Introducing Unity 6, the next major release of Unity.

I mean, there probably doesn’t exist another tool that gives as bad results as what they showed on the keynote.

My previous experience with Unreal was not optimal. My intricately hierarchied Harley chopper came in exploded into parts, Z pointed upwards and dragging any part into a scene crashed the application. I also did not like the deep invasion of my OS by a Chinese company. 42GB to get MIDI? At this point I can write an API of my own. The other rub is often my clients are not making games but applications using interactive 3D…medical diagnosis media viewers, Revit import and translation, voice driven AI command and control, automobile HUD and virtual dashboards, court case collaterals. Unreal is a set of sharp kitchen knives, whereas Unity is a Swiss army knife. One is great for prepping the big feast in a stocked kitchen whilst the other is what you would rather have in the woods.

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Oh, it’s worse than that now. I have just one release installed and it’s sitting at almost 120GB. Most of that is for C++ but it’s not like I’m going to try to use nothing but Blueprint.

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I had an ok time trying unreal. But then i learnt c++ long before .net truly was a thing and without internet (cos i am old) so i am a little rusty but its still in there as i prefer c# by choice.
I had a hard time however with unreal. I found a tutorial and while i could have fumbled about i thought it would be a start. And it said go get this starter pack. So i did. Like you say the whole thing was a lot of gb. Anyway. So. Import. Poke about. A little blue print stuff. Never was into visual scripting. But ok. Ah. Make your own class. Ok. Edit type type. Oh you need to recompile outside unity now. Um. Oh ok. Chonk chonk c++ is a very slow compile. We have moaned about unity. But we have it good. Barf barf barf. Seems something in the starter park doesnt work right. As a like 1hr experience in of unreal. Really barf? Oh and now it wont start my project because its not compiled. So. It broke it. Marvellous. So. Using my c++ i fixed it (well actually i found the bits it didnt like and moved them to a land farfar away and tried again) result. Back in now. But it just seemed such a lot of downtime to compile when only 1 class not yet used by anything and of course as a newb experience very off putting. Sure unity can fart at you but you generally get to stay in the ide it might say im starting in safe mode but it starts.

i want my efforts on my code. Not feeling like unreal.exe is made specific for each project

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For those interested in the AI gen crap, there exist free models, trained with CC0 textures. Find a stable diffusion client you like (on a mac I like diffusion bee) and install something like this model: dream-textures/texture-diffusion · Hugging Face (there exists an add on that plugs in blender that uses this). It is probably not too far off from what Unity did anyway, although It looks better than what Unity shows and it probably has less ethical and legal issues.

Or pay $30 to Unity per month for really sub par results.

Personally, I would invest in learning how to use something like armorpaint.

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You only have to recompile outside of the editor in certain circumstances. For the most part that’s just when you’re making changes to an existing header file. Aside from that you can just activate the live coding recompile (Ctrl + Alt + F11) and be fine. I’ve been using it almost exclusively while learning how to work with UE5.

Those tools aren’t AI driven which was point I was talking about, you can obviously getter better results without AI.

My point about the versions was there is currently is only one pre-release version available which wasn’t the case on the old version scheme.

interesting i tried in i think it was 5.2 and it made me compile outside, i havent tried 5.3

My whole paradigm is not “holding a grudge mate”, its making technical decisions based on facts presented to me and my own experiences since the 2014 shift in the company.

Right now the engine is where it is and the company is in the state it is in and trying to see the rainbows isnt going to change that. Im glad you have an optimistic outlook and nobody is trying to take that from you.

But your experiences with the engine != my experience or my teams, and for us it was a nightmare. Im still here because I am a diehard fanboy and I believe unity have the potential to bring people like me back by making the correct decisions going forwards. I am not trying to “hold a grudge” that makes it sound like everything has just been fixed and all is fine again. Its not. The firing of the CEO and changing of a version number, do not negate any of the last 9 going 10 years of BS.

I am sorry that does not align with your own version of events or your own experiences. We are in different countries working on different projects for different organisations under different terms - learn to see others views mate instead of shooting them down assuming yours is the only possible version that can exist. They exist alongside each other, yours does not negate mine.

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You dont like punching yourself in the face? :stuck_out_tongue:

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I don’t think you are holding a grudge. My comments were general in regards to the balance of comments. If you want to take my comments to heart as being personal and addressed to you specifically I can assure you that is not the case. My beef is the hiring of enterprise experienced devs to write the API’s and new frameworks. I am not enamored at all with their forced usage of interfaces…because they do not understand the self contained component paradigm and I should not have to import a whole slew of methods to get one bit of kit functionality. I should also be able to track in the Inspector without alot of jiggery pokery.

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How will this affect HDRP versioning ?

The problem of ai, right now, is that there is only two loud type of people talking about it:

  • people underselling it, if it xanmot read their mind and duplicate their thoughts, it’s trash
  • people overselling it thinking you will just have to press a button.
    And they are mad at each other and shutting down any discussion that try to point at evidences and nuances. Worse they’ll use your evidences selectively to bash the opposing party and try to lump you hard in whatever camp.

I’m 40, I’m seeing this circus in tech, mostly tech in art since I was born. I’m 40, I use photoshop 1.0 on a 256 grayscales Macintosh.

I’m here in an echo chamber of digital artist but I remember when art uneducated cool kids used photoshop, using colors straight of the tube on their expensive 24bit monitor, telling to wanted to hear it was the future, where out of the 16 millions possible colors, all they could choose was garish colors, on barely anatomical scantily dressed bimbo doll.

And the snob ripping their work down, pointing at the flaws in the colors and the drawing, and the lack of art literacy, not to critic the artist, but the blame the tech as inherently limited. It wasn’t art, it will never art, a cold monitor couldn’t replicate the sacred warmth of color put on canvas with paint fresh out of the commodity factory, the smell of the chemical evaporating could never be replicated, they spent years honning their skills, computer and their immediacy, their control z, it cannot replace that, it was a fundamental flaws, you can’t commit if you can instantly cancel, that’s not what Art was about.

Then other cool kid with an education jumped on the tool, but only to do stuff they couldn’t do with traditional method. Pushing I to interesting but alien space, like studio 4C known for their unnatural metallic color. Stuff known as the academics put it “weird sh*t”. That ended when the pilot for a TV animation, in france, from students fresh out of prestigious art school, was released, the 2d part of code lyoko, using exact naturalistic colors, using the skill and education of trained artist. The debate ended, except for the few snob on the back.

Today we have stuff like anime, Klaus, spiderverse, techniques mature, technology mature, education mature, practice mature and workflow mature.

The same story happen for:
Cg movie
Digital music
Sampling music
Beat machine
Video game
Many more

The thing is there is always a Toy Story event.

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That’s done it for me. I’m building a sequencer in Unreal.

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I’m the third kind, I think Unity’s AI is trash because it produces inferior results at a higher price point compared to what competitors offer. I’m not really interested in the wider AI debate, because there are good points on both sides and no easy answers. At this time, I only use tools that are legally permissible for shipping to platforms like Steam/Switch, which currently means relying on code-based AI tools, as code is largely non-copyrightable.

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Code is copyrighted, we don’t know exactly where the line is drawn. But directly copying a line of code is a massive issue if it can be proven. It is harder to detect copyrighted code violations than art. This is still working its way through the court system.

Microsoft is even offering lawyers as a service. Other service providers are likely to follow suit if that proves to be a viable business model.

“Microsoft is telling customers it will assume legal responsibility if they get sued for copyright infringement while using the company’s AI Copilot services.”

https://www.theverge.com/2023/9/7/23863349/microsoft-ai-assume-responsibility-copyright-lawsuit

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Also code can require a license, which is also incredibly important.

It requires a license because it is copyrighted or patented.

Unity 6 is going to be the future of Unity with a new license and more.

Unity 6 with $2040 per year for Pro version, after $100k in gross revenue, and 2.5% royalty fees after $1m gross revenue and 1m initial engagements(ignore this). This would be enough for indie to continue on.

Unity 6 features is interesting as well. I’ll waiting for Unify of URP and HDRP.

I’d like to see someone trying to create legal trouble because my Unity character controller looks too similar to their Unity character controller lol. It’s just not going to happen. AI produced game engine API code is as generic as it gets.

Also, AI is primarily used to aid programming, not to do it from 0. The AI is working within the context I provide, which can’t be copyrighted or strictly licensed. It’s my own shit.

And as far as I’m aware, all litigation in video games has happened on just about any topic but actual code usage, unless that code was directly stolen and shipped unchanged. Video game clones are not against copyright and are just an everyday thing in the industry.

The link you’ve provided mostly concerns enterprise usage.