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Unity 5.0 Release Candidate 2 is available

Discussion in 'Unity 5 Pre-order Beta' started by Alex-Lian, Feb 16, 2015.

  1. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    GI Bake speed has definitely improved, but still taking a long time for about a 10th of my largish but simplistic level. Whole editor locks up until it dumps memory, ie in task manager it builds up and up until it maxes out then drops, thats when I get about 8 seconds to untick continous baking before it locks up again for another 15 to 20 mins. This is on low res too for baked (10).. But compared to RC1 Im pretty happy! Im going on holiday for a week soon so I will see what I can bake in that time.
     
  2. SinisterMephisto

    SinisterMephisto

    Joined:
    Feb 18, 2011
    Posts:
    179
    Please Unity give use penetration depth in Collision class
    The algorithm for calculating this requires 1-2 raycasts if we do it ourselves
    Its much cheaper for you to fetch it directly from physx

    This feature is a standard in every single physics engine.
    It is a ridiculous performance bottle-neck for me

    It seems prior to Unity 4 there were many more features planned for the Collision class
    All of them would have been greatly appreciated
    impactForceSum (absolutely not the same as relativeVelocity) and frictionForceSum (always 0) especially.
    Those fake results weren't funny at all

    Code (CSharp):
    1.  
    2. //Unity 3-4
    3. using System;
    4. using System.Collections;
    5. using System.Runtime.InteropServices;
    6. namespace UnityEngine
    7. {
    8.     [StructLayout(LayoutKind.Sequential)]
    9.     public class Collision
    10.     {
    11.         internal Vector3 m_RelativeVelocity;
    12.         internal Rigidbody m_Rigidbody;
    13.         internal Collider m_Collider;
    14.         internal ContactPoint[] m_Contacts;
    15.         public Vector3 relativeVelocity
    16.         {
    17.             get
    18.             {
    19.                 return this.m_RelativeVelocity;
    20.             }
    21.         }
    22.         public Rigidbody rigidbody
    23.         {
    24.             get
    25.             {
    26.                 return this.m_Rigidbody;
    27.             }
    28.         }
    29.         public Collider collider
    30.         {
    31.             get
    32.             {
    33.                 return this.m_Collider;
    34.             }
    35.         }
    36.         public Transform transform
    37.         {
    38.             get
    39.             {
    40.                 return (!(this.rigidbody != null)) ? this.collider.transform : this.rigidbody.transform;
    41.             }
    42.         }
    43.         public GameObject gameObject
    44.         {
    45.             get
    46.             {
    47.                 return (!(this.m_Rigidbody != null)) ? this.m_Collider.gameObject : this.m_Rigidbody.gameObject;
    48.             }
    49.         }
    50.         public ContactPoint[] contacts
    51.         {
    52.             get
    53.             {
    54.                 return this.m_Contacts;
    55.             }
    56.         }
    57.         [Obsolete("use Collision.relativeVelocity instead.")]
    58.         public Vector3 impactForceSum
    59.         {
    60.             get
    61.             {
    62.                 return this.relativeVelocity;
    63.             }
    64.         }
    65.         [Obsolete("will always return zero.")]
    66.         public Vector3 frictionForceSum
    67.         {
    68.             get
    69.             {
    70.                 return Vector3.zero;
    71.             }
    72.         }
    73.         [Obsolete("Please use Collision.rigidbody, Collision.transform or Collision.collider instead")]
    74.         public Component other
    75.         {
    76.             get
    77.             {
    78.                 return (!(this.m_Rigidbody != null)) ? this.m_Collider : this.m_Rigidbody;
    79.             }
    80.         }
    81.         public virtual IEnumerator GetEnumerator()
    82.         {
    83.             return this.contacts.GetEnumerator();
    84.         }
    85.     }
    86. }
    87.  
     
    MrEsquire likes this.
  3. twobob

    twobob

    Joined:
    Jun 28, 2014
    Posts:
    2,058
    If we are listing our woes can we get a garbage-free physics implementation too? Overlap and SphereCast's annoying empty arrays and inability to "hide-away nicely" from GC are killing really great projects. :( and annoying really great devs
    Or provide an insightful alternative. Much obliged for all us toiling under this limitation.

    Ooh I do feel better, "Steps off the soapbox". Reaches for silvered sheet and energy-bar.

    (maybe if I lay on stairs for a while? always worked in the dark ages), I did consider linking every single word in this post to a different previous request for this fix.
    but meh. you know people want it.
     
  4. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    Well I finally got a Lightmap to finish a single 1 x 1 Area light, but something isn't right with it.

    On a new scene, just a plane added, it works like a charm, but on my map, once it finally bakes just a single light, it just goes black and can't see anything.
     
  5. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Thanks!
     
    N1warhead likes this.
  6. DaveHoskins

    DaveHoskins

    Joined:
    Sep 9, 2013
    Posts:
    190
    There appears to be large changes still being made, especially throughout the last betas. What is your definition of Beta? To the rest of us it means, 'Feature complete.' Unity appears to be still in alpha, and we're all alpha testers.
     
    Tomza likes this.
  7. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    3,037
    They're neither alphas nor betas - they're release candidates! It's right there in the name! It must be truth! Worship the release candidate!

    (Why the hell and how the hell did they break such an important thing as the asset store?)
     
  8. DaveHoskins

    DaveHoskins

    Joined:
    Sep 9, 2013
    Posts:
    190
    Oh yes of course, it's all polished and nearly ready to go, with just a few teenie-weenie little changes left - like huge sections of code! ; p
     
  9. Devil_Inside

    Devil_Inside

    Joined:
    Nov 19, 2012
    Posts:
    1,119
    How does this affect you?
     
  10. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Hi @N1warhead! I wasn't able to start a private conversation so here goes... I tried baking your scene and it finished in a reasonable about of time. The resolution seems correctly setup so there is no reason to use the high-res default preset.
    Also, AO distance of 149.95 seems way too high, 5 is more reasonable as it is a local effect.
    As for the reflection probes, the documentation will be ready soon.

    Best Regards,
    Kasper
     
  11. CineTek

    CineTek

    Joined:
    Jul 12, 2013
    Posts:
    98
    I have experienced a pretty strange bug in RC2 where the shaders are ignoring my #if statements. The alternative is that Unity does not recognise the platforms correctly anymore. If I place for example this statement in my shader:
    Code (CSharp):
    1. #if UNITY_STANDALONE_WIN
    2.         screenPos.y = 1-(screenPos.y + 1) * 0.5;
    3.    
    4.     #elif UNITY_STANDALONE_OSX
    5.         screenPos.y = (screenPos.y + 1) * 0.5;
    6.    
    7.     #else
    8.         screenPos.y = (screenPos.y + 1) * 0.5;
    9.        
    10.     #endif
    then only the #else code gets executed no matter what platform I am on... which is really weird. I have filled in a bug report.
     
  12. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,788
    Not sure if this a bug or intended behaviour. If a game object renderers are set to use LightProbe when there's "no lightprobe" object existed/baked in the scene, the renderers are not affected by any direct/realtime light anymore.
    Edit: it only happen with GI mode as Mixed on the light, it happened with trees also
    :/

    Lightprobe.png
     
    Last edited: Feb 19, 2015
  13. Marc-Saubion

    Marc-Saubion

    Joined:
    Jul 6, 2011
    Posts:
    655
    I don't think it is intended but, as you already guessed, you aren't supposed to work without lightprobes, so I'm not sure there is a point fixing it.
     
  14. Alf203

    Alf203

    Joined:
    Dec 7, 2012
    Posts:
    461
    +1

    While they're at it they should expose the energy of the rigidbodies.... Yes we have to calculate that ourselves ! It seems half implemented... Its great that the new physics have better performance but then you lose a lot of performance by having to recalculate what Unity could already give you...
     
    SinisterMephisto and twobob like this.
  15. BBRome

    BBRome

    Joined:
    Jul 3, 2012
    Posts:
    373
    can't build... MAC OS 10.10.2 XCode 6.1.1
     

    Attached Files:

  16. Project-Mysh

    Project-Mysh

    Joined:
    Nov 3, 2013
    Posts:
    223
    Hi there,

    I already started a thread about this, but seems is better to post it here.

    Anyone noticed the new stuttering problems with Occlusion Culling in RC2?

    Screenshot of the profiler:



    All the CPU spikes you see in the profiler are from the same job (Culling). This can be recreated from any scene that have Occlusion Culling Baked. You can test it with the new Viking Village that unity released.

    Is this a known bug?
     
    MrEsquire likes this.
  17. SinisterMephisto

    SinisterMephisto

    Joined:
    Feb 18, 2011
    Posts:
    179
    I have read the release notes of every beta and now I am just beyond depressed.
    Might have to port bullet physics or just throw away the idea
     
  18. katoun

    katoun

    Joined:
    Dec 26, 2012
    Posts:
    91
    I have seen those stuttering for a long betas ago.
     
  19. Project-Mysh

    Project-Mysh

    Joined:
    Nov 3, 2013
    Posts:
    223
    So this will need a fix no?
     
  20. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,788
    yeah i understand about that, it's just this is doesn't happened in previous release. if there's no lightprobe data usually it will fallback to ambient light probe. i'm just curious why realtime light gone.
     
  21. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    Sorry I didn't get back to you yesterday, I was having a bad day and wasn't online.

    But, hmmm strange, I'm trying it with a 5 now as you mentioned..
    I don't understand why it's taking awhile for mine to finished. I tried changing it to 5 as you had mentioned.
    It just doesn't like 12/15 | 1 jobs.
    It just doesn't like that 12 for some reason, everything else just blazes on through within reasonable time. But once 12 is reached it's like it freezes for 30 minutes then after it changes to 13, it just blazes on through and finishes.

    I've been sitting here for 15 minutes stuck on this 12/15... What exactly happens at 12/15? It says Bake Indirect.
    Which I assume means Indirect Light (e.g. - non-sun light).

    But I just don't get why '12/15" is where it's slow at,

    0 - 11 = decent time don't take long.
    12 = frozen like state for 30 minutes,
    13 - 15 = decent time don't take long almost instantaneous.

    When it finishes baking the light, it don't do anything, if I turn the light off, it goes dark, unless this baking is different than last Unity where it bakes into a texture?
     
  22. Reanimate_L

    Reanimate_L

    Joined:
    Oct 10, 2009
    Posts:
    2,788
    Found another bug in RC2.
    Enabling Animator gizmo in Game view really slowing down the performance "a lot"
     
  23. Alabatross

    Alabatross

    Joined:
    Dec 15, 2012
    Posts:
    223
    Out of no where all of my shaders (AO, cubemap IBL) even the shadows are breaking in my builds but not in the editor

    I only have two shader errors in the output_log that have been there for a while and never caused any problems:
    Shader 'Legacy Shaders/Bumped Specular': fallback shader 'Legacy Shaders/Specular' not found
    Shader 'Legacy Shaders/Bumped Specular': fallback shader 'Legacy Shaders/Specular' not found

    otherwise everything else says harmless
     
    Last edited: Feb 20, 2015
  24. Revontuli

    Revontuli

    Joined:
    May 12, 2011
    Posts:
    29
    I just updated from RC1 to RC2. After updating from RC1 to RC2 the terrain seems to not find the splat information, returning the "material not found" magenta color. I'm getting no errors or messages hinting as to why this is.

    The project started in Unity 4, and I'm still working on upgrading code, materials and shaders necessary for Unity 5, but this error occurred directly after updating RC1->RC2. I'm wondering if anyone has had similar issues, or if it's coincidental.

    Screenshot in the editor below:



    The terrain seems to know what textures to use, and there aren't any obvious ommissions or missing textures in the Editor as far as I can find (although I'm not using normal maps, and the settings for the tree materials are still all off since the upgrade from 4).
     

    Attached Files:

  25. Foxxis

    Foxxis

    Joined:
    Jun 27, 2006
    Posts:
    1,108
    Wow. Was preparing to migrate our project to U5 soonish. Seems much too soon now considering the RC thread reads like a beta thread.... :-/
     
  26. screenname_taken

    screenname_taken

    Joined:
    Apr 8, 2013
    Posts:
    663
    Yeah. I run into a problem that a unit 4 project wouldn crash 5, unless you first started something else and then open that project, after 5 was on. It's being worked though.
     
  27. Jonny-Roy

    Jonny-Roy

    Joined:
    May 29, 2013
    Posts:
    666
    People seriously do not know what a Release Candidate is.
     
  28. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    1,366
    Hi! The Bake Indirect stage is slow because you have enabled Final Gather with 1024 rays. That means that we will do raytracing with 1024 rays for each texel in the lightmap and that of course takes time on top of the ordinary bounce lighting calculations. You should disable Final Gather completely when you are iterating on your level and only use if when generating final builds where you need super high quality lighting.
     
    the_motionblur likes this.
  29. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,884
    oh okay, sounds good to me, but I may have found a bug in the baking, I had let the Final Gather thing bake last night and it finished while I was sleeping, and this is what I returned too.
    LightBake.jpg

    As you can see, the Light Intensity I had to do really high, because if I left it at 1, it wouldn't work, the lights range covers more than half the level, so I don't get why it's only showing light like that.
    if I put light intensity to (1) it no longer works anymore.
    Do I need more polygons for Enlighten baking?
     
  30. SirIntruder

    SirIntruder

    Joined:
    Aug 16, 2013
    Posts:
    49
    View attachment 127813
    Anyone familiar with this? This is firefox console when trying to load my webGL build. It loops trying to load dependencies. Constant RAM usage, zero cpu.
     

    Attached Files:

  31. Tomza

    Tomza

    Joined:
    Aug 27, 2013
    Posts:
    596
    I read those comments and I am sure we are still on Beta level, not on RC one. Not to complain too much, I can add that the performance of Unity 5.0 was improved much. I use many elements (logic, objectc, etc.) on a few scenes and I noticed a good change.
     
  32. screenname_taken

    screenname_taken

    Joined:
    Apr 8, 2013
    Posts:
    663
    It is true that physics run better now on my mobile project. But i can't get mobile/unlit to show the lightmaps from enlighten and the standard shader makes things run slower.
     
  33. DaveHoskins

    DaveHoskins

    Joined:
    Sep 9, 2013
    Posts:
    190
    Seriously, is this even an alpha candidate yet?
    Perhaps it's the conversion process of old projects that's causing the main issues here? It's scary, what ever it is.
     
  34. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,502
    Very few issues talked about on forums are to do with upgrading older projects. Mostly physics stuff due to the complete change of system between unity 4 and 5.

    Most of the talk of problems are to do with Lightmapping and associated baking times, other light or GI issues, and WebGL issues. The WebGL ones are the most forgivable at this stage as for 5.0 its only really a tech preview of WebGL, to be improved over time.
     
    protopop likes this.
  35. napalm44

    napalm44

    Joined:
    Apr 23, 2010
    Posts:
    14
    I am receiving the below error when trying to build to WebGL with Unity 5 RC2. I have already added System.Security to my link.xml (pasted at the bottom), under mscorlib. I have set build stripping to none, but that seems to get overridden during the build process? Would be nice to be able to fully disable stripping for testing.

    Also, I am building to the full .Net 2.0 target.

    Code (CSharp):
    1.  
    2. Failed running /Applications/Unity5/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper2/UnusedBytecodeStripper2.exe -out "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed" -l none -c link -x "/Applications/Unity5/Unity.app/Contents/Frameworks/Tools/UnusedByteCodeStripper/native_link.xml" -f "/Applications/Unity5/Unity.app/Contents/Frameworks/il2cpp/LinkerDescriptors" -x "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/methods_pointedto_by_uievents.xml" -x "/Users/guybro1522/testgamecomplete/Assets/link.xml" -d "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Assembly-CSharp-firstpass.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Assembly-CSharp.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Assembly-UnityScript.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/UnityEngine.UI.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Ionic.Zip.Reduced.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/CloudServicesClientCSharp.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/CurriculumAppAPI.Implementation.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/CurriculumAppAPI.Interfaces.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/MongoDB.Bson.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Fabric.AudioSpline.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Fabric.Core.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Fabric.LoudnessMeter.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Fabric.ModularSynth.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/JsonFx.Json.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/P31RestKit.dll" -a  "/Users/guybro1522/testgamecomplete/Temp/StagingArea/Data/Managed/Fabric.ModularSynth 1.dll"
    3.  
    4.  
    5.  
    6. stdout:
    7.  
    8. Fatal error in Mono CIL Linker
    9.  
    10. Mono.Cecil.ResolutionException: Failed to resolve System.Void System.Security.SecurityRulesAttribute::.ctor(System.Security.SecurityRuleSet)
    11.  
    12.   at Mono.Linker.Steps.MarkStep.MarkMethod (Mono.Cecil.MethodReference reference) [0x00000] in <filename unknown>:0
    13.  
    14.   at Mono.Linker.Steps.MarkStep.MarkCustomAttribute (Mono.Cecil.CustomAttribute ca) [0x00000] in <filename unknown>:0
    15.  
    16.   at Mono.Linker.Steps.MarkStep.MarkCustomAttributes (ICustomAttributeProvider provider) [0x00000] in <filename unknown>:0
    17.  
    18.   at Mono.Linker.Steps.MarkStep.MarkAssembly (Mono.Cecil.AssemblyDefinition assembly) [0x00000] in <filename unknown>:0
    19.  
    20.   at Mono.Linker.Steps.MarkStep.InitializeAssembly (Mono.Cecil.AssemblyDefinition assembly) [0x00000] in <filename unknown>:0
    21.  
    22.   at Mono.Linker.Steps.MarkStep.Initialize () [0x00000] in <filename unknown>:0
    23.  
    24.   at Mono.Linker.Steps.MarkStep.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
    25.  
    26.   at Mono.Linker.Pipeline.Process (Mono.Linker.LinkContext context) [0x00000] in <filename unknown>:0
    27.  
    28.   at Mono.Linker.Driver.Run () [0x00000] in <filename unknown>:0
    29.  
    30.   at Mono.Linker.Driver.RunDriver (Mono.Linker.Driver driver) [0x00000] in <filename unknown>:0
    31.  
    32. stderr:
    33.  
    34.  
    35.  
    36. UnityEngine.Debug:LogError(Object)
    37.  
    38. UnityEditorInternal.Runner:RunManagedProgram(String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:66)
    39.  
    40. UnityEditorInternal.AssemblyStripper:RunAssemblyLinker(IEnumerable`1, String&, String&, String, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:192)
    41.  
    42. UnityEditorInternal.AssemblyStripper:StripAssembliesTo(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:185)
    43.  
    44. UnityEditorInternal.AssemblyStripper:Strip(String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:136)
    45.  
    46. UnityEditorInternal.AssemblyStripper:Strip(String[], String[], String, String, String&, String&, String, String, IEnumerable`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:121)
    47.  
    48. UnityEditorInternal.IL2CPPBuilder:RunAssemblyStripper(IEnumerable, String, String[], String[], String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:431)
    49.  
    50. UnityEditorInternal.IL2CPPBuilder:StripAssemblies(String[], String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:419)
    51.  
    52. UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:273)
    53.  
    54. UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
    55.  
    56. UnityEditor.HostView:OnGUI()
    57.  
    Code (CSharp):
    1. <linker>
    2.        <assembly fullname="System.Web.Services">
    3.                <type fullname="System.Web.Services.Protocols.SoapTypeStubInfo" preserve="all"/>
    4.                <type fullname="System.Web.Services.Configuration.WebServicesConfigurationSectionHandler" preserve="all"/>
    5.        </assembly>
    6.  
    7.        <assembly fullname="System">
    8.                <type fullname="System.*" preserve="all"/>
    9.                <type fullname="System" preserve="all"/>
    10.                <namespace fullname="System.*" preserve="all" />
    11.  
    12.             <type fullname="System.Configuration" preserve="all"/>
    13.             <namespace fullname="System.Configuration.*" preserve="all"/>
    14.             <namespace fullname="System.Configuration" preserve="all"/>
    15.             <type fullname="System.Configuration.ConfigurationException" preserve="all"/>
    16.        </assembly>
    17.        <assembly fullname="mscorlib">
    18.                <type fullname="System" preserve="all"/>
    19.                <type fullname="System.Void" preserve="all"/>
    20.                <type fullname="System.Security.SecurityRuleSet" preserve="all" />
    21.                <type fullname="System.*" preserve="all"/>
    22.                <namespace fullname="System.Security" preserve="all"/>
    23.             <namespace fullname="System.*" preserve="all"/>
    24.             <namespace fullname="System.Runtime.*" preserve="all"/>
    25.             <namespace fullname="System.Security.*" preserve="all"/>
    26.             <namespace fullname="System.Security.Policy.*" preserve="all"/>
    27.             <namespace fullname="System.Security.Cryptography.*" preserve="all"/>
    28.             <type fullname="System.Configuration" preserve="all"/>
    29.             <namespace fullname="System.Configuration.*" preserve="all"/>
    30.             <namespace fullname="System.Configuration" preserve="all"/>
    31.             <type fullname="System.Configuration.ConfigurationException" preserve="all"/>
    32.             <type fullname="System.Security" preserve="all"/>
    33.             <type fullname="System.Security.Cryptography" preserve="all"/>
    34.             <type fullname="System.Security.SecurityRulesAttribute" preserve="all"/>
    35.        </assembly>
    36.        <assembly fullname="System.Security">
    37.              <type fullname="System.Security" preserve="all"/>
    38.              <type fullname="System.Security.Cryptography" preserve="all"/>
    39.        </assembly>
    40.  
    41.        <assembly fullname="Fabric.Core">
    42.                <type fullname="Fabric.Core.HighPassFilter" preserve="all"/>
    43.        </assembly>
    44. </linker>
     
  36. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    3,037
    The WebGL stuff is definitely not RC material :)

    I'd say it's a bonus alpha product tossed in with all the other features. The rest isn't RC quality either, but more beta. At least they've finished adding features, right?
     
  37. devx

    devx

    Joined:
    Jul 2, 2009
    Posts:
    17
    Hi everyone, I am trying to bake one of my scenes in Unity 5, but no matter what settings I use it always looks garbled like this. I have tried with several of the earlier betas and now with RC2. I don't see any errors in my console output during the bake. Any ideas?
    garbled.png
     
  38. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    In cases like this - always, always file a bug with repro project!
     
  39. Aras

    Aras

    Unity Technologies

    Joined:
    Nov 7, 2005
    Posts:
    4,770
    Are you on Mac with an Intel GPU by chance? We found an issue with directional lightmaps there (should be fixed in RC3 very soon). Non-directional lightmaps should work fine.
     
  40. devx

    devx

    Joined:
    Jul 2, 2009
    Posts:
    17
    Ah-ha, yes I am on a Mac Mini 2012 with an Intel GPU. However, I was building non-directional lightmaps and still see the issue. I'll wait for RC3 and see if that resolves it. Thanks for the info.
     
  41. napalm44

    napalm44

    Joined:
    Apr 23, 2010
    Posts:
    14
    I submitted my bug with example project (674118). Please let me know if you have any advice in the meantime, as I would love to see Web GL working. Is there anyway to force stripping off for webgl, at least for testing purposes?
     
  42. Jaimi

    Jaimi

    Joined:
    Jan 10, 2009
    Posts:
    6,208
    Have you tried manually selecting the material in the terrain settings? There's a drop down now for different materials now.
     
  43. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,712
    RC3 tomorrow maybe :)
     
  44. Tomza

    Tomza

    Joined:
    Aug 27, 2013
    Posts:
    596
    And some day you will write "RC20 tomorrow maybe" :). And all users will be waiting with hope hat this time they will get a stable software and... nothing!
     
  45. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,502
    Speak for yourself, its very stable for me.

    Some features have some issues, but it would be a great mistake to speak of 'all users', no matter how many threads about lightmapping etc issues are created.
     
  46. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    3,037
    I haven't had crashes in ages either. Funky behaviour from certain parts, sure, and WebGL being completely useless for my 2D projects, definitely :)
     
    shkar-noori likes this.
  47. Tomza

    Tomza

    Joined:
    Aug 27, 2013
    Posts:
    596
    You don't see I'm joking :). It's stable for me too. But many, not 'all', people have serious problems and I believe them. It's a long way to the stable release.
     
  48. Marc-Saubion

    Marc-Saubion

    Joined:
    Jul 6, 2011
    Posts:
    655
    [QUOTEspeaklbows, post: 1975199, member: 12845"]Speak for yourself, its very stable for me.

    Some features have some issues, but it would be a great mistake to speak of 'all users', no matter how many threads about lightmapping etc issues are created.[/QUOTE]
    Don't speak so fast. I didn't have big issues two days ago.
     
  49. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    2,502
    I'm not complacent and I have some issues too, but they are nothing to do with stability. And they don't make me think that Unity 5 is a million miles away from being stable enough to release.

    I've no doubt it will launch with some features in a state that displeases some, for example we already know of a number of areas where improvements are planned for later in the 5.x cycle, and some of those updates won't come fast enough for some people, depending on their requirements.

    Nor would I fall over in total shock if certain lightmapping or GI issues continued to cause much wailing and gnashing of teeth after 5.0 makes its final initial release. I'm not asking anybody inflicted by such problems to suffer in silence. But I do question the perceptions about software that can build up on a forum where posts about things going badly are always going to get made, whilst things working well may usually be left unsaid.
     
  50. shkar-noori

    shkar-noori

    Joined:
    Jun 10, 2013
    Posts:
    833
    I highly doubt we even see RC6, it will be released in RC4 or RC5 IMO.