How feature complete is 5 b17 compared to 4.6?

Are many using just 5 beta for coding, specifically for production? I know Rust is now using 5 and a few others (likely with lots of money to deal with Unity directly and probably getting free support due to publicity). But any smaller indies using it for day to day work?

I have 5 and 4.6 installed but been using 4.6 because it feels 5 isn’t moving as quickly and concerned about running into issues.

I’m using it for day to day work. It’s buggy but I don’t mind, I’d rather be part of helping get the bugs fixed.

If you want to experiment with it, I suggest forking your project and importing the fork into 5 and seeing how it goes.

If you are on a project nearing completion, I wouldn’t suggest switching. If you are early in a project, it might be fine.

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For a while now I’ve had a lot of issues trying to bake the light-maps on Mac OS X. The issue has been reported and fixed in some future Beta but the latest b17 has the issue still, at least for my setup. I’m also perplexed as to whether there will be a functional equivalent of Unity 4’s Dual Lightmaps. Currently lights do not seem to support near realtime lighting and far baked lighting ala Unity 4. There’s a setting ‘Mixed’ for lights but, again at least for me, it doesn’t seem to make a difference.

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4.6 is a stable production release…

5 beta is… just that, a beta, for a new major version of the software.

If you want to test out the new features and get a head start with unity 5, go for it. You’ll need to be patient because it’s not feature complete and it’s buggy. For example I can’t even get it to work with Android, lol. I would not use unity 5 for production builds that need to go out.

We have shipped an iOS game using an earlier beta and are developing a new iOS title using current betas. Last couple of beta releases have been buggier than earlier betas, but seems like many of our problems will be fixed soon/already fixed. Things that bug me in b17:

  • UnityEngine.UI.dll is removed when making a build.
  • Problems with shadows on iOS, need more investigating.
  • Our project has a shader that doesn’t compile on Metal, but haven’t been able to locate it yet.
  • Profiler doesn’t show right memory usage for textures on iOS. Will test on b18 and file a bug if still occurs.