yet?
google is your friend
I saw a guys saying he got 50% more frames after updating his game to 6, this can't be true right?
Nope, in mi case in point got like 60-70 % more performance by moving my project to unity 6 and building the executable there , so this range can vary
does it still use the old input system?
Yup, or you can mix
no its using new one now! but you can use old too
❤❤
🍤🫀
Yaaaaaaay
My only issue is that it installs all these packages by default. I need the URP, not the other 20 packages it puts by default. I love that they're free, but they shouldn't be default installs.
Bro I beg of you please make a tutorial on how to make a lever and a joystick in unity vr 🙏🙏
is your VR tutorial still relevant after these changes?
I think you found my up to date tutorial already. I hope it helps!
@@FistFullofShrimp yep, i hadn't realized you made one cuz it never showed up when i typed unity vr tutorial but i started watching you rother videos and saw it
where is webgpu?
escape from tarkov be like : oh no....
+1 SUBSCRIPER!
Thanks!
Gamechanger?
Am going right into 6 - 7 Will not happen till 2035 at this rate.
hahahahahahahaha
They will never understand.
Sadly you sound like Unity shill.. you should be talking about the good and bad of unity 6 and not just the good aspects.. like forced internet access to use the unity editor.. higher fees, no mid level subscription..
Shill? SHILL!?! I'm a Shrimp. It's literally in my name. I tend to focus on the positive in most things, but I'll try to find more balance in the future. Thanks for the feedback... shill😉🍤
Why is it bad to need internet to use unity editor? You would need the internet to upload your game anyway, so I’m not sure how that’s an issue. I mean the only place I can think of that being a problem is if you’re on an airplane with your laptop or something. And if you did your research, you would understand why they’re raising prices.
You’re not obligated to anything. They’re a business. The question is whether or not you want their product and IF you do, is the price worth it? Last time I checked, even the prices now, let alone in the future, by the time you have the money to be forced to upgrade, it wouldn’t even be an issue for you, so I would think the price is worth it.