How Broken is 2.6?

So whats broken in the new release? I use Unity professionally and other partners will probably upgrade. As projects between 2.6 and 2.5.x are not backwards compatible it would be good to know what setbacks we’re in for. Usually new releases of everything are buggy. If you have hit a bug it would be good to list them here if you have the time. Ive seen a couple sporadically posted about the place.

Cheers
AC

I have not really heard of or encountered any big bugs in Unity 2.6 so far. My suggestion is just to make a backup of your project and convert it and see what - if anything - breaks.

Renaming files in the Editor is basically impossible for me (bug 295852):

  • I can not reposition my mouse cursor when trying to edit the name of anything in my Assets folder. That is, if a text field is made editable, and I click anywhere in the box, the field will switch for a moment to looking selected, but not editable, then back to editable. But the mouse cursor is not visible.

  • I can not cut and paste a name into an asset.

  • I can’t quite figure this one out, but it seems that I can’t rename a file to be a portion of something that it had been named before.

Also, textures won’t show up.
http://forum.unity3d.com/viewtopic.php?p=221084#221084

My experience with 2.6 is so far very limited, but I’d call it unusable, on my system.

I see. hmm. Depreciated code is also a bit of a show stopper. Might stick with 2.5.1 for work.

Please keep posting though, we should’ve always collated the problems in one place to make life easier, IMO.

AC

Always a good idea to stick to working versions for work stuff for a while (or ever unless you need something with new versions).

So far my project seems fine in 2.6 but I’m going to do some more playtesting with it before I start working with the 2.6 project full-force.

From what I’ve seen, the Mac build of 2.6 is quite stable. It had a couple quirks when I converted a few of my larger projects, but those were all because of my use of infinity energy in particle effects.

Overall, I haven’t experienced any major problems.

I see some new glitchiness in my HyperBowl web player ( http://hyperbowl3d.com/ ) only on Internet Explorer when I run on my Vista PC - seems like the mouse cursor lock doesn’t reliably take effect, and the sepia tone filter in the pause screen causes the scene to render upside-down. On Firefox it’s fine.

I upgraded the project and reimported the standard and pro assets, so I don’t know how much is due to rebuilding in 2.6 and how much is due to the updated Unity browser plugin (although I haven’t seen the sepia tone problem in older projects that I haven’t rebuilt yet)

The only things I’ve encountered are that SSAO caused my cameras to stop working (bug report filed) and every once in a while I get a random, non-reproduceable error message. Otherwise, 2.6 has been pretty stable for me.

Renaming files does have a glitch where you can’t position the cursor by clicking, yes. But you can always use the cursor keys, or just type a new name, so it’s not impossible. As far as textures appearing in the editor but not in the build, that’s normally caused by a lack of direct references in the editor…personally I haven’t come across any cases where textures should be included but weren’t.

–Eric

Typing a new name was actually impossible for me. The bug was so weird that I couldn’t make sense of it; as I said above, I think it had something to do with using a portion of a any name that the asset had ever had. Fortunately, it’s not happening now, but unfortunately, that’s now a non-reproduceable bug.

I have no idea if that texture problem is 2.6-related or not. I started it as a 2.6 project. I just think that’s my fault now for switching shaders and not materials, but why let me switch in the Editor and not the Player?

Nothing too bad here other than the shaders not coming across properly or the texture tiling… all my textures were defaulted to Diffuse after project import.

Haven’t noticed anything further as yet.

Regards,
Matt.

Anti-aliasing is not working with image-effects as advertised in OS X 2.6.1.
Apart from that, didn’t see any issues.

I was plagued by the renaming bug in 2.5 + Snow Leopard but still could not check if it is solved.

Question is if it is Unity that does not do something right or if your hardware is just insufficient / the card not offering the required functionality.
Intel cards are definitely out, NVIDIA 9400M and ATI X cards potentially too.

Unity 2.6 bug reported…

PC version

Placing trees on terrain causes Unity to close Unity down.

Tried a couple of reboots and such, but its the same with any tree I try.

Well, anti-aliasing works fine on the same Mac Book Pro running Vista 64 on Bootcamp.

I’de be very disappointed to find out Vista drivers are more capable that Apple Drivers for OS X because the hardware certainly can handle it.

Please check out this thread:

http://forum.unity3d.com/viewtopic.php?t=35270

I built my multiplayer game in 2.6 for win and mac and it worked fine so far. (+ the headless and batchmode stuff for windows)

Built with Unity Pro on mac!

I have sent in a bug report on the adding trees and crashing Unity issue.

Bug reported:

Anti Aliasing problem (bugs in combine with Post Effects and DOF)
see here: http://forum.unity3d.com/viewtopic.php?t=35307

Most of my problems are with the project view (e.g can’t rename files without using arrow keys, and when I create a script or something, unity slows to a halt for 3-4 seconds, and then doesn’t show up for 8 seconds or so).

Here’s the issues I’ve found:

  1. Creating a new project, Unity crashes but recovers, not able to find some temporary asset file to transfer to the new project.

  2. Some textures don’t show, and instead just color the object.

  3. Tree painting causes instant crash.

  4. Texture painting on terrain is super slow (less than 2-3 FPS). I never had the issue with an old trial of Unity.

  5. Random error messages show up occasionally, complaining of localPosition something being out of range or something along those lines.

  6. Terrain tools don’t remember their last set settings and default to make massive hill spikes at 50 Opacity. It might just be my mouse and the many many more updates it sends to the computer than others I’ve had. I have to use Opacity 1 which leads to bug 7…

  7. On opacity setting one, the terrain drawing brush looses all of its beauty and becomes a 3-5 step hard brush instead of a soft fade brush as it’s supposed to be.

8 ) Scaling a plane too much causes the collision mesh to fail. This might not be a bug, but instead a PhysX quirk.

  1. Default mouse sensitivity values are way too high for my mouse. Lowering them specifically for my mouse causes others to not be able to turn effectively.

  2. Particles with colliders on, hit objects and bounce back, but also bounce off the top of the object if hit from below. Tested with a simple cube underneath a plane which had the particle emitter parented to it.

Things that should be changed/added in my opinion:

  1. Keyboard shortcuts for opacity of brushes (might already have this…?)

  2. Ways to get object SIZE not SCALE

  3. The ability to place a plane at a certain height and the exact size of a terrain for use as water (which is related to the above mentioned size data acquiring, to allow planes to be set properly)

  4. Remembering terrain brush sizes/opacity/etc.

  5. There is no five.

There’s all the bugs, quirks, and changes I’ve spotted and think should be made.

-Jim