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Post by Invector on Jul 19, 2017 20:23:52 GMT
Hey guys, we're thinking about moving the platform target into a newer version and upgrade several methods that are becoming obsolete as Unity keep's releasing new updates and changing some methods.
This would avoid anoying warning in the console on newer versions.
So, what version you're using it?
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Post by tharindu on Jul 19, 2017 20:38:43 GMT
I am currently using v5.5 but I answered the poll with 2017 as I am moving into it in a couple of months. Sole reason being the need to make use of the new timeline and cinemachine features that are really going to help me develop the story.
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Deleted
Deleted Member
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Post by Deleted on Jul 19, 2017 20:51:25 GMT
I literally just moved to 2017 a few days ago, I would be using 5.6 if I didn't update it yet. Yeah tharindu timeline and cinemachine look amazing!!!! (I think I'm getting off topic). I moved cause of Otoy Octane plugin (which I learned it's being tested ATM).
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Post by hrothvitnir on Jul 21, 2017 12:03:01 GMT
I plan to stay with 5.6 until my current project is complete. So ... years at this point, lol. Sick of updates.
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rich
Junior vMember
Posts: 38
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Post by rich on Jul 29, 2017 11:07:22 GMT
I am prototyping on 5.6 but will move to 2017 once I have confirmed features, and which assets I will use. So please develop for 2017 (I voted for that).
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jacob
New vMember
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Post by jacob on Jul 29, 2017 23:03:26 GMT
I have been using 2017.1 with your template and other assets without issue.
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Post by shadex on Jul 30, 2017 6:21:42 GMT
Is 2017 really that great over 5.6? I haven't tried it out, and hate updating. Is it just a cinematic timeline or are there other really good things that are must haves?
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Post by hamzah on Jul 30, 2017 12:42:46 GMT
Is 2017 really that great over 5.6? I haven't tried it out, and hate updating. Is it just a cinematic timeline or are there other really good things that are must haves? I was wondering the same thing... Is there anything else besides timeline that I am missing?
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Deleted
Deleted Member
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Post by Deleted on Jul 30, 2017 14:53:39 GMT
There is Otoy Octane render coming, but it's in its beta phase, I think the post processing stack might be better, you know cinemachine right? Maybe 2d stuff as well.
I think and hope that answers your question, to be honest I think that's about it.
Thanks, NuclearRasberry
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Post by tharindu on Jul 30, 2017 15:23:26 GMT
Is 2017 really that great over 5.6? I haven't tried it out, and hate updating. Is it just a cinematic timeline or are there other really good things that are must haves? Perhaps this should clarify a few things . blogs.unity3d.com/2017/07/11/introducing-unity-2017/I am particularly interested in Unity exactly for the timeline. You wouldn't need it if you're going have text based dialogs. But if you need the character to move in dialogs or create cutscenes , timeline offers better value to the alternatives out there. Apart from that it also has experimental support for the C# 4.6 so I am happy from a developer's point of view. Performance has been improved or so they say.
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Post by shadex on Jul 30, 2017 18:46:30 GMT
Is 2017 really that great over 5.6? I haven't tried it out, and hate updating. Is it just a cinematic timeline or are there other really good things that are must haves? Perhaps this should clarify a few things . blogs.unity3d.com/2017/07/11/introducing-unity-2017/I am particularly interested in Unity exactly for the timeline. You wouldn't need it if you're going have text based dialogs. But if you need the character to move in dialogs or create cutscenes , timeline offers better value to the alternatives out there. Apart from that it also has experimental support for the C# 4.6 so I am happy from a developer's point of view. Performance has been improved or so they say. Yea i read that when it came out, the problem i am having is i don't know what stage these programs are at. For instance, when they switched over to PBR Textures, the first 2 releases didn't include albado smoothness, emission's support was buggy, and height maps where heavily artifact if not set perfectly. I know i will upgrade at some point, but it's like do i bite the bullet and upgrade now, only to find out that the timeline is buggy, there are new bugs in the terrain, and they changed how you process materials in deffered rendering for example. At that point you gotta now wait for every update and fix, till you have a stable unity again. For me, each time i upgrade Invector it's 2-3 hours of pain figuring out what of mine broke. For unity, an update can take a week of figuring out and fixing what assets i have and what custom code/assets i have that are now broke. So how stable is unity 2017, and anyone experience any assets not working? If it's as stable as 5.6 and compatable with everything, then i'll probly upgrade in a few weeks, but if not, i don't plan on upgrading till it is.
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Post by dendiee on Jul 30, 2017 21:18:21 GMT
Perhaps this should clarify a few things . blogs.unity3d.com/2017/07/11/introducing-unity-2017/I am particularly interested in Unity exactly for the timeline. You wouldn't need it if you're going have text based dialogs. But if you need the character to move in dialogs or create cutscenes , timeline offers better value to the alternatives out there. Apart from that it also has experimental support for the C# 4.6 so I am happy from a developer's point of view. Performance has been improved or so they say. Yea i read that when it came out, the problem i am having is i don't know what stage these programs are at. For instance, when they switched over to PBR Textures, the first 2 releases didn't include albado smoothness, emission's support was buggy, and height maps where heavily artifact if not set perfectly. I know i will upgrade at some point, but it's like do i bite the bullet and upgrade now, only to find out that the timeline is buggy, there are new bugs in the terrain, and they changed how you process materials in deffered rendering for example. At that point you gotta now wait for every update and fix, till you have a stable unity again. For me, each time i upgrade Invector it's 2-3 hours of pain figuring out what of mine broke. For unity, an update can take a week of figuring out and fixing what assets i have and what custom code/assets i have that are now broke. So how stable is unity 2017, and anyone experience any assets not working? If it's as stable as 5.6 and compatable with everything, then i'll probly upgrade in a few weeks, but if not, i don't plan on upgrading till it is. after working for like forever with 5.6 with quite often getting to see the "send bug info to unity" screen (unity crash) i switched to 2017 asap , and i didnt have any crash as of then (a week or so now i think) also i had a bug with cloth physics crashing unity always and with 2017 its also gone. And the ne cinematic feature is totally worth switching over for! i would recommend switching over , as of now all my assets worked perfectly like before (i migrated the project)
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Post by tharindu on Jul 31, 2017 1:16:14 GMT
Perhaps this should clarify a few things . blogs.unity3d.com/2017/07/11/introducing-unity-2017/I am particularly interested in Unity exactly for the timeline. You wouldn't need it if you're going have text based dialogs. But if you need the character to move in dialogs or create cutscenes , timeline offers better value to the alternatives out there. Apart from that it also has experimental support for the C# 4.6 so I am happy from a developer's point of view. Performance has been improved or so they say. Yea i read that when it came out, the problem i am having is i don't know what stage these programs are at. For instance, when they switched over to PBR Textures, the first 2 releases didn't include albado smoothness, emission's support was buggy, and height maps where heavily artifact if not set perfectly. I know i will upgrade at some point, but it's like do i bite the bullet and upgrade now, only to find out that the timeline is buggy, there are new bugs in the terrain, and they changed how you process materials in deffered rendering for example. At that point you gotta now wait for every update and fix, till you have a stable unity again. For me, each time i upgrade Invector it's 2-3 hours of pain figuring out what of mine broke. For unity, an update can take a week of figuring out and fixing what assets i have and what custom code/assets i have that are now broke. So how stable is unity 2017, and anyone experience any assets not working? If it's as stable as 5.6 and compatable with everything, then i'll probly upgrade in a few weeks, but if not, i don't plan on upgrading till it is. I had a few problems with my other assets. Gaia and Megasplat to be specific. They've quickly come up with workarounds but terrain nor terrain shading is a worry right now. So if Invector is working fine at the moment it's good enough for me.
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Post by shadex on Jul 31, 2017 6:03:42 GMT
Yea i read that when it came out, the problem i am having is i don't know what stage these programs are at. For instance, when they switched over to PBR Textures, the first 2 releases didn't include albado smoothness, emission's support was buggy, and height maps where heavily artifact if not set perfectly. I know i will upgrade at some point, but it's like do i bite the bullet and upgrade now, only to find out that the timeline is buggy, there are new bugs in the terrain, and they changed how you process materials in deffered rendering for example. At that point you gotta now wait for every update and fix, till you have a stable unity again. For me, each time i upgrade Invector it's 2-3 hours of pain figuring out what of mine broke. For unity, an update can take a week of figuring out and fixing what assets i have and what custom code/assets i have that are now broke. So how stable is unity 2017, and anyone experience any assets not working? If it's as stable as 5.6 and compatable with everything, then i'll probly upgrade in a few weeks, but if not, i don't plan on upgrading till it is. I had a few problems with my other assets. Gaia and Megasplat to be specific. They've quickly come up with workarounds but terrain nor terrain shading is a worry right now. So if Invector is working fine at the moment it's good enough for me. Ahh thanks for the Advice Rindu and Dendiee. Then i will probly switch next month.
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Post by keldryn on Aug 3, 2017 17:36:19 GMT
I'm still on 5.6.2 and I've been hesitant to upgrade to 2017.1. I usually wait a few weeks before upgrading to a new Unity version anyway, to allow time for the Unity team to release a few bugfixes and to give 3rd party asset developers a chance to provide any necessary fixes.
With 2017 I'm experiencing a bit of psychological resistance. Intellectually, I realize that Unity 2017 is really just Unity 5.7 and NOT Unity 6.0, but that nagging "everything is going to break" feeling is still there. ;-)
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