Does Unity 5.5 is Stable release or not?

Does Unity 5.5 is Stable release or not?. vote yes or no.and comment about your experience

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It’s a little buggy so far but these are from what I can tell, random editor bugs.

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Some minor issues here and there, but it generally seems pretty good. If you need any of the new things it has, go for it. Otherwise waiting for a 5.5.1 or something like that, is not a bad idea either.

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So far the complaints have only been for edge cases. Like this one on preprocessor directive. Or this one on _ZBufferParams.

But by far the overwhelming impression I’ve seen is that its pretty stable.

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Are you telling me they broke the iron rule that you need to wait for at least 5.5.1 for a stable version?
You don’t break a sacred tradition like this Unity, bad bad Unity!

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Found few features I like in the “what’s new” list.

Custom per-particle data, for example, per-light command buffers, etc.

Time to update, I suppose.

i have one big question does this working fine when building with android without any problem with android sdk and java?

Unity might have a habit of breaking a few things when they upgrade. But they have yet to break an entire platform. I think you are good to go.

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Can’t wait to download it and check it out, my internet connection is crapping out :frowning:

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I’ve upgraded, but there’s one thread that might be troubling for some people:

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After 1 day of testing I am going back to 5.4.
Guess the rule still do apply. Nothing major but many little bugs which are annoying and hurt my productivity.
Things like profiler always throwing errors(which is marked as fixed btw), problems editing animation curves, impossible to disable animated shaders when not playing, some random freeze, changes in API behaviour(oh Unity how much you love doing it?), etc.

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so u saying animation systems throwing some errors?

A passive NavMeshAgent is expected to have no path. But this one has 2 polygons errors here :stuck_out_tongue:

Nothing so blocking,all minor things.
When you edit an AnimationCurve( https://docs.unity3d.com/ScriptReference/AnimationCurve.html) and try to change the time of a key the curve disappear, leaving only 1 keyframe. It’s an editor only issue.
Everything I tested, playback related, worked more or less fine, but there are many annoying little things in the editor, and that was only 1 day of testing.
Since I don’t need 99% of the new features, I’ll wait. The only thing that interest me are the new particle improvements and the trail renderer, but I am in no hurry to get them.

Wait till unity 5.6 is released to get 5.5

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We’ve been getting that one since 5.4.2f2. I was hoping that 5.5 would fix it, but… :frowning:

It’s not exactly the most descriptive message I’ve seen.

This is really a little bit rushed, but Unity’s aware of that I think, so weekly patches.

It may be just me. But I find the Android Builds suck now…

It will build once, then for like the next 10 times I run a build it doesn’t recognize my device. Try unplugging device, try switching to all the difference USB choices (MTP, Charging only, camera, etc). And sometimes one of them work.

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“Does Unity 5.5 is Stable release or not?”

Hmm I have come across one addon that is completely broken and doesn’t even have compile errors, a nasty one I encountered just before 5.50f3. It was the copy component clipboard plugin that would crash Unity if you try removing a Missing Script from component… There is also a bunch of other errors I’ve seen leading upto 0f3 some can be fixed/ignored by removing the Library folder and letting it do its thing again, and others just aren’t going away until new patches come out as they just slip by unresolved.

Anyway compared to previous releases in the 5.x , 5.5 is better to me… I pretty much just move my project along with the beta releases now (not all of them, I skip some of them whenever) its a little easier to stay upto date on new things added and making changes to project in small increments (updating /throwing out outdated assets (that should be native UNITY!) etc) with any api changes that they do… not to say its the best way, certainly lots of bugs and project hold ups to be encountered.

If I was upgrading a project from an earlier version though I’d rather have dealt with all the changes over a longer time period in increments ie over a beta phase though. In some ways better than have a project completely broken with so many things to look at resolving jumping from minor/major releases… And when looking at and doing it that way you will already know that 5.50f3 still has some annoying little bugs that won’t get looked at or fixed until 5.6 (rarely do bigger required fixes and issues get completely backported to the older version that quickly, so its a no brainer for me, you have to stay on bleeding edge, and if you’re indie why not, you’re not exactly making game progress as fast as a studio with multiple people, where staying locked into a version makes more sense than trying to get keep everyone jumping around with unity beta releases it would have more of negative effect to productivity)

And that’s why I now want to see the announcement for 5.6 beta, because 5.5 is old now :slight_smile: