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Official Now Available - Native Apple Silicon Editor Preview Builds

Discussion in '2021.2 Beta' started by KevinWelton, Jun 8, 2021.

  1. youssefsbs8

    youssefsbs8

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    May 2, 2021
    Posts:
    4
    Delete Package Folder from finder and let unity recreate it this disable burst completely no more warning :)
     
    FilmBird and Hendrik-Mans like this.
  2. Erfan_SheikhHoseini

    Erfan_SheikhHoseini

    Joined:
    Feb 7, 2019
    Posts:
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    i am surprised that no one experienced crashes. unity just closes after about 30 seconds after i open urp sample scene.
    latest unity m1 and mac os.
     
  3. Hendrik-Mans

    Hendrik-Mans

    Joined:
    May 31, 2013
    Posts:
    22
    I had this problem with the first Silicon beta after creating a new URP project, but only once. I've since been using the Silicon betas to work on my (relatively simple) game, and other than the Burst related warnings, things have been relatively stable (two crashes, both while using the asset picker to assign inspector properties).

    For reference, this is on an 8/8 core M1 Mac Mini with 16 GB RAM.
     
  4. anatolyV

    anatolyV

    Joined:
    Nov 29, 2014
    Posts:
    63
    Glad to report that a 16GB M1 Air enters playmode faster on native b3 than a 2019 maxed Intel MBP with an i9 and 64 gigs of RAM.
    Playmode times on the same project:
    Intel core i9 9980HK (U2020.3.13): 11 sec
    M1 Rosetta (U2020.3.13): 17 sec
    M1 Native (U2021.2.0b3): 8 sec

    I'm yet to do compile tests and such but this is very promising. A $1500 cool fanless machine is doing better than a $4k thermal monstrosity. Hope to see Unity M1 release builds soon.
     
    Tanner555 and FilmBird like this.
  5. FilmBird

    FilmBird

    Joined:
    Apr 11, 2015
    Posts:
    26
    Imagine if the 2021 MacBook Pro 16 M1X rumours are true -
    10 Core CPU - 8 high performance cores
    32 Core GPU
    64 GB RAM

    So long Big Fat GPU's!!!
     
    Tanner555, anatolyV and MousePods like this.
  6. BBO_Lagoon

    BBO_Lagoon

    Joined:
    Mar 2, 2017
    Posts:
    200
    Hi,
    On my Macbook Pro M1 8Gb, each time I try to set texture to any crunched format (ETC2/DXT5/DXT1), the editor crash when I hit the apply button.
    Anyone else have this problem ?
    I reported a bug but the tech team can't reproduce the bug, it would be helpful if anyone else can share their feedback.
     
  7. sameng

    sameng

    Joined:
    Oct 1, 2014
    Posts:
    184
    Thanks for the numbers!
    Would love to know how long your project takes to enter playmode with intel i9 on the same 2021.2.0b3 as a software comparison.
     
  8. anatolyV

    anatolyV

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    Nov 29, 2014
    Posts:
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    I will do that comparison eventually, for now I'm battling some hard to repro bugs in the beta lol. I do realize it's not as valid a comparison without equivalent versions on both machines, especially considering some of the speed improvements 2021 seems to have gotten
     
  9. sameng

    sameng

    Joined:
    Oct 1, 2014
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    I meant enter playmode without skipping domain reload, which is what I thought aVolnov was testing.

    Yes, I love the configurable enter play mode you mentioned very much, it lets you enter playmode super fast if you haven't changed any scripts.

    Enter playmode is not irrelevant, because if you do change any script, this "Enter Playmode Fast" option (which is actually unticking "Reload Domain") option does not work. By changing any script, Unity must recompile/reload domain. It takes ages.

    This is what I'm interested in--how long does it take from changing a script -> enter playmode.
     
    PutridEx likes this.
  10. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,735
    It compiles in miliseconds? No it doesn't. Are you talking about a different thing?
     
  11. anatolyV

    anatolyV

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    Nov 29, 2014
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    My times were without using the new 'Enter Play Mode Options' at all as those don't really work with my particular project, I was using them as a general sort of measure of how the machines' performance compares.
     
  12. FilmBird

    FilmBird

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    Apr 11, 2015
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  13. sameng

    sameng

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    Oct 1, 2014
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    Thanks for the stats.

    Very happy to see that script compilation / domain reload is approximately 3x faster on native apple silicon editor.

    I wanted to bench my project but unfortunately the 2021.2 native beta can't even import my project, it crashes constantly. (works on intel editor thru rosetta)

    I can't wait for the full release of native 2021 editor.

    Keep up the great work Unity team!
     
  14. Bobbiii

    Bobbiii

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    Jun 28, 2019
    Posts:
    18
  15. Bobbiii

    Bobbiii

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    Jun 28, 2019
    Posts:
    18
  16. hlongvu

    hlongvu

    Joined:
    Apr 16, 2019
    Posts:
    5
    Is the new Unity Hub 3.0.0 beta supoprt Apple M1 in installing this new beta?
     
  17. AntonVazhinsky

    AntonVazhinsky

    Joined:
    Nov 24, 2013
    Posts:
    67
    Can it be defeated?
     

    Attached Files:

  18. AntonVazhinsky

    AntonVazhinsky

    Joined:
    Nov 24, 2013
    Posts:
    67
    Unity crashes if you insert a meta file into the project from the previous version of Unity 2019.3.14f1 with the crunch compression option enabled

    meta file code:

    Code (CSharp):
    1. fileFormatVersion: 2
    2. guid: bed6d8d528ae84740aa4eb0a93d1c759
    3. TextureImporter:
    4.   internalIDToNameTable: []
    5.   externalObjects: {}
    6.   serializedVersion: 11
    7.   mipmaps:
    8.     mipMapMode: 0
    9.     enableMipMap: 0
    10.     sRGBTexture: 1
    11.     linearTexture: 0
    12.     fadeOut: 0
    13.     borderMipMap: 0
    14.     mipMapsPreserveCoverage: 0
    15.     alphaTestReferenceValue: 0.5
    16.     mipMapFadeDistanceStart: 1
    17.     mipMapFadeDistanceEnd: 3
    18.   bumpmap:
    19.     convertToNormalMap: 0
    20.     externalNormalMap: 0
    21.     heightScale: 0.25
    22.     normalMapFilter: 0
    23.   isReadable: 0
    24.   streamingMipmaps: 0
    25.   streamingMipmapsPriority: 0
    26.   grayScaleToAlpha: 0
    27.   generateCubemap: 6
    28.   cubemapConvolution: 0
    29.   seamlessCubemap: 0
    30.   textureFormat: 1
    31.   maxTextureSize: 2048
    32.   textureSettings:
    33.     serializedVersion: 2
    34.     filterMode: -1
    35.     aniso: -1
    36.     mipBias: -100
    37.     wrapU: 1
    38.     wrapV: 1
    39.     wrapW: 1
    40.   nPOTScale: 0
    41.   lightmap: 0
    42.   compressionQuality: 50
    43.   spriteMode: 1
    44.   spriteExtrude: 1
    45.   spriteMeshType: 1
    46.   alignment: 0
    47.   spritePivot: {x: 0.5, y: 0.5}
    48.   spritePixelsToUnits: 33
    49.   spriteBorder: {x: 0, y: 0, z: 0, w: 0}
    50.   spriteGenerateFallbackPhysicsShape: 1
    51.   alphaUsage: 1
    52.   alphaIsTransparency: 1
    53.   spriteTessellationDetail: -1
    54.   textureType: 8
    55.   textureShape: 1
    56.   singleChannelComponent: 0
    57.   maxTextureSizeSet: 0
    58.   compressionQualitySet: 0
    59.   textureFormatSet: 0
    60.   applyGammaDecoding: 0
    61.   platformSettings:
    62.   - serializedVersion: 3
    63.     buildTarget: DefaultTexturePlatform
    64.     maxTextureSize: 2048
    65.     resizeAlgorithm: 0
    66.     textureFormat: -1
    67.     textureCompression: 1
    68.     compressionQuality: 50
    69.     crunchedCompression: 1
    70.     allowsAlphaSplitting: 0
    71.     overridden: 0
    72.     androidETC2FallbackOverride: 0
    73.     forceMaximumCompressionQuality_BC6H_BC7: 0
    74.   - serializedVersion: 3
    75.     buildTarget: Standalone
    76.     maxTextureSize: 2048
    77.     resizeAlgorithm: 0
    78.     textureFormat: -1
    79.     textureCompression: 1
    80.     compressionQuality: 50
    81.     crunchedCompression: 1
    82.     allowsAlphaSplitting: 0
    83.     overridden: 0
    84.     androidETC2FallbackOverride: 0
    85.     forceMaximumCompressionQuality_BC6H_BC7: 0
    86.   - serializedVersion: 3
    87.     buildTarget: Android
    88.     maxTextureSize: 2048
    89.     resizeAlgorithm: 0
    90.     textureFormat: -1
    91.     textureCompression: 1
    92.     compressionQuality: 50
    93.     crunchedCompression: 1
    94.     allowsAlphaSplitting: 0
    95.     overridden: 0
    96.     androidETC2FallbackOverride: 0
    97.     forceMaximumCompressionQuality_BC6H_BC7: 0
    98.   spriteSheet:
    99.     serializedVersion: 2
    100.     sprites: []
    101.     outline: []
    102.     physicsShape: []
    103.     bones: []
    104.     spriteID: 5e97eb03825dee720800000000000000
    105.     internalID: 0
    106.     vertices: []
    107.     indices:
    108.     edges: []
    109.     weights: []
    110.     secondaryTextures: []
    111.   spritePackingTag:
    112.   pSDRemoveMatte: 0
    113.   pSDShowRemoveMatteOption: 0
    114.   userData:
    115.   assetBundleName:
    116.   assetBundleVariant:
    117.  
     
  19. BBO_Lagoon

    BBO_Lagoon

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    Mar 2, 2017
    Posts:
    200
    @gamingstudio17, Hi so I'm not alone, do you have problem only with previous unity version meta files ? Did you tried to use crunch compression on a new texture ? For me even on a blank project with new texture file the editor crash when I set the texture compression as crunched.
     
  20. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    520
    Reading the complete thread, maybe is not a good idea to get a m1 device right now really? i want to renew my imac and i think is better to get the intel one?
     
  21. anatolyV

    anatolyV

    Joined:
    Nov 29, 2014
    Posts:
    63
    It's really not the best time right now to get a new intel mac. The Unity M1 beta works fine mostly, and for production builds there's always Rosetta. Depending on your needs and project scope you could wait for M1X Macs (by then the software will be more ready as well) or spring for the current M1 ones and go with the few growing pains they're experiencing right now.
     
    IndieFist and MasoInar like this.
  22. jaslan

    jaslan

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    Jul 6, 2017
    Posts:
    9
    It's the best time to get a M1, we probably see Unity running smoothly native on Apple Silicon in few months for production and now, it's works better on Rosetta emulation than native on Intel processors.
     
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  23. jaslan

    jaslan

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    Jul 6, 2017
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    PutridEx likes this.
  24. IndieFist

    IndieFist

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    Jul 18, 2013
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    Thanks guys for reply! i have to renew my computer and a bit tired of fighitng with this >.<
    Last time i was tested m1 it was a really poor on performance, maybe right now works better i will try again with this latest beta
     
  25. AntonVazhinsky

    AntonVazhinsky

    Joined:
    Nov 24, 2013
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    I just deleted the metafiles so unity would re-create them.
     
  26. AntonVazhinsky

    AntonVazhinsky

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    Nov 24, 2013
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    Attached Files:

  27. lawsonh

    lawsonh

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    Jul 25, 2018
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    It seems like the apple native releases has not been keeping up with the vanilla releases
     
  28. sk0g

    sk0g

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    Mar 5, 2021
    Posts:
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    No, the release pages include the AS editors too now. This thread gets updated once they've vetted the new releases, which does take more time though. For example, the beta 5 page has a link pointing to below:

    https://beta.unity3d.com/download/c11a42e94ab9/MacEditorInstallerArm64/Unity.pkg
     
    lawsonh likes this.
  29. lawsonh

    lawsonh

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    Jul 25, 2018
    Posts:
    80
    I just tried beta 5 on an M1 mac mini with an existing project (deleted Library folder). It gets stuck during import on an image Compress step. I also tried the beta 2 and got the same issue.
     
  30. lawsonh

    lawsonh

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    Jul 25, 2018
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    i fixed it by making a new project, going to unity preferences > disable compress assets on import.
     
  31. AntonVazhinsky

    AntonVazhinsky

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    Nov 24, 2013
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    Yes, I wrote about it, and sent a bug report. It's strange that this problem was not fixed.
     
  32. jaslan

    jaslan

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    Jul 6, 2017
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    PutridEx likes this.
  33. jaslan

    jaslan

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    Probably will be fixed on nexts releases
     
  34. adslitw

    adslitw

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    Aug 23, 2012
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    @KevinWelton @Phil_Z - do you have any indication of how likely we are to see all your hard work backported to 2020 / 2019?
     
  35. lawsonh

    lawsonh

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    Jul 25, 2018
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  36. NovaEiz

    NovaEiz

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    Sep 6, 2017
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    Will this editor be available on the iPad?
     
  37. ryanmillerca

    ryanmillerca

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    Aug 12, 2012
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    No, sorry.
     
  38. adslitw

    adslitw

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    Aug 23, 2012
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  39. dejanpej

    dejanpej

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    Nov 28, 2014
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    When I run the beta2 editor I downloaded from the link that was posted above, I get the "<Rosetta>" string in the title bar? Is this expected? Am I still running the native version? I'm asking because my project actually runs slower than with the non-native editor.

    Screenshot 2021-08-09 at 20.34.54.png

    Btw, it's the same with beta6 I downloaded from the hub.
     
  40. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
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    If it says rosetta, you are not running the native editor. Also, hub does not yet support downloading the native Apple silicon editor. You need to download this:

    upload_2021-8-9_12-46-7.png
     
    dejanpej likes this.
  41. KevinWelton

    KevinWelton

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    Jul 26, 2018
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    Hi everyone. I want to give you an update on the crashes people are seeing in URP.

    By default, URP uses the CPU lightmapper. This presents a problem as our CPU lightmapper uses a library that isn't ported to Apple silicon. We are looking at our options for how to handle this in the final release, but we are making a change right now that will disable the CPU lightmapper on Apple silicon editor builds, instead redirecting users to the GPU lightmapper.

    I know it's been a pain for those of you facing this crash. I appreciate you bearing with us. We are in the process of testing the change right now, so it should be in an upcoming build soon.
     
  42. marcostmorais

    marcostmorais

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    Jan 18, 2018
    Posts:
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    Hey, Kevin! Thank you so much for the update and for all the hard work!

    Just noticed that a new build was released yesterday, does the 2021.2.0b7 build already feature the GPU Lightmapper on URP?

    Thank you!
     
  43. KevinWelton

    KevinWelton

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    Jul 26, 2018
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    It does not. We're still putting the finishing touches on it.
     
  44. tokoronyori

    tokoronyori

    Joined:
    Feb 17, 2016
    Posts:
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    Updated to Unity 2021.2.0b7 for m1 native. I'm amazed at the great potential it has to reduce all the waiting time that was stressing me out in my work.
    However, Collaborate was not functioning at all. No matter how many republishes I do, the Republish Changes column is not empty, even though the changes are added to the History...
    I think this is a bug only in the m1 version, because I can use Collaborate in the Intel version without any problem.
     
  45. sk0g

    sk0g

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    Mar 5, 2021
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    @tokoronyori I had the same issue, posted a thread but nothing. Gave up and using Git now instead.
     
    tokoronyori likes this.
  46. tokoronyori

    tokoronyori

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    Feb 17, 2016
    Posts:
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    Oh, thanks for letting me know!
    I've been using Git for version control, but Collaborate was useful for an online game I'm developing that I can instantly share and test on UnityEditor on multiple computers!
     
  47. KevinWelton

    KevinWelton

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    Jul 26, 2018
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    Thanks for the feedback. Can you report this via the menu option Help -> Report a Bug?
     
    tokoronyori likes this.
  48. KevinWelton

    KevinWelton

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    Jul 26, 2018
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    A quick note to everyone: our Apple silicon releases, whether you're accessing them from posts on this thread or via the beta release page that's been shared, are the same code base as the Intel editor. There will be platform specific issues, but we are not building from two separate branches.
     
  49. lawsonh

    lawsonh

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    Jul 25, 2018
    Posts:
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    Im not sure the significance of this information.
    If it is the same code base, but there is an if statement that checks if (isAppleSilicon) do something, else do something else, then what is the difference between having the same branch or different branch
     
  50. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,502
    Well you commented that "It seems like the apple native releases has not been keeping up with the vanilla releases" and that is not a fair reflection of the current situation. They have been keeping up with non-M1 releases, its just that there are a few remaining issues and not absolutely every part of the system is working natively yet.

    With stuff like this it is much better to be highly specific, these general claims and comments arent very useful and they dont get to the detail that matters. Be specific.
     
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