I have tested my project in 2023.3 and other versions, for you to decide if worth it

Hey there! Just a 2 cents.

I have tested my project in several versions and this can help you to decide if it’s worth it to upgrade to 2023.3.b05 (beta) version…(this is only for people who are Sure of this and can accept to upgrade…not for people/devs who are ‘too far ahead’ in their development…and risk breaking their project/too late to upgrade).

2023.3.b05:

  • Is very sturdy, I was very impressed; like, the amount of bug fixing is starting to shape up and make this version quite stable (even if it’s a beta); there really is more stability now (at least, for what I had to do with it);
    I did not experience one single bug; or crash; but I did experience two other problems though…it may not be a problem for you…but I think it can be a problem if you have limited time and your project is huge (like mine; if your project is 500GB-2TB and more…like that).

  • Prefab breaking…this is bad in this version; it broke my project…all trillion prefabs messed up, nothing works anymore; the only way is having to change the GUID in the meta files…a PITA…if you don’t like ‘pink color’ (not found shaders) or broken prefabs (empty scenes of your old scenes)…then you won’t like this version. If you have 4 million meta files…you will be in hell. It’s like ‘pushing vertices’ one a time or coding a script that is 56 million lines long. If your project is small…it’s not (that big of) a problem; only, if huge.

  • The console spits out some weird stuff…but nothing ‘arresting’, like ‘exceptions’, ‘assertions’ or what not (red stop icon logo, but you can ‘clear it’ away and tell Unity console to pls ‘sh*t’ up for a second/skip this verbose…)…stuff that is very related to this version, specifically.

  • The Physics engine…works well (PhysX Nvidia engine), but, it is Different…than in the previous Unity versions; I think there has been some changes to it…I don’t know what; but, like, when I tested my project in the 2023.3.b05, it completely messed up the physics; especially ,the rag dolls (well, it’s not rag dolls, it’s actually skeletal joints)…now completely messed up. My character now falls bizarelly and the rag-doll like effect is dysfunctional;I think it is due to changes in the ‘joint limits’; the joints limits work differently now. Hence, skeleton/IK/rigid bodies/joint limits (for biped) works wrong…now. This, was enough for me to have to regress to lower/older Unity version; it s*cks, because I played around a lot with the settings; joints, rigid bodies, physics projects settings, could not …no, it’s clear, the PhysX engine…is different now/behaves different no matter how you change the seetings (I used the Exact same (old) settings in this new Unity version; doesn’t work the same, the skeletal physical gravity results are totally different). It may work well in your project; for me, it was a no dice/no go.

  • Insane amount of ‘wait…calculating’ …'wait…Unity is ‘busy’…this pop-up appears every second…‘wait…Unity is busy…being busy and finishing code’…it (can) slows down the iterative work process (immensely);

  • The Asset Importer…wow…I’m impressed; it is very fast now; it imported everything right, fast and tight, also the ‘crunching/compressing images’…is quite faster now; Unity did ‘hang’ though on certain assets…like certain images or FBX/OBJs…made it difficulty; I was surprised because these were very small, but Unity just did not know how to import it…it ‘stopped’ completely on it. It forced me to ‘kill Unity in task manager’ because Unity hung for hours…on 1 single asset, trying to import it. And, thus restart the whole process; I would go ‘find’ the ‘culprit’ asset…and remove it…and Continue from there, importing the rest. If it crashes you can check the ‘Crash Log’ (c:\user\your user name\AppData\Local\Temp\Unity\Crashes\Editor Crashlog.txt) for the last information – before the crash; which asset ‘was problematic’ and caused Unity crash or hang…in case you did not have time to see which one was ‘jamming’ the assets import process.
    If you want faster asset importing: Projects Settings → Editor → Asset Pipeline → Number of Importers, put more than one…but I don’T recommend it; I don’t recommend changing the Asset Import default setting, as it may behave weirdly if messing things up…you can also change 'Preferences → Asset % CPU used for asset import process…right now, it’s 25% default.

  • The rest seems to work right, notthing to complain about, it seems good.

  • The new feature of Unity 6 – is in this version, called ‘GPU Resident Drawer’…I could not access it; I found out (albeit, it’S my error), that is is only available for HDRP and URP I tihnk…not BiRP (Built-in Rendering Pipeline); it’S clear, the BiRP is old stuff now, and they don’T support it anymore…I’m not complaining; I know now it’s HDRP and URP…that they support…since…like 2017…not BiRP anymore. I use BiRP…which is old, yes, but there were reasons why i started making my game when HDRP did not exist. Yes, I could ‘upgrade’ to HDRP…but it will never look the same. Better? is subjective…it will ‘look’ ‘HDRP’…am not looking for that specific look; I made a look in BiRP, that’S the one. If you use HDRP/URP…this is a feature worth upgrading, as it will reduce the load on CPU (batches count, passes, sorting…etc) , and transfer it to GPU instead; x2 fps
    Still, it is not as good as DLSS or FSR 3…which are rendering a lower resolution and supersampling up…to higher resolution for final image. This doubles frame rate. But, Together, combined is better. Almost 4x fps.
    This will be greatly improve your game’s frame rate. They also have 'Space screen Post Production asset, I could not reach this neither; is probably HDRP…

2022.3.4f1:

  • Is about the same as 2023…sans, certain small QOL features and the bugfixes later…overall, pretty stable too;

  • Prefabs destroying too. Can’t find meta files or changes the GUIDs at its suiting.

  • Physixs also no go.

  • Experienced some small crash,…

2021.3.16:

  • Took an eternity to import assets…import is slower, and for some reason, Unity ‘found’ assets…continuously like non-stop…,found new assets…I think I asseted imported – about 15 times…until ALL was imported, finally; I spent, easily, Days, importing (total of some 30-40 hours importing)…yes, I have a huge project.

  • Crashes…sadly, being an older version…much more of that…less bug fixes…(well, bug fixes yes…new versions also introduce ‘new bugs’…but this Old version is less stable);

  • Seeing the Crash Logo…is soul crushing. Suddenlt, the dream of making a ‘big game’ becomes a joke…

  • Unity needs to dogfood more its engine (like that Gaia game, that, did not happen), by testing Huge (problematic ‘Real World/Real Games’) Scenarios…it would test the engine ‘under pressure’ thus it would ‘spot’ the problems first/fix them…because we go through that ‘as beta testers’…and ‘unforeseen’ problems then…arise; showing hte ‘limits’ of the engine. Stalling…at every corner. Reaching a ‘new’ limit…you just found…it’s like someone putting a stick in your bicycle wheel, every 2 minutes. At this rate, you will finish a (big) game, in about a 1000 years. Iteration process suffers tremendously because of this.
    An engine should not just be complexifying; it should be kept ‘KISS’ (Keep It Simple St*pid); to alleviate things…and accelerate iteration → the saying is : ‘‘Don’t work harder…work smarter.’’.
    If working simpler, with a more easy approach…gets the result done; it is smarter. Time = money = time.
    It was even demonstrated through a perfect class example: A class was divided into 2 groups;
    a group that makes Quality…but less in amount; vs a group that makes Quantity…but lower quality.
    At the end of the study; the Quality group had produced less stuff…almost nothing…the Quantity group had produced tons of stuf…yes some not so good; but In that stuff, some was decent…
    In essence, ‘strenght in numbers’…

Thanks for reading, just a 2 cents.

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Directional lightmaps + surface shaders are also broken in 2023 on Android. That and the Physics problems are making 2023 a no-go for me.