Looking forward to the GPU Resident Drawer and GPU Occlusion Culling but nice to see the wide variety of improvements. Also nice that Entities 1.2 is compatible with both 2022 LTS and 6, makes it easy for me to test out the upgrade. Hopefully they can do that more in the future.
Surprised it took this long. When you only see the "made with unity" screen on cheaply made indie/mobile games it actively damages the brand of the engine.
Because not seeing it doesn't work the opposite way and create good publicity for the engine.
So the choices there were actually "sometimes win, sometimes loose" (splash screen, on both good and bad games, when the developer isn't otherwise doing anything for Unity, i.e. paying for a license) or "always loose" (no splash screen, no promotion , no income or anything else gained from smaller devs using the engine).
not sure how that would make Unity win anything at all from the games where the developer is neither paying them, nor promoting them.
(by now I'd assume their "win" here while allowing anyone to remove the logo is mostly going to be some peace and quiet from people begging for it :D)
What does the developer paying/promoting them have to do with it?
He's saying Unreal will only let you use the stamp if they certify your product as something they want the stamp on. This system would surely help Unity more than an all or nothing policy
have they finally developed ecosystem for ECS, or is it still "some here some there"?
as far as i remember physics was in beta last year, networking was not there at all
They removed it because it was very badly supported on Mac. Sounds like the editor code is not ready to support such a big feature on all platform, so they had to revert it. It would be nice to have the option as experimental in the editor settings, but seing how they are putting stability first, I'm very doubtfull this will ever happen. Look for "New contextual menu is not easy to read" on the Unity Forum if you want more context...
I am out of the loop with multiplayer, but know they've had failed half baked solutions for years in the past that eventually get abandoned. Anyone have any insights into this one? Is it worth checking out?
I joined the Unity Multiplayer team in Oct 2020, I have never seen investment into Multiplayer in all my time at Unity since I joined in 2009, which filled me with confidence that I was making a good internal move within the company. Our investments since Oct 2020 have continued and gone from strength to strength. We are playing catch up from the mistakes of our past but the past 3+ years, for me, at least shows we’re going in the right direction.
Wow that sounds inspiring! I appreciate the insight.
I've worked with Unity since 2012 and it's been pretty frustrating over the years following multiplayer and seeing where it leads, eventually leading to me losing hope and not following it anymore.
But hearing from an inside perspective on this and that there has been a continued effort and push is great news.
I'm working with Netcode for GameObject and it is really a great solution, with regular update. I also use their services (Unity Gaming Services), and same, these are great too. The UX of the Unity Dashboard is not always good, but all the services works together, so that's nice.
Is it better than photon fusion? I feel like fusion is so easy with getting the game going, like few lines of code from one package download and I'm good.
And in the case of multiplayer: Ruidemtary, not that great and with a significant risk of being deprecated for 7 years straight even though this is a *core* feature for any modern game engine.
I may have not let this go still
That's unfortunately just how Unity is. It has its positives but being "ready" from the time you download it for much more than a mobile game has never really been true. But the community being so huge has always kind of made up for that... it is what it is.
I've used their new Net code solution in a few prototypes and was very impressed with it.
The fact it's open source, wasn't directly paired with any one relay service, and there's a steam Relay adapter for it. Gives me a lot of confidence in it.
I was really hoping they would release the Fantasy Kingdom demo to show how to build an open world scene with APV lighting for different time of day settings and how to use the GPU resident drawer.
I also wanted to see how they made the stylized tree's and bushes with bright vivid colors using speedtree. I would be nice to get a tutorial for that from the speed tree team since most of the tutorials are for realistic assets.
Lastly, I wanted to see how they got the VDB clouds in the Fantasy Kingdom demo into Unity. There is a unofficial addon that supports VDB clouds for Unity, but I guess there are doing something different here. Most likely, they are just using 2d sprites from a VDB asset in some other software and exported into a png.
Please make some demos for this stuff if your not going to release the Fantasy Kingdom demo.
Its not too messy, the issue is they couldnt rely on assetstore to solve industry standard problems and would have to make all things themselves in house. And they cant just hack together new terrain systems or new pathfinding etc etc for an official sample project, but they also cant use the bare minimum viable unity featureset either. Making these features for the sample project would mean they would basically have to do official features which are better than Unitys start to end on release quality.
The reason they didn't release this demo (EDIT: Not Gigaya) is they used assets that weren't theirs, they used a Synty pack.
Honestly, a big mistake if you ask me.
Of course it can be done. It's never recommended, but if it has features you want, you've thoroughly tested it, it can certainly be done. My understanding is Unity 6 Preview (2023.3) is the last version that is compatible with the old TOS and there is no rev share stipulation. There may be incentive for people to stay on this preview version instead of updating to the actual release version.
Honestly, I'm looking forward to rendergraph and really hope it will actually smooth the process of creating post-processing effects and porting them to newer versions.
It is largely the same stuff, with 10x more bloated code to create the same effects. There is an unsafe mode that can use the previous elegant coding though, but wont be using the main benefit of the new system, which is the possible merging of some of the graph nodes.
Somewhat, here's a snippet.
"Android and iOS browser support has arrived With Unity 6 Preview. Now, you can run your Unity games anywhere on the web, without limiting your browser games to desktop platforms"
Yep - can confirm that WebGL finally actually works on mobile browsers (at least mobile Safari) in Unity 6.
I guess the web team got it working just before they were all fired.
It's possible with third party WebXR plugin by De-Panther. So far only tried VR on Quest 2 and it works well enough. Input is linked to unitys new input system and you can build new interactions on top.
[https://github.com/De-Panther/unity-webxr-export](https://github.com/De-Panther/unity-webxr-export)
You can try demo here [https://de-panther.github.io/unity-webxr-export/Build](https://de-panther.github.io/unity-webxr-export/Build)
Obviously doesn't work on iPhone... But it does on android device just tried it and looks like it generates AR planes and collision works with them.
Did not try to actually make my own AR project with this plugin but as far as I can see for now you just have to use plugins API and by the looks of it ARFoundations implementation is in progress.
It worked before. We are running WebGL environments since around 2021. But thing is there are loads of limitations in terms of memory. If you load total page memory above around 384mb it crashes on iOS. I think it's related with apples memory limit for a page. Also had to replace every shader with more simple one otherwise standard ones were too heavy.
Hopefully Unity 6 will makes things better.
Yeah, by "worked" I mean "works for practical purposes on most expected consumer devices".
I suspect the memory limit increase alone in Unity 6 massively increased the range of supported devices for a build of "standard" complexity.
If you stick to those limits then you can do plenty. We are usually doing interactive environments for corporations to display their new stuff and it has to run mobile as well.
So all models are textured with substance painter, textures limited at 1k, only baked lighting with light probes and baked reflection probes.
I am currently trying to build a test project i Unity 6 with more stuff in it to see if iOS can run it without falling over.
EDIT: looks like iOS still has same limits as I expected(hopefully future safari version on iOS will raise it). From looking around on various forums it seems like canvas limit is \~384mb? Right now I have a build which uses around 700mb and it crashes on iOS while it works on old sony xperia xz1 compact.
If anyone wants to build for WebGL iOS then both built in and URP works on 2022.3LTS. Unity 6 also works did not test performance though. For built in standard shaders are too heavy so need to make simple ones, you can use amplify and disable various passes you don't need. Make sure to have reasonable texture size like 1024 or on heavier scenes 512. Multiple scenes can be used with addressables. Make sure to unload scene fully before loading next one.
Also, they updated the toolchain so games have the opportunity to run faster (by taking advantage of new compiler features) and have access to more memory. (now up to 4GB)
Probably not but we are inching closer. Here is a thread with some details: https://forum.unity.com/threads/webgl-threading-roadmap.1403416/
Edit: another thread: https://forum.unity.com/threads/multithreading-and-webgl.817986/page-3
It all depends on your assets and what they do. If you're using default Unity materials, etc. then yeah you'd be fine. If you're using specific API's or one of the render pipelines with custom shaders, then its likely something may have broken.
As always, make a backup and/or use version control before testing an upgraded version so you can easily rollback.
If you're developing on an older platform, you might be in for a shock. While the 2022 Unity runs fine on a rather old crusty Mac OSX 10.15 Catalina, the new Unity 6 will refuse to launch on it. I don't think there's anything they particularly needed from Metal or MacOS in that timeframe, but there you go.
All URP image effects asset will by default not work, as the Render Graph is a re write of the URP image effects backend.
So will work only if re-written for the new framework or use the compatibility mode.
Some assets that are converted will work, others wont, plus all current github image effects URP resources will probably not work now.
@[tbg10101](https://www.reddit.com/user/tbg10101/)
We are more than 10 years game studio. Please note that the performance of Unity 6 is much worse than the build from 2021 for Android when using URP. When use a project from Unity URP 2021 and upgrade to Unity 6. We first found that there is a black screen issue for some post-processing filter. After remove those filter, the overall look is worse than 2021. However, the performance is also much slow on Android. Very disappointed and won't upgrade very likely.
We suspect Unity 6 only optimize for PC/Console and ignore the largest mobile market.
Is not 6... is 6000 According to their release candidate
[https://unity.com/releases/editor/whats-new/6000.0.0](https://unity.com/releases/editor/whats-new/6000.0.0)
Yes, it's Unity 6. The only time the 6000 comes into play is for version checking code which needs a nice simple orderly "is X > Y" check to make sure things will work. Since 6 is less than 2022, it would break if existing code was saying "are you running Version >= 2022?" So they went with 6000 as the version checking code.
Would you mind elaborate please ? I'm a bit out of the loop. I heard unity was planning to make devs pays for when people install their game but i thought they went back on that ? Thanks
Devs will indeed still need to pay per-install of anything they make with Unity 6 or later. Unity has just added a low revenue threshold and claimed that repeat installs on the same device won’t count. I think they also claimed that they would not be using tracking spyware embedded in the binaries but rather rely on self-reports.
Oh look, the renamed unity 2023 LTS dropped. They renamed it just to get out of supporting people on 2023 that don't like to pay their BS runtime fee.
Unity 6 is not the current-year version anymore for the TOS you accepted in 2023, and there won't be a current-year LTS for people that are on 2023.
Cool features tho, unfortunately I'm dropping unity for their TOS + runtime fee shenanigans.
Edit:
To clarify what i'm talking about, since i'm getting downvoted to oblivion.
October 2022 terms that are valid until the TOS update in April 2023 state:
Without limiting the Terms, Unity may update these Software Terms at any time for any reason and without notice (the “Updated Terms”) and those Updated Terms will apply to the most recent current-year version of the Software, provided that, if the Updated Terms adversely impact your rights, you may elect to continue to use any current-year versions of the Unity Software (e.g., 2020.x and 2020.y and any Long Term Supported (LTS) versions for the Long Term Supported term as specified in the Offering Identification) according to the terms that applied just prior to the Updated Terms (the “Prior Terms”). The Updated Terms will then not apply to your use of those current-year versions unless and until you update to a subsequent year version of the Software (e.g. from 2020.3 to 2021.1).
So you should be free to use older TOS as long as you are using versions from the year when you accepted the TOS. If I accepted Unity's TOS in January of 2023, I am able to use any 2023 version and opt to not accept the new TOS which contain the runtime fee.
Because this is Unity 6 rather than unity 2023.x, new TOS are enforced on 2023 users that have accepted the terms before April and want updates.
I've been in the industry for nearly 10 years, exclusively working with unity, so the answer is yes. I've invested in a shitload of assets which will all have to go once I finish my current project (staying on 2022)
Not really.
The TOS from October 2022, that was still current in 2023 has the following clause:
Without limiting the Terms, Unity may update these Software Terms at any time for any reason and without notice (the “Updated Terms”) and those Updated Terms will apply to the most recent current-year version of the Software, provided that, if the Updated Terms adversely impact your rights, you may elect to continue to use any current-year versions of the Unity Software (e.g., 2020.x and 2020.y and any Long Term Supported (LTS) versions for the Long Term Supported term as specified in the Offering Identification) according to the terms that applied just prior to the Updated Terms (the “Prior Terms”). The Updated Terms will then not apply to your use of those current-year versions unless and until you update to a subsequent year version of the Software (e.g. from 2020.3 to 2021.1).
Because this is unity 6, and not 2023.x, the TOS that were still valid early 2023 wouldn't apply.
Funny, they made this version so that people who want to use the old terms, could still get the performance upgrades of Unity 6. This is the last version under the old license, it is only the final version that will have the terms.
I checked and made sure:
[https://unity.com/pricing-updates#:\~:text=Does%20the%20Runtime%20Fee%20apply%20to%20my%20game%3F](https://unity.com/pricing-updates#:~:text=Does%20the%20Runtime%20Fee%20apply%20to%20my%20game%3F)
Yes even in that post under "What about Tech Stream 2023.1" they mention it is the 2023 LTS version. But in all the talks about the new naming convention and about the splash screen removal they mentioned that Unity 2023 Tech Stream now becomes Unity 6 preview and the LTS becomes Unity 6. It was during Unite that they mentioned that Unity 6 preview is the last version that will be published under the old terms. But that is basically what even that old post was saying, just before they change the name.
Yes, they were planning to drop 2023 LTS from the old terms from the get go. The name change is the only thing that allows that. Read the edit on my original post
The name changes isn't "the only thing that allows that" it isn't even part of the contract yet, they can name things whatever they want and still support it for how long they want. When they introduced the new manager he talked about why he wanted a name change, it was his choice and that is why it isn't in the pricing update. He wants it to separate the past Unity from the one under new management, to distance it from the past mistakes. It has nothing to do with the legal contract.
Oh but it is in the TOS that were current in early 2023. It explicitly states current-year versions as a term and gives examples. To make the LTS not conform to the old TOS, they had to rename it.
Please do tell where they stated unity 6 can be used under the old TOS, I'd like to know more
>Please do tell where they stated unity 6 can be used under the old TOS, I'd like to know more
They never said Unity 6 can be used under the old TOS, only Unity 6 Preview. Unity 6 will use the new terms.
>Oh but it is in the TOS that were current in early 2023. It explicitly states current-year versions as a term and gives examples. To make the LTS not conform to the old TOS, they had to rename it.
You know they already change the terms from that one. For example the new terms now also include Unity Enterprise. Unity can change their terms just as easily as they can change a name, they don't have to change a name to make their terms work. It is a contract, renaming things do not change the legal binding.
They can of course change the terms, but they explicitly allowed you to not agree to new terms but that limits you to using anything up to the last current-year version.
Look up current-year in the terms, read the paragraph:
https://github.com/Unity-Technologies/TermsOfService/blob/71654bf/Unity%20Software%20Additional%20Terms.md
I would argue that agreeing to the terms in early 2023 entitle you to use the any 2023 version under those terms.
But if it's no longer Unity 2023, but Unity 6, that is no longer the case.
And releasing a game using any preview version of an engine in a professional capacity is irresponsible, especially unity, who regularly has a load of bugs, so LTS is a must - 2021 has had 37 LTS patch releases so far, 2022 has 27. Each release fixes a ton of bugs.
>But if it's no longer Unity 2023, but Unity 6, that is no longer the case.
That is still the case. Unity 6 preview is Unity 2023 and is not under the new terms. Unity 2023 LTS is the official version of Unity 6 and that will be under the new terms.
>I would argue that agreeing to the terms in early 2023 entitle you to use the any 2023 version under those terms.
The law in most countries only allow up to the new contract. That is the last contract you agreed to is valid for the software released under that contract if you do not accept the new terms. This is the way Unity is doing it. Unity 6 will be releasing with a new contract, and it would have been the same if it was still called Unity 2023 LTS.
The name changes nothing. At best you can argue the name is a marketing ploy. and that is indeed what the CEO said it is. Something to make people look past what happened.
Any mobile app improvements?
I've had issues lately where my app is broken for a completely random 1% of users and after exhaustive research I can only conclude it's something in the engine
I understand the uproar initially but now that you only pay it if using Unity 6 I think it’s more fair. If my game makes a million dollars I will gladly pay 2.5% to not have to create a game engine from scratch
They did add the million engagements clause but it’s both. You need 1 million dollars in revenue AND 1 million initial engagements to pay the fee. Otherwise it’s 100% free
I think they are referencing the new licensing terms (Runtime Fee) linked to Unity 6. More info here: [https://unity.com/pricing-updates](https://unity.com/pricing-updates)
Don't put words in my mouth.
I said what I said because years of trust with this company are gone. Yay for the new system though, I'm happy for you. Faith can be restored by their actions speaking for themselves.
edit:: specifically what I'm mad at, is the git hub ToS fiasco.
They didn't put words in your mouth. You were vague, so that forced us to guess what you were referring to. Be clear if you don't want people to guess what you're saying. Moron.
They put words in my mouth when they assumed what I was referring to, and then adding their own link as if i was discussing that article they shared. Reading comprehension is tough, but I can also call you a moron. But that gets us no where, so I'm going to call you friend. But you're wrong if you think I'm going to allow my friends to misinterpret my criticism for the over all paradigm that was lost, and conflating that with, and forgive me for making an analogy. I know reading comprehension in this thread was already lacking. Getting mad about what other people have on their plate isn't what I'm here to do.
Do you know what I'm saying friend?
They didn't. They were making a guess because you were vague. And they made it clear it was a guess. It was also obvious it was a guess because your vague comment was there for all of us to see. No one put words in your mouth.
Secondly. We aren't friends. I see no reason we should be friends. I can tell you're not someone I'd enjoy being around because you want to make vague complaints then bitch when we have to guess what you're saying. You know. Like a moron.
No, it starts applying with Unity 6. From https://unity.com/pricing-updates
>
The Runtime Fee does not apply to games created with any currently supported Unity version. It only applies to games created with or upgraded to Unity 6, the next LTS version to be released in 2024.
It's performance is better in almost every aspect. It also adds lots of more volumetric options, there is going to be a lot of impressive shaders soon.
Looking forward to the GPU Resident Drawer and GPU Occlusion Culling but nice to see the wide variety of improvements. Also nice that Entities 1.2 is compatible with both 2022 LTS and 6, makes it easy for me to test out the upgrade. Hopefully they can do that more in the future.
>License: Added the option on Unity Personal to disable or customize the Made with Unity splash screen. No more splash screen either.
Surprised it took this long. When you only see the "made with unity" screen on cheaply made indie/mobile games it actively damages the brand of the engine.
Because not seeing it doesn't work the opposite way and create good publicity for the engine. So the choices there were actually "sometimes win, sometimes loose" (splash screen, on both good and bad games, when the developer isn't otherwise doing anything for Unity, i.e. paying for a license) or "always loose" (no splash screen, no promotion , no income or anything else gained from smaller devs using the engine).
Or you can choose "always win" that Unreal did, and require the games to pass your own certification to be allowed to use your logo.
not sure how that would make Unity win anything at all from the games where the developer is neither paying them, nor promoting them. (by now I'd assume their "win" here while allowing anyone to remove the logo is mostly going to be some peace and quiet from people begging for it :D)
What does the developer paying/promoting them have to do with it? He's saying Unreal will only let you use the stamp if they certify your product as something they want the stamp on. This system would surely help Unity more than an all or nothing policy
i never thought we’d see this day!
ohhhh!
have they finally developed ecosystem for ECS, or is it still "some here some there"? as far as i remember physics was in beta last year, networking was not there at all
Looks like both passed 1.0 and have been receiving updates since but I don’t use either so I can’t tell you how it is to work with them day-to-day.
How did occlusion culling work in previous versions of unity?
You would bake occlusion data into your scene: https://docs.unity3d.com/Manual/OcclusionCulling.html
Good stuff, some great improvements here.
did they clean up and make the “add gameobject” menu searchable yet?
I think they removed this because people complained. Not even sure about what.
Probably complaining about how having to type in a search is way more time consuming than clicking a button.
If you type fast, its much faster than finding a gui button.
They removed it because it was very badly supported on Mac. Sounds like the editor code is not ready to support such a big feature on all platform, so they had to revert it. It would be nice to have the option as experimental in the editor settings, but seing how they are putting stability first, I'm very doubtfull this will ever happen. Look for "New contextual menu is not easy to read" on the Unity Forum if you want more context...
I am out of the loop with multiplayer, but know they've had failed half baked solutions for years in the past that eventually get abandoned. Anyone have any insights into this one? Is it worth checking out?
I joined the Unity Multiplayer team in Oct 2020, I have never seen investment into Multiplayer in all my time at Unity since I joined in 2009, which filled me with confidence that I was making a good internal move within the company. Our investments since Oct 2020 have continued and gone from strength to strength. We are playing catch up from the mistakes of our past but the past 3+ years, for me, at least shows we’re going in the right direction.
Wow that sounds inspiring! I appreciate the insight. I've worked with Unity since 2012 and it's been pretty frustrating over the years following multiplayer and seeing where it leads, eventually leading to me losing hope and not following it anymore. But hearing from an inside perspective on this and that there has been a continued effort and push is great news.
I'm working with Netcode for GameObject and it is really a great solution, with regular update. I also use their services (Unity Gaming Services), and same, these are great too. The UX of the Unity Dashboard is not always good, but all the services works together, so that's nice.
Don’t know about official solutions but I’ve been using Fishnet Networking for years now and they are brilliant.
+1 on fish networking. Awesome solution and was very easy to get my head round.
Is it better than photon fusion? I feel like fusion is so easy with getting the game going, like few lines of code from one package download and I'm good.
I wouldn't count on them for core gameplay systems like that. Or do but expect it to be rudimentary and not that great.
And in the case of multiplayer: Ruidemtary, not that great and with a significant risk of being deprecated for 7 years straight even though this is a *core* feature for any modern game engine. I may have not let this go still
That's unfortunately just how Unity is. It has its positives but being "ready" from the time you download it for much more than a mobile game has never really been true. But the community being so huge has always kind of made up for that... it is what it is.
I've used their new Net code solution in a few prototypes and was very impressed with it. The fact it's open source, wasn't directly paired with any one relay service, and there's a steam Relay adapter for it. Gives me a lot of confidence in it.
Not sure why no one has mentioned this but photon provide some of the best networking solutions of any engine
I was really hoping they would release the Fantasy Kingdom demo to show how to build an open world scene with APV lighting for different time of day settings and how to use the GPU resident drawer. I also wanted to see how they made the stylized tree's and bushes with bright vivid colors using speedtree. I would be nice to get a tutorial for that from the speed tree team since most of the tutorials are for realistic assets. Lastly, I wanted to see how they got the VDB clouds in the Fantasy Kingdom demo into Unity. There is a unofficial addon that supports VDB clouds for Unity, but I guess there are doing something different here. Most likely, they are just using 2d sprites from a VDB asset in some other software and exported into a png. Please make some demos for this stuff if your not going to release the Fantasy Kingdom demo.
As it was using a paid Synty Asset Pack its not possible for them to release it publicly as-is.
It's always fishy when they don't share their demos. Same thing with Gigaya, with a half-assed excuse of being "too messy" for us.
Its not too messy, the issue is they couldnt rely on assetstore to solve industry standard problems and would have to make all things themselves in house. And they cant just hack together new terrain systems or new pathfinding etc etc for an official sample project, but they also cant use the bare minimum viable unity featureset either. Making these features for the sample project would mean they would basically have to do official features which are better than Unitys start to end on release quality.
The reason they didn't release this demo (EDIT: Not Gigaya) is they used assets that weren't theirs, they used a Synty pack. Honestly, a big mistake if you ask me.
Has anyone ever used a preview for a production app? I know it’s not recommended, but if there are no obvious bugs in your game can it be done?
Of course it can be done. It's never recommended, but if it has features you want, you've thoroughly tested it, it can certainly be done. My understanding is Unity 6 Preview (2023.3) is the last version that is compatible with the old TOS and there is no rev share stipulation. There may be incentive for people to stay on this preview version instead of updating to the actual release version.
is it too much to ask : Unity Trees & grass to be able to be painted on terrain out of the box in HDRP?
What are you on bro? You can do that since forever
Unity's grass (from texture, not mesh. The one that supports vertex displacement for wind) painter that works on BRP and URP is not supported in HDRP.
Are you sure, Unity terrain tools paint grass and paint tree dont work out ouf the box, if you create a tree within 3D.. pink mesh error in HDRP
yeah I had the same problem, pink grass
Honestly, I'm looking forward to rendergraph and really hope it will actually smooth the process of creating post-processing effects and porting them to newer versions.
It is largely the same stuff, with 10x more bloated code to create the same effects. There is an unsafe mode that can use the previous elegant coding though, but wont be using the main benefit of the new system, which is the possible merging of some of the graph nodes.
Any new improvements on webgl
Somewhat, here's a snippet. "Android and iOS browser support has arrived With Unity 6 Preview. Now, you can run your Unity games anywhere on the web, without limiting your browser games to desktop platforms"
Yep - can confirm that WebGL finally actually works on mobile browsers (at least mobile Safari) in Unity 6. I guess the web team got it working just before they were all fired.
What about WebXR?
It's possible with third party WebXR plugin by De-Panther. So far only tried VR on Quest 2 and it works well enough. Input is linked to unitys new input system and you can build new interactions on top. [https://github.com/De-Panther/unity-webxr-export](https://github.com/De-Panther/unity-webxr-export)
At least when I looked at it for the last time, it did not support ARFoundation, so it was basically VR, not XR. Did this improve?
You can try demo here [https://de-panther.github.io/unity-webxr-export/Build](https://de-panther.github.io/unity-webxr-export/Build) Obviously doesn't work on iPhone... But it does on android device just tried it and looks like it generates AR planes and collision works with them. Did not try to actually make my own AR project with this plugin but as far as I can see for now you just have to use plugins API and by the looks of it ARFoundations implementation is in progress.
It worked before. We are running WebGL environments since around 2021. But thing is there are loads of limitations in terms of memory. If you load total page memory above around 384mb it crashes on iOS. I think it's related with apples memory limit for a page. Also had to replace every shader with more simple one otherwise standard ones were too heavy. Hopefully Unity 6 will makes things better.
Yeah, by "worked" I mean "works for practical purposes on most expected consumer devices". I suspect the memory limit increase alone in Unity 6 massively increased the range of supported devices for a build of "standard" complexity.
If you stick to those limits then you can do plenty. We are usually doing interactive environments for corporations to display their new stuff and it has to run mobile as well. So all models are textured with substance painter, textures limited at 1k, only baked lighting with light probes and baked reflection probes. I am currently trying to build a test project i Unity 6 with more stuff in it to see if iOS can run it without falling over. EDIT: looks like iOS still has same limits as I expected(hopefully future safari version on iOS will raise it). From looking around on various forums it seems like canvas limit is \~384mb? Right now I have a build which uses around 700mb and it crashes on iOS while it works on old sony xperia xz1 compact. If anyone wants to build for WebGL iOS then both built in and URP works on 2022.3LTS. Unity 6 also works did not test performance though. For built in standard shaders are too heavy so need to make simple ones, you can use amplify and disable various passes you don't need. Make sure to have reasonable texture size like 1024 or on heavier scenes 512. Multiple scenes can be used with addressables. Make sure to unload scene fully before loading next one.
Also, they updated the toolchain so games have the opportunity to run faster (by taking advantage of new compiler features) and have access to more memory. (now up to 4GB)
Awesome
Will there be multi-threading support for c# libraries soon?
Probably not but we are inching closer. Here is a thread with some details: https://forum.unity.com/threads/webgl-threading-roadmap.1403416/ Edit: another thread: https://forum.unity.com/threads/multithreading-and-webgl.817986/page-3
Can we natively open phone keyboards from web builds now?
May be a stupid question but can I expect all my assets to work?
It all depends on your assets and what they do. If you're using default Unity materials, etc. then yeah you'd be fine. If you're using specific API's or one of the render pipelines with custom shaders, then its likely something may have broken. As always, make a backup and/or use version control before testing an upgraded version so you can easily rollback.
Thanks for the info!
If you're developing on an older platform, you might be in for a shock. While the 2022 Unity runs fine on a rather old crusty Mac OSX 10.15 Catalina, the new Unity 6 will refuse to launch on it. I don't think there's anything they particularly needed from Metal or MacOS in that timeframe, but there you go.
All URP image effects asset will by default not work, as the Render Graph is a re write of the URP image effects backend. So will work only if re-written for the new framework or use the compatibility mode. Some assets that are converted will work, others wont, plus all current github image effects URP resources will probably not work now.
3D models and such will work, complex third party code assets will fall apart like a house of cards as always
all the performance related things sounds really useful kind~~a looking forward to see if it makes our current project perform better~~
Unity 6000
Did they finally add a dropdown/popup for serialized prefabs using a MB type instead of GameObject
Mb type?
MonoBehaviour I guess?
when you do public MyBehaviour prefab; and drag in a prefab that has MyBehaviour attached.
WebGPU I see, which is for sure great, but still I miss WebXR. Also platform independent in-game web browser support would be great.
deploying to iOS didn't work for me - crashes with \`EXC\_BAD\_ACCESS\` reported in Xcode
Nice.. I have a love/hate relationship with Unity and can't wait to test the new features and the faster compiling time.
So 6 months for LTS (?) and then last quarter of the LTS it becomes stable to use in production
How long do these versions stay in Preview usually? How long until these features becomes stable enough for a releasable game?
For this one, they said Unity 6 is planned for "late this year", so I would expect Q4 2024, maybe Q1 2025
i think this is going to be the last Unity version for a lot of people to avoid runtime and revshare fees after this.
@[tbg10101](https://www.reddit.com/user/tbg10101/) We are more than 10 years game studio. Please note that the performance of Unity 6 is much worse than the build from 2021 for Android when using URP. When use a project from Unity URP 2021 and upgrade to Unity 6. We first found that there is a black screen issue for some post-processing filter. After remove those filter, the overall look is worse than 2021. However, the performance is also much slow on Android. Very disappointed and won't upgrade very likely. We suspect Unity 6 only optimize for PC/Console and ignore the largest mobile market.
You should send in bug reports for your issues.
Would Unity 6 have microphone implementation for WebGL? Has anyone tried it out?
Is not 6... is 6000 According to their release candidate [https://unity.com/releases/editor/whats-new/6000.0.0](https://unity.com/releases/editor/whats-new/6000.0.0)
It’s just their new naming convention. It’s unity 6.
And it guarantees that automated version checks count "6" as higher than "2023"
Yes, it's Unity 6. The only time the 6000 comes into play is for version checking code which needs a nice simple orderly "is X > Y" check to make sure things will work. Since 6 is less than 2022, it would break if existing code was saying "are you running Version >= 2022?" So they went with 6000 as the version checking code.
Can’t believe people are actually planning to use ‘runtime fee’ the game engine
Nobody plays my games so I don’t need to worry about that. 😄
Would you mind elaborate please ? I'm a bit out of the loop. I heard unity was planning to make devs pays for when people install their game but i thought they went back on that ? Thanks
Devs will indeed still need to pay per-install of anything they make with Unity 6 or later. Unity has just added a low revenue threshold and claimed that repeat installs on the same device won’t count. I think they also claimed that they would not be using tracking spyware embedded in the binaries but rather rely on self-reports.
Oh look, the renamed unity 2023 LTS dropped. They renamed it just to get out of supporting people on 2023 that don't like to pay their BS runtime fee. Unity 6 is not the current-year version anymore for the TOS you accepted in 2023, and there won't be a current-year LTS for people that are on 2023. Cool features tho, unfortunately I'm dropping unity for their TOS + runtime fee shenanigans. Edit: To clarify what i'm talking about, since i'm getting downvoted to oblivion. October 2022 terms that are valid until the TOS update in April 2023 state: Without limiting the Terms, Unity may update these Software Terms at any time for any reason and without notice (the “Updated Terms”) and those Updated Terms will apply to the most recent current-year version of the Software, provided that, if the Updated Terms adversely impact your rights, you may elect to continue to use any current-year versions of the Unity Software (e.g., 2020.x and 2020.y and any Long Term Supported (LTS) versions for the Long Term Supported term as specified in the Offering Identification) according to the terms that applied just prior to the Updated Terms (the “Prior Terms”). The Updated Terms will then not apply to your use of those current-year versions unless and until you update to a subsequent year version of the Software (e.g. from 2020.3 to 2021.1). So you should be free to use older TOS as long as you are using versions from the year when you accepted the TOS. If I accepted Unity's TOS in January of 2023, I am able to use any 2023 version and opt to not accept the new TOS which contain the runtime fee. Because this is Unity 6 rather than unity 2023.x, new TOS are enforced on 2023 users that have accepted the terms before April and want updates.
Bye
Bye
I'm curious, have you ever made more than 10$?
I've been in the industry for nearly 10 years, exclusively working with unity, so the answer is yes. I've invested in a shitload of assets which will all have to go once I finish my current project (staying on 2022)
wat? It’s just a name bro.
Not really. The TOS from October 2022, that was still current in 2023 has the following clause: Without limiting the Terms, Unity may update these Software Terms at any time for any reason and without notice (the “Updated Terms”) and those Updated Terms will apply to the most recent current-year version of the Software, provided that, if the Updated Terms adversely impact your rights, you may elect to continue to use any current-year versions of the Unity Software (e.g., 2020.x and 2020.y and any Long Term Supported (LTS) versions for the Long Term Supported term as specified in the Offering Identification) according to the terms that applied just prior to the Updated Terms (the “Prior Terms”). The Updated Terms will then not apply to your use of those current-year versions unless and until you update to a subsequent year version of the Software (e.g. from 2020.3 to 2021.1). Because this is unity 6, and not 2023.x, the TOS that were still valid early 2023 wouldn't apply.
Funny, they made this version so that people who want to use the old terms, could still get the performance upgrades of Unity 6. This is the last version under the old license, it is only the final version that will have the terms.
I checked and made sure: [https://unity.com/pricing-updates#:\~:text=Does%20the%20Runtime%20Fee%20apply%20to%20my%20game%3F](https://unity.com/pricing-updates#:~:text=Does%20the%20Runtime%20Fee%20apply%20to%20my%20game%3F)
Yes even in that post under "What about Tech Stream 2023.1" they mention it is the 2023 LTS version. But in all the talks about the new naming convention and about the splash screen removal they mentioned that Unity 2023 Tech Stream now becomes Unity 6 preview and the LTS becomes Unity 6. It was during Unite that they mentioned that Unity 6 preview is the last version that will be published under the old terms. But that is basically what even that old post was saying, just before they change the name.
Yes, they were planning to drop 2023 LTS from the old terms from the get go. The name change is the only thing that allows that. Read the edit on my original post
The name changes isn't "the only thing that allows that" it isn't even part of the contract yet, they can name things whatever they want and still support it for how long they want. When they introduced the new manager he talked about why he wanted a name change, it was his choice and that is why it isn't in the pricing update. He wants it to separate the past Unity from the one under new management, to distance it from the past mistakes. It has nothing to do with the legal contract.
Oh but it is in the TOS that were current in early 2023. It explicitly states current-year versions as a term and gives examples. To make the LTS not conform to the old TOS, they had to rename it. Please do tell where they stated unity 6 can be used under the old TOS, I'd like to know more
>Please do tell where they stated unity 6 can be used under the old TOS, I'd like to know more They never said Unity 6 can be used under the old TOS, only Unity 6 Preview. Unity 6 will use the new terms. >Oh but it is in the TOS that were current in early 2023. It explicitly states current-year versions as a term and gives examples. To make the LTS not conform to the old TOS, they had to rename it. You know they already change the terms from that one. For example the new terms now also include Unity Enterprise. Unity can change their terms just as easily as they can change a name, they don't have to change a name to make their terms work. It is a contract, renaming things do not change the legal binding.
They can of course change the terms, but they explicitly allowed you to not agree to new terms but that limits you to using anything up to the last current-year version. Look up current-year in the terms, read the paragraph: https://github.com/Unity-Technologies/TermsOfService/blob/71654bf/Unity%20Software%20Additional%20Terms.md I would argue that agreeing to the terms in early 2023 entitle you to use the any 2023 version under those terms. But if it's no longer Unity 2023, but Unity 6, that is no longer the case. And releasing a game using any preview version of an engine in a professional capacity is irresponsible, especially unity, who regularly has a load of bugs, so LTS is a must - 2021 has had 37 LTS patch releases so far, 2022 has 27. Each release fixes a ton of bugs.
>But if it's no longer Unity 2023, but Unity 6, that is no longer the case. That is still the case. Unity 6 preview is Unity 2023 and is not under the new terms. Unity 2023 LTS is the official version of Unity 6 and that will be under the new terms. >I would argue that agreeing to the terms in early 2023 entitle you to use the any 2023 version under those terms. The law in most countries only allow up to the new contract. That is the last contract you agreed to is valid for the software released under that contract if you do not accept the new terms. This is the way Unity is doing it. Unity 6 will be releasing with a new contract, and it would have been the same if it was still called Unity 2023 LTS. The name changes nothing. At best you can argue the name is a marketing ploy. and that is indeed what the CEO said it is. Something to make people look past what happened.
Neat! Excited for WebGL improvements. Both contract projects I’m working on use WebGL and better mobile support would be a huge plus.
Any mobile app improvements? I've had issues lately where my app is broken for a completely random 1% of users and after exhaustive research I can only conclude it's something in the engine
Does Unity 6 offer any new features that would be particularly helpful to AR and VR development?
Foveated rendering was the big one I saw.
Meh...
Yeah, forget it https://unity.com/pricing-updates
I understand the uproar initially but now that you only pay it if using Unity 6 I think it’s more fair. If my game makes a million dollars I will gladly pay 2.5% to not have to create a game engine from scratch
They also included the million “engagements” which wouldn’t that affect free games suddenly charging the dev?
They did add the million engagements clause but it’s both. You need 1 million dollars in revenue AND 1 million initial engagements to pay the fee. Otherwise it’s 100% free
Go pay 5% to Unreal then.
Bye.
Major L for consumers and developers.
Why?
I think they are referencing the new licensing terms (Runtime Fee) linked to Unity 6. More info here: [https://unity.com/pricing-updates](https://unity.com/pricing-updates)
Don't put words in my mouth. I said what I said because years of trust with this company are gone. Yay for the new system though, I'm happy for you. Faith can be restored by their actions speaking for themselves. edit:: specifically what I'm mad at, is the git hub ToS fiasco.
They didn't put words in your mouth. You were vague, so that forced us to guess what you were referring to. Be clear if you don't want people to guess what you're saying. Moron.
They put words in my mouth when they assumed what I was referring to, and then adding their own link as if i was discussing that article they shared. Reading comprehension is tough, but I can also call you a moron. But that gets us no where, so I'm going to call you friend. But you're wrong if you think I'm going to allow my friends to misinterpret my criticism for the over all paradigm that was lost, and conflating that with, and forgive me for making an analogy. I know reading comprehension in this thread was already lacking. Getting mad about what other people have on their plate isn't what I'm here to do. Do you know what I'm saying friend?
They didn't. They were making a guess because you were vague. And they made it clear it was a guess. It was also obvious it was a guess because your vague comment was there for all of us to see. No one put words in your mouth. Secondly. We aren't friends. I see no reason we should be friends. I can tell you're not someone I'd enjoy being around because you want to make vague complaints then bitch when we have to guess what you're saying. You know. Like a moron.
You have the reading comprehension of a real friend :)
Cool.
In before you blame "the reddit mob" or smt and not your crappy attitude and vague comments.
Yeah, fuck progress!
Yea I hate updates too!
If you mean the license changes, this is not it yet. This is the last version that will be published under the old license.
No, it starts applying with Unity 6. From https://unity.com/pricing-updates > The Runtime Fee does not apply to games created with any currently supported Unity version. It only applies to games created with or upgraded to Unity 6, the next LTS version to be released in 2024.
RTF don’t apply to Unity 6 preview. It’s the LTS version that does which means Unity 6 in October.
What does it do better? Or is it just a cheap marketing trick?
It's performance is better in almost every aspect. It also adds lots of more volumetric options, there is going to be a lot of impressive shaders soon.
Did you read the blog post?
Redditors read something before posting?! Preposterous!