Our latest release of the Unity Editor, Unity 6 Preview, is now available on the download page and in the Unity Hub.
Curious about what’s new in Unity 6 Preview? Check out our blog post & release notes, as well as the Unity Documentation, to learn what’s included in the release.
Unsure how to go about upgrading? Check out the upgrade guides to help you go from previous Unity releases to Unity 6 Preview. For complex productions with a high number of dependencies, find out how our Success Plans can ensure the upgrade process goes smoothly.
Please remember that with Preview releases you’re trying out the newest features & tools to help us shape Unity’s development, so make sure to back up your projects before opening them in a new version of Unity. Preview releases, just like Tech releases of the past, are not recommended for projects in production or close to release. For these projects, we recommend our latest LTS release. If you encounter any issues, please let us know by submitting a bug report so it can reach our developers.
If you have any questions or feedback related to Unity 6 Preview, please feel free to share them in this thread and we will do our best to address them.
Hey look at this bad boy runtime fee estimator they served up as well, here to simplify everyone’s lives.
I’m pretty stoked to take a whirl at the new graphics features, maybe in a couple of weeks. GPU Resident Drawer + GPU Occlusion Culling + STP looks really powerful.
The Multiplayer TLC stuff looks exciting as well, although I doubt I’d use it.
If I understand it right, as it stands right now you will never pay more than 2.5% of monthly revenue.
"If your game crosses both thresholds, you will be charged whichever amount is lower:
2.5% of your game’s monthly gross revenue, OR
The Runtime Fee based on monthly initial engagements."
The only worrying thing on the Runtime fee (for me) is
A: The means of what (invasive) tracking may Unity bundle into the engine to enforce this (and the detection of pirated copies etc), unless this all is self-reported.
B: Unity having the ability to alter the license anytime in the next major version.
With B its about the track report. I think it was late Riccitiello years that they tried to make the license affect already released versions and silently changed the license on github so that it reads that too without telling anyone.
As for A, there have been worries when the whole Runtime Fee started and Unity claimed they will “keep track” of users themselves with tracking. The ironsource merger def. didnt help public image haha
Will the foveated rendering API be available to use on mobile devices without a VR headset? IE just a regular mobile game where I want to boost rendering performance at the cost of blurry screen edges?
They never ever mentioned tracking. That was the headless hens panicking who made that up.
Unity only made the mistake of not explaining how they’d do it.
The thing is rolling that back is probably why 2022 doesn’t have the option to remove the logo.
At the end of the day the whole RTF thing exists as a solution to punish people who don’t play by the rules they’ve always had and avoided getting pro when they were supposed to with no real consequences.
But real talk you shouldn’t trust companies anyway.