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2.6 Webplayer public preview

Discussion in 'Announcements' started by Samantha, Sep 30, 2009.

  1. Samantha

    Samantha

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    Here we are again, putting the final touches on the latest and greatest release of Unity -- version 2.6. The team is already amazed at how many new games are being made today! They're being rolled out so quickly that we can't always keep up. So to help us make sure that everything in the 2.6 release is going to be 100% silky smooth compatible with all the published webplayer games out there, we'd like to ask the Unity community for some help once again.

    If you want to help make Unity 2.6.0 a flawless release, there are two simple things you can do.

    1) Auto-update to the 2.6 webplayer plugin by visiting this Auto-Update test page.
    2) Go play as many webplayers as possible.  Try out lots of players old and new!

    If you have any problems at all during the auto-update process or running a webplayer, we want to know about it immediately. Please post about it in a reply to this thread. Include the url of the problematic webplayer, and the OS, browser, and graphics card you’re using. We really want to fix everything so if you run into problems, don't forget to post! And thanks!
     
  2. MikeHergaarden

    MikeHergaarden

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    Thanks for giving us the possibility to help, I'm sure this will also reassure quite a few people since they are able to verify their games still work.

    I'm off to test a bunch of our own games.
     
  3. SophieHoulden

    SophieHoulden

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    Sorry to say I have found an issue :(

    the offender is my MegaSuper:TIMEWARP game:
    http://www.sophiehoulden.com/games/timewarp/

    the problem is that the notes are now out of sync with the music, it becomes really apparent if you compare it to the standalone 2.5 build:

    Windows and OSX

    the project source is available if you need it too.

    as for what could be the issue, I think the likeliest candidate is audio.time and/or audio.clip.length returning something different than what they did in 2.5, and the notes are placed on 2.5 times.
    another possibility (though I think less likely) is that changing the pitch results in a different speed.

    anyway, I've only tested it on my pc yet:
    OS: Windows XP pro sp 3
    Browser: issue on all my browsers; Chrome 3.0.195.21, Firefox 3.5.3 and IE 8.0.6001.18702
    CPU: AMD Athalon, 1.14GHz
    RAM: 1GB
    Graphics: Radeon 9550 I think (though the fan on the card has melted off, so I cant say how it performs for me is representative of when it was new)

    if you need any more info about my system or the game (I know the code is practically illegible sorry) I'm more than happy to help.

    oh, also all my other games seem to work just fine :)

    ---------------------------------------
    EDIT: Problem not an issue for my game any more:

    during an extended IM conversation with a friendly Unity techie (Samantha) we figured out that the new audio stuff works fine, it just returns a different audio.time than the old stuff and all I have to do is check which player the game is in and offset the notes accordingly.

    as far as I can tell this is only an issue when you need events synced very precisely to an audio clip, but its easy to manage as the offset in the different versions is constant.
    ---------------------------------------
     
  4. Martin-Schultz

    Martin-Schultz

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    Weird, I needed to fully quit my Safari (in 32 bit mode) browser on Snow Leopard to take fully effect and get from f1 to f2.
     
  5. dongke

    dongke

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    Great! We are all looking forward to the new version 2.6
    wow
     
  6. MrJoy

    MrJoy

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    I'll start with the least significant ones and end with the major one:

    #1: When changing the "music" preference, this is not respected immediately. It should be the case that when at the menu and changing it, music starts/stops immediately and when in-game, the music starts/stops immediately once the user has launched the orcs (music doesn't play until this happens).

    The behavior I see now is that once music is started, it isn't stopped until the scene is changed.

    #2: Music preference is jumbled up with sfx preference for main-menu music. I.E. main-menu music plays if sfx preference is enabled. This seems like it must be a bug in my code but without a way to downgrade to the 2.5.1 webplayer I cannot be certain that this isn't a side-effect of the 2.6 upgrade (I don't *remember* it behaving this way, it wasn't my *intent* for it to behave this way, and it seems like something that ought to have been caught...).

    #3: Play a game. Return to main menu. Play another game. Tons of NullReferenceExceptions. Orcs go nowhere (because they can't figure out where to go). Towers try to fire and fail (place towers BEFORE launching orcs...). Etc.
     
  7. MrJoy

    MrJoy

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    Is all audio positional by default in 2.6.0?
     
  8. SpongeBob

    SpongeBob

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    When I download , use, unload and request again a bundle using WWW, I get

    The asset bundle **** can't be loaded because another asset bundle with the same files are already loaded


    This breaks our 2.5 app, which loads outfits for a virtual world, and unloads them when the outfit is changed, and reloads when the outfit is reverted
     
  9. MrJoy

    MrJoy

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  10. MrJoy

    MrJoy

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    OSX 10.5.8, Santa Rosa MacBook Pro, GeForce 8600M.

    The first one depends heavily on viewing angle. The steeper the angle, the more apparent it becomes.


    The second one also appears angle-dependent. It just seems to pop into existence with the apparent scrambling of part of the shadowmap changing depending on the exact angle.
     
  11. Daniel_Brauer

    Daniel_Brauer

    Unity Technologies

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    That sounds like a regression to me. What is the difference between the old and new returned values, and does the change help anything?

    Unity Technologies is usually extremely dedicated to supporting older web builds, so I would expect a good reason for a change in behaviour.
     
  12. MrJoy

    MrJoy

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    It's definitely the case that audio that was NOT treated positionally before, is treated positionally now. iHoO demonstrates this particularly well.

    -JF
     
  13. Nicolas Leonard

    Nicolas Leonard

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    Apr 10, 2009
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    The autoupdate simply doesn't work on my laptop.

    Stalled on the "unity loading progress bar", at 100%

    OS: Windows XP SP3
    All browsers (FF, IE, Chrome)
     
  14. soren

    soren

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    Stereo files in 2.6 are still not positioned. No differences here. I've just played iHoO with 2.6 and I can honestly not hear the "positionally" differences. Can you elaborate a little here? which sounds should I pay attention to? Or can you maybe make a small webplayer project reproducing the problem?
     
  15. runevision

    runevision

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    This artifact in the realtime shadows is not a new behavior as it was present in the old webplayer as well. We have the bug in our database and it will be fixed at some future time.

     
  16. AngryAnt

    AngryAnt

    Keyboard Operator Moderator

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    A browser restart is required to enable the new plugin - due to the browser-plugin relationship we unfortunately can't do much to change that. However the runtime should be up and running straight away.
     
  17. AngryAnt

    AngryAnt

    Keyboard Operator Moderator

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    Hey Nicholas. That sounds really ugly. You're on an admin account? Which version of the plugin did you have installed previous to auto-updating?
     
  18. monark

    monark

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    I'm seeing GUI toggles that don't work any more, you can toggle them on but not off again. I can't give you a direct link to the app as you'll need a special log in so I'll have to contact support off list.
     
  19. MrJoy

    MrJoy

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    Make some towers on the left, click play, pan around the map (click and drag). Note that the sound effects are all coming through primarily on the one audio channel or the other.

    Upon further investigation, it appears to be the case that the effect only happens while actively moving the camera so perhaps it's doppler shifting happening unexpectedly.

    -JF
     
  20. chrleon

    chrleon

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  21. nickavv

    nickavv

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    Your level works fine for me on the 2.6 player (autoupdated). I'm using Firefox 3.5.3 with Mac OS X 10.6.1
     
  22. tau

    tau

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    Tested 2.6f3 build - runs faster then 2.5.1 player on the same machine, definitely an improvement!
     
  23. Nicolas Leonard

    Nicolas Leonard

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    Very weird, yes, I'm on an admin account. The version which is currently installed is '2.5.1f5_24931'. I've tested again with 2.6.0f3, same symptom. On my other computer, no problem ..
     
  24. MrJoy

    MrJoy

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    All audio-related bugs appear to still be present.

    Issue #3 on Epic Tower Defense, and the corresponding issue on the public beta of Hordes of Orcs/iPhone (webplayer) have changed: In ETD, only the orcs go nuts on 2nd game (towers appear to operate correctly). iHoO appears to be fixed entirely.
     
  25. acecel

    acecel

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    Feb 13, 2009
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    29
    Hello

    I got some issues with this webplayer (i will explain them later).

    Is there a way to rollback to v2.5? I'am making a video so its pretty urgent :p
     
  26. runevision

    runevision

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    Install the old player:

    http://unity3d.com/unity-web-player-2.x

    (This link will install the 2.5 player until Unity 2.6 is released.)

    Rune
     
  27. acecel

    acecel

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    I didn't thought it was simple as that.

    thanks :)
     
  28. toma

    toma

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    Oct 5, 2009
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    1
    Hi,

    The 2.6.0f3 web player is really faster! Great!
    But we encounter some problem on downloads:
    The WWW.bytes.Length attribute always return 0.
    - The same code with 2.5 is ok.
    - The downloaded bundles are ok
    - There is no WWW errors

    WinXP+Firefox

    Here is an example of code.

    Thanks
    T.

    -----------------------
    int mRtLength=0;
    Texture2D mTexture=null;

    IEnumerator myDownload(pUrl)
    {
    WWW lDownloader = new WWW(pUrl);
    while( !lDownloader.isDone lDownloader.error == null)
    {
    mRtLength=lDownloader.bytes.Length; //return 0
    yield return new WaitForSeconds(lYieldTime);
    //Use mRtLength in other coroutine
    }
    if(lDownloader.error == null)
    {
    mTexture = lDownloader.assetBundle.mainAsset as Texture2D;
    mRtLength=lDownloader.bytes.Length;//return 0
    }
    lDownloader.Dispose();
    }
     
  29. VICTOM

    VICTOM

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    233
    When I visited the autoupdate page with my Dual 2.7 Ghz PPC G5 running OS X 10.5.8 I get....

    "Verification of update URL failed"

    Graphics card: ATI Radeon 9650
     
  30. AngryAnt

    AngryAnt

    Keyboard Operator Moderator

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    Unfortunately that is a known issue for the 2.5 plugin + PPC. Its resolved on 2.5.1 and later. You'll have to install the 2.5.1 plugin manually to run this test.
     
  31. chrleon

    chrleon

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    Oct 2, 2009
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    Safari crashed and I got a dialogue box saying that Unity might be the problem:

    Here's the crash info in a txt-file. Dunno if this helps you guys.
     

    Attached Files:

  32. bloodtiger10

    bloodtiger10

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    only for safari I believe becuase I'm running in firefox and ran that then reloaded the page and it says 2.6.0f3?

    or is it detecting it wrong?
     
  33. monark

    monark

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    I have my app running in a chrome-less window and when the window is resized unity hangs. This only seems to happen on windows, both IE and Firefox.
     
  34. MrJoy

    MrJoy

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    Oct 31, 2007
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    The 2.6.0f4 player appears to re-break both iHoO Beta, and ETD. Specifically, launching a second game breaks.
     
  35. aaronsullivan

    aaronsullivan

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    Just dropping in to say: Good idea to have a preview! :D
     
  36. carllooper

    carllooper

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    Aug 8, 2009
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    When running the test, the subtitle says:

    "The runtime version displayed above should read: 2.6.0f3"

    But instead the display reads:

    "2.6.0f4"

    Of course, hardly earth shattering. But attention to details is what makes the difference.
     
  37. jorge.castro

    jorge.castro

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    Apparently they updated the plugins. Now the page says
    "The runtime version displayed above should read: 2.6.0f4"

    Firefox 3.5.2 Windows and Internet Download Manager 5.18. Internet Download Manage show a message to download the next file:
    http://webplayer.unity3d.com/autodownload_webplugin_beta/UnityPlayer2.x.x-win32.zip
     
  38. minevr

    minevr

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    Mar 4, 2008
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    Oh,NO~~~~

    "Maxthon" is bad! :x

    fix it,please!
     
  39. aaronsullivan

    aaronsullivan

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    Nov 10, 2005
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    @Minevr
    I hope you don't expect anything specific to your project to get fixed. You have no details listed. What's a Maxthon?

    For reference, the OP:
    There might be a language barrier here, so:
    URL?
    Operating System?
    Browser? IE? Firefox? Safari? Chrome?
    Graphics card? (ATI, nVidia, etc.)
     
  40. minevr

    minevr

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    Mar 4, 2008
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    OS:windows (win7)
    browser:Maxthon http://www.maxthon.com/ (The main reason)
    graphics card :nv 8600mgt
    Do not respond to mouse(Left button.)
    scene:For example:
    http://unity3d.com/gallery/live-demos/tropical-paradise
    http://unity3d.com/gallery/live-demos/shadows




    09.07.13-Unity official feedback:
     
  41. Dreamora

    Dreamora

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    Nice browser :)


    Unsupported though, so actually a great job it works as good as it does.
     
  42. aaronsullivan

    aaronsullivan

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    Well, now you're post makes a lot more sense to me and you probably didn't have to add all those details. Sorry.
    Guess I should have googled Maxthon :oops: Never heard of it before and I thought it was your game project or something. :p (too bad it seems to be Windows-only.)

    Cheers!
     
  43. v21

    v21

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    Jun 13, 2009
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    "Failed to update Unity Web Player"

    And clicking "install manually takes me to http://unity3d.com/unity-web-player-2.x.html

    Chrome, Win XP, ATI x700 Mobility Radeon


    (Oh: and I'm curious: Will 2.6 stop the sound crackling that happens because the Garbage Collector blocks sound output?)
     
  44. matrix211v1

    matrix211v1

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    I have a MMO and the terrain object seems to be the last item to render out. The issue here is that my character is on the terrain with a character collider and he starts to fall THEN the terrain starts to get rendered (which means he falls through the terrain).

    This is happening on a streaming level (could be the reason that the terrain is the last to render/load).

    Maybe this can be tested with the Island Demo running as a stream level? Have not tried it yet.

    [EDIT]
    New part is the splat terrain maps only seem to pop in when the player is close (they are black otherwise). Like the draw call distance is set too short.
     
  45. AngryAnt

    AngryAnt

    Keyboard Operator Moderator

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    It is reporting correctly, the version you're seeing in the webplayer is the runtime version which downloads, installs and runs straight off - no restart required. The plugin, however, is only completely installed after a browser restart.

    Not sure if Martin is saying that the runtime is what is failing on him though. Martin?
     
  46. Martin-Schultz

    Martin-Schultz

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    Yes, in that special case I needed to restart to browser to take effect of the plugin. Weird, as it was never like that. Maybe some side effect or so, no idea.
     
  47. Colin Holgate

    Colin Holgate

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    Jan 15, 2007
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    I only just caught onto this preview, and I haven't read through all the posts yet.

    The auto update worked very well, the test file loaded as normal, and the version showed as a 2.6 one ok. No page reload, no browser restart. That was with Safari 4.03, running in 32 bit mode in Mac OS 10.6.1.

    I tried a demanding scene I have, and the performance seemed pretty good.
     
  48. Colin Holgate

    Colin Holgate

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    Jan 15, 2007
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    I read the part about how the plugin doesn't finish installing until a browser restart, so I did that. At first I got an error saying that the player hadn't initialized. I tried 64 bit, and that just fails to load content at all (white page, nothing going on in Activity window).

    Another attempt in 32 bit worked though, and so all is well there. Still no sign of any content when using 64 bit. This is with any file, including the shadows and tropical island demos.
     
  49. monark

    monark

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    Are there any updates yet? new versions to test with bug fixes?
     
  50. podperson

    podperson

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    Jun 6, 2006
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    http://blogs.unity3d.com/2009/08/25/snow-leopards-64-bit-safari-and-unity/

    It seems like Unity should have had a fix for this by now :-/