I’m usually a late updater… I like to wait until things are nice and stable before updating, but I know 3.5 has been in beta for awhile. So I’m wondering what the stability is like at the moment? Any major issues or is it safe/worth it to update atm?
Having never used anything BUT 3.5, I’d like to assume that 3.5 was just buggy and not ready for primetime (see my separate post about weird errors and lost work) but having not used earlier versions I can’t be sure that Unity isn’t just like that
3.5 is no longer in beta; it’s released. Personally I have no issues with stability in the latest versions (using OS X 10.6.8.)
–Eric
Unity 3.5 is not stable at all (out of memory crashes - win 7). We are sticking with 3.4.
No issues, Mac OS-X 10.7.3.
No issues, in fact, one of the errors I used to get seems to have gone away completely. Win 7 64bit.
You are making assumptions based on your personal experience so don’t generalize it please. If you have a problem however make a bug report.
If unity is crashing out of memory, it means, there are memory leaks. Even turning meta files on is now causing out of memory crash (and destruction of project, each new start causes out of memory crash). This is now going far beyond frustration.
We have big project with thousands of objects and 25GB of assets (this is something, what majority of people here does not have) so I am not surprised that they have no problems. But it does not mean, that there are no problems. We of course filled bug report.
So far, the only issues I am getting with Unity is my scenes don’t load right away… but other than that, no issues
Meltdown, Demostenes and I all have big projects and are experiencing the impossibility to use 3.5.
Yes, he did generalize., but personally I’ve been using unity and upgrading it since before unity 2.5, and it is the toughest upgrade so far.
For one, we never encountered a situation where unity upgrade would make our game unplayable. Is there some bad coding or misuse of unity in our part? quite possibly (and maybe not at all in the specific issue we are having)! But there is no chance in the world there wouldn’t be as such in big projects (and probably in small ones too). And an upgrade still need to handle misuse the same way (or give you a hint if you do) as before an upgrade - if it is a misuse (I’m just giving Unity the benefit of the doubt as I am sure they are giving me).
I still love unity and what’s it doing. But this version seems a bit premature and I am sure there is a lesson to be learned for unity and unity users. It’s not like I’d stop using unity. I am sure these issues will be addressed soon and I am sure Unity is learning how to better handle these situations for future updates (For instance - during Friday I got a really great support addressing the missing GUILayout scrollview issue some people and I had and they already solved that!).
I am having trouble with upgrading my project. Drawcalls have tripled. It is still under investigation. Bug report is filed. Let`s have a look if the baddie can be catched
according my experience, with a medium-size team based project, it is not stable.
I’m having sound issues. With 3.5 in the editor. Sounds aren’t playing.
I went back to 3.4.2f3 but people running my game with latest web player are missing loads of sounds.
We have project split in two parts. Coding and world building. Word building project is using only TWO scripts, one for layer culling and one for custom LOD system. Rest are only objects in the scene(s). No custom shaders, etc… So chance for “misuse” is almost zero. 3.4 was quite OK (crashed “only” once a day), 3.5 is totally unusable.
There is obviously no QA done on big projects, because I am able to find bugs just by opening scene, or pressing play. Turning on meta files support (asset server is hopeless, we gave up) crashes unity too and destroys project (!!!).
If there was testing done on big project, this would never happen.
May I ask what your project is about and why it is a 25GB project? I have worked on very big projects many times and your project size seems way out of the normal. What exactly is it that you’re creating?
You know 3000 meshes + textures, it takes some space…And it will be even more. If you are making game in at least average visual quality like we do, it surprisingly takes a space:
It all very much depends on how optimized you work. I don’t see anything in your screenshots that justifies a 25GB big project. Combining texture and meshes wherever possible is something not everybody does but should. Reducing the meshes vertices count is also often overlooked and can drastically change file size. I have been hired as technical/art director for many projects to assure the team works “optimized”. There are so many things you can do to optimize the living hell out of a project…from art to code to textures and sounds. How many people work with you or is it a single person undertaking?
Have you ever done big game? Do you have idea, how many textures and objects do you need? Average modern game has around 7k objects, without LODs…Now we have cca 4k textures, add normal, height or other maps, keep it in decent resolution, etc…We use VT system, so we use high res textures. 25GB is whole size of projects folder, so lets say that 1/3 is cache (final build with efficient compression on VT is now many GBs under modern games). It will grow far more. And yes, we have team, building such scenes in large scale in sigle person would take ages.
Actually question why you have big project is WRONG. Right question is why is Unity crashing on memory leaks like crazy. Yes, it can be slow (because of lots of objects), but crash means bug. So right focus should be on solving this, not asking why you have big project.
I don’t doubt you know more then a thing or two about optimization and I completely agree with you on that matter, but how can you tell from a screenshot how big a project should be?
You’d have to know how many unique assets they use in order to get an estimation.
So you justify your lack of an optimized workflow by telling us that 25GB project shouldn’t be a big deal. What justifies 4k textures in your project? Have you ever tested if it’s needed? Have you done tests on the target devices and see how it looks with textures at 1k or 2k sizes? Normal maps don’t have to be in the same size as the diffuse, same goes for spec maps if used. You can cheat the eye and optimize your projects size quite a bit. Again, combine meshes if possible and reduce vertices count if possible. Why have a 7-10k tri character if he looks the same at 4-5?
I really have to shake my head at how people just throw tons of stuff at Unity and expect it to just take it like it’s no big deal. As for your question about me having worked on large scale projects. I have.
Optimize your project and save yourself a lot of headaches. Lastly, optimizing the project is something you should really consider not for your own sake but for the sake of the player. Apparently don’t seem to care too much about that aspect by looking at your last reply/attitude.
Thomas P.