I’m just trying to get a feel for how others are finding this combo. I’m getting 1-5 fps on the Unity standard assets demo, and I searched around for tips and tricks to try and fix this with no results to speak of.
This is the worst performance I have experienced in almost 10 years of using Unity.
please tell me I am not alone and that the Unity Tech’s are onto it and a fix is just…around…the corner…
Unity5 consistently crashed on my 13" 2011 MBP with Yosemite until I turned lights off in the editor pane. But when it was working, it ran okay, I guess. On my 15" 2014, no problems. Maybe the occasional crash, but with the amount of things I keep open, I can’t confidently blame Unity.
What type of video card are you running? I imagine that may have a lot to do with it.
Its a GeForce 9400 256mb. I realise its old but the sys requirements said something about any mac newer than 2004 should run Unity.
Edit: Tried 4.3.1 because it was handy, angry bots gave me 50 fps with vsync on and 25fps with vsync off.
? Tried to open V5 again to test with vsync on and the projects gone? Assets folder gone and only library left? That would suck if it was my own IP.
parallel, install Unity then rename its application folder e.g. Unity5, Unity4
Then installing Unity 4 wipes out unity 5 projects in the default location, and installing Unity 5 standard assets wipes out Unity 4 projects in the default location.
I think I’m just going to have to reinstall snow leopard and aim for maybe mountain lion…
Its the one where you’re in 3rd person view behind the car, controlling it. Theres little texturing. You can click a circular arrow and change camera modes.
I just tested after formatting and installing Mountain Lion. The framerates for the Unity 5 std assets car controller scene are similar, not often exceeding 10 fps. Often 1-5fps. On ML OS Angry bots on 4.3.1 runs at 40-50 fps framed, and around 30-40 Maximized on Play. Angry bots 4.3.1 ran similar though slower on Yosemite.
I can’t imagine my video card is the issue given the relative simplicity of the materials in the std assets examples. Maybe tho, as the computer thats for the most part cranking is 6 years old… I can say Unity 5 is unusable on 3 mac OS’s including the latest.
The issue with Unity 5 std assets overwriting 4.3.1 assets and vice versa still exists on ML.
I videoed it. At the beginning I’ve installed Unity 5 and renamed the app folder Unity 5 and during the video I install Unity 4. Watch the Assets and Project Settings folder disappear from the entirely different project. It would be awful for people to lose work because of this (work started in example project folders). Maybe its particular to the 4.3.1 installer.
EDIT:Just at about 3:15 Unity 4 nukes the example project written by Unity 5.
Mid-2012 MacBook Pro
Intel i5, 4Gb Ram, Integrated Intel HD 4000
With Unity 5 my MBP is able to keep up with pretty respectable framerates (100+) until I start throwing a lot of post-process and realtime GI at it; but this is to be expected with such an anemic graphics processor. The machine also lugs down a bit when calculating a lot of changes to the lighting, but again I can chalk this up to a lack of RAM.
I wish I could offer some sound advice on what you could do to squeeze more performance out of your laptop, but I didn’t have to change or configure anything to reach the framerates I’m at now.
I apologize @AaronC I don’t know where in my reading I got a MacBook out of this. Regardless, I am hoping you’re able to reach a resolution without too much finagling of OSX.
I think Not-The-Latest OS and Not-The-Latest Unity is the way to go lol, I’m sad we wont use the newest tools for the project but actually coming to a decision is still progress and for that I’m glad. It seems like at this point newer gear for newer software is what it comes down to. I have this issue with Substance products too, I think of many computers only my PC gaming rig can properly render substance creations.
Materials? Sure. Aren’t those scenes loaded with post process effects, though? That’s where I’d expect an aged 256mb card to have issues. From memory the 4.x samples didn’t have post effects, which could explain why they run so well comparatively.
Yeah, the Unity installer not being more careful about overwriting stuff is a bit shitty … But then again I am pretty sure there’s some official word from Unity Tech somewhere (manual?) that the official method for multiple Unity installs on the same machine on Mac OS X is multiple user accounts. In that case, the folder would not be overwritten, I assume.
As for performance, I had a 2009 iMac (24", 2.93 GHz C2D, GT 210 w/ 256 MB) until early 2013 and I worked with Unity 3.x on it. Versions of Unity 4.x … maybe? The performance of that video card is abyssmal, so I am not surprised to see dreadful performance with either complex materials or post-effects on your similar machine.
That being said I am pretty sure that you could download an older 4.x version of Unity, install the Angry Bots demo, backup the demo, install Unity 5.0.1, restore the 4.x demo from the backup, fix the import problems … And then the performance should be the same or better on the same machine. In my own experience, both Mac OS X and Unity got faster and faster with every major revision on the same hardware (until Mavericks, I am not on Yosemite yet and won’t be anytime soon).
Usually when people report problems like that it seems they do not perform a clean install of operating systems, thus creating all kinds of problems. But now you did say you did format the hard drive, so I am kinda lost. I don’t think you have to revert back to Mountain Lion. Apple has explicitly stated that you can install Mavericks on machines from 2006/2007, propably to get those pesky hold-outs still running Mac OS X.6 because they prefer a pre-App Store OS. My 2007 MBP runs Mountain Lion just fine and I am pretty sure Mavericks would feel similar.
MBP 13" with retina, late 2013. 8GB, 100GB SDD. Yosemite here.
My overall experience: Unity 5 generally works very well in Yosemite in terms of stability and speed. Quite satisfied.
Sometimes MonoDevelop hangs during debug though but with time I’ve been able to “predict” some risky actions and am used to prevent some crashes/hangs: for instance if you make some changes to code while debugging and save, Unity will try to compile the changes during the execution. In my case, this tends to crash or hang Unity or Mono.
Two aspects that should be improved a lot are:
WebPlayer patching. That stopped working from 5.0.1p1 and it seems we need to wait for a general release to have a critical fix solved!
IL2CPP compilation times (iOS). For a mid-sized project, it can last for +10 minutes.
WebGL. Currently it’s an experiment. a) Tremendous build times - see IL2CPP, b) enormous download size for a Javascript based app (I think the strategy/architecture here must evolve), and c) lots of errors (which are being fixed on each release, I must say).
I must say that I’m quite surprised by the efforts of these guys. They’re putting all the heart on this project.
Video card is most likely the issue. Until yesterday I was running on an Intel Core 2 Quad (Q6600 2.someoddGhz) and 8 GB Ram and everything worked just fine for me. The difference was that I was running an older bug bigger card (GeForce 560 2GB Twin Frozer II). Even though I was running Windows, from a hardware perspective I was running a pretty similar system other than the video card.