I recently updated to Unity 5.6 from 4.7 (yes, I know I’m behind the times).
I like that it loads scenes faster and probably has some performance improvements.
But I don’t like any of the new features. I am going to use legacy shaders and legacy animation.
Every time I import an object form Blender it puts the new Standard Shader in it. Can I just have the old diffuse shaders?
I want to turn off all new Unity 5 features such as “enlighten”. Every time I open a new scene it puts some new fangled lighting in it. I want to streamline it so it has old fashioned lighting an no advanced features.
What other things do I need to turn off to make it more like Unity 4.7?
(Yes, I could just use Unity 4.7 but its too late now at this stage seeing as I’ve done a lot of work in Unity 5.6 now).
You can name the material you want an object to have in blender and then in Unity upon import it will look for a material with that name. If it can’t find one, it creates one. I don’t know if you can prevent it from using the standard shader (maybe with a custom assetimportpostprocessor script or whatever they are called - I never used them), but once you change the shader in the newly created material, it should stay like that even if you re-import your 3d model.
Official Unity 5.6 support will end soon-ish I think (next year iirc). So you’re almost out of date again already. I’m sticking with 5.6. too for now. But I wouldn’t rely on you being able to use it for as long as you did use 4.7.
Afaik you can’t just “remove” all the new stuff. You’ll have to invest a minimum of time learning what’s there and how to “not use it”. Check the lighting tab for some of the most important settings.
I’m not sure about the status of the legacy animation system. You should double check if it isn’t better to bite the bullet and learn mecanim now before you get forced to do it mid project.
You can explicitly control how materials are created, if at all, and so on during import. Unity docs do cover this and even more features are added in latest version of Unity. I’m sure you can find it because you are smart.
“Turn off” Enlighten in the lighting window. Check the docs for that too.
Other than this, You will probably enjoy Scriptable Render Pipeline, which should be working OK-ish with 2017.3 - it can be used to strip Unity’s rendering down to the bare bones, probably making it quite usable with a 3DS or even a Pi, or just making it look crappy as if it was Unity 4.
So perhaps you should learn the new versions and new features. You might even like them, like everyone else does.
Scriptable Render Pipeline sounds like a good idea.
I feel like Unity 4 is the XP, Unity 5 is the Vista, so hopefully Unity 2107 will be the Windows 7 and let me get back to basics.
Things is I mostly just do cartoony graphics anyway so I don’t need realistic materials. For me I favour story and speed of getting things done over realism. For others it would be different.
Problem is if they add new features like lighting with 100 different settings, that doesn’t really speed up my workflow unless there’s an easy way to turn things off.
Do you maybe just need something like Shaderforge to make your own custom shaders and stay in the forward rendering pipeline? In Shaderforge you can easily add or remove features like ambient lighting and reflectionprobes from a shader.