Dear beta users,
In continuation of the previous iteration of this thread, we would like to invite you to tell us about your gut feeling regarding the current state of 2019.1b (b10).
A gut feeling should NOT be based on data or bugs or repro projects, but on how the product feels in your hands.
In addition to the poll at the top, here are questions we’d like your answers to:
Are you using 2019.1 in a real production? If not, did something keep you from doing so?
What feature(s) are you most excited about?
What is/are the most annoying/painful part(s) of 2019.1 today? (Please remember to submit bug reports for the issues you encounter and reference them when you post about them here.)
How did your experience with 2019.1 develop during the alpha/beta phase?
How would you feel if we released 2019.1 in its current state (b10)? What makes you feel this way? Please elaborate.
I would be furious! 2019.1 is absolutely unusable!
I would be disappointed. 2019.1 does not feel ready.
I would have mixed feelings. 2019.1 is good enough to be used, but not great.
I would feel positive about Unity’s quality standards. 2019.1 is in good shape.
Ship it already! 2019.1 is a prime example of excellent software quality.
HDRP version numbers usually correlate to Unity versions. HDRP 5.x is for 2019.1 and 6.x is for 2019.2. They backport quite a lot of new stuff to the 5.x 2019.1 branch, so I dont think your request really fits.
The 2d.animation package compatible with 2019.1 was published yesterday! Check for version 2.1.0-preview.2.
You will also find these 2d packages compatible with 2019.1:
com.unity.2d.animation:2.1.0-preview.2
com.unity.2d.ik:1.1.0-preview.1
com.unity.2d.psdimporter:1.1.0-preview.1
com.unity.2d.spriteshape:2.0.0-preview.4
Well I am using LWRP on 2019.1 beta in production now (personal project but still a commercial one) and its going well on the Oculus Go, so all my qualms are put to rest!
mono-2.0-bdwgc.dll caused an Access Violation (0xc0000005)
in module mono-2.0-bdwgc.dll at 0033:41768aa3.
Does the crash handler uploads the crash info or does Unity only get it if I submit a bugreport?
I still have no useful information I can add to a bugreport unfortunately.
I have voted 2 but to be honest, you should create the vote “-2” because… hum no, i will not arg, i will lose too much time again, just see … WebGL FullScreen broken in 2019.1.0b9
Pretty janky here, crashed without bug reporter a few times - and for other team members, and the only thing we can think of is HDRP 5.10, I think it’s likely it’s a package. We wasn’t able to make it crash without packages.
Also get lots of black squares in the viewport (been like this for a while though but only since 5.10 so that’s probably a thing).
There are too many easily triggered crash conditions (that Unity is aware of) to recommend in its current state. The Shadergraph docking one is a really big problem.
The other big one is using the cogwheel to reset particle systems leading to a crash, which is a bit annoying to put it mildly. There are workflow adaptations I could make, but having to avoid a common feature in the editor kinda sucks. (1131320)
Other than that, the beta feels… mostly alright? Sometimes I get random crashes that are likely related to the fact my development computer is really low on memory, but I can’t really fault Unity for that unless you send a couple free 16gb DDR4 sticks.
If you try to create a new project using the Particle Pack or Vehicle Tools packages that are in Unity Hub under Learn > Resources, the Unity Package Manager is broken and won’t even compile.