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My most wanted feature is to chose the features integrated in the core engine and cut the load time by 95% and the build size by 99% for an empty project.
Dang it! You got me.. I was trying to blow the hair, and then use my fingernail to carefully remove it w/o leaving a smudge mark on my monitor!!! Well played sir! /tip 🎩
I never understood the Unity hate train. The higher-ups have made some awful decisions but that doesn't ever reflect on the quality of the engine its self. Love using Unity!
I tried Unreal and Unity when I began my journey with game engines a few years ago. I didn't like the Unreal engine all that much, all the decompiling and what not just to test your level, it took ages. It wasn't very newbie friendly in my eyes either, bought several courses and sure I could work along with the videos, but as soon as I had to do things myself I just couldn't figure it out. I also didn't like the lighting in the engine and honestly when I look at the Unreal engine games, they feel samey to me in looks and I'm just not sold on it (as well as several other engines like the Frostbyte engine, I hate that one with passion, those games are just ruined by that engine). Also, try anything with vehicles and the physics are just not great for it, where in Unity I got a great asset for vehicles that make it feel proper to drive cars around in (Realistic Car Controller). Unity however was much more friendly to learn, with tons of tutorials, templates to use, different visual coding ways, massive shop to buy assets, etc. The lighting in my eyes was much better and after a few courses I was able to do some simple things without having to redo tutorials and courses again and again. When the big Unity F'up happened i did try Goddot, but that engine is not doing it for me either. Not enough to help me to learn it and honestly I'm just used to Unity and I don't plan on releasing any real game soon anyway so the whole controversy didn't even apply to me I figured. Now they have a new management and seem to try and do better so that is a win for everyone. I'll stick with unity, it's still the most easy to learn one out there thanks to how big it's community is.
@@Chronomatrix Most accessible? Not even close. There are tons of other options. The only reason of using Unity is because of its asset store. The asset store make using Unity a lot more convenience and can save a lot of time. The asset store is the only reason I'm using Unity. The engine itself is nothing special than other engines.
I think the Splash Screen really did matter. As others already pointed out in the comments - the human mind remembers bad experiences more vividly than good ones. Since Unity was (and mostly still is) the more popular Game Engine for indie devs than Unreal, and games by indie devs are more likely to be horrible than games by big companies, the Unity Splash Screen got somehow associated with bad quality games. Therefore even the few professional game studios that make their games with Unity are most likely using the Pro version and are able to remove the splash screen and do so in fear of reducing the game's success. But that makes the problem worse since those good games weren't associated with Unity (because they had no splash screen). So I think it's a really good thing the splash screen became optional, especially because it's such a minor change for Unity.
It was a stupid way to force people with extra funds to pay extra to remove the splash screen , in the end i can only guess buy the multi millions it likely cost unity in the end..
The thing about the splash screen is unity shot themselves in the foot PR wise. I remember back in the day Unity was seen a slow clunky "ammeter hour" engine that was a red flag when i was just a gamer. I realised why later... because it was compulsory ... every cheap indie game had the splash screen. By making it free, you add the splash screen if you feel like Unity deserves the recognition. I think that, game wise, this will do a lot for Unity's rep in the long term, as soon all the "bad / poorly optimised" games will no longer have Unity directly associated with them. Splash screens should be a badge of honor Unity should now do a double down of making splash screen removal free, and now focus on aiding Developers so much, that those Devs then feel like the Engine deserves to have recognition, and hence actually be proud to wack Unity onto their splash screens.
I think the unity splash screen actually did hurt unity's reputation as a serious engine. The reason is that you only see the splash screen in crappy internet games and not that often in serious ones. On the other hand, when I wanted to start making games, I went straight to Unity tutorials because I didn't know I could do anything else.
I think that's largely a problem of the past, back when the indiepocalypse happened and lots of "indie" low quality asset flip were released in masses on Steam and were made with the free Unity license (therefore the splash screen showed up). Nowadays this isn't really a factor, in part due to Steam's new algorithm that hides low quality games like those, and the fact that there's gigantic indie hits like Hollow Knight are well known as been made with Unity (the reputation they have now is more for the runtime fee fiasco from last year)
6:53 this one isn't really "based on CPU" as much as it is precomputed. It doesn't work on procedural or very large environments, where the new one can provide a performance benefit in those types of environments
If you are toggling a couple buttons and going from 60 to 200 fps... that should be done by default. I would have loved for you to talk about why you wouldn't do this... or provide an explanation on why this isn't default settings in the first place. What would be the reason NOT to do it?
@ that and let’s say you want to make your project URP, you can’t just go from one thing to the other. I always have to deal with the project forcing me to redo all my materials. None of the built in things do it xD Would be much easier if both worked with both.
This exact thing has been confirmed for Unity 7, but that's still a ways off, but it is coming, just that because Unity has decided to do 2-year cycles from what I understand it'll likely be at least 1-1.5 years before we have beta access to Unity 7 Even so, not everything in HDRP will work on the equivalent of URP. The Universal part of URP comes from the fact that it targets an older set of hardware, because of this it's limited in what GPU features it can use. Modern high-end GPUs have lots of new features developers can use, but using them means your product is no longer compatible on lower-end hardware. Many of the features in HDRP are possible because of these new GPU features, and thus can't just simply be added to URP, because URP would then require higher-end hardware and break the point of URP, being to have broad compatibility with lots of hardware. They will be unifying the pipeline, but the unified pipeline won't entirely fix this, the unified pipeline will allow enabling and disabling features, and certain features when enabled will still prevent running on anything less than hardware that supports that more modern standard. If it's done right there should be fallbacks, where if a user lacks a GPU capable of these new functionality, that it falls back to a lower-quality approximation, so that users on older hardware can still play the game, but users with more modern hardware can take good use of their GPU for a better experience.
Personally, I'm ok with leaving the Unity splash screen and it'll probably be on anything I release. The amount of work they've put into all this without asking anything from those of us that have never released anything deserves recognition. Hell, if I ever release a game I want to put a Code Monkey splash screen on it too!
Man I wish a day will come, when some top AAA game will be developed on Unity and published The game, ultimatelly would be well received by public and get 9/10 and be super successful worldwide And a "Made with Unity" splash screen would remain to show everyone that devs are talented, as well as Unity itself is a capable engine. … But nowdays I see lots of Unreal devs try to advertise their game with "Made with Unreal Engine 5" mark, as some kind of mark of high quality, whilst the game on launch being buggy and poorly optimised. And only top spec PCs deliver good experience, whilst middle and low specs are unplayable and horrible looking. I'm not hating Unreal, I beleive it is also a GREAT engine if used correctly and in full potential.
I think the stigma around the splash screen comes from the low effort crap and asset flips that tend to be predominately attributed to Unity. It's a bit of a double edged sword, the availability of great information (like this channel) and ease of use of Unity ,makes it a great place to start for solo and hobbyist devs. Unfortunately it also attracts some less then ethical "devs".
if gpu resident drawer is such a good boost for performance then why don't they make it built in, why we have to toggle it and then we get the performance boost?
Most tech demos work in the exact conditions that they are demoed in. Based on this demo, resident drawer probably doesn’t work on dynamic objects or different levels of LoDs
I'm really curious why your supposedly more optimal GPU based occlusion culling actually lowers your frame rate. I think it would be worth tracking down why exactly this is happening using the profiler or even reaching out to Unity to see what they have to say.
The GPU occlusion culling will add overhead when objects are very cheap to draw (i.e. the simple opaque objects in the demo scene) since doing the intersection test will take more time than the actual rendering.
Anyone who works with "Unity" will probably agree with me that it is a powerful and constantly evolving tool. And it's free. Is it really that bad if the tool's logo appears for 2 seconds at the beginning of the game? (You can even add your own images, text and logos to it.)
On its own, no, there's no problem with showing off the engine you used to make the game. However, when said free engine is used by millions of beginners to output tons of hot garbage asset flip games, people will begin to associate the splash screen with a bad game. I know plenty of people who immediately refuse to play any game as soon as they see the Unity splash screen. And once they hate the majority of games made by the engine, they will also hate the engine... that is, until they realize that their favorite game ever, Cuphead, is made in Unity. Still, it's an unfortunate reality.
For GPU resident drawer do you need to set your materials to be GPU instanced? Also I noticed you had both SRP batcher an dynamic batching, are they both supposed to be on at the same time? I swear I was told it should only be one or the other, no?
Resident Drawer is not as simple as you make it out to be. As one does i was recently checking all my options recently in my project regarding the pipeline settings, after having recently upgraded to U6. when enabling this specific option i got some weird effect where many of my textures where changed for other textures, breaking my visuals (also no performance increase was there). Now i am not sure exactly what caused it and its possible that with some tweaking i could get it to work, but since i am not in an optimization phase i switched it off again for the time. (i am using Version 6000.0.24f1)
We make mobile apps that aren't games, mostly to leverage AR experiences. Seeing the splash screen on other AR apps sets an expectation of being low quality, and makes for a bad first impression.
I wish STP supported stacked cameras. I dont want my screen space camera UI to clip through world if I dont use stacked cameras. I need it for curved UI.
is the process for enabling the GPU batching different if not using URP?, also for the culling issue perhaps its a bug and is disabling the batching at the same time?
Altough I think STP is good. DLSS is way better and you can't use both unfortunately; Gpu Resident Drawing and GPU Occlusion is pretty good since it's just free performance, an other thing Unity should have already is scene streamming, so that you will only load from disk the closest to camera pieces of the scene, altough you can make by code, more tools for easing would be great.
Is the forward+ rendering needed for the resident drawer? Unfortunately it still has serious limitations when it comes to how many lights can affect a single object as far as I can tell so deferred rendering is kinda needed for me.
Not sure what you mean, Forward+ has no limit on how many lights can affect objects. That's the entire reason Forward+ exists, it's Forward but without the 8 light limit. The only reason you'd get hit by a light limit in Forward+ is if you're using custom shaders that don't properly implement Forward+ (it requires a special lighting loop).
Thank you for the video! So do you recommend to switch to Unity 6 already, or wait for a more stable version down the road? I'm on 2022 LTS now, and I heard recommendations to stay on it since it's greatly tested and stable. I don't get how the new rendering pipeline works, and I fear that my post-processing assets I bought for URP won't work in the new render pipeline. Could you clarify this a bit, if you please?
For the GPU Resident Drawer is there any downside to it? I ask this because I would have thought that a feature that gives such a big performance boost as this one would probably come enabled by default, instead of having to be manually enabled or even stay disabled in some cases
Looks like the gpu occlusion culling hasn't been implemented properly. They need to hide the pipeline stall by running it async and using the results from previous frames.
They do state on the docs that they use "depth textures from the current frame and the previous frame". The overhead from the GPU occlusion is the fact that each object's occlusion state must be updated each frame by trying to 'draw' (without actually drawing) the bounding box and then the results sent back to the CPU.
Still waiting for modern c# compilers/runtimes. At least they're working on it, I know it's a lot of work to migrate a game engine into a completely different runtime, especially with years of optimisations behind it, but I want some of the fancy stuff. And non hacky Linux intellisense.
Excellent to the point guide on how to use those new features in Unity 6. Thank you! I'm still on the fence about Unity 6 fix on their terrain tools, I don't know why but the shortcut keys don't work for me (F1-F7) for (Raise, Height, Smooth, Texture, etc) Does anyone else have this issue on Windows?
Uf. I still havent swapped for U6 cos I am finishing my game now.... but this looks like I would benefit greatly from this. I am scared to move my project :D
You can make a successful game in Unity, that's for sure, but the splash screen did hurt the Unity's reputation because 90% of the games made with Unity are... just bad, and this is because Unity is a very popular game engine and a lot of people who learn Unity for few months, they go to steam and release their bad game, I've heard plenty of times the expression "it's probably made with Unity" when people see a crappy game
I disagree with the splash screen hot take, even though I understand and respect your perspective. Because unity was free back in the 2010s, you had a lot of hobbyist garbage that was made or predatory asset flips and other less than 'high quality' games made with it, so associating yourself with it was a poor choice; And because the free version required the splash screen, it means the stink from all the garbage games got associated with unity and the splash screen.... and if you use that same screen, then no matter how good your game is, it will be tainted by the same stink of the other garbage games. So not wanting the splash screen is reasonable and I for one paid for the right to remove it in all of my shipped unity games... and it was an easy choice to make.
i realy hoped it was beaing able to serlize interfaces and or dicenary. No searisly. after following a turtoral that made a system that made it posseble i can,t understand why its not a defalt system inplemented sorry four my english i am tired and have Dysleksi
:-( I envisioned something far more impactful for a "most wanted" feature than something utterly meaningless like disabling the Unity load screen. Just about anything else would be more useful and meaningful.
A WARNING to everyone please do not create your game or asset in unity 6 if you want it to import it into earlier unity versions like 2022 LTS or 2023. I'm in a world of shit trying to get it to work in unity 2022 LTS
Mobile has its own graphics considerations, you need some basic understanding of your shaders, batching, and rendering pass (Forward vs Forward+ vs Deferred). Every setting doesn't automagically apply to every platform or situation.
How can i boost FPS in the Editor? It always stays at 60 even if my monitor can produce more and its overclocked. I did turn off vsync in the game view. Unity scene is empty, resolutiuon not a problem, even a 10x10 resolution still stays at 60. In the project settings at quallity Vsync count is set to don't sync. Also checked in NVIDIA settings. So whats the problem with 60 fps cap? Application.targetFrameRate = 300; doesn't help either. Edit: Nevermind, after fiddling around it was NVIDIA panel that kept my monitor to 60 which is wierd cuz in the build version i can reach 300. Recently reinstalled my PC so things still got reverted to default lol. Thanks for the video, GPU Resident Drawer is a bless. My question is if you use GPU Occlusion culling and the old culling then does one cancel each other out? In the video you seem to have worse fps with the old culling.
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My most wanted feature is to chose the features integrated in the core engine and cut the load time by 95% and the build size by 99% for an empty project.
Dang it! You got me.. I was trying to blow the hair, and then use my fingernail to carefully remove it w/o leaving a smudge mark on my monitor!!! Well played sir! /tip 🎩
I can't see why anyone wouldn't want 17 different depreciated or unsupported legacy pipelines in every new project.
I never understood the Unity hate train. The higher-ups have made some awful decisions but that doesn't ever reflect on the quality of the engine its self. Love using Unity!
It's still the most accessible game engine out there.
I tried Unreal and Unity when I began my journey with game engines a few years ago. I didn't like the Unreal engine all that much, all the decompiling and what not just to test your level, it took ages. It wasn't very newbie friendly in my eyes either, bought several courses and sure I could work along with the videos, but as soon as I had to do things myself I just couldn't figure it out. I also didn't like the lighting in the engine and honestly when I look at the Unreal engine games, they feel samey to me in looks and I'm just not sold on it (as well as several other engines like the Frostbyte engine, I hate that one with passion, those games are just ruined by that engine). Also, try anything with vehicles and the physics are just not great for it, where in Unity I got a great asset for vehicles that make it feel proper to drive cars around in (Realistic Car Controller).
Unity however was much more friendly to learn, with tons of tutorials, templates to use, different visual coding ways, massive shop to buy assets, etc. The lighting in my eyes was much better and after a few courses I was able to do some simple things without having to redo tutorials and courses again and again.
When the big Unity F'up happened i did try Goddot, but that engine is not doing it for me either. Not enough to help me to learn it and honestly I'm just used to Unity and I don't plan on releasing any real game soon anyway so the whole controversy didn't even apply to me I figured. Now they have a new management and seem to try and do better so that is a win for everyone. I'll stick with unity, it's still the most easy to learn one out there thanks to how big it's community is.
@@Chronomatrix Most accessible? Not even close. There are tons of other options. The only reason of using Unity is because of its asset store. The asset store make using Unity a lot more convenience and can save a lot of time. The asset store is the only reason I'm using Unity. The engine itself is nothing special than other engines.
Unity is the best 🎉
@@w1-w2-w3I’m learning unity cuz I also want to learn c# and since the documentation and guides are extensive I think it is a good choice
I think the Splash Screen really did matter. As others already pointed out in the comments - the human mind remembers bad experiences more vividly than good ones. Since Unity was (and mostly still is) the more popular Game Engine for indie devs than Unreal, and games by indie devs are more likely to be horrible than games by big companies, the Unity Splash Screen got somehow associated with bad quality games. Therefore even the few professional game studios that make their games with Unity are most likely using the Pro version and are able to remove the splash screen and do so in fear of reducing the game's success. But that makes the problem worse since those good games weren't associated with Unity (because they had no splash screen). So I think it's a really good thing the splash screen became optional, especially because it's such a minor change for Unity.
It was a stupid way to force people with extra funds to pay extra to remove the splash screen , in the end i can only guess buy the multi millions it likely cost unity in the end..
The thing about the splash screen is unity shot themselves in the foot PR wise. I remember back in the day Unity was seen a slow clunky "ammeter hour" engine that was a red flag when i was just a gamer.
I realised why later... because it was compulsory ... every cheap indie game had the splash screen. By making it free, you add the splash screen if you feel like Unity deserves the recognition.
I think that, game wise, this will do a lot for Unity's rep in the long term, as soon all the "bad / poorly optimised" games will no longer have Unity directly associated with them.
Splash screens should be a badge of honor Unity should now do a double down of making splash screen removal free, and now focus on aiding Developers so much, that those Devs then feel like the Engine deserves to have recognition, and hence actually be proud to wack Unity onto their splash screens.
I think the unity splash screen actually did hurt unity's reputation as a serious engine. The reason is that you only see the splash screen in crappy internet games and not that often in serious ones.
On the other hand, when I wanted to start making games, I went straight to Unity tutorials because I didn't know I could do anything else.
I think that's largely a problem of the past, back when the indiepocalypse happened and lots of "indie" low quality asset flip were released in masses on Steam and were made with the free Unity license (therefore the splash screen showed up). Nowadays this isn't really a factor, in part due to Steam's new algorithm that hides low quality games like those, and the fact that there's gigantic indie hits like Hollow Knight are well known as been made with Unity (the reputation they have now is more for the runtime fee fiasco from last year)
The runtime fee was one of the dumbest things I've ever seen
6:53 this one isn't really "based on CPU" as much as it is precomputed. It doesn't work on procedural or very large environments, where the new one can provide a performance benefit in those types of environments
If you are toggling a couple buttons and going from 60 to 200 fps... that should be done by default. I would have loved for you to talk about why you wouldn't do this... or provide an explanation on why this isn't default settings in the first place. What would be the reason NOT to do it?
It doesn't work in every scene and device, you really have to test each one to see if it's better or not.
0:16 #1 is still readable lmaoo
*open video, read the blurred one, close the video*
Jokes on you cause he blurred out a bait text, its different, watch the full video
@@shijinmohammed448 No way AHAHAHAH that's genius
@@shijinmohammed448nope it still says the same thing
@@RUclipsrUser000 🤫🤫
I want a true universal pipeline. Everything under HDRP working with URP. Like let me use shadergraph with particle graph.
In Unity 2022 URP I was using shader graph shaders with VFX graph quads, or is that something different?
@ that and let’s say you want to make your project URP, you can’t just go from one thing to the other. I always have to deal with the project forcing me to redo all my materials. None of the built in things do it xD
Would be much easier if both worked with both.
This exact thing has been confirmed for Unity 7, but that's still a ways off, but it is coming, just that because Unity has decided to do 2-year cycles from what I understand it'll likely be at least 1-1.5 years before we have beta access to Unity 7
Even so, not everything in HDRP will work on the equivalent of URP. The Universal part of URP comes from the fact that it targets an older set of hardware, because of this it's limited in what GPU features it can use. Modern high-end GPUs have lots of new features developers can use, but using them means your product is no longer compatible on lower-end hardware. Many of the features in HDRP are possible because of these new GPU features, and thus can't just simply be added to URP, because URP would then require higher-end hardware and break the point of URP, being to have broad compatibility with lots of hardware.
They will be unifying the pipeline, but the unified pipeline won't entirely fix this, the unified pipeline will allow enabling and disabling features, and certain features when enabled will still prevent running on anything less than hardware that supports that more modern standard. If it's done right there should be fallbacks, where if a user lacks a GPU capable of these new functionality, that it falls back to a lower-quality approximation, so that users on older hardware can still play the game, but users with more modern hardware can take good use of their GPU for a better experience.
Thanks for posting! Can’t wait to check it out!
I made it show my (and my partner studio) logo instead of the Unity logo
after fighting with both unreal and godot, im thankfull unity is correcting ship!!!
Personally, I'm ok with leaving the Unity splash screen and it'll probably be on anything I release. The amount of work they've put into all this without asking anything from those of us that have never released anything deserves recognition. Hell, if I ever release a game I want to put a Code Monkey splash screen on it too!
Thanks for the video! :)
cant wait to make my first unity game!
Already scared
Man I wish a day will come, when some top AAA game will be developed on Unity and published
The game, ultimatelly would be well received by public and get 9/10 and be super successful worldwide
And a "Made with Unity" splash screen would remain to show everyone that devs are talented, as well as Unity itself is a capable engine.
…
But nowdays I see lots of Unreal devs try to advertise their game with "Made with Unreal Engine 5" mark, as some kind of mark of high quality, whilst the game on launch being buggy and poorly optimised. And only top spec PCs deliver good experience, whilst middle and low specs are unplayable and horrible looking.
I'm not hating Unreal, I beleive it is also a GREAT engine if used correctly and in full potential.
Well if you want a Unity game raking in billions, you've got Genshin Impact. Although I don't think they have the splashscreen. :D
Genshin, Subnautica, Valheim, Escape from Tarkov =)
Thanks - the video I've been waiting for!
The most wanted feature is a way to serialize dictionaries on inspector without external tools
I'm finally finishing high school and I'm already employed, now I'll have free time to try to start my projects
I think the stigma around the splash screen comes from the low effort crap and asset flips that tend to be predominately attributed to Unity.
It's a bit of a double edged sword, the availability of great information (like this channel) and ease of use of Unity ,makes it a great place to start for solo and hobbyist devs. Unfortunately it also attracts some less then ethical "devs".
if gpu resident drawer is such a good boost for performance then why don't they make it built in, why we have to toggle it and then we get the performance boost?
Most tech demos work in the exact conditions that they are demoed in.
Based on this demo, resident drawer probably doesn’t work on dynamic objects or different levels of LoDs
Because like everything, whether it's useful or appropriate depends on your project.
I'm really curious why your supposedly more optimal GPU based occlusion culling actually lowers your frame rate. I think it would be worth tracking down why exactly this is happening using the profiler or even reaching out to Unity to see what they have to say.
The GPU occlusion culling will add overhead when objects are very cheap to draw (i.e. the simple opaque objects in the demo scene) since doing the intersection test will take more time than the actual rendering.
Anyone who works with "Unity" will probably agree with me that it is a powerful and constantly evolving tool. And it's free. Is it really that bad if the tool's logo appears for 2 seconds at the beginning of the game? (You can even add your own images, text and logos to it.)
On its own, no, there's no problem with showing off the engine you used to make the game. However, when said free engine is used by millions of beginners to output tons of hot garbage asset flip games, people will begin to associate the splash screen with a bad game. I know plenty of people who immediately refuse to play any game as soon as they see the Unity splash screen. And once they hate the majority of games made by the engine, they will also hate the engine... that is, until they realize that their favorite game ever, Cuphead, is made in Unity. Still, it's an unfortunate reality.
Thought you were going to cover the behavior tree. Would really like to see something covering that.
Glad to see that unity is giving the developers what they want.
For GPU resident drawer do you need to set your materials to be GPU instanced? Also I noticed you had both SRP batcher an dynamic batching, are they both supposed to be on at the same time? I swear I was told it should only be one or the other, no?
Resident Drawer is not as simple as you make it out to be. As one does i was recently checking all my options recently in my project regarding the pipeline settings, after having recently upgraded to U6. when enabling this specific option i got some weird effect where many of my textures where changed for other textures, breaking my visuals (also no performance increase was there). Now i am not sure exactly what caused it and its possible that with some tweaking i could get it to work, but since i am not in an optimization phase i switched it off again for the time.
(i am using Version 6000.0.24f1)
We make mobile apps that aren't games, mostly to leverage AR experiences. Seeing the splash screen on other AR apps sets an expectation of being low quality, and makes for a bad first impression.
I thought for sure this was going to be about Motion Matching... or maybe an easy way to disable parts of the engine not in use...
I wish STP supported stacked cameras. I dont want my screen space camera UI to clip through world if I dont use stacked cameras. I need it for curved UI.
is the process for enabling the GPU batching different if not using URP?, also for the culling issue perhaps its a bug and is disabling the batching at the same time?
Altough I think STP is good. DLSS is way better and you can't use both unfortunately; Gpu Resident Drawing and GPU Occlusion is pretty good since it's just free performance, an other thing Unity should have already is scene streamming, so that you will only load from disk the closest to camera pieces of the scene, altough you can make by code, more tools for easing would be great.
Is the forward+ rendering needed for the resident drawer? Unfortunately it still has serious limitations when it comes to how many lights can affect a single object as far as I can tell so deferred rendering is kinda needed for me.
Not sure what you mean, Forward+ has no limit on how many lights can affect objects. That's the entire reason Forward+ exists, it's Forward but without the 8 light limit.
The only reason you'd get hit by a light limit in Forward+ is if you're using custom shaders that don't properly implement Forward+ (it requires a special lighting loop).
Thank you for the video!
So do you recommend to switch to Unity 6 already, or wait for a more stable version down the road? I'm on 2022 LTS now, and I heard recommendations to stay on it since it's greatly tested and stable.
I don't get how the new rendering pipeline works, and I fear that my post-processing assets I bought for URP won't work in the new render pipeline.
Could you clarify this a bit, if you please?
For the GPU Resident Drawer is there any downside to it? I ask this because I would have thought that a feature that gives such a big performance boost as this one would probably come enabled by default, instead of having to be manually enabled or even stay disabled in some cases
Looks like the gpu occlusion culling hasn't been implemented properly. They need to hide the pipeline stall by running it async and using the results from previous frames.
They do state on the docs that they use "depth textures from the current frame and the previous frame". The overhead from the GPU occlusion is the fact that each object's occlusion state must be updated each frame by trying to 'draw' (without actually drawing) the bounding box and then the results sent back to the CPU.
@@nullid1492 I assumed they were using hardware occlusion queries, it seems not.
Still waiting for modern c# compilers/runtimes.
At least they're working on it, I know it's a lot of work to migrate a game engine into a completely different runtime, especially with years of optimisations behind it, but I want some of the fancy stuff. And non hacky Linux intellisense.
What tool did you use to show the fps in build ? 10:50 thanks !!
i started you course for unity but it did not use unity 6, should i use it?? the course is free and here on your channel man, thanks.
''Most wanted''...? We already got dark mode...
I feel like I get flash banged every time I think about Unity Light mode.
Thought they finally released animations for DOTS ... ^^'
great stuff thanks so much!
Suprised you didn't mention the difference in payout levels.
I saw "Most wanted feature" and my first thought was, "Oh! They finally bought Odin Inspector?"
Still yet to use that asset can't be that good right?
@@RUclipsrUser000 hethen
@@RUclipsrUser000 If you need to do custom Inspector or custom Editor work, it's amazing. So intuitive.
no splash screen on free version, at a cost of having to agree with the new runtime fees
There is no more runtime fee if you keep up with the news.
I thought my Compiling Scripts coffee breaks were about to be over.
Script compile times were never a problem honestly, at least for me. A few well-placed assembly definitions fix it all
Excellent to the point guide on how to use those new features in Unity 6. Thank you!
I'm still on the fence about Unity 6 fix on their terrain tools, I don't know why but the shortcut keys don't work for me (F1-F7) for (Raise, Height, Smooth, Texture, etc)
Does anyone else have this issue on Windows?
ohhh I thought they added auto saving on unity for a second
I guess not then
They won't add it because auto saving is bad. Shouldn't even exist in prefab mode.
I guess it's time to consider moving off 2020.3
Too bad most of these features reduce frame rate on quest, there is a workaround but you have to do some digging around to find it.
Does the gpu resident drawer work with built in render pipeline?
It only matters to devs, ain't nuffin but a dev problem 😂 but im glad we can do this now.
70 to 200 is not 5x!
But cool vid anyway :p
Unity 6 is so goated
Honestly, my most wanted Unity feature is still a true fullscreen playmode 😅
spring arm?
Thanks!
Uf. I still havent swapped for U6 cos I am finishing my game now.... but this looks like I would benefit greatly from this. I am scared to move my project :D
Unity 6 is old now theres no point being scared of everything
If it ain't broke, don't fix it, but if you do, make a backup!
You can make a successful game in Unity, that's for sure, but the splash screen did hurt the Unity's reputation because 90% of the games made with Unity are... just bad, and this is because Unity is a very popular game engine and a lot of people who learn Unity for few months, they go to steam and release their bad game, I've heard plenty of times the expression "it's probably made with Unity" when people see a crappy game
PLEASE developers, don't use temporal post processing, it's so freaking ugly.
I disagree with the splash screen hot take, even though I understand and respect your perspective.
Because unity was free back in the 2010s, you had a lot of hobbyist garbage that was made or predatory asset flips and other less than 'high quality' games made with it, so associating yourself with it was a poor choice; And because the free version required the splash screen, it means the stink from all the garbage games got associated with unity and the splash screen.... and if you use that same screen, then no matter how good your game is, it will be tainted by the same stink of the other garbage games.
So not wanting the splash screen is reasonable and I for one paid for the right to remove it in all of my shipped unity games... and it was an easy choice to make.
thanks for posting.
I tried unity 6 and uninstall Ed it n setup unity 2018 I have intel i5 6th that is why unity 6 wasnt good for my pc
i realy hoped it was beaing able to serlize interfaces and or dicenary.
No searisly. after following a turtoral that made a system that made it posseble i can,t understand why its not a defalt system inplemented
sorry four my english i am tired and have Dysleksi
:-( I envisioned something far more impactful for a "most wanted" feature than something utterly meaningless like disabling the Unity load screen. Just about anything else would be more useful and meaningful.
Guys can anyone tell me a good laptop for daily use and game dev under 2000 dollars
I'm using HP omen 2019 for daily gaming , college, and game Dev for 5 year, and the only problem is i must change the batery for 2.5 year
Temporal and upscaling just like Unreal Engine yay now all the Unity games can look like fuzzy slop too.
I thought they made the load time reasonable. Guess I should stop dreaming.
A WARNING to everyone please do not create your game or asset in unity 6 if you want it to import it into earlier unity versions like 2022 LTS or 2023. I'm in a world of shit trying to get it to work in unity 2022 LTS
Bruh
Well, yes, you should never try to downgrade a project. It's not going to work most of the time.
I Swear to god the more i hear the inital Hello! more i think of Pim from smiling friends
.NET 8, msbuild/csproj tooling, ability to integrate with .net ecosystem - no
Splashscreen - yes
Unity 6 = GTA 6
Unfortunately, there are also some new bugs which prevent me from upgrading :(
I just quit gamedev this year... Planing to go back in 2025
Make an android build with these settings, it won’t work, super buggy
Mobile has its own graphics considerations, you need some basic understanding of your shaders, batching, and rendering pass (Forward vs Forward+ vs Deferred). Every setting doesn't automagically apply to every platform or situation.
lumen?
Not getting f in the a ?
How can i boost FPS in the Editor? It always stays at 60 even if my monitor can produce more and its overclocked. I did turn off vsync in the game view. Unity scene is empty, resolutiuon not a problem, even a 10x10 resolution still stays at 60. In the project settings at quallity Vsync count is set to don't sync. Also checked in NVIDIA settings. So whats the problem with 60 fps cap? Application.targetFrameRate = 300; doesn't help either.
Edit: Nevermind, after fiddling around it was NVIDIA panel that kept my monitor to 60 which is wierd cuz in the build version i can reach 300. Recently reinstalled my PC so things still got reverted to default lol. Thanks for the video, GPU Resident Drawer is a bless.
My question is if you use GPU Occlusion culling and the old culling then does one cancel each other out? In the video you seem to have worse fps with the old culling.