How's 2017.1?

I"ve noticed that 2017 went live.

How is it compared to 5.6? Is anything critically broken?

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I was using the 2017.1 beta for a good bit and just upgraded to the release version last night. Haven’t run into any issues yet, though I admittedly mostly have been working with just asset management and UI stuff from the IDE side. Really looking forward to getting into Cinemachine, though.

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It’s been working mostly fine for me, but it upgraded the Application.CaptureScreenshot API to ScreenCapture.CaptureScreenshot and for some reason the new version crashes on macOS Sierra.

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Using it here, seems fine really, don’t think there’s any really ultra massive bugs (except maybe 0-length anim clips crashing)

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What about Playmaker?

For me it is bugging Hierarchy view (can’t see objects past first Playmaker object) because of:

MissingMethodException: Method not found: 'UnityEngine.Texture2D.LoadImage'

Is it just me?

I am going to try it. Since I got nothing to do today at work

Everything’s working fine for my project. Converted from 5 yesterday, smooth sailing

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The cinemachine collider component does not function the way I think it should. I have a thread active in the cinemachine subforum explaining it. Other than that one issue on one component I really like it and if I can work around the problem or it gets fixed I wont use anything else likely. I havent run into any difficulties with the unity release though I am probably not a good measuring stick…I can break the unity5 version to the point the editor locks up due to lack of proper skill.

So far so good here.

Everything is working great. I noticed notable performance boost on Net 4.6.

I had two major issues with my project.

  • I was using a garbage free StringBuilder that used reflection to gain access to the underlying string to avoid having to call ToString() which does an allocation. When changing to the new Mono, the StringBuilder internals are completely different and it’s no longer really possible get away from calling ToString without some very, very hacky code. Admittedly it was my fault for relying on internal functionality, so not really any sort of stability issue with Unity there. I’m expecting that the new garbage collector will make the original string building allocations a non-issue. Or perhaps the new StringBuilder isn’t creating garbage on ToString anyway, but I’ve not had a chance to test that yet.

  • I have a worker thread that’s set to “non background” so it must exit before the application can exit. This worked fine under Unity 5.6, but stopped working under 2017 - the app would hang on exit because the thread wouldn’t stop. Turns out the code that would ask the thread to stop on application quit was no longer being called - it was removed during some refactor apparently. This was an actual bug on my part, and in fact the old Mono wasn’t acting correctly and should not have exited. I fixed my bug there and everything is in working order.

So basically everything that “broke” in the new version was my problem. This seems like a pretty solid update as far as I can tell.

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WebGL export doesn’t work with il2cpp crash. Unity Issue Tracker - [Windows7] WebGL build fails

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I would probably avoid that approach anyway, just in case you ever decide to build to a platform like UWP and not use IL2CPP because the internals of StringBuilder on the full .NET platform could be different than those on Mono.

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The issue only affects people on Windows 7 - it’s not reproducible on Windows 10. By the way, our QA just found that it was broken on 5.6 too.

The only issue I’ve run into (and only tested once so far on an empty project with a single script), is that when I change a script in Visual Studio, save and then click back to Unity, the editor hangs while it recompiles. But… it could be something on my end so I’m going to investigate further before filing a bug.

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By the way, did 2017.1 fix the annoying “red text everywhere” bug? I mean the situation when GUI glitches out during recompilation.

I’m also interested if there are issues with mono develop or anything sprite related.

@Tautvydas-Zilys : I believe I experienced a bug maybe, not sure, may just be a feature… But I opened my scene from prev version of Unity and everything went fine, however, one of my substance materials (and only one), was like locked where I couldn’t adjust any settings until I pressed play, then it was fine.

I’ve found a regression relating to particle system performance but it’s only one system in my project so I haven’t been able to work out exactly what’s causing the time spike on waitforjobs or something along those lines

Other than that, it’s been really good. No other issues and .net 4.6 is very nice to have, good performance too

i still feel the pain of when i upgraded a project form 4.6 to 5.1, so am sticking to 5.6.2 for me next project and watching how the first adopters deal with 2017.1 before i move up for future projects.

Even know i really want my C# 6 and really want timeline.

A lot of what interested me most from Unite is not even in 2017.1 so am really looking forward to is the C# Job system, the new compilers for it and the native collection types with no GC on them.

For me the more recent builds are more stable, but my projects tend to be light, solo and simple.