Well I updated to Unity 6 beta. In typical Unity fashion, nothing works anymore. Assets from the asset store are displaying confusing errors, several strange UI changes, builds are taking longer. There was a little bit of a performance improvement running the editor on an older computer but I could have been imagining it. I think we’re still waiting for a more stable editor. No incredible new features. If you’re gonna try it out, do it with an empty project and don’t expect anything to work right.
What’s the point you are trying to make? Quit if you don’t like it…
People like you aren’t very helpful. You should probably quit hounding these forums for people to lash out at.
Well, that is the point : this is a beta for a breaking changes version. You should not expect assets from asset store to work with it. The UI changes are there because this is a beta for a new version, and you are welcome to post about why they are confusing, so they don’t get in this state into the main release. This is the point of a beta : making deep changes that might get the editor experience worse and get the right feedback in time before the release.
Obviously it’s a beta but obviously it’s not that much better. My 3D models are still turning up pink, I would love it if they stopped doing that. We could really use an improved rendering system and less reliance on third party paid assets for simple core functionality features in our game engine. I’m tired of every step of the design process being trapped behind a paywall. Really more needs to be provided out of the box and we need less annoyances in the design process.
Seriously, the Unity 6 Beta update BROKE the GLTF Utility importer. None of my .GLB files are importing right. Also, the fact that you can’t even preview a 3D model right is sad to me. Preview the model how it’s supposed to look NOT with some random color over it.
If you use the beta in production, then just don’t. If you’re just playing around, then take it easier. Beta isn’t supposed to be perfect. Submit a bug report as they asked you to do or just stop using it. If it stays this way for release, we will whine about it together.
Seeing how screwed up the project becomes is half the fun of a beta.
If they change SRP that it breaks the sahders and modles, pretty much it will be teh same when it releases as LTS :P. Downloading beta gives u a heads up what u will have to fix when u decide to upgrade to U6
this is exactly what is happening here XD
omg -.-" this thread should be closed
Have you considered Scratch instead?
One of the ideas of alpha/beta cycles is to allow testing before release to ensure it works with your project. Depending on the complexity of the project, there is a high likelihood that something may be broken.
In such cases, you should submit a bug report to allow Unity to address those issues.
The assumption that alpha/beta versions can be used for production is flawed. Imagine sending an alpha version of your game to testers - do you expect them to have a seamless experience without missing features, glitches and crashes? Most likely not, and you probably mention that somewhere in your alpha/beta terms.
Do you expect those testers to provide feedback in a constructive manner? Most likely yes because otherwise, it’s a waste of time for both parties.
There is obviously a spectrum of broken functionality and sometimes it’s questionable why some of these issues slip through Unity’s QA process. But considering how complex all of this is, I’m pretty impressed that Unity doesn’t completely cause my project to fall apart with each new release, honestly.
I’m also impressed that this happens to you, because in my experience every release breaks my project because of regressions and performance regressions that I report that are then closed as by design or won’t fix a year later and I’m left scrambling to rearchitect and find workarounds to make things work again.
Why are people still complaining about this basic thing that will always happen when your project is misconfigured??? Pink is the way the Editor tells you your materials do not match the selected Rendering pipeline setup. Chances are there is something you did wrong. There is no paywall involved…
Why are you risking using such outdated I/O format?
Why not use FBX? It’s the industry standard for a reason.
that’s bad, but it never happens to me, in fact some weeks ago i helped a client/friend to update a project from 2019 to 2022 and it was smooth, some minor bugs but in 2 days (like 3 maybe 4 hs a day) it was working good, even the old code was 95% fine with it, same performance too
it’s weird, but i don’t thing is outdated…
They actually think that pink color is a bug exclusively in Unity XD i’ve been seen that pink color way before unity
We need to focus on more important issues than pink balls. Like the fact that Unity 6 still has the perennial problem of DX12 killing performance for a mid-advanced game. DX12 is terrible for a game that was developed and optimized using Unity’s built-in features down to the finest detail and everything is beautiful in Unity sample scenes. And if you want to turn on RTX, I don’t think you should.
I stopped writing about all the shortcomings and bugs for a while. Nothing much changes anyway.
So at the end of the day, yes, we expect much better.
people have been making games with unity for years, and there’s nothing wrong with the features that come with earlier versions. i’d like to know what made you feel it was necessary to upgrade. chances are if the only thing that would make your game run well is rendergraph etc, there’s a bigger issue to deal with first.
i use 2019.4.3f1, and it does all the things you would expect from unity. chances are, i’ll never upgrade as so many of the advised methodologies simply don’t work anymore in new versions.
don’t fix it if it ain’t broke!
What we think is not relevant.
Few care about this format except a few companies that for PR purposes support open source initiatives and the occasional political enthusiast. Still better than .3ds though. I got to give it that.
The ‘format of the day’ is USD although its trend is waning too. Many are wasting their time and resources focusing on USD as if it is some kind of panacea but it is yet another silly golden goose chase.
On the other hand, FBX is fully supported and has the best compatibility, it does the job very nicely and is super easy to handle. (Although some non standard software like C4D and Blender offer a mediocre impllementation of FBX… that is not an FBX problem.)
Yeah it is really stupid and annoying to see it mentioned as if it is an engine bug again and again.
Outdated? glTF was introduced in 2015 and FBX around 2005. Which one is the outdated one?