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Discussion in 'General Discussion' started by Don-Gray, Apr 5, 2017.
When does the 2017 beta start?
That is when I will start my subscription.
June according to the roadmap.
thats the estimated release date, the beta (according to voices on twitter) is very soon. I'd expect in the next couple of weeks.
Not soon enough!
Just Kidding, thanks!
You can download versions of it around the forum (like the standard particle shader beta sub forum).
probably better wait until it comes in a packaged form
2017.1 is still in Alpha, but when there is a Beta Build available (Probably soon) then it will be available to download and try out.
just curious is scriptable render loop included already?
There is a forum for it now so probably best to look there for info:
Nope! June is for the stable release
Yeah. Stable. Sure.
Jokes aside there were multiple dates being tossed around in multiple places. I choose the one from the roadmap.
"Final" release then
Beta 1 availableee!
I just downloaded it! I tried to load a mpg into the video player and then it crashed when i tried to preview it. But it is a beta I guess.
What new features should I look out for in Unity 2017? Can you make movies with it?
edit:Am I imagining things or is the "personal edition" text on the splashscreenbeen removed from Unity 5.6 and Unity 2017?
it looks much better.
@yoonitee doesn't look like it (https://store.unity.com/)
where did you hear that?
Sorry I meant to say "personal edition" text on the splash screen. Yep. It's definitely gone in Unity 5.5+. Some people weren't especially keen on the splash screen you see. But now there's no reason not to upgrade to Unity 5.6. Which is great news for indies who can't quite afford Unity Plus yet. Now, they'll stick with Unity and make amazing games and then upgrade to Pro when they make some money. And everyone's a winner.
@yoonitee That's great news then
Should I convert my project to Unity 2017 beta or is that a bad idea? Will it be comparable with the release version?
Honestly, you need to write out your requirements, and see which one is most suitable. I don't think anyone can answer that for you, but most will probably say to stay.
Never assume that a beta is going to be a good idea for development, even if you think it has specific features you think you need. Beta software is constantly in flux (especially Unity betas) and you're more likely to lose more time in development to bugs than in a stable release.
Short answer: Stick with what you're using now.
OK. I'll just update to Unity 5.6 for now.
I hope they include dot net 4.6 in Unity 2017. Because the Parallel.For is great for speeding up calculations. It could make my game 4x faster.
What about DX12? Does it give easy opportunity to multi thread rendering? Implicitly or explicitly?
For example, doesn't let me use Parallel.For to assign transforms since transform is UI and must be reached from main thread only. Does this new version allow multiple threads for transforms?
Well, I hope it comes out of "experimental" is what I mean. Also, I downloaded Unity 2017 beta for the Mac and its telling me in MonoDevelop "4.6 not found" only "4.5.1" is available. But it works with "4.5.1" but Unity keeps automatically setting it back it "4.6".
I would say dot Net 4+ is absolutely vital as this contains the task.parallel library which would help keep Unity games competitive. So I'm happy if its in there.
Also, I can't get Unity 2017 to open any Unity 5.6 projects without crashing. :/ So I'll just have to wait till June i guess.
Well as per that document it will remain as experimental/preview in 2017.1. And then in some future version it wont be classed as experimental anymore, I'm sure thats the plan.
Probably something specific in your projects which is triggering a bug, I've been able to open existing 5.6 ones in 2017.1 on both mac and windows.
a) After backup, remove the Library folder
b) Open the Project again....and again. Sometime, this works the second or the third time or more
i will try... no still crashes when importing scripts.
Is TextMesh Pro in Unity 2017? If so, how do you enable it?
It is not.
Task parallel library is really interesting. I was wondering if it's takes advantage of all processor core even on mobile platforms ? I was using tpl in earlier version of unity only on Windows using a DLL from Microsoft and I saw some processing improvement and for some huge task 90~95℅ of my CPU was used
at unite 16 they show us a new multi threaded transform component when this feature will be available?
No ETA, preview buid of Unity with it in sounds likely at some point.
I got this info from a post on this thread:
it's getting too long :-(
What do you guys think? I just changed my mind a little bit.. actually, these subscriptions aren't too bad. One time buys are pretty senseless with the new Unity-Version system, anyway.
I don't like subscriptions. Not going to have a choice much longer though.
Unity still does one-off purchases? Where?
@CrystalConflux No, they don't unfortunately.
Technically if you subscribe for 24 consecutive months you can keep the version you have as well as the next 3 patches.
Only applies for Unity Pro though.