Unity 2021 LTS Is Now Available

2021.3.0f1 is now available for selection in Cloud Build.

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You can switch between deferred and forward through your URP asset file, go to project settings > Quality > and look at what URP asset you’re currently using, click on it and it’ll select it for you in the content browser. There you can use the inspector to switch between renderers.

Hi everyone, thanks for flagging the Hub issues with the LTS release.

We just released a patch for Unity Hub. With Hub v3.1.2, the LTS tag is now applied to the 2021.3 LTS and the Editor version will now show up in the LTS category of the install flow. Get the new version here.

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That’s great. What about my bug report about the editor constantly crashing and forgetting variables on Unity 2021 LTS though?
https://fogbugz.unity3d.com/default.asp?1420506

Thanks for the heads up

It’s with QA and being processed. They will reach out to you via email if they have updates to share or follow-up questions.

Have you submitted a bug report for this already? If not, could you please do that?

Could you please submit a bug report with a reproduction project so we can have a look?

Thank you for replying. I’ll submit a bug report and example project asap.

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Sorry. In this case i cannot support this behaviour.
Investing more private and buisness time it s simply not possible.
Releasing an untested LTS version where you cannot build and operate the common Unity Github examples. SpaceshipDemo, Raytracing Examples… all of them.

The Shader Compiler issues are clearly visible in every of these projects.

The QA for the LTS is not done. Don t upload it to your users.

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I strongly recommend to build an mid size real world project with mostly needed packages like Addressables before releasing an LTS.

Have a look in your auto bug report statistics since LTS release. This will give you an detailed report.

Alone from my side (different users) you should have received around 70 the last week since LTS release.

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(coming from 2020 LTS)
The increased shader build times are extremely painful for testing… especially since it doesnt seem to cache any shader results when a build fails which is very easy due to URP using too many samplers in some configurations
Not quite sure how this passed QA or if QA doesn’t have enough say in this to block releases until its fixed… spending ~10 minutes on a Ryzen 3600/3900/4800 to figure out which URP/Lit variants to strip (not even building shaders! just filtering which ones to build! it seems to do this for every build!) just seems insane to me, it gets even worse since most project will be using more shaders. Its also single threaded btw, cause of course it is :slight_smile:
“Forking” URP and other asset store shaders and editing shaders to remove variants you won’t use (have fun searching yourself which keywords do what for the more obscure ones) just doesnt seem like a good solution when everyone is expected to do this themselves

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I see the same thing, build times jumped from 4 minutes to 20-30 minutes with progress bar being stuck at 99% for most of the time. Also tried 2021.3.1, same thing.

I don’t know how shader cache works because it registers cache hits:

Compiling shader “Universal Render Pipeline/Simple Lit” pass “ForwardLit” (vp)
120 / 13824 variants left after stripping, processed in 1.11 seconds
starting compilation…
finished in 0.00 seconds. Local cache hits 120 (0.07s CPU time), remote cache hits 0 (0.00s CPU time), compiled 0 variants (0.00s CPU time), skipped 0 variants

Warm cache is 25 minutes build and cold cache (deleted Library folder) takes 35+ minutes. It used to be 4 minutes in 2021.1. Something has changed for the worse and no amount of “you’re using too many shader variables and quality settings, causing too many variants” responses explains this behavior to me. It used to work fine in previous version, it is nearly unusable now.

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They forgot to add some flags inside the editor. It did this long process just one time. then was faster. if now it does this every time is just some option that was not properly set when building the editor

Small URP 2D-project with no custom shaders:

2020 LTS: 10-15 seconds
2021 LTS: 60-90 seconds

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The incredible shader processing times are the exact and only reason why I am stuck with 2021.1.28 :frowning: 2022.1.b16 is still the same and even slightly worse. I really hope that topic is worked on at Unity with very high priority.

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enabling debug mode in buid player setting double or tripples the compile times even further.
so average experience:
10 to 20 min before 2021.2.15
2h to 3h after
6h to 8h when debug enabled

I’m having a major regression with this LTS…

The EventSystem changed its behaviour regarding IPointerEvent handlers and it’s breaking the whole game.

(details here: EventSystem unexpecteldy calling IPointerExit in 2021.3.1f1 )

This Memory Leak is also common in all mx DX12 projects…
Editor crash after 5 to 10min working depending on project.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.

d3d12: releasing a resource which is still being referenced. It will be leaked.
d3d12: swapchain present failed (887a0005).
d3d12: swapchain present failed (887a0005).
Device removed reason (887a0006).
GfxDevice was not out of Local memory
Local memory usage:
Budget: 24725422080
CurrentUsage: 19692695552
AvailableForReservation: 67108864
CurrentReservation: 12496928768
GfxDevice was not out of Non-Local memory
Non-Local memory usage:
Budget: 67739316224
CurrentUsage: 762687488
AvailableForReservation: 0
CurrentReservation: 34003875840
Set -force-d3d12-debug for more information on device removal
d3d12 : CreateCommittedResource ‘BufferD3D12::CreateBufferResource() Buffer’ (384 x 1) format 0 failed (887a0005).
Device Remove Reason (HRESULT): 0x887a0006
Device Memory Stats:
Local AvailableForReservation: 11918 MB, Budget: 23580 MB, CurrentUsage: 18780 MB, CurrentReservation: 64 MB
Non-local AvailableForReservation: 32428 MB, Budget: 64601 MB, CurrentUsage: 727 MB, CurrentReservation: 0 MB
d3d12: CreateResource for buffer failed.
d3d12: failed to create a buffer of size 384
d3d12 : CreateCommittedResource ‘BufferD3D12::CreateBufferResource() Buffer’ (48 x 1) format 0 failed (887a0005).
Device Remove Reason (HRESULT): 0x887a0006
Device Memory Stats:
Local AvailableForReservation: 11918 MB, Budget: 23580 MB, CurrentUsage: 18780 MB, CurrentReservation: 64 MB
Non-local AvailableForReservation: 32428 MB, Budget: 64601 MB, CurrentUsage: 727 MB, CurrentReservation: 0 MB
d3d12: CreateResource for buffer failed.
d3d12: failed to create a buffer of size 48
BufferD3D12 : Unexpected null accessor on Buffer
Crash!!!

When i build my scene with Unity 2021.3.x LTS and start them
i get in DX11 Mode ~43fps

start /D .\HDPhotostudio_Bakery_2021_DX12 UI.exe -screen-fullscreen 0 -popupwindow -screen-width 2880 -screen-height 900 -monitor 1 -screen-quality High -window-mode exclusive -single-instance -force-d3d11

i get in DX12 Mode ~9fps

start /D .\HDPhotostudio_Bakery_2021_DX12 UI.exe -screen-fullscreen 0 -popupwindow -screen-width 2880 -screen-height 900 -monitor 1 -screen-quality High -window-mode exclusive -single-instance -force-d3d12

When could we finally use DX12 without loosing up to 75% of the framerate?

This behaviour is known since more than 2 years…

can you try verifying if your windows version have all the updates, and you have all the GPUs drivers (both intel and nvidia/amd) up to date? Also the chipsets and motherboards and all.

there is quite a chance that if you don’t have them up to date some functionality may not work correctly.

for example the unreal nanite will not work on windows versions that are not up to date if you use directx. it works if one use vulkan.

so the same system can use the GPU power just fine if you use vulkan but will fail on directx if the windows version is not up to date.

I suspect this may be the case at least in part, with unity struggling with directx12.

by uptodate I mean having windows 11