2020.3 LTS aka 10x will soon be ending its cycle, it was a good run with very little, massive breaking points.
I cannot say the same for older versions and will just try to forget about that
2021.3 LTS aka 12x is only in 19 versions in so far.
most of the breaking changes already happen in the first few api’s during tech release an feel stable now.
however, the editor is sluggish an slow for day-to-day workflow.
2022.2 aka 14x is still in tech cycle.
In URP have a number of bug reports confirmed and tracking mostly related to GI issues introduced from the new cluster reflection systems. HDRP 14x is good for me and a joy to work in
2023.1 aka 15x is in beta
so far not too many changes different from 14x
URP bugs from 14x are still open in 15x
HDRP no problems yet
overall URP vs HDRP
HDRP is a lot more stable than URP an change’s that do role out feel well organized.
URP is still undergoing heavy changes; a lot of systems are not fully integrated to the Unity core unlike HDRP for the same systems.
I will add that the 2022.2.x Unity engine has massive issues with its Editor UI that slows it down and throws a bunch of GUI error now and then. About 5% of the selection in the editor/scene results in the Inspector’s GUI to only load the default UI and not display the actual content. (For example, components frames are visible in the Inspector window, but there is nothing in it. Like having a “Transform” panel in the Inspector that has no Position/Rotation/Scale entry fields.)
This is what it looks like :
There’s clearly something broken in the cache/memory of 2022.2.x because the content stored by the engine in the Library folder makes no sense. A project with 254KB of files in its assets folder generate, initially, 1.54GB of files in the Library folder. After 2 hours of working with that project without importing anything new, but only by editing the codes and modifying the exposed variables in the Inspector of said code, the Library folder is now over 1.72GB in size and the compilation time for any changes in the code takes ~18 secs and play-testing the scene takes around ~24s to starts. That’s a >30s of wait time per test attempt for minor codes changes. If each test takes about 30s to complete, that’s a over 30min lost per hour in time from compilation over a project with less than 1MB of assets/codes/audio/content.
If that was a persistent problem, I wouldn’t make such a point about it, but closing the project’s editor, then cleaning the Library folder and reopening the project in the editor and recompiling the project temporary fixes the wait time back to less than 1 sec until, about 2 hours later of minor edits in codes, the compilation time returns to its slow crawling speed.
I agree that using the LTS version is a good way of preventing issues such as this, but there comes the problem where, at this point, the difference between the LTS and the Tech Stream is basically like day & night and quite a few of the fixes requested during the LTS version are only available in the Tech Stream version and might never be in the LTS version.
For example, the LTS 2021 version are still using the experimental package of the AI package (which fixes a lot of the issues with the NavMeshAgent) while the 2022.2 version has the latest version that is not in experimental stage anymore. It’s the same with Cinemachine which, in 2022.2, had quite a few changes from the latest version available in the LTS 2021 version and Cinemachine 3.0 is supposedly just around the corner with massive internal fixes and less clunkiness. Do you think that Cinemachine 3.0 will come to the LTS 2021 when it’s released in the 2022.2 or whatever version it will be at that point? Not likely.
From my experience, over the last year, the editor version of 2021 LTS went from buggy but performant to barely usable.
Now other devs are saying that after upgrading to 2022.2, their games started crashing for some users.
I haven’t seen such a downgrade in quality since the 2019 release cycle. Though I’m not surprised, the company fired one team that could potentially test the editor in depth.
I am working with 2022.2.x for my game. I agree with you that something in the default project has issues as I sometimes get internal unity errors that won’t get in 2021 LTS.
Anything concerning the consoles that isn’t from an official source should be completely disregarded. If they knew for certain they would have learned about it through one and in that case they would be blocked from discussing it by the NDA.
Is the LTS version more stable? I’ve been using 2022.2 and its honestly unusable. Crashes constantly, prefabs are broken and missing for no reason when I launch unity, anytime I click something in the editor I have to wait for a loading bar that sometimes hangs for 20-30 mins and crashes…My favorite is when the engine crashes and deletes the scene that was open! Really awesome…anyways is the LTS any better lol
I still haven’t heard anything positive about 2022 aside from an instance where they finally fixed some graphical resource leaks that had been happening the entire release cycle up until last month.
Both Versions of Unity LTS 2021 & 2022 are Unstable both crash constantly both have huge issues with content and HDRP displaying particles correctly among other files, most of this is a scam isn’t it i’m pretty sure because most of it doesn’t work compared to Unreal Engine, the only issues i had was with bridge compatibility which has resolved in the past few versions.
Using content in Unity is expensive, time consuming for no reason because you’re fixing content that should work out of the box in any pipeline for the current version if it’s sold on marketplace, The only thing i like about unity is the Bridge to my other studio content but due to horrendous problems just trying to get Unity purchased market assets to work i find it difficult to move forward into any serious development with Unity as most my time is spent fixing Content that is supposed to work in HDRP but doesn’t show correctly even tho you have spent time setting up everything in project settings and pipeline options.
Fact is every time i use Unity a different fault occurs, i’m more fault finding & fixing then actually developing my own content, Lets face it Unreal has the better product, more stable has less issues with materials in render, it shares material files rather then using copious amounts of the same texture taking up less caching than Unity.
You buy a product from Unreal marketplace store all you have to do is wait for shaders to compile after adding it to you’re project and loading the map in viewer.
Dealing with materials in Unreal is easier than Unity with way less fuss, simulating clothing & animating is easier in Ureal, Painting meshes is easier in Unreal, you can easily rig any skeleton to Unreal’s mannequin for animations and make adjustments to the bone structure quickly.
Best thing of all is Blueprint in Unreal this allows you to manage core code better in widgets, you can easily add or change needed meta data in blueprint once you get used to it.
Unity has a good layout and is fairly easy to understand but way too complex to fix simple graphic issues and get models & meshes displaying correctly compared to Unreal which save you so much hassle on so many levels, fact is Unreal is cheaper for Australian developers to use while Unity charges GST tax on all items plus charges USD which on the exchange rate is dismal right now that along with you’re slogged with a foreign transaction free which is like 3% on any transaction making Unreal way cheaper for those in the south Pacific region.
Wtf happened to this engine I dont get what to do about it. I literally start up the engine some days and scenes or prefabs are corrupt and I lose at the very least a days worth of work that I backed up. I have to backup the project every time I work its insane.
First of all, when you experience issues like these and you suspect Unity is at fault it is downright masochistic NOT to try a newer Unity version that may or may not have fixed these, or any attempt at analyzing and narrowing down the cause of these severe (!) issues. I question your workflow more than Unity at this point. Case in point: you ask a question that ends with „lol“.
Analyzing issues like these should be the very first thing you do when they occur frequently and cause a significant loss of work, rather than sitting it out until frustration reaches a boiling point. You will have the same experience with any other game engine if that‘s your modus operandi.
Note that such issues can have numerous causes, including an unstable system, faulty hardware, both malware and anti-malware scanners, the usual „delete your Library folder and see if the odd issue goes away“ and rather commonly editor scripts that are either badly programmed or not fully compatible with the current editor version.
Ok so going back remaking the project over and over again fixing faults to a point you just delete the project and start a fresh one with a new approach to how you install and manage each file, i have to scrutinise every file i add into Unity now and can’t rely on good programming and technology to help me make things easier for my human brain who can only think so fast with physical limitations on data handling when A.I could sort of all this out if programmed right and save me a bunch of time.
No instead i find my time is spent fixing basic meshes & textures just to display in the formats Unity runs, you would think current technology would of made this a much easier process as with other editors & the functions they have seem superior to Unities handling of materials for the renders it produces.
Not being an expert in Unity yes my workflow is probably complete shit but i have to start somewhere don’t i, that’s if i want to learn anything.
I don’t find reading tech manuals easy reading and only necessary to the task at hand. I don’t read every technical manual in the world in the hopes I’ll know everything. So while you may have spent 6 years in some university training on boring programs to get to this point you probably have a better work flow and should have some idea how industry works in a real business sense where people like me are just learning a product offered over the internet much like any other application, service or course offered online.
Please list the required workflow here because i don’t think there is a standard in the I.T industry with it’s vast array of languages & programming code, being in the I.T industry is very much on the same level of the medical profession as you are required to keep upto date with current forms of technology much like a Doctor keeps upto date with new therapies & treatments.
Most people at this point would know something about computer hardware and issues that arise from it’s continual use so that’s no excuse not knowing you need certain technology to make full use of newer software formats, example drivers for video cards and updating them should be something so basic most users can understand at our current tech level.
This isn’t the 1980s when i grew up we had Apple 2 E’'s with MONOCROME VGA screens on VACCUM TUBE technology, i think i have progressed when i now have 256GB Mainboard running 10 physical processors at the core with the video cards extra processing power, liquid cooled with solid state drive, NO SPINNING DISC’s in my machine, i have seen everything been developed since the days of COLLECO VISION! so i keep upto date with tech but i still don’t know every new format or how to get it working correctly with out good help.
It’s not the same as “corrupt” but certain 2022 versions did change prefab GUIDs randomly which made things a lot of fun: https://discussions.unity.com/t/914232
Stuff like this happens a lot with particles in any version of Unity then i’m forced to make quick fixes but not the correct ones like this.
This is about the best i can fix particle issues but i have to use a different method near every time for a variety of package files.
The HDRP Wizard doesn’t correct particles so setting to unlit is a constant issue in both 2021 & 2022 LTS branches.
Rarely do i find particles are packaged correctly for Unity to read in HDRP.
Except you’re saying things like “Unity is crashing all the time” and having to remake the project over and over. This sounds less like a Unity issue and more like something is wrong with your computer. Hell, in your own screenshots, we see more indications that something’s wrong on your end because your own log is showing that something’s throwing up null reference exceptions.
HDRP particle issues are an annoyance, but other things you’ve brought up speak to a broader issue that seems to be on your end.
Like I said elsewhere I think it’s asset incompatibility. Just looking at that last screenshot I see two major assets related to shaders and I can’t find any evidence online that they’re compatible.
You can’t reasonably expect to import a ton of random assets and have everything magically work. At the very least you need to be able to update any assets that were created for older releases of the pipelines like that desert one.