Unity 2021 LTS Is Now Available

I did delete everything first, then I ran into this problem.

Hello, it is happening again.
I have the zipped up dump file, how do I send it to you?

Iā€™m getting some editor errors now. Does anybody have any idea what this means? After closing the profiler the error went away, so does the profiler have a bug?

Weā€™ve upgraded to Unity 2021.3 LTS from 2021.2.10 and building shaders takes so much time. I made build last week and it took 4h+ for a clean build, now Iā€™m doing another one and iā€™m 1h+ in, still compiling shader variants, pretty sure I had cache.
Will you fix this or should we go back to 2021.2.10 ?

For all my HDRP DX11/DX12 projects this Shader Compiler issues with build and build addressables started with 2021.2.15 and got absolut worse in 2021.3.0 and 2021.3.1.
3h to 10h for average to big projects.
Meantime i upgraded around 10 projects on different PCSĀ“s. Same behaviour in all.

Further 4 DX12 DXR projects i have are not buildable at all.
Also Shadercompiler and memory leak problems.

There are several Threads like this one
https://discussions.unity.com/t/846627
or
https://discussions.unity.com/t/698966 page-6

You can get from 10h to 5h when you disable Development Build in Build Settings.

also ShaderCache Folder gets around 5.5GB in 2021.3.0. 8h this one to build

8094884--1047599--Unbenannt.JPG

Same project in 2021.2.13. Takes 20 min to build and build adressables after reimport.

8094884--1047602--Unbenannt.JPG

I donĀ“t now why thera are 2767 Folders in Shader Cache now instead of 16before but this could probably a hint whatĀ“s going on.

First i thought that probably an virus scanner slows down because of folder generation.
But i also tested on an PC with deactivate virus scanner. Same same.

Here the ShaderCacheFolder from
2021.3.1 (same project as above)

8098865--1048145--Unbenannt1.JPG

The issues also become clearly visible by building
https://github.com/Unity-Technologies/HDRPRayTracingScenes
or
https://github.com/Unity-Technologies/SpaceshipDemo

But this has not be done for 2021.3.x LTS.
There is a general denial that a problem exists in the forums.
Why Builds and Cloud builds (who can not work at all due to this performance) from mini unity github projects are not done for an LTS release. I really can t get this. They are all still in 2021.2.

Unity 2021.3.x LTS is far from usable for bigger projects and a QA seems to be not existend for these releases.

URP Unity versions LTS 2021.3.0 and 2021.3.1 have leaks when preview uses _continuousPreviewRefresh
this is most noticeable when any time function is used within a preview refresh step

if unity creates a lot of files on disk when building shaders it will slow down the disk due to fragmentation of those files. It may help to have a system that have good fragmentation status but that may not be enough, because the files are small, they will always find some small free space to fit small parts it. You may have ten of thousands of small files that are split in several even smaller fragments which will get distributed all over the disk. Like grain of sands.

This is something that Iā€™ve noticed as one of the issues of the editor being slow. i was ignored

Who have this issues I suggest finding a software that graphically shows the file fragmentation and physical location on the disk. You can try defraggler but others that show the file map may also work.

On normal HDD, those with metal plates that spins, this is an absolute kill of performance. The SSD may work better if they are made to have same performance with small files access which appears to be a feature not all SSD have.

I know why unity ignores this issue because this means changing the editor on the fundamentals. which cost money time and practically very difficult to implement. So, ignore it is as a solution.

Put it on google drive/onedrive/dropbox and send me a link via PM/ā€œconversationā€ on the forum.

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With all the bad thats been said, Iā€™d also like to leave some praise, we are seeing up to 50% more fps in some cases and player performance is up across the board - so well done there! :slight_smile:

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The support team is ghosting me, ignoring my emails.
Where is the PRO tier support?
Whatā€™s a PRO license worth?

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I think the flood of auto editor bug reports were crashing the unity server infrastructure.

Then they tried to enable the cloud build again. But the there were 10 ^28 Folders generated which crashed all SSD and HardDisks on the servers.

Here the ShaderCacheFolder from my
2021.3.1 project.

8098865--1048145--Unbenannt1.JPG

took around 10 hours

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Thatā€™s a direct quote from the Unity LTS landing page btw.
My level of vitriol in blood right now is so high that I donā€™t even know how Iā€™m still alive.

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Done, Iā€™ve sent it in a conversation.
Thanks

you can buy unity pro from this page

https://store.unity.com/products/unity-pro

Allowing you to have revenue over 200k. Thatā€™s about it.

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I know, Iā€™m a pro subscriberā€¦ (for the moment)

Thanks! Iā€™ve tracked this down to be caused by PlasticSCM integration. Iā€™ll talk with the team thatā€™s maintaining it and weā€™ll get it fixed. In the meantime, are you using it? If not, removing ā€œcom.unity.collab-proxy@1.15.16ā€ package from your project should make these deadlocks go away.

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Hey, what channels have you been using to reach out to us? I briefly looked at case 1420506 correspondence and it seems that QA got back to you on Friday and the ticket is marked as waiting for response from you.

To be perfectly honest with you, the minidump thatā€™s attached to your report hints at it being a memory corruption. These can be hard to track down, especially if we donā€™t have a project to reproduce it on. Is giving us access to the project really out of the question?

I was talking about another issue with support, not the Unity 2021LTS crashes, sorry for the mix-up but my levels of frustration with Unity have been through the roof lately. Contact with support has been reestablished it seems. Letā€™s see how much it lasts.

About the bug report, I donā€™t want to be rude or anything, especially to the ones having to face the users like yourself. I know you are doing your best, but I simply cannot allow myself the time and effort to debug the Unity Editor.
Iā€™m staying on Unity 2020LTS definitively for the current project and that may very well be the last Unity version I get to use.
The direction Unity has taken since the subscription model was adopted has been underwhelming to say the least and the Unity 2021LTS debacle is just the last straw that has made me take the decision to end my pro subscription.

I understand, no worries.