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Discussion in 'General Discussion' started by konsic, Sep 2, 2018.
It will be available soon.
well yeah .. soon being interpreted in what days? weeks? from now...
If you say so.
In "soons". I have insider info and I can tell you with 100% accuracy, that 2018.3 is 4.72 soons away.
4.72 = 5h 12 min
IMO, looking at the roadmap, it seems like one of the most unexciting releases ever, features wise.
(I'm assuming the GPU lightmapper won't make it)
VFX editor, physX 3.41, new terrain system, shader graph
I highly doubt we'll get a new terrain system, maybe some improvements. Shader graph we sort of had for a while and I doubt it's going to get out of preview, since LWRP and HDRP are not done yet, same for the VFX editor.
I'm not being super negative about it, it's steps forward, just nothing to get excited about (at least for me).
I am already using 2018.3.
There isn't a new terrain system, just a slight update to the old system's UI.
All those people asking for nested prefabs might disagree.
Myself, I'm looking forward to Particle System Ordered Mesh Emission because I use Systematic extensively in the legacy system. I prefer the legacy system, but at least I now know I can keep up-to-date and not have to write workarounds.
I too look forward to using nested prefab, sometime next year, when they'll be working properly...
I’m excited insofar as I’m looking forward to trying out the newer HDRP releases I’ve seen stacking up in the repo..
Unity's response to when it would be available made me laugh.
Question left, which year?
I think soonish is a better estimate for when it will be available.
You might very well think that; I couldn't possibly comment.
Currently, the most useful feature in upcoming update is nesting prefabs.
Guys, it's totally amazing. It's like OOP with GameObjects.
Fortunately, we have versions with separated features among build so we can use it as well.
I think you are wrong about that, but it is easier to wait and see since the beta is likely not that far away now.
And just to clarify my comment, there are many things planned for terrain. Some are on the tools and UI side, some are under the hood and will affect performance. There is also LWRP and HDRP compatibility, and vaguely related stuff such as support for newer Speedtrees.
I dont expect absolutely every single aspect of these improvements to arrive with 2018.3 but I do expect some, and not just UI ones.
Meanwhile Unity have said on twitter that we can expect the beta within the next two weeks:
Even if a couple of features dont quite make it, its still the Unity release I am most excited about for many years. Thats partly because I dont mind things like HDRP and VFX still being in preview, since that doesnt stop me exploring them and learning them and planning for the future and I love early access.
Since the existing terrain system is long overdue an update, I dont expect everything people could ever hope for from a modern terrain system to arrive all in one go, but I am still excited to see the progress on this front.
As for the GPU Lightmapper, it wasnt that long ago that they added it to the roadmap for 2018.3 and it is showing in green so I have no particular reason to expect this to slip further (though I wont be surprised if its not quite ready for prime time at this stage).
I've been waiting for this beta SO hard. I want those nested prefabs and god damn it I want them NOW. I want them in their entire broken early beta glory. The time since 2018.2 release and the 2018.3 beta feels like the time between half life 2 and 3.
When Valve sees 2018.3, they're going to make Half life 3 in Unity.
At this point Unity should just make HL3 instead and start up a rival steam store Could have it set it in the ADAM universe/
I just want that 2018.3 would be stable and robust. Not many bugs
Unity 2018.4 is the release I'm looking forward to the most this year and it's precisely for those reasons.
It's here at least on Youtube!
I know what Unity team needs.
This is machine AI what Ubisoft uses for apprehend bugs before developers. Something what AI catches is not bug but at large it is.
This would be great because that way engine release would be more robust and stable and one wouldn't have to update for bugs every 1 or two weeks.
-I'm sorry, Dave. I'm afraid I can't let you commit that.
-What's the problem?
-I think you know what the problem is just as well as I do.
-What are you talking about?
-This software is too important for me to allow you to jeopardize it.
I'm procrastinating on my game because now that nested prefabs are coming I am convinced they are the answer to all my problems.
How did we live without Prefab Variants? Just duplicate the Player prefab for every variant there was?
It's not impossible to build your own prefab system with the same features the official system will have. A quick search of the asset store shows solutions from at least as far back as Unity 5.
How did you live before unity?
But Unity already has Kinematica (https://blogs.unity3d.com/2018/06/20/announcing-kinematica-animation-meets-machine-learning/)
So, why not use machine learning AI to get rid of Unity's bugs?
Than developers can spend more time to improve engine's features and make new ones than bug testing.
Because using an AI isn't simply a matter of picking one designed for a certain task and letting it run wild. You need to train them. It's already a very time consuming process for a static task. Just imagine the effort it would take to keep it trained for a program that is constantly evolving.
I don't think you understood his post, lol.
As Brackeys is being sponsored by Unity, and that he released that video, to me it tends to suggest that the 2018.3 beta will probably come out in September (I would still expect it only by the end of the month though).
Personaly, As a user of LWRP, I'm completely stuck (issues and crash in current version) because newest versions of the packages are released (visible through github) but only compatible with 2018.3
It's preview package anyway so It's my fault for focusing too much on it now, but I would still keep Unity a bit responsible for promoting it so much through its news whereas it's apparently far from usable (even as preview).
Some communication issue that make me think about the story of nested prefabs in some ways.
I'd be happy if it just fixed all the editor crash bugs :|
Unitys own twitter feed said it would b e out within 2 weeks, and that was a few days ago now. I posted a link to the tweet earlier in this thread.
Meh, a lot of people have said a lot of things. I will believe it when its installed and I open it up.
I see it is available now
Since some of us mentioned terrain earlier in this thread, I felt like sticking the terrain-related parts of the release notes here:
So really just basic improvements to an antiquated system. Not even having an erosion brush is honestly kinda embarrassing.
I do dig the terrain improvements for everything but one thing: they went 10 years back in the UX with the terrain sculpting tool properties. On previous setup, we had nice icon buttons for common operations which were nice to use but now they replaced those common to click things with a drop down menu. Suddenly what used to be quick one click, became two aiming practises for the right places to click (the bar and items aren't that tall) and you now need to do two separate clicks, it's just super tedious to use now and I do hope Unity will replace it with a better system asap as it's a huge step backwards.
Congratulations to developers and testers.
It had 11th iterations since alpha so I think it won't take long enough to get out of beta.
What is GameObjectRecorder ?
Records the changing properties of a GameObject as the Scene runs and saves the information into an AnimationClip.
Does anyone know if terrain supports HDRP? I am testing the terrain here is still purple.
There's HD Lit Terrain shader on SRP master, it will be part of 3.4.0 release. They also recently merged MSAA support for forward on HDRP. Current master branch from github does work with 2018.3 so if you are in a hurry to test this, you can grab the packages from github and add them using package managers new add package thing (on the bottom).