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Unity 5.0 Beta 14 available

Discussion in 'Unity 5 Pre-order Beta' started by Alex-Lian, Nov 24, 2014.

  1. Alex-Lian

    Alex-Lian

    Guest

    Unity 5.0 beta 14 is now available for download: http://unity3d.com/unity/beta/5.0

    Please report bugs as usual: http://unity3d.com/BugReportingFAQ

    Note: UI has been caught up to latest 4.6 version

    EDIT (For those needing alternate download choices vs. the download assistant which is a work in progress):
    Here are the links to individual component installers for Unity 5.0.0b14. And to make clear, the plan has always been to provide links to the separate installers, as e.g. automated silent deployment of Unity will have to use the installers themselves, and not the download assistant.

    Windows:

    32-bit Editor
    64-bit Editor
    Web Player
    Sample Assets
    Example Project

    OS X:

    Editor (64-bit only)
    Web Player
    Sample Assets
    Example Project
     
    Last edited by a moderator: Nov 24, 2014
    chrismarch, p87, MrEsquire and 3 others like this.
  2. shkar-noori

    shkar-noori

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    finally, great update guys, the UI, the reflection probes, the download assistant all at once :D
     
    Whippets likes this.
  3. WendelinReich

    WendelinReich

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    cool that this comes with sample assets and projects now - but these are just the old/current ones, right? so far i didnt find content that demos 5.0 specific features...

    such a demo wouldnt have to be ambitious, just one scene showing off some simple PBR materials, some StateMachineBehaviors, etc., just like the basic sample project in unreal engine 4
     
  4. kurylo3d

    kurylo3d

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    Awesome.
     
  5. MrEsquire

    MrEsquire

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    Edit: New Download Installation method?
     
  6. mikelortega

    mikelortega

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    In this version I cannot find Edit -> Scene Render Settings
    Where are RenderSettings?
    Thanks.

    Edit:
    Found! Scene Render Settings now are under Window -> Lighting -> Scene
     
    Last edited: Nov 24, 2014
  7. BuildABurgerBurg

    BuildABurgerBurg

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  8. shkar-noori

    shkar-noori

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    EditorUpdate = true ??
     
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  9. Devil_Inside

    Devil_Inside

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    From the release notes:
    P.S. Reading release-notes should be mandatory...
     
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  10. Devil_Inside

    Devil_Inside

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    Help->Scripting Reference from within Unity 5 Editor
     
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  11. MrEsquire

    MrEsquire

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    Please next time it be better to start a seperate thread discussion.
     
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  12. LSpring

    LSpring

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    The new downloader forces an install of the 64bit editor on my machine, rendering one of our custom 32bit plugins useless in the editor during testing.

    Is there somewhere that I can download or otherwise access a 32bit version of beta 14?
     
  13. Alex-Lian

    Alex-Lian

    Guest

    Yup. Work in-progress.
     
  14. Devil_Inside

    Devil_Inside

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    For some reason it took me almost an hour to download through the download assistant, while usually it's a matter of minutes. I hope it's just due to temporary heavy load.
     
  15. Alex-Lian

    Alex-Lian

    Guest

    Updated initial post with individual installer target links.
     
    chrismarch and LSpring like this.
  16. LSpring

    LSpring

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    Thank you so much for the rapid response. As usual, you guys rock.
     
  17. LSpring

    LSpring

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    Uh oh. I spoke too soon:

    Not Found
    The requested URL /bootstrapper/beea3a590379/Windows32EditorInstaller/UnitySetup32.exe was not found on this server.
     
  18. alexzzzz

    alexzzzz

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    I'm wondering why the word "здравствуйте" (formal greeting in Russian) is written in Latin instead of Cyrillic? No Cyrillic font?

    Untitled-1.jpg
     
  19. Alex-Lian

    Alex-Lian

    Guest

    I pasted the wrong url bases. Fixed now.
     
    LSpring likes this.
  20. LSpring

    LSpring

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    Much better. Thanks again.
     
  21. melkior

    melkior

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    I can't check these forums every day so forgive me if I've missed some information but I found some lack of documentation and or lack of integration of documentation

    - the 5.0 beta 14 docs do not have ANY of the UI documents (included or online)
    - the 4.6 beta docs (here ) do not mention changes to the input field where the UI changed the inputfield to have a textcomponent needed to access the text property where previously it was accessed by the .value
     
  22. Roni92

    Roni92

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    Would be nice to know what is this mysterious example project because its not that small file.
     
  23. willgoldstone

    willgoldstone

    Unity Technologies

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    Hey! that's my oversight, will fix for future beta, sorry about that!
     
  24. Tomza

    Tomza

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    I downloaded the newest Beta version. I still have the compilation errors!
     
  25. Dantus

    Dantus

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    Were you able to isolate the issue?
     
  26. Tomza

    Tomza

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    I don't understand. It's hard to find the issue, because it can appear even in the case that there are no scripts. It's hard to guess where they can appear.

    EDIT: When I rebuild the project to recompile, I have no errors, but as soon as I close Unity and start again, the errors appear again. I'm forced to rebuild project again.
     
    Last edited: Nov 25, 2014
  27. Tomza

    Tomza

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    No custom asset postprocessors. I will send the bug report. I copied the project and removed textures as Unity Team wanted.
     
  28. Tomza

    Tomza

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    Because I wanted to make my project ready for the bug report, I removed textures, fonts, audioClips and materials from my project and... I have no compilation errors!

    I'll try again.
     
  29. alexzzzz

    alexzzzz

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    What is the exact text of those errors?
     
  30. Tomza

    Tomza

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    ApplicationException: Unable to find a suitable compiler
    UnityEditor.Scripting.ScriptCompilers.CreateCompilerInstance (MonoIsland island, Boolean buildingForEditor, BuildTarget targetPlatform, Boolean runUpdater) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilers.cs:99)

    Failed to create compiler instance

    These errors always appear 2 times, so:

    ApplicationException: Unable to find a suitable compiler
    UnityEditor.Scripting.ScriptCompilers.CreateCompilerInstance (MonoIsland island, Boolean buildingForEditor, BuildTarget targetPlatform, Boolean runUpdater) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilers.cs:99)

    Failed to create compiler instance

    ApplicationException: Unable to find a suitable compiler
    UnityEditor.Scripting.ScriptCompilers.CreateCompilerInstance (MonoIsland island, Boolean buildingForEditor, BuildTarget targetPlatform, Boolean runUpdater) (at C:/buildslave/unity/build/Editor/Mono/Scripting/ScriptCompilers.cs:99)

    Failed to create compiler instance
     
  31. Tomza

    Tomza

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    I removed textures from my project - still compilation errors!

    I REMOVED MATERIALS - NO COMPILATION ERRORS!!!

    I tried a few times. As soon as I remove materials from my project (only font materials left - I can't remove them somehow), no compilation errors.

    I'll try again to be sure.
     
    Last edited: Nov 25, 2014
  32. alexzzzz

    alexzzzz

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    It might happen if one of the imported assets is corrupted somehow. Try to "Reimport All". If it's the case, then either total reimport will help, or at least you'll know which asset causes the problem.
     
  33. Tomza

    Tomza

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    Reimport All helps but when I close Unity and start again, I experience the compilation errors. So making Reimport All every time isn't a way out.
     
  34. Tomza

    Tomza

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    Ok, I can confirm that when I remove Materials from my Project, no compilation errors!
     
  35. Tomza

    Tomza

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    I created an empty project and imported all my materials from my previous project. When I closed Unity and started again, I got the compilation errors. So, I can say that I have just isolated problem.

    I have 452 materials. Now, step by step, I'll try to find the source of the compilation errors.
     
  36. Tomza

    Tomza

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    I have sent the bug report to Unity Technologies.

    (Case 650997)


    Maybe, my case will be interesting for Unity Team. I have lost many days thinking what's happening. It will be good if Unity can invent something what can protect users from such irritating errors. Why does a small asset can block up the whole big project? My project is 80 GB. If I tried to check EVERY asset, it would last a year or more (because every time after having removed an asset, I should recompile the whole project and when you have hundred thousands assets you can imagine how much time it takes) :). It's good I found it by chance. I hope when I find the faulty material, the compilation errors will never appear.
     
  37. kryptopath2

    kryptopath2

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    new scene with plane and sphere. import character-assets and get:

    Assets/SampleAssets/Characters/FirstPersonCharacter/Scripts/FirstPersonController.cs(4,25): error CS0234: The type or namespace name `Utility' does not exist in the namespace `UnitySampleAssets'. Are you missing an assembly reference?

    and

    Assets/SampleAssets/Characters/FirstPersonCharacter/Scripts/HeadBob.cs(3,25): error CS0234: The type or namespace name `Utility' does not exist in the namespace `UnitySampleAssets'. Are you missing an assembly reference?

    ??
     
  38. Dantus

    Dantus

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    Of course, that kind of issue is very annoying. But my impression is that you are trying to use Unity 5 in a production environment and you are asking it to be stable. Although it is still a beta version.
     
  39. Tomza

    Tomza

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    I know but my employer wishes me to use Unity 5.0. But my case should be useful for others. There should be a possibility to find quickly the source of troubles in the Project. It's impossible in the log. Only compilation errors and no info where and what.
     
  40. the_motionblur

    the_motionblur

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    Anyone else getting the"LightmapDisplay" box twice in the scene view when editing lightmaps?
     
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  41. shkar-noori

    shkar-noori

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    Yes.
     
  42. alexzzzz

    alexzzzz

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    Import Utility package as well.
     
  43. Waz

    Waz

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    About 10 subdividing tests. No big deal. But yes, Unity needs to do a much better job of saying *where* the error is.
     
  44. kryptopath2

    kryptopath2

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    ah, thx! sounds logical :D
     
  45. schmosef

    schmosef

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    I've got a problem with the download assistant for this release.

    I've got 2TB of free on my install drive but the download assistant is telling me I don't have enough available space.

    I've tried both install locations. Neither work.

    I've included a screenshot.

    Any ideas?

    Unity install problem.png
     
  46. alexzzzz

    alexzzzz

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    There's also a geeky way that may work (or not) - to use Process Monitor to figure out what asset file has just been read before the message to the editor log file is written. I'm not sure this will help, but I'd try if I had such an error.
     
  47. Elecman

    Elecman

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    The Download Assistant displays the amount downloaded in kB. That is a bit 1996.

    I mean, can you tell me instantly how many Mb/Gb this is: 1374374Kb.
    Sorry, time's up.
     
    alexzzzz and shkar-noori like this.
  48. roem

    roem

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    I've noticed some issues with white flecking artifacts when using specular maps in low light environments. I'm not home to download this right now, but does anyone know if that was addressed?

    Also: I have not been able to find any documentation on the "multithreaded job scheduler". I'm very interested in giving this a go, can anyone point me in the right direction?
     
  49. Tomza

    Tomza

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    Exactly! When I read the log, it seems useless in most cases. It should be improved because every log is very important for computer programmers. If any errors appear, it should show which asset makes troubles. It makes life easier for many users. When an asset make troubles, it can be found quickly, reimported or just deleted.

    Do you understand, Unity Team?
     
  50. KRGraphics

    KRGraphics

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    Yep... weird.

    And I am getting a rendering bug in the scene view where i am trying to see a wireframe overlay of my scene, and the whole thing turns black. It goes away as soon as I set the view to isometric. My bug report number is 651399
     
    Last edited: Nov 27, 2014