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Feedback wanted - Your feeling about 2019.1 in its current state (b10)

Discussion in '2019.1 Beta' started by LeonhardP, Apr 3, 2019.

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How would you feel if we released 2019.1 in its current state (b10)?

Poll closed Apr 17, 2019.
  1. 1 (I would be furious! 2019.1 is absolutely unusable!)

    3 vote(s)
    2.8%
  2. 2 (I would be disappointed. 2019.1 does not feel ready.)

    22 vote(s)
    20.8%
  3. 3 (I would have mixed feelings. 2019.1 is good enough to be used, but not great.)

    27 vote(s)
    25.5%
  4. 4 (I would feel positive about Unity's quality standards. 2019.1 is in good shape.)

    42 vote(s)
    39.6%
  5. 5 (Ship it already! 2019.1 is a prime example of excellent software quality.)

    12 vote(s)
    11.3%
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  1. LeonhardP

    LeonhardP

    Unity Technologies

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    Dear beta users,
    In continuation of the previous iteration of this thread, we would like to invite you to tell us about your gut feeling regarding the current state of 2019.1b (b10).

    A gut feeling should NOT be based on data or bugs or repro projects, but on how the product feels in your hands.

    In addition to the poll at the top, here are questions we'd like your answers to:
    1. Are you using 2019.1 in a real production? If not, did something keep you from doing so?
    2. What feature(s) are you most excited about?
    3. What is/are the most annoying/painful part(s) of 2019.1 today? (Please remember to submit bug reports for the issues you encounter and reference them when you post about them here.)
    4. How did your experience with 2019.1 develop during the alpha/beta phase?
    5. How would you feel if we released 2019.1 in its current state (b10)? What makes you feel this way? Please elaborate.
      1. I would be furious! 2019.1 is absolutely unusable!
      2. I would be disappointed. 2019.1 does not feel ready.
      3. I would have mixed feelings. 2019.1 is good enough to be used, but not great.
      4. I would feel positive about Unity's quality standards. 2019.1 is in good shape.
      5. Ship it already! 2019.1 is a prime example of excellent software quality.

    Thanks all, your feedback is much appreciated!
     
  2. SNTdev

    SNTdev

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    Mar 27, 2017
    Posts:
    7
    I think it's in good state, I'm just waiting to the 2D Animation package to be compatible with this version to upgrade
     
  3. konsic

    konsic

    Joined:
    Oct 19, 2015
    Posts:
    590
    Please update HDRP for 2019.1 release to the latest version v6 or v7 when will be released.
     
  4. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,172
    HDRP version numbers usually correlate to Unity versions. HDRP 5.x is for 2019.1 and 6.x is for 2019.2. They backport quite a lot of new stuff to the 5.x 2019.1 branch, so I dont think your request really fits.
     
  5. Charles_Beauchemin

    Charles_Beauchemin

    Unity Technologies

    Joined:
    Jan 18, 2017
    Posts:
    286
    The 2d.animation package compatible with 2019.1 was published yesterday! Check for version 2.1.0-preview.2.
    You will also find these 2d packages compatible with 2019.1:
    com.unity.2d.animation:2.1.0-preview.2
    com.unity.2d.ik:1.1.0-preview.1
    com.unity.2d.psdimporter:1.1.0-preview.1
    com.unity.2d.spriteshape:2.0.0-preview.4
     
    eizenhorn likes this.
  6. GameDevCouple_I

    GameDevCouple_I

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    Well I am using LWRP on 2019.1 beta in production now (personal project but still a commercial one) and its going well on the Oculus Go, so all my qualms are put to rest!
     
  7. Hyp-X

    Hyp-X

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    Posts:
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    Got a crash with beta 10:

    Code (csharp):
    1.  
    2. 0x00007FF7116436DC (Unity) Transfer_UnityEngineObject<StreamedBinaryWrite,0>
    3. 0x00007FF70F054C97 (Unity) ExecuteSerializationCommands<GenerateTypeTreeTransfer>
    4. 0x00007FF711641EDF (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
    5. 0x00007FF70FD4ACE7 (Unity) ExecuteSerializationCommands<RemapPPtrTransfer>
    6. 0x00007FF70FD5512B (Unity) TransferScriptingObject<StreamedBinaryWrite>
    7. 0x00007FF70FD6387F (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
    8. 0x00007FF7115BE39C (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
    9. 0x00007FF71165D1DE (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
    10. 0x00007FF7115BE848 (Unity) MonoManager::BeginReloadAssembly
    11. 0x00007FF7115CF0D9 (Unity) MonoManager::ReloadAssembly
    12. 0x00007FF70F8E2066 (Unity) ReloadAllUsedAssemblies
    13. 0x00007FF70FE336A6 (Unity) Application::TickTimer
    14. 0x00007FF7100F3DB3 (Unity) MainMessageLoop
    15. 0x00007FF7100FD7B7 (Unity) WinMain
    16. 0x00007FF712A2B30E (Unity) __scrt_common_main_seh
    17. 0x00007FF8832A81F4 (KERNEL32) BaseThreadInitThunk
    18. 0x00007FF88387A251 (ntdll) RtlUserThreadStart
    19.  
    I have no repro so I haven't submitted a bug report
     
  8. SNTdev

    SNTdev

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    Posts:
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    Yep, it's working, the only thing to take in mind is that you need to add the script "SpriteSkinEntity" to the object with the SpriteSkin script

    Edit: Also it's required to reimport the sprites used

    Thanks :)
     
    Last edited: Apr 6, 2019
    Charles_Beauchemin likes this.
  9. Hyp-X

    Hyp-X

    Joined:
    Jun 24, 2015
    Posts:
    121
    Crash again, different location
    Code (csharp):
    1.  
    2. mono-2.0-bdwgc.dll caused an Access Violation (0xc0000005)
    3.   in module mono-2.0-bdwgc.dll at 0033:41768aa3.
    4.  
    Does the crash handler uploads the crash info or does Unity only get it if I submit a bugreport?
    I still have no useful information I can add to a bugreport unfortunately.
     
  10. roka

    roka

    Joined:
    Sep 12, 2010
    Posts:
    451
  11. hippocoder

    hippocoder

    Digital Ape Moderator

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    25,214
    Pretty janky here, crashed without bug reporter a few times - and for other team members, and the only thing we can think of is HDRP 5.10, I think it's likely it's a package. We wasn't able to make it crash without packages.

    Also get lots of black squares in the viewport (been like this for a while though but only since 5.10 so that's probably a thing).
     
  12. LeonhardP

    LeonhardP

    Unity Technologies

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    The crash info is uploaded automatically by the crash handler if you choose not to send a bug report manually.

    Thank you very much for the report!
     
  13. Murgilod

    Murgilod

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    Nov 12, 2013
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    5,441
    There are too many easily triggered crash conditions (that Unity is aware of) to recommend in its current state. The Shadergraph docking one is a really big problem.
     
  14. LeonhardP

    LeonhardP

    Unity Technologies

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    Besides the shadergraph one (https://issuetracker.unity3d.com/product/unity/issues/guid/1141790/), what are the others that reproduce consistently for you?
     
  15. Murgilod

    Murgilod

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    Nov 12, 2013
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    The other big one is using the cogwheel to reset particle systems leading to a crash, which is a bit annoying to put it mildly. There are workflow adaptations I could make, but having to avoid a common feature in the editor kinda sucks. (1131320)

    Other than that, the beta feels... mostly alright? Sometimes I get random crashes that are likely related to the fact my development computer is really low on memory, but I can't really fault Unity for that unless you send a couple free 16gb DDR4 sticks.
     
    LeonhardP likes this.
  16. LeonhardP

    LeonhardP

    Unity Technologies

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    Thanks for the reply! The fix for this crash will be in the next iterations of 2018.3, 2019.1 and 2019.2.

    The shadergraph crash is still being investigated.
     
  17. Chaz32621

    Chaz32621

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    Apr 17, 2015
    Posts:
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    I'm using it for production and havent had any issues yet!
     
  18. snacktime

    snacktime

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    Apr 15, 2013
    Posts:
    2,170
    It's the first 2019 beta that's been more stable for me then 2018.3. Although I'm not using SRP.
     
  19. buFFalo94

    buFFalo94

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    Sep 14, 2015
    Posts:
    181
    used since alpha version the only crash i have experienced was due to my own code. And it's more stable than 2018.3 in my case
     
  20. RichardSim

    RichardSim

    Joined:
    Dec 15, 2013
    Posts:
    5
    If you try to create a new project using the Particle Pack or Vehicle Tools packages that are in Unity Hub under Learn > Resources, the Unity Package Manager is broken and won't even compile.
     
  21. Abruzzi

    Abruzzi

    Joined:
    Feb 6, 2015
    Posts:
    6
    1. Using for big game
    2. SRP stack - LWRP, Shader Graph, Incremental GC()
    3. Please upgrade cloud build to 2019.1.0b10, because it is still building game with b9 (result: it is failed due - com.unity.package-manager-ui: Package [com.unity.package-manager-ui@2.1.2] cannot be found )
    4. Good enough while we are using many preview packages and in many cases our project is fully broking, but we understand that this is preview.
    5. 4
     
  22. Bartolomeus755

    Bartolomeus755

    Joined:
    Jun 20, 2013
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    It's in good shape for me, works better as 2018.3. My only issue was with standalone Windows build with IL2CPP, that I could solved with this workaround CASE 1139579.
     
  23. LeonhardP

    LeonhardP

    Unity Technologies

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    This issue will be fixed in 2019.1.0f2.
     
    Bartolomeus755 likes this.
  24. Firlefanz73

    Firlefanz73

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    Posts:
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    Could anybody please have a look here, it is a bug?

    https://forum.unity.com/threads/sin...-canvas-are-all-colorless-dynamically.661456/

    I cannot set my Images Color dynamically anymore like this

    myImage.color = Color.red:

    it stays White. Source Image is a sprite, and that worked perfect before. I converted my Project from 2018.3 to 2019.1.0f1 and everything else seems to be fine, I even got a nice performance increase with the new Unity Version...

    Thanks!
     
  25. SuperSteeeeeeeve

    SuperSteeeeeeeve

    Joined:
    Jan 12, 2018
    Posts:
    13
    Editor Performance is much faster on Linux compared to 2018.2.x, 2018.3.x, crashes several times on frequent common operations like saving huge scene changes or using Burst compiler but i still love it.

    Keep up the good work!
     
    LeonhardP likes this.
  26. hawken

    hawken

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    Aug 22, 2013
    Posts:
    430
    I was tasked with finding out if we can roll 2019.1 out for production(or stick with 2018.3), just for the LWRP benefits I am recommending 2019.1 to the team.

    I've not had it crash yet. Theres a few things missing and I get the render issues in shader graph that have been mentioned before, however they are not a deal breaker.

    Some would be nice to haves, but they are mostly to do with LWRP, not 2019.1... thumbs up!
     
    LeonhardP likes this.
  27. TareqProjects

    TareqProjects

    Joined:
    Jun 27, 2016
    Posts:
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    I can't remember whether it was 2019 or later version of 2018 that the new prefab system was released, but would it be possible to make changes to prefabs a bit more apparent in the inspector view? The bold text and blue strip is good but I think stretching the strip out a bit more, and maybe use some sort of character within the strip to indicate the change in field would help identify changes a bit more easier. As it is now, I miss changes when glancing through the inspector.

    edit: can't seem to attach image of what I had in mind, but I think the description is clear enough

     
  28. LeonhardP

    LeonhardP

    Unity Technologies

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    Thank you all for your feedback! 2019.1 is now officially released and out of beta.

    Please turn to the Prefabs forum with any general Prefab feedback.
     
    Firlefanz73 likes this.
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