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Discussion in 'Announcements' started by SaraCecilia, Mar 31, 2017.
Still no patch 1? delayed?
I hope the patch is released soon, having some problems with particles artifacts here.
So, I just built two versions of the same project:
the game works flawlessly in the editor,
le standalone PC version works flawlessly too,
the WebGL version doesn't work at all.
Bug report: 901938
There's 2017 beta 1 in case you haven't noticed.
We don´t want to go with betas, we want solutions to the 5.60f3 released version.
Same problem here! Items in scroll rect instantiated through script are not visibile!
Console message in developement build says "cannot find file", when I click on "English" or "Français".
Hi everyone! Great Unity 5.6 but I'm having some troubles with new native Cardboard.
I have been working with Cardboard SDK Package to create VR experiencies and I have been using UI - Screen Space Overlay Canvas for creating buttons in order to disable VR-Mode, go back to main menu, and set up different options, but with the new Unity 5.6 version the UI seems to dissapear under the stereo split cardboard image. Using the Cardboard SDK Package I could set my UI elements over the split screen, but with the new native way the UI Screen Space Overlay is hidden. In spite of this, for example if I have a UI button and touch where it is, it works, but is hidden.
I don't know if anyone else has the same issue or has find another way for doing this.
Yes, it got delayed due to the Easter holidays, but if all goes well it should be released today.
5.6.0p1 is out now.
Hmm...you're not getting a popup telling you that your Unity Editor is too old are you?
Unity 5.6.0p1 fast test:
good news: cloth is working again
bad news: Image Effects in scene window - still not working
Agree. Same here.
Same problem also after patch 5.6.0p1 ...
regressions and bugs in p1:
100% crashes on project load (902855)
graphics look totally different in p1, PBR seems dead - unusable (902860)
collab takes forever to process newly imported project, possibly shader generation
bug report lacks cancel upload button that doesn't erase the report
bug reporter hangs forever when internet disconnects temporarily (902858)
lighting page info layout takes over 1/2 of the lighting panel (902522)
Lot of good things in this newer version. I am shifting to Unity 5.6 today.
5.6.0f3: after building a project for standalone PC, development build, automatic profiling and script debugging options enabled, I get the following message in console:
The message pops up three times when I click on the "Quit" button in order to quit the game. The game does quit without complaining.
The code is:
public void QuitGame ()
Is that a bug of some kind?
This looks like GI isn't working properly?
Same issue happens (since ages) when you reload a scene with a script inside the editor.
Are you loading / opening the scene manually?
Lot of bugs that make it more or less unusable for me..
nah that was auto graphics API that is broken on mac, fix = turn that off.
Does the baked lightmap from 5.6 can be used in 5.5? Since it is more now easy to preview the baked lightmaps in 5.6 because of Progressive lightmapper.
Experiencing a severe performance drop on upgrading from 5.3.3 -> 5.6.0. Twice as many batches, three times as many setpass calls. See attached. On windows 8.1
But there are also twice as many triangles.
Its like everything is on screen twice.
Good call. Was focused too much on draw calls, will have another look at it.
With lights disabled, it drops to 289K triangles. Is it normal for lights to affect tri count to that extent?
I just checked on my scene.
I only have one light with Forward render.
I shut it off and the triangle count dropped in half.
So maybe you added more lights to the scene after you switched to 5.6?
Thanks for checking it out. No, I didn't add any new lights. The scene starts out with roughly the same number of tris as in 5.3.3, then roughly doubles very soon after starting. I've noticed skinned mesh renderers with around 15K triangles + 2 materials have around 80K triangles + 30 setpass calls, with GI disabled and just one directional light in the scene. I did merge these, and am starting to wonder if that's part of the problem. Either way, I think I need to revert to 5.3.3
Had a major problem with 5.6 and anything before that to 5.5.2 where meshes were combined in the editor making it impossible to move gameObjects.
Having this problem also.. works fine in 5.3.x, seemed to work in 5.5.x too, but not in 5.6.0p2..
*project has EasyMovieTexture plugin which is giving those errors
got big difficulty on 5.6 to keep clear perfomance on android device !
someone can confirm please
It jitters a lot even on pc (pure graphics, no GC)
I have some problem with the new version of Unity. When my game is launched on Linux with multiple monitors, the resolution is set to 0 x 0 : https://forum.unity3d.com/threads/linux-build-not-rendering-correctly-not-at-all-in-5-6-0xf1.464995/
GPU profiler doesn't work with nvidia driver 184.108.40.20678 on a 970 gtx
Which is pretty standard - does it work on anything?
The GPU profiler is working for me on a GTX 970M with those same drivers (version 378.78), under Windows 7 SP1. There are new drivers available for my card, maybe you'll find one for yours?
Nice colours by the way!
Great! Now I must reinstall the previous drivers because the latest ones (Nvidia drivers for the GTX 970M, version 381.89) are not compatible!
Nvidia drivers for the GTX 970M, version 381.65 do work properly :
Not sure if this is the right place for this, but is anyone else using this release and Unity 5.5 experiencing jittery, sluggish or stuttering(even only slightly sometimes) behavior simply moving a single cube in empty space or moving a single cube or sphere on a plane (with or without a rigid body, with or without materials and simple directional lighting). The Roll-a-Ball tutorial performs the same way. I've created different builds for all of the above with different settings without any substantially noticeable improvements.
I've tested the above on an Asus Intel i7 Quad Core 4.0 Ghz, 16 GB Ram, GTX 960 GPU Desktop with only slight improvements over an Intel Celeron Dual Core n2830 2.16 Ghz, 4 GB Ram, Intel HD GPU. From my own observations and tests, including the Survival Shooter Tutorial, the only built tutorial that runs truly smoothly on both machines is the Space Tutorial. Could there possibly exist a physics/rendering conflict of some sort here, and/or is it an issue related to garbage collection with the currently used version of .net?
Just installed it, isn't working on windows 10 you're using 5.6f3?... oh 970M.... I am on desktop, it's the 970
This reminds me of the good old time of sound card drivers & IRQ settings of the 90s
Unity 5.6.0f3, yes, GTX 970M, yes, on Windows 7 SP1.
Well, I'm sorry. The only thing you can do is download all available drivers on the page I sent you a link to, install them one after another until you find one that is compatible.
@SaraCecilia Any possibility that the version of Windows is also a possible culprit in this case?
@Aras who took over the profiler, you made the first version if I'm right. Anyone maintains a list of ok drivers and hardware config that GPU profiling works for?
About the documentation, the link to the "Knowledge Base Compiler Script Errors section" on this page is broken.
Hi, where can I find them? https://docs.unity3d.com/Manual/testing-editortestsrunner.html seems to refer to old tools still.
When can we expect the 5.6.1 release with fixes to 5.6.0:
And what about Progressive Lightmapper (preview), will this get a full release with 5.6.1 or will it stay in the preview state?
It has been configurable since about 5.1 (tested up to 5.3) for Pro users.
Honestly, they may have removed it. Everything in the Editor these days is experimental. Look at how many new features in 5.6 are "preview" or "beta" and how many are actually features. It's like a downloadable advertisement for a subscription. At least end the lifecycle with a "final" build instead of a semi-functional demo...
The dark theme was always optional since day 1 (I changed it back to the light theme immediately), and remains optional.
Not sure what you're saying. This:
is incorrect. Read what I wrote above.
Not sure what this was supposed to say, but all it appeared as was a quote. I guess I missed where you established it required Pro (and probably shouldn't be speaking for Pro users )
Unity 5.6.1 has been officially released...!!
What about a link?
I'm getting a bunch of warnings when I open and save a small project that I begun in 5.6.0f3 with 5.6.0f1; they all look like this one:
The first warning says:
All right, I found a fix that worked for me: http://answers.unity3d.com/question...-sync.html?childToView=1097861#answer-1097861