Now Available - Native Apple Silicon Editor Preview Builds

Not sure if it’s just me, but that script doesn’t work for me. Compile + reload times are roughly halved from what I can see, which is the difference between pleasant and intolerably painful here!

Installed Rosetta 2 to make it work. Crashes with “Obtained 0 stack frames” randomly.

do you have some compile errors? or what’s the issue?
you need to open up the compile times window(Window: Compile Times) and just dock it somewhere visible, create a new c# script and hit enter. in the console you will see now a “Script compilation time:1.532s”

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Keen on the compile times aswell. On my laptop that script gave me 2.5 seconds in a blank project (windows/surface tho, no m1)

I’m just getting this weird issue, but otherwise it’s MILES better! Great work, and keen to see this get fleshed out over time :slight_smile:

InvalidOperationException: You are trying to read Input using the UnityEngine.Input class, but you have switched active Input handling to Input System package in Player Settings.
UnityEngine.Input.get_mousePosition () (at <dd032f754c174f26a8133777d0582284>:0)
UnityEngine.UI.MultipleDisplayUtilities.GetMousePositionRelativeToMainDisplayResolution () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/UI/Core/MultipleDisplayUtilities.cs:40)
UnityEngine.EventSystems.BaseInput.get_mousePosition () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/BaseInput.cs:75)
UnityEngine.EventSystems.StandaloneInputModule.UpdateModule () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/InputModules/StandaloneInputModule.cs:178)
UnityEngine.EventSystems.EventSystem.TickModules () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:452)
UnityEngine.EventSystems.EventSystem.Update () (at Library/PackageCache/com.unity.ugui@1.0.0/Runtime/EventSystem/EventSystem.cs:467)

Too many errors/crashes for me at the moment - good to see some progress still. I’ll be using an older version for now!

@VideoTutorial , I’ve updated the instructions with a note about Rosetta. Thanks for your feedback!

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Never mind, got it to work. Was trying to make it work by editing scripts, instead of adding new ones.

this editor, total scripts at start: 4
Stablised at 3.5-4 seconds to compile scripts

2021.1.10, total scripts at start: 9
Stabliised at 10-11 seconds to compile scripts

M1 MBP, 8GB RAM. Running on battery power, which probably doesn’t help!

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Anyone mind elaborating on the advantage of this? What’s the performance increase?

“this editor, total scripts at start: 4
Stablised at 3.5-4 seconds to compile scripts”

thanks! that’s interesting! really good but i somehow expected more since the m1 geekbench single core score is 1700. my i7 windows laptop got a score of 1500 and complies around 1.5 seconds - i was expecting a bit more tbh. wonder whats the bottleneck?

The entire editor isn’t entirely native and some processes still require rosetta. We might just see better performance gains when a fully stable version comes out

In the context of this thread on script compilation, the process is entirely native. If you believe there are performance problems, please log a bug and let us know!

It would be nice to test, but can’t download the Unity.pkg, or to be exact, it stops just after downloading and shows this ‘Verifying File’ text and this loading animation. Tried few times now with latest Chrome. Or maybe this ‘verifying’ step just takes hours or something? Is there any mirrors or anything, where I could download this file ‘normally’?

Thanks for trying out the the Editor! Can you post or DM one of your logs so that we can investigate what is going wrong in your case? You can find the log here ~/Library/Logs/Unity/Editor.log

The verifying step shouldn’t take hours. In fact, it should appear in your downloads like a normal download, despite the cryptic text on the web page. What you are seeing is the behavior we observed when using Safari.

Luckily, using this page for the editor .pkg isn’t our permanent solution. Let me see if I can get a better solution to use as a stopgap.

Finally! Glad to see native M1 build!
Starts fine on new project (only tried 2D), but freezes or crashes on my game.
Attached log and crash logs I had.

7223815–868897–Archive 2.zip (109 KB)

Got the download working using Chrome’s ‘adult mode’. Installed and tried quickly. Editor feels more snappy than the ‘normal’ one and also tried loading my old project and everything works without any problems. Also script compilation times are noticeable faster! I hope that you can push this Silicon version to production ready for 2021 LTS release!

I need to find time to use it a bit more, but just for quick test, it feels very good!

(btw. I’m using this new mini mac M1 with 16gb memory)

The error seems to be related to the burst package, native Burst for Apple silicon is still work in progress, please open a bug for the crash and include a minimal repro project for further investigation.

Yes, so pleased about this! The editor feels much snappier, and getting a lot better performance in play mode in every scene I have tested!

I noticed that HDRP diffusion profiles aren’t working by default, and the profiles need to be re-selected for every material. This can be seen on the foliage in the glass box in the demo scene.

Also, volumetric clouds aren’t working and say “target not supported”, but this might just be macOS in general.

Actually managed to launch the editor with project, after a lot of import crashes. Was removing problematic textures and it finally opened up.

Will need Burst on M1 to actually be able to use it!

Edit: Confused Burst with Jobs. Just commented it out for now, but burst spamming errors and I can’t seem to remove its package because it is a dependency.

For some reason a lot of sequence of Awake/Start that worked before now is all mixed up and I have to wrangle it back into working sequence.