Introducing Unity 6, the next major release of Unity.

Blueprints aren’t just easy to pick up on, they’re also extremely usable, easy to organize, and easy to extend, especially compared to any of Unity’s options.

Including Shader Graph and VFX Graph.

Because Epic at least considers usability when implementing things, something that extends well beyond just Blueprints.

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The company im working for treats Blueprints the same way as text code, because it’s versatility and extendability.

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Funny enough this actually sounds like a good idea. I don’t really care about the dark mode though.
On a more sarcastic note: Your proposed version would however only be available through the premium upgrade plan which will reduce editor size by not including broken and unusable features. Without upgrading you still have to use these features - sad!

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Indeed it is. Nothing beats unity yet in terms of ease of use and just how straightforward everything is.
I just wished the HDRP , URP and the billion packages would be gone. Its called Unity dang it,have it all be nicely integrated. BRP still the most stable one …

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Unity 6 preview is out now

Will Unity 6 have a redesigned font system?

I have been working on my own to load fonts at runtime due to the fact the text mesh items which is what I am using because text mesh pro items plus the UI Transform (Rect Transform) can cause workflow issues and crash the game since I update text and fonts often.

I propose - Create Font System independent of everything (what I am doing).
Create a habit for all users to use their system fonts (since yall already have tools to load them or at least locate them)… and tools for customers to import fonts and if imported add them to system fonts if requested or use Application Fonts if they want to keep them separate.

Then create an Editor Loader
Then create a Runtime Loader

(This way you have the Font Loader and an Editor Loader (for designing) and a runtime loader for users who wish to change / use fonts. That way the Editor version will provide everything the runtime loader needs except runtime also has the ability to access the font system when a specified font is not available to the package, but the user wants to load it.

Make it so that all font systems can utilize the subsystem. (TMP, TM, Unity Standard Fonts etc).

It would make it much easier to use all systems. Keeping it simple for developers should be the goal and since Unity 6 is new… it would be nice to see things like this become simplified and easier to use… and will contribute to faster development in the future for Unity teams.

TextCore is their next attempt at doing text again. In some far off future it will retire TMP and default text.

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Was testing 6.0 Preview and noticed text still has this issue.

There is boxing around text based on distance which can make VR/XR Text look awful and unreadable. Is there a fix for this? Will/Can yall fix this in the newest version before yall get too far into it?

Edit: Edited to Add. It seems that everything is related to “Sharpness” and Gradient Scale.

Setting Gradient Scale (Material - Debug Settings for tmp) to 10 and Sharpness to 1 is helpful. 100GS and 1S is generally best.
Is there a way to avoid the boxing altogether?

iUnity would be a disaster…
The first change Apple makes to the engine is that it only publishes to iOS and MacOS.

If developers want to publish to other platforms they’d need to apply individually through a form on the Apple website, provide excessive documentation and then Apple would take a 27% cut of all revenue generated from those platforms.

And yes this is a stab at Apple’s 27% cut of 3rd party payments after their court ruling between them and Epic…

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