Feedback wanted - Your feeling about 2019.1 in its current state (b10)

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.

Thanks all, your feedback is much appreciated!

3 Likes

I think it’s in good state, I’m just waiting to the 2D Animation package to be compatible with this version to upgrade

Please update HDRP for 2019.1 release to the latest version v6 or v7 when will be released.

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

1 Like

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!

Got a crash with beta 10:

0x00007FF7116436DC (Unity) Transfer_UnityEngineObject<StreamedBinaryWrite,0>
0x00007FF70F054C97 (Unity) ExecuteSerializationCommands<GenerateTypeTreeTransfer>
0x00007FF711641EDF (Unity) Transfer_ManagedObject<StreamedBinaryWrite,0>
0x00007FF70FD4ACE7 (Unity) ExecuteSerializationCommands<RemapPPtrTransfer>
0x00007FF70FD5512B (Unity) TransferScriptingObject<StreamedBinaryWrite>
0x00007FF70FD6387F (Unity) SerializableManagedRefBackupGenerator::ExtractBackupFromInstance
0x00007FF7115BE39C (Unity) MonoBehaviour::BackupAndDeflateManagedReferences
0x00007FF71165D1DE (Unity) SerializableManagedRefsUtilities::BackupAndDeflateAll
0x00007FF7115BE848 (Unity) MonoManager::BeginReloadAssembly
0x00007FF7115CF0D9 (Unity) MonoManager::ReloadAssembly
0x00007FF70F8E2066 (Unity) ReloadAllUsedAssemblies
0x00007FF70FE336A6 (Unity) Application::TickTimer
0x00007FF7100F3DB3 (Unity) MainMessageLoop
0x00007FF7100FD7B7 (Unity) WinMain
0x00007FF712A2B30E (Unity) __scrt_common_main_seh
0x00007FF8832A81F4 (KERNEL32) BaseThreadInitThunk
0x00007FF88387A251 (ntdll) RtlUserThreadStart

I have no repro so I haven’t submitted a bug report

Yep, it’s working, the only thing to take in mind is that you need to add the script “SpriteSkinEntity” to the object with the SpriteSkin script

Edit: Also it’s required to reimport the sprites used

Thanks :slight_smile:

1 Like

Crash again, different location

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).

The crash info is uploaded automatically by the crash handler if you choose not to send a bug report manually.

Thank you very much for the report!

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.

2 Likes

Besides the shadergraph one (https://issuetracker.unity3d.com/product/unity/issues/guid/1141790/), what are the others that reproduce consistently for you?

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.

1 Like

Thanks for the reply! The fix for this crash will be in the next iterations of 2018.3, 2019.1 and 2019.2.

The shadergraph crash is still being investigated.

I’m using it for production and havent had any issues yet!

It’s the first 2019 beta that’s been more stable for me then 2018.3. Although I’m not using SRP.

used since alpha version the only crash i have experienced was due to my own code. And it’s more stable than 2018.3 in my case

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.