simple question - Do the QA even run performance tests on each Unity release. Its just painful after every release to see people writing in forums frame rate dropped. No good for us mobile developers.
I would like see some post on this from Unity or some explanation?
That isn’t necessarily true. Now if you were talking about changing versions Unity 4 to Unity 5, then yea that would be something to avoid mid-project. But developers don’t disregard updates and patches, which get released here every week. Sometimes something is broken or less-than-optimal in the first release and in x.1 or x.2 that fix is implemented.
I’m talking more about the QA testers, dont expect developers to do performance testing on top of there development work, but just do good practice code
All I will say is that with the UI API changes Unity made in 5.2.x they either didn’t do even a middling QA on the UI or they did and haven’t advised us properly with the guidance, for example, “Oh, by the way, with Unity 5.2.x and above, you need to rewrite your Unity UIs.”
Actually it’s perfectly true. He did specify qualify that as “many”, he’s not claiming that everyone does the same thing.
“Disregarding” something and “choosing not to use it” aren’t necessarily the same thing. @Kiwasi is right, at work (and at home for me) versions aren’t downloaded and installed every week just because they’re there. Those weekly updates are for a purpose, and that purpose is fixing bugs. If those bugs don’t effect a project then there’s no reason wasting time and effort, and increasing risk, just to be on the latest version.
Same deal with any other kind of update. The changes are evaluated, and if they’re of enough benefit to current work then we roll out the update. If they’re not then we don’t spend the time and effort doing that because… why the heck would we?
It’s not about keeping up with the Joneses. It’s about equipping ourselves with effective tools.
I’ve personally got about four versions of Unity installed on my system. Mainly around not needing to update for some largish freelance projects on the go, but wanting the latest features for some other projects.
Confirm they do the below quick test:
Unity Internal Test Project → Open in latest build of Unity before public release → IF FPS have dropped → Release to public anyway…
I’m not sure if I’m seeing something whole of Unity is not, but I know your on the forums each day, alot of performance issues, and you just keep telling customers to wait for patches each week, if we keep doing this then each week will have nothing out…Remember this is MOBILE development, we need all the performance one can get…
We have a suite of tests that we run to measure the performance of specific scenarios: “AnimatedSpriteRendering”, “DynamicBatchingLitCubes”, “FindGameObjectByName,” etc. These get run at a few points during the alpha/beta cycle of each major release, and the performance is compared to the previous run to flag up any test that has dropped in performance substantially.
But this is not enough at all, you need to have some real projects and do some tests to see how things interact when combined. It seems to me when the integration happens thats when things go bad.
My personal opinion is not enough is being done - you need Unity in house projects and check these projects with each new release. End day its just pretty poor performance testing from QA! (not getting the developers involved in this one)
If you mean in the sense that you’re choosing not to use it after looking at it, then yes. If, however, you aren’t even looking at it before making that decision, then it’s precisely the same thing.
I’m not arguing against this at all. In fact, I’m pretty sure I said something very much like it in my post. My point is not that we should be keeping up with the Joneses. I’m saying that developers aren’t stuck with the version they have if they’re mid-project. If it’s between Unity 4 and Unity 5, then yes, moving from one to the other while mid-development is most likely too risky to do, but for patches that provide fixes that just isn’t the case. Simple as that.
Personally, I learned the hard way not to upgrade mid-project. Had a game that ran perfectly on iPhone 4. Upgraded to U5 and apparently iPhone 4’s unofficially not supported anymore because of the brand new GPU costs. Sigh Maybe it was about time for me to update my iPhone anyways.
Unity are moving parts of the engine onto other threads. this is tricky business to get right and we need to give unity some time to get this working 100% perfecto.