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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. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    Did you try the LTS on the M1? I'm experiencing a lot of issues with 2021.2 also on windows and intel macs.
     
  2. HarutL

    HarutL

    Joined:
    Apr 5, 2017
    Posts:
    10
    Is it only me, or the Gizmos do not show when selecting a Light or the Camera?
     
  3. KevinWelton

    KevinWelton

    Unity Technologies

    Joined:
    Jul 26, 2018
    Posts:
    240
    This should be fixed
    This fix will be available in 2021.2.3f1.
     
    stfj likes this.
  4. lguerreromx

    lguerreromx

    Joined:
    Jan 8, 2019
    Posts:
    5
    Ye, I tried but LTS have a lot of issues on M1. Mainly screen flickering for me.
     
  5. lguerreromx

    lguerreromx

    Joined:
    Jan 8, 2019
    Posts:
    5
    Yes, same issue here, also a random prefab with some sound attached have the same behaviour.
     
    justdizzy likes this.
  6. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    Oh I see, I'm using linear color space for all my games so I'm not getting the flickering. The rest seems fine although slower than the Apple Silicon builds.
     
  7. adslitw

    adslitw

    Joined:
    Aug 23, 2012
    Posts:
    276
    I'm struggling with input lag in the Game View in the latest version. It's not the same input lag from 2021.2.1, It feels like inputs (e.g. KeyUp / KeyDown) are still coming through, but every few seconds they seem to take a second or two to come through. So if you're turning left (for example), sometimes the player will be stuck turning left for a long time after the input has finished, and other times the player won't turn left until some time after the key is pressed. Anyone else had this?

    I have tried to install the Intel version of 2021.2.2 to test if I get the same behaviour, but Unity Hub doesn't want me to do that and I don't seem to be able to launch it directly...
     
  8. lawsonh

    lawsonh

    Joined:
    Jul 25, 2018
    Posts:
    80
    I have a problem with 2021.2.2 where zooming in with mouse wheel does not continue to zoom in but seems to zoom less and less as I scroll it more, eventually not zooming at all.
     
  9. adslitw

    adslitw

    Joined:
    Aug 23, 2012
    Posts:
    276
    Try selecting the object you're wanting to zoom in on and hitting F to refocus the scene view camera and see if that helps? Not saying it's not a bug, but it could just be that. Alternatively you can use arrow keys to pan around the scene.
     
  10. lawsonh

    lawsonh

    Joined:
    Jul 25, 2018
    Posts:
    80
    Arrow keys work fine. I tried selecting the object and focusing but it still happens, it stops zooming after i zoom past the object I selected. This didn't used to happen with 2019.4. I had the habit of moving around my scene using the mouse wheel but I guess now I have to use arrow keys?
     
  11. lguerreromx

    lguerreromx

    Joined:
    Jan 8, 2019
    Posts:
    5
    Thanks for the tip, no more flickering using linear color space, but as you mentioned is painfully slow compared to native Intel.
     
  12. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    521
    This could be a problem because when we use linear color space for android, I do not know if I remember correctly, but with linear color space many android got the pink screen I do not know why the problem was, because there is no opengl2 support or something like that
     
  13. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    Oh I meant that the rosetta editor is slower than the apple silicon one on the M1 Max. But it's totally fine, and both of them are faster than the intel macs I have to compare (all of them have intel GPUs though). Maybe what you're seeing is just the difference in GPU performance?
     
  14. lguerreromx

    lguerreromx

    Joined:
    Jan 8, 2019
    Posts:
    5
    Yes, if I use the intel version without the eGPU is really slow and choppy, but with the rx5600xt(with an external monitor) is quicker and more responsive than the M1 native app.
     
    spacepluk likes this.
  15. adslitw

    adslitw

    Joined:
    Aug 23, 2012
    Posts:
    276
    Update on the input bug I'm seeing - I've successfully managed to replicate it in a repro project, and have submitted a bug report #1381681). @Tautvydas-Zilys @KevinWelton @LeonhardP

    To recap, input events are being missed. In the repro, for example, I can repeatedly get the editor into a state where Input.GetKey returns true even though the key has been released.
     
    LeonhardP likes this.
  16. deekpyro

    deekpyro

    Joined:
    Oct 16, 2012
    Posts:
    71
    I've been noticing this but back in 2020.x (report #1380856)
     
    adslitw and LeonhardP like this.
  17. MariusEthiel

    MariusEthiel

    Joined:
    Nov 13, 2021
    Posts:
    17
    I'm curious about one thing: is there any web page to see how many bugs are open, solved, blablabla...?
     
  18. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    The issue tracker.
     
    MariusEthiel likes this.
  19. TV4Fun

    TV4Fun

    Joined:
    Jan 10, 2020
    Posts:
    31
    Does Unity Hub still only download the Intel version? It would be nice to have an option to install native Apple Silicon direct through the hub.
     
    maxostrach likes this.
  20. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    You can download the native Apple Silicon builds through the new Unity Hub, which is currently in beta: https://unity3d.com/hub/whats-new
     
  21. spacepluk

    spacepluk

    Joined:
    Aug 26, 2015
    Posts:
    243
    You can only have one platform installed for the same version of unity. If you already have intel you have to uninstall it and then you’ll see the apple silicon option.
     
  22. thegreatmiasma

    thegreatmiasma

    Joined:
    Mar 27, 2016
    Posts:
    48
    When attempting to convert a project from 2020.3.21f1 for the iOS platform I get a warning to enter safe mode and an error that says, "
    Library/PackageCache/com.unity.test-framework@1.1.30/UnityEditor.TestRunner/TestLaunchers/PlayerLauncher.cs(167,26): error CS1061: 'BuildPlayerOptions' does not contain a definition for 'subtarget' and no accessible extension method 'subtarget' accepting a first argument of type 'BuildPlayerOptions' could be found (are you missing a using directive or an assembly reference?)" as well as "Library/PackageCache/com.unity.test-framework@1.1.30/UnityEditor.TestRunner/TestLaunchers/PlayerLauncher.cs(167,62): error CS0117: 'EditorUserBuildSettings' does not contain a definition for 'GetActiveSubtargetFor'". Any ideas on a reason/solution? thank you
     
  23. thegreatmiasma

    thegreatmiasma

    Joined:
    Mar 27, 2016
    Posts:
    48
    And when I remove that package I get a Obtained 0 stack frames crash

    Process: UnityBugReporter [31073]
    Path: /Applications/Unity/Unity.app/Contents/BugReporter/Unity Bug Reporter.app/Contents/MacOS/UnityBugReporter
    Identifier: com.unity3d.bugreporter
    Version: 2021.2.0 (2021.2.0a19)
    Code Type: X86-64 (Translated)
    Parent Process: ??? [1]
    Responsible: Unity Hub [28873]
    User ID: 501

    Date/Time: 2021-11-18 13:49:48.010 -0800
    OS Version: macOS 11.6 (20G165)
    Report Version: 12
    Anonymous UUID: A2525082-241E-AA4C-E836-5AE366A866C7

    Sleep/Wake UUID: 829BC5A2-E4BE-4A16-AC9B-8B87F55B11BE

    Time Awake Since Boot: 160000 seconds
    Time Since Wake: 7000 seconds

    System Integrity Protection: enabled

    Crashed Thread: 11 Thread

    Exception Type: EXC_BAD_ACCESS (SIGSEGV)
    Exception Codes: KERN_INVALID_ADDRESS at 0x00007ffde33ffff2
    Exception Note: EXC_CORPSE_NOTIFY

    Termination Signal: Segmentation fault: 11
    Termination Reason: Namespace SIGNAL, Code 0xb
    Terminating Process: exc handler [31073]

    VM Regions Near 0x7ffde33ffff2:
    MALLOC_MEDIUM (reserved) 7ffdd8800000-7ffde0000000 [120.0M] rw-/rwx SM=NUL reserved VM address space (unallocated)
    -->
    MALLOC_TINY 7ffde3400000-7ffde3500000 [ 1024K] rw-/rwx SM=PRV

    Thread 0:: Dispatch queue: com.apple.main-thread
    0 com.apple.ColorSync 0x00007fff255682a4 CMMParaCurveTag::~CMMParaCurveTag() + 0
    1 com.apple.ColorSync 0x00007fff255670ab CMMProfile::Usable() + 375
    2 com.apple.ColorSync 0x00007fff2556630a DoValidateProfile + 62
    3 com.apple.ColorSync 0x00007fff255662c3 AppleCMMValidateProfile + 21
    4 com.apple.ColorSync 0x00007fff25565663 create + 906
    5 com.apple.ColorSync 0x00007fff2556976a ColorSyncProfileCreate + 18
    6 com.apple.CoreGraphics 0x00007fff25328dcd CGColorSpaceFromICCDataCacheGetRetained + 62
    7 com.apple.QuartzCore 0x00007fff26e63da1 CA::Render::iosurface_load_attachments(CA::Render::Surface*, unsigned int) + 390
    8 com.apple.QuartzCore 0x00007fff26e63435 CA::Render::Surface::Surface(__IOSurface*, unsigned int, unsigned int, unsigned int, CA::Render::YCbCrMatrix, CA::Render::ChromaLocation) + 2027
    9 com.apple.QuartzCore 0x00007fff26e827ee CA::Render::copy_render_value(void const*, CGColorSpace* (*)()) + 821
    10 com.apple.QuartzCore 0x00007fff26e7befc -[CALayer(CALayerPrivate) _copyRenderLayer:layerFlags:commitFlags:] + 864
    11 com.apple.QuartzCore 0x00007fff26fc06ed invocation function for block in CA::Context::commit_transaction(CA::Transaction*, double, double*) + 195
    12 com.apple.QuartzCore 0x00007fff26e7bb47 CA::Layer::commit_if_needed(CA::Transaction*, void (CA::Layer*, unsigned int, unsigned int) block_pointer) + 325
    13 com.apple.QuartzCore 0x00007fff26e7bad0 CA::Layer::commit_if_needed(CA::Transaction*, void (CA::Layer*, unsigned int, unsigned int) block_pointer) + 206
    14 com.apple.QuartzCore 0x00007fff26e7bad0 CA::Layer::commit_if_needed(CA::Transaction*, void (CA::Layer*, unsigned int, unsigned int) block_pointer) + 206
    15 com.apple.QuartzCore 0x00007fff26e7bad0 CA::Layer::commit_if_needed(CA::Transaction*, void (CA::Layer*, unsigned int, unsigned int) block_pointer) + 206
    16 com.apple.QuartzCore 0x00007fff26fbd856 CA::Context::commit_transaction(CA::Transaction*, double, double*) + 7938
    17 com.apple.QuartzCore 0x00007fff26e51b6f CA::Transaction::commit() + 713
    18 com.apple.AppKit 0x00007fff22d3486c __62+[CATransaction(NSCATransaction) NS_setFlushesWithDisplayLink]_block_invoke + 285
    19 com.apple.AppKit 0x00007fff2348a332 ___NSRunLoopObserverCreateWithHandler_block_invoke + 41
    20 com.apple.CoreFoundation 0x00007fff2047e3cd __CFRUNLOOP_IS_CALLING_OUT_TO_AN_OBSERVER_CALLBACK_FUNCTION__ + 23
    21 com.apple.CoreFoundation 0x00007fff2047e25d __CFRunLoopDoObservers + 543
    22 com.apple.CoreFoundation 0x00007fff2047d6e4 __CFRunLoopRun + 845
    23 com.apple.CoreFoundation 0x00007fff2047ccd0 CFRunLoopRunSpecific + 567
    24 com.apple.HIToolbox 0x00007fff289271f3 RunCurrentEventLoopInMode + 292
    25 com.apple.HIToolbox 0x00007fff28926f55 ReceiveNextEventCommon + 587
    26 com.apple.HIToolbox 0x00007fff28926cf3 _BlockUntilNextEventMatchingListInModeWithFilter + 70
    27 com.apple.AppKit 0x00007fff22bb0172 _DPSNextEvent + 864
    28 com.apple.AppKit 0x00007fff22bae945 -[NSApplication(NSEvent) _nextEventMatchingEventMask:untilDate:inMode:dequeue:] + 1364
    29 com.apple.AppKit 0x00007fff22ba0c69 -[NSApplication run] + 586
    30 libqcocoa.dylib 0x00000001116ec8b5 0x1116b9000 + 211125
    31 libQt5Core.5.dylib 0x0000000108c9924f QEventLoop::exec(QFlags<QEventLoop::processEventsFlag>) + 431
    32 libQt5Widgets.5.dylib 0x000000010a58f292 QDialog::exec() + 514
    33 com.unity3d.bugreporter 0x00000001002f6c44 ureport::qt_face::ReportWorksheet::ComposeReport(std::__1::shared_ptr<ureport::ReportDraft>, std::__1::function<void (ureport::ReportDraft&, ureport::LongTermOperObserver*)>, std::__1::function<void (ureport::Report&, ureport::LongTermOperObserver*)>, std::__1::function<void (ureport::Report&, ureport::LongTermOperObserver*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)>) + 1540
    34 com.unity3d.bugreporter 0x00000001002f6117 ureport::qt_face::ReportWorksheet::FillReport(std::__1::shared_ptr<ureport::ReportDraft>, std::__1::function<void (ureport::ReportDraft&, ureport::LongTermOperObserver*)>, std::__1::function<void (ureport::Report&, ureport::LongTermOperObserver*)>, std::__1::function<void (ureport::Report&, ureport::LongTermOperObserver*, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > const&)>) + 279
    35 com.unity3d.bugreporter 0x000000010031e1ba ureport::details::Reporter::DoReport(std::__1::shared_ptr<ureport::ReportDraft>) + 250
    36 com.unity3d.bugreporter 0x00000001002ccc43 Launch(std::__1::vector<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::allocator<std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> > > > const&) + 1523
    37 com.unity3d.bugreporter 0x00000001002cc5d4 main + 36
    38 libdyld.dylib 0x00007fff203a1f3d start + 1

    Thread 1:: com.apple.rosetta.exceptionserver
    0 runtime 0x00007ffdffc06a28 0x7ffdffc02000 + 18984
    1 runtime 0x00007ffdffc0beec 0x7ffdffc02000 + 40684
    2 runtime 0x00007ffdffc0d2c0 0x7ffdffc02000 + 45760

    Thread 2:
    0 runtime 0x00007ffdffc247c8 0x7ffdffc02000 + 141256

    Thread 3:
    0 runtime 0x00007ffdffc247c8 0x7ffdffc02000 + 141256

    Thread 4:
    0 runtime 0x00007ffdffc247c8 0x7ffdffc02000 + 141256

    Thread 5:
    0 runtime 0x00007ffdffc247c8 0x7ffdffc02000 + 141256

    Thread 6:
    0 runtime 0x00007ffdffc247c8 0x7ffdffc02000 + 141256

    Thread 7:
    0 runtime 0x00007ffdffc247c8 0x7ffdffc02000 + 141256

    Thread 8:: Qt bearer thread
    0 ??? 0x00007ffe945b68f4 ???
    1 libsystem_kernel.dylib 0x00007fff203579ca poll + 10
    2 libQt5Core.5.dylib 0x0000000108cf5936 QEventDispatcherUNIX::processEvents(QFlags<QEventLoop::processEventsFlag>) + 854
    3 libQt5Core.5.dylib 0x0000000108c9924f QEventLoop::exec(QFlags<QEventLoop::processEventsFlag>) + 431
    4 libQt5Core.5.dylib 0x0000000108ad4c0c QThread::exec() + 140
    5 libQt5Core.5.dylib 0x0000000108ad5b83 0x108ab3000 + 142211
    6 libsystem_pthread.dylib 0x00007fff203868fc _pthread_start + 224
    7 libsystem_pthread.dylib 0x00007fff20382443 thread_start + 15

    Thread 9:: Thread (pooled)
    0 ??? 0x00007ffe945b68f4 ???
    1 libsystem_kernel.dylib 0x00007fff20353cde __psynch_cvwait + 10
    2 libQt5Core.5.dylib 0x0000000108ade5d0 0x108ab3000 + 177616
    3 libQt5Core.5.dylib 0x0000000108ade2ee 0x108ab3000 + 176878
    4 libQt5Core.5.dylib 0x0000000108ade22c QWaitCondition::wait(QMutex*, QDeadlineTimer) + 108
    5 libQt5Core.5.dylib 0x0000000108ade18e QWaitCondition::wait(QMutex*, unsigned long) + 62
    6 libQt5Core.5.dylib 0x0000000108adabe7 0x108ab3000 + 162791
    7 libQt5Core.5.dylib 0x0000000108ad5b83 0x108ab3000 + 142211
    8 libsystem_pthread.dylib 0x00007fff203868fc _pthread_start + 224
    9 libsystem_pthread.dylib 0x00007fff20382443 thread_start + 15

    Thread 10:: com.apple.NSEventThread
    0 ??? 0x00007ffe945b68f4 ???
    1 libsystem_kernel.dylib 0x00007fff203512ba mach_msg_trap + 10
    2 com.apple.CoreFoundation 0x00007fff2047f215 __CFRunLoopServiceMachPort + 316
    3 com.apple.CoreFoundation 0x00007fff2047d8cb __CFRunLoopRun + 1332
    4 com.apple.CoreFoundation 0x00007fff2047ccd0 CFRunLoopRunSpecific + 567
    5 com.apple.AppKit 0x00007fff22d3623a _NSEventThread + 124
    6 libsystem_pthread.dylib 0x00007fff203868fc _pthread_start + 224
    7 libsystem_pthread.dylib 0x00007fff20382443 thread_start + 15

    Thread 11 Crashed:: Thread
    0 libsystem_platform.dylib 0x00007fff203ce263 _platform_memmove$VARIANT$Rosetta + 691
    1 libQt5Network.5.dylib 0x000000010b168d1e 0x10b115000 + 343326
    2 libQt5Core.5.dylib 0x0000000108bea05e QIODevicePrivate::read(char*, long long, bool) + 542
    3 libQt5Core.5.dylib 0x0000000108beee5c 0x108ab3000 + 1293916
    4 libQt5Network.5.dylib 0x000000010b18a251 0x10b115000 + 479825
    5 libQt5Core.5.dylib 0x0000000108cc7cd2 QObject::event(QEvent*) + 770
    6 libQt5Widgets.5.dylib 0x000000010a39472f QApplicationPrivate::notify_helper(QObject*, QEvent*) + 271
    7 libQt5Widgets.5.dylib 0x000000010a395b4c QApplication::notify(QObject*, QEvent*) + 588
    8 libQt5Core.5.dylib 0x0000000108c9ddf4 QCoreApplication::notifyInternal2(QObject*, QEvent*) + 212
    9 libQt5Core.5.dylib 0x0000000108c9f041 QCoreApplicationPrivate::sendPostedEvents(QObject*, int, QThreadData*) + 817
    10 libQt5Core.5.dylib 0x0000000108cf5628 QEventDispatcherUNIX::processEvents(QFlags<QEventLoop::processEventsFlag>) + 72
    11 libQt5Core.5.dylib 0x0000000108c9924f QEventLoop::exec(QFlags<QEventLoop::processEventsFlag>) + 431
    12 com.unity3d.bugreporter 0x00000001002f8d6a ureport::qt_face::CrashAnalyzer::GetReportReply(QNetworkRequest, std::__1::shared_ptr<QHttpMultiPart>, QNetworkAccessManager*) + 138
    13 com.unity3d.bugreporter 0x00000001002f8195 ureport::qt_face::CrashAnalyzer::GetReport(std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >, std::__1::basic_string<char, std::__1::char_traits<char>, std::__1::allocator<char> >) + 917
    14 com.unity3d.bugreporter 0x000000010030c000 ureport::qt_face::CrashAnalyzer::GetReport() + 160
    15 com.unity3d.bugreporter 0x000000010030bec9 Thread::run() + 41
    16 libQt5Core.5.dylib 0x0000000108ad5b83 0x108ab3000 + 142211
    17 libsystem_pthread.dylib 0x00007fff203868fc _pthread_start + 224
    18 libsystem_pthread.dylib 0x00007fff20382443 thread_start + 15

    Thread 12:: QNetworkAccessManager thread
    0 ??? 0x00007ffe945b68f4 ???
    1 libsystem_kernel.dylib 0x00007fff203579ca poll + 10
    2 libQt5Core.5.dylib 0x0000000108cf5936 QEventDispatcherUNIX::processEvents(QFlags<QEventLoop::processEventsFlag>) + 854
    3 libQt5Core.5.dylib 0x0000000108c9924f QEventLoop::exec(QFlags<QEventLoop::processEventsFlag>) + 431
    4 libQt5Core.5.dylib 0x0000000108ad4c0c QThread::exec() + 140
    5 libQt5Core.5.dylib 0x0000000108ad5b83 0x108ab3000 + 142211
    6 libsystem_pthread.dylib 0x00007fff203868fc _pthread_start + 224
    7 libsystem_pthread.dylib 0x00007fff20382443 thread_start + 15

    Thread 11 crashed with X86 Thread State (64-bit):
    rax: 0x00007ffde680beab rbx: 0x000600002578000d rcx: 0x00007ffde6665420 rdx: 0xffffffffffe594c5
    rdi: 0x00007ffde680bf3b rsi: 0x00007ffde3400002 rbp: 0x000000030507e5d0 rsp: 0x000000030507e5a0
    r8: 0x00007ffde35a6a58 r9: 0x0000000000000000 r10: 0x0000000000000000 r11: 0x611000007ffdb3a0
    r12: 0x554d7347364f684e r13: 0x0a0d2d2d4b565846 r14: 0x445334517a6f4f57 r15: 0x7874694f6d313269
    rip: 0x00007fff203ce263 rfl: 0x0000000000000282


    Binary Images:
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    0x7fff6bd35000 - 0x7fff6bd3bfff libCoreFSCache.dylib (200.11) <3C96E791-3964-32EA-A84A-00DF3455B43D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreFSCache.dylib
    0x7fff6bd3c000 - 0x7fff6bd40fff libCoreVMClient.dylib (200.11) <966F49F6-D2D5-3ACB-9CFD-9F8D3C8C82F9> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCoreVMClient.dylib
    0x7fff6bd41000 - 0x7fff6bd50fff com.apple.opengl (18.5.9 - 18.5.9) <5C26B170-E22B-3AAD-BA33-61304FFA70B2> /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
    0x7fff6bd51000 - 0x7fff6bd53fff libCVMSPluginSupport.dylib (18.5.9) <435F258D-95B5-3015-BDAC-4B8EF8E89F1E> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libCVMSPluginSupport.dylib
    0x7fff6bd54000 - 0x7fff6bd5cfff libGFXShared.dylib (18.5.9) <851E0956-A16E-3F5D-B3BE-37B56C2BAA04> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
    0x7fff6bd5d000 - 0x7fff6bd90fff libGLImage.dylib (18.5.9) <687EBB15-1AB3-3815-A69D-58527655A92D> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
    0x7fff6bd91000 - 0x7fff6bdcdfff libGLU.dylib (18.5.9) <29B7802C-F6E4-3DF1-B5D6-07B29C6D02B2> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
    0x7fff6bf62000 - 0x7fff6bf6cfff libGL.dylib (18.5.9) <8A4ED04C-9171-3CE2-A52A-E7C4D76A6EDA> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
    0x7fff6d3ac000 - 0x7fff6d404fff com.apple.opencl (4.6 - 4.6) <713206B3-A335-3AC5-B342-4CE16BDF69F4> /System/Library/Frameworks/OpenCL.framework/Versions/A/OpenCL
    0x7fff6e4ae000 - 0x7fff6e4b5fff com.apple.agl (3.3.4 - AGL-3.3.3) <EA70EE49-53F9-35B6-A94B-8819CDE98613> /System/Library/Frameworks/AGL.framework/Versions/A/AGL

    Translated Code Information:
    tmp0: 0x00007ffe949d2838 tmp1: 0x000000010b41cec0 tmp2: 0x00007fff203cdfb0


    External Modification Summary:
    Calls made by other processes targeting this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
    Calls made by this process:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0
    Calls made by all processes on this machine:
    task_for_pid: 0
    thread_create: 0
    thread_set_state: 0

    VM Region Summary:
    ReadOnly portion of Libraries: Total=719.0M resident=0K(0%) swapped_out_or_unallocated=719.0M(100%)
    Writable regions: Total=1.3G written=0K(0%) resident=0K(0%) swapped_out=0K(0%) unallocated=1.3G(100%)

    VIRTUAL REGION
    REGION TYPE SIZE COUNT (non-coalesced)
    =========== ======= =======
    Accelerate framework 128K 1
    Activity Tracing 256K 1
    CG backing stores 10.4M 12
    CG image 24K 3
    CoreAnimation 52K 6
    CoreGraphics 16K 3
    CoreServices 128K 1
    CoreUI image data 572K 5
    Dispatch continuations 64.0M 1
    Foundation 16K 1
    Kernel Alloc Once 8K 1
    MALLOC 152.2M 46
    MALLOC guard page 192K 9
    MALLOC_MEDIUM (reserved) 960.0M 8 reserved VM address space (unallocated)
    Rosetta Arena 4096K 2
    Rosetta Generic 876K 216
    Rosetta IndirectBranch 512K 1
    Rosetta JIT 128.0M 1
    Rosetta Return Stack 240K 24
    Rosetta Thread Context 240K 24
    STACK GUARD 24K 6
    Stack 13.6M 12
    Stack Guard 56.0M 6
    VM_ALLOCATE 6176K 28
    VM_ALLOCATE (reserved) 8K 2 reserved VM address space (unallocated)
    __DATA 13.1M 309
    __DATA_CONST 11.6M 164
    __DATA_DIRTY 541K 97
    __FONT_DATA 4K 1
    __LINKEDIT 509.9M 21
    __OBJC_RO 70.2M 1
    __OBJC_RW 2480K 3
    __TEXT 209.2M 306
    __UNICODE 588K 1
    mapped file 4.4G 408
    shared memory 836K 22
    unshared pmap 4912K 3
    =========== ======= =======
    TOTAL 6.6G 1756
    TOTAL, minus reserved VM space 5.6G 1756

    Model: MacBookPro17,1, BootROM 6723.140.2, proc 8:4:4 processors, 16 GB, SMC
    Graphics: kHW_AppleM1Item, Apple M1, spdisplays_builtin
    Memory Module: LPDDR4
    AirPort: spairport_wireless_card_type_airport_extreme, wl0: Aug 18 2021 22:48:53 version 18.50.40.11.7.8.123 FWID 01-3ed0e3a2
    Bluetooth: Version 8.0.5d7, 3 services, 27 devices, 1 incoming serial ports
    Network Service: Wi-Fi, AirPort, en0
    USB Device: USB 3.1 Bus
    USB Device: USB3.0 Hub
    USB Device: USB 10/100/1000 LAN
    USB Device: USB3.0 Hub
    USB Device: USB2.0 Hub
    USB Device: HP USB Keyboard
    USB Device: USB2.0 Hub
    USB Device: USB 2.0 Hub
    USB Device: USB Billboard Device
    USB Device: USB 3.1 Bus
    Thunderbolt Bus: MacBook Pro, Apple Inc.
    Thunderbolt Bus: MacBook Pro, Apple Inc.
     
  24. marwanzaky

    marwanzaky

    Joined:
    Mar 20, 2019
    Posts:
    11
    The error looks kind of familiar to me, and I think I solve it by removing the Library folder.
     
  25. MariusEthiel

    MariusEthiel

    Joined:
    Nov 13, 2021
    Posts:
    17
    Hi, guys, I need your help (I promise this will be my last time). Would you recommend to buy Mac M1 Max fully loaded for starting coding with unity/unreal?. After months reading, I can't decide:
    unreal and Apple have a bad history together and I don't know if unreal will be available for Apple natively.
    I have been following Unity forums and I see a lot of issues (tons and tons) from people using Unity in Apple silicon. I know eventually all the bugs will be solved, but if I have to pay attention to the statistics, I'd say a stable version will be available next year, third quarter.
    So, any help, please?
     
  26. PutridEx

    PutridEx

    Joined:
    Feb 3, 2021
    Posts:
    1,136
    Unreal engine will probably be more problematic than unity for development with anything that isn't windows, you're better off with windows for unreal.

    Unity silicon was pretty good in the beta phase, got a bit complicated in release, honestly I think just a few updates to 2021.2 and it'll be good. LTS especially. A lot of people are using it actively already

    edit: seems to be in a better state than I thought (I don't really use it)
     
    Last edited: Nov 19, 2021
    MariusEthiel likes this.
  27. mischa2k

    mischa2k

    Joined:
    Sep 4, 2015
    Posts:
    4,347
    Probably only the people with issues post here.
    Apple silicon Unity has stable for me since 2021.2.2f1 :)
    No more issues except AssemblyBuilder being slow af.
     
  28. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    Just experienced a crash on 2021.2.3f1 while importing a package. I can't reproduce it consistently. Here's Editor.log. Since I can't repro, is it worth filing a bug? Any ideas what happened here?

    Code (txt):
    1. *** Tundra build success (8.18 seconds), 464 items updated, 823 evaluated
    2. Reloading assemblies after finishing script compilation.
    3. Registering precompiled user dll's ...
    4. Registered in 0.005983 seconds.
    5. Reloading assemblies after forced synchronous recompile.
    6. Begin MonoManager ReloadAssembly
    7. * Assertion at mini-generic-sharing.c:900, condition `oti' not met
    8.  
    9. Obtained 0 stack frames.
    10. Launching bug reporter
    11. Attribute Qt::AA_EnableHighDpiScaling must be set before QCoreApplication is created.
    12. QObject: Cannot create children for a parent that is in a different thread.
    13. (Parent is QObject(0x60000066a080), parent's thread is QThread(0x600001134120), current thread is Thread(0x600001d60d50)
     
  29. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    In case it helps others, I was able to build the Firebase SDK from source myself and create the relevant editor binaries for arm64. I made a repo with the binaries and instructions for how to use, hopefully it's useful for someone else too: https://github.com/aroman/firebase-unity-applesilicon

    (Or, if you don't trust random binaries — just consider this testimony that it's possible to build it from source yourself from the official google repos)
     
    MariusEthiel and lawsonh like this.
  30. IndieFist

    IndieFist

    Joined:
    Jul 18, 2013
    Posts:
    521
    you are using m1 for production without any important issue?
     
  31. mischa2k

    mischa2k

    Joined:
    Sep 4, 2015
    Posts:
    4,347
    I use it for my DOTS project, yes.
    Not much for MonoBehaviour though.

    All previous versions had issues.
    This one runs fine since release, so far.
     
    MariusEthiel likes this.
  32. ryanmillerca

    ryanmillerca

    Joined:
    Aug 12, 2012
    Posts:
    143
    BTW - 2021.2.3 working great over here, so far. Smaller URP project with an M1 Air.
     
    tolosaoldfan and mischa2k like this.
  33. Pixelnest

    Pixelnest

    Joined:
    Oct 25, 2013
    Posts:
    27
    Tried 2021.2.3 today, project is opening and videos are transcoded.

    Looks promising and very responsive for far, thanks for the awesome work!
     
  34. Ritzilla

    Ritzilla

    Joined:
    Mar 24, 2016
    Posts:
    9
    Been following this thread since I bought this Macbook air m1 in may, thought I could try one of the builds just to see if I could play around with it, installed 2022.1a and it wouldn't even open...
    Guessing its cuz I don't have Rosetta installed.
    Is there any ETA on when it'll stop needing Rosetta?
     
  35. marwanzaky

    marwanzaky

    Joined:
    Mar 20, 2019
    Posts:
    11
    Why are you installing alpha 2022.1? so far the most ideal Unity version for Apple Silicon is 2021.2.3, and you don't need Rosetta if you install the Silicon version.
     
  36. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    In 2021.2.3 Silicon, I'm experiencing substantially degraded performance in the Game view on my external monitor (1440p, substantially lower resolution than my internal display).

    Incredibly, this change happens in real time. To test, I popped out the "Game" view window and dragged it back and forth between displays. Once dragged to internal, the frame timings look great (70+ FPS). If I drag back to external, they drop immediately (~24 FPS) and never recover. V-Sync is disabled and the refresh rate of the external display is 60 Hz.

    According to the profiler, the added overhead is coming from the EditorLoop rather than my game's code -- which makes sense, because there is almost nothing happening CPU or GPU wise in the scene in my game.

    UPDATE: there appears to be an interaction with the Scene view here. If I hide the Scene view, the problem goes away entirely -- high frame rates on both monitors. Once I reopen the Scene view, the frame rate drops on the external display. So, in a sense, it seems the issue is actually poor performance with the _Scene_ view, and the Game view being slow is actually just a symptom.

     
    Last edited: Nov 23, 2021
  37. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    Yes, I'm experiencing this issue now on the latest version, 2021.2.3f1. It's not quite locked to 60FPS though -- on my internal display, it maxes at ~70FPS, and on my external display, ~25 FPS. However, once I maximize the Game view (or simply close or hide the Scene view), the frame rate jumps to 500-700+ FPS.

    @Tautvydas-Zilys is this a known issue? See my post above for more details.

    EDIT: seems like lots of other people are experiencing this too here: https://forum.unity.com/threads/2021-2-3f1-on-m1-both-game-screen-window-slow-fps.1199995
     
    Last edited: Nov 24, 2021
    marwanzaky likes this.
  38. MariusEthiel

    MariusEthiel

    Joined:
    Nov 13, 2021
    Posts:
    17
    Last edited: Nov 24, 2021
  39. DavideDev

    DavideDev

    Joined:
    Jul 30, 2019
    Posts:
    2
    Hi Marius,
    Yes, I have been able to work on Quest projects using Unity on Macbook Air M1. However, had to use a Rosetta Unity version for generating the apk and deploying it to the device, as the apk produced by 2021.2.3f1 for Silicon is crashing on startup when deployed to the Oculus Quest. Still need to figure out why.

    Thanks,
    Davide
     
    MariusEthiel likes this.
  40. KevinWelton

    KevinWelton

    Unity Technologies

    Joined:
    Jul 26, 2018
    Posts:
    240
    @aromana, I can repro the low FPS behavior on an external monitor locally. I've created bug 1383448 to track this issue. It may take a few minutes to become visible, so sit tight.

    The issue with performance when the scene view and game view are both visible is a known issue and is shared between Intel and Apple silicon editors.
     
    aromana likes this.
  41. MariusEthiel

    MariusEthiel

    Joined:
    Nov 13, 2021
    Posts:
    17
    That's unfortunate. AFAIK you can have only one unity version installed. Are you installing/uninstalling?
     
    Last edited: Nov 24, 2021
  42. aromana

    aromana

    Joined:
    Nov 11, 2018
    Posts:
    137
    Kevin, just wanted to say I really appreciate your communication in these threads. Thank you. Looking forward to continued progress, but in the meantime, I hope you and the team have a Happy Thanksgiving :)
     
    MariusEthiel and KevinWelton like this.
  43. DavideDev

    DavideDev

    Joined:
    Jul 30, 2019
    Posts:
    2
    No, I was using multiple versions of the Unity editor installed with the Hub: 2021.2.3f1 (silicon) and then generated the apk with 2021.1.26f1 (rosetta).
     
    MariusEthiel likes this.
  44. KevinWelton

    KevinWelton

    Unity Technologies

    Joined:
    Jul 26, 2018
    Posts:
    240
    Definitely log a bug on this.

    Also, a couple of ways to get around the "only one version" thing if you are using the Hub, both using the Unity Download Archive:

    1) Install the version of the editor for Intel using a version back using the "Unity Hub" link. So if your Apple silicon version is 2021.2.3f1, you can use 2021.2.2f1.
    2) If you must have the same version, download the "Unity Installer". This is Intel only and will allow you to download the editor and target packages. You'll have to configure the OpenSDK, NDK and JDK files though. One way to easily do this is to look in your PlaybackEngines/AndroidSupport folders for both installs and copy the missing folders.

    I know the Hub experience is missing some features. Feel free to use the Hub to send feedback.
     
    MariusEthiel likes this.
  45. Ritzilla

    Ritzilla

    Joined:
    Mar 24, 2016
    Posts:
    9
    Ok tried that one, did the whole license thingy without hub, in the end it couldn't open the editor, when i tried to create a new project it just froze...
     
  46. Fillmore

    Fillmore

    Joined:
    Feb 14, 2018
    Posts:
    11
    @ Unity team

    Got a pretty major problem using 2021.2.3f1 (M1).
    It appears that something goes wrong with developer plug ins (like Etcetera iOS from Prime 31)

    Unity compiles and exports the xcode project just fine. But...

    Gives you undefined symbols once you get to xcode building. Will plugins have to do things different? If so, is there a middle ground so we don't get errors with existing code?

    Will be willing test it more if you can get that sorted. Thank you!
     
  47. adslitw

    adslitw

    Joined:
    Aug 23, 2012
    Posts:
    276
    @Fillmore from memory, the Prime31 stuff has an option to 'copy files to Xcode' (or something similar) in the context menu up top. Have you tried that?
     
  48. sakus

    sakus

    Joined:
    Oct 9, 2013
    Posts:
    47
    I don't know if this is an Apple Silicon editor issue or a generic 2021.2 one, but I started getting console spam "Allocation of 56 bytes at 0x118a42c30" - the address varies - when I use the terrain tools (painting textures, raising/lowering height, etc). This tanks editor performance (either the issue itself or the spamming of the log, I don't know) and I have to restart the editor to keep working. I'm on 2021.2.4f1 Apple Silicon and using URP.
     
    McGravity likes this.
  49. morrhugg

    morrhugg

    Joined:
    Oct 17, 2020
    Posts:
    3
    I experience the same issue, basically makes the editor unusable.
     
  50. KevinWelton

    KevinWelton

    Unity Technologies

    Joined:
    Jul 26, 2018
    Posts:
    240
    Can you report a bug for this? It sounds really obnoxious. I can't repro it locally.