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r/Unity3D - One Week of Unity 6 Preview - What is your impression of it?

The preview has been out for one week now. Love it or hate it, it comes with some major stuff and marks a new era for Unity IMO. Myself, I haven't committed to it yet for my own game but probably will soon.

I would love to hear how your experience has been like?

Closed • 525 total votes
19
I've tried it, it's a Game Changer!
48
I've tried it, had minor/no issues
22
I've tried it, had lots of issues
436
I haven't tried it
Voting closed 6 months ago

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u/NianoTT avatar
NianoTT
•
6mo ago
•
Between "I had no issues" and "It's a gamechanger" I'd like an option along the lines of "it seems pretty good with some very nice features"



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PixelBlight
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6mo ago
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That seems fair 😄


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u/NeitherManner avatar
NeitherManner
•
6mo ago
•
I think the gpu occlusion culling will help a ton of games



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u/Liam2349 avatar
Liam2349
•
6mo ago
•
Does it work in VR?


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Costed14
•
6mo ago
•
Do you know if it's intended to completely replace the current occlusion culling, or will they be used together?


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GigaTerra
•
6mo ago
•
The performance gain isn't noticeable in porotypes but you do notice it in large scenes, I have tested it with some of the sample projects. So overall it kind of feels just like regular till you open up a large scene. While I haven't run into any unexpected problems, just the usual inconveniences from updating, I have also not upgraded my large game to Unity 6 Preview, because I don't think they intent people to use this version for publishing.

Overall I am happy with it, and I will be upgrading to Unity 6 when it is ready.



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PixelBlight
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•
6mo ago
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That make sense that the performance should be the same or slightly worse (overhead) in barebone scenes.

I want to find some time to benchmark my own game to see what it's like in a real world scenario tho!



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u/FallSuccessful09 avatar
FallSuccessful09
•
6mo ago
•
Its useless for mobile for me. Runs the same on flagships, but roughly 30% drops on some older stuff. Still has the large drops on the simpliest of custom render pipelines too so its a render issue not a URP issue.

It sucks when 2020 can get a solid 60fps, but then on the latest version you instead have to cap at 30 and not give the player a 60fps option.



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PixelBlight
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•
6mo ago
•
That's sad. Can you maybe turn off the Unity 6 features dynamically for older phones?



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u/FallSuccessful09 avatar
FallSuccessful09
•
6mo ago
•
Nope its built into unity for the entire SRP.


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u/f13rce_hax avatar
f13rce_hax
•
6mo ago
•
Hobby Indie | @BackseatChampions 🏎🤖🏁
The performance is a big improvement for my game. I feel like HDRP is no big hurdle anymore on the CPU. It's still present with 6-8ms of CPU time, but it's way better than 8-11ms.

The volumetric clouds seems smoother. The procedural sky seems to have more options such as atmosphere density. Makes the game look much better with just a few sliders.

I did have some project loading/reimporting problems at first, but that was fixed by removing all generated files. From there on no issues. I'm keen to look into the new multiplayer development features!


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[deleted]
•
6mo ago
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I like the new resident drawer instancing and occlusion features. They really help pushing the draw calls down. The only thing left for them to catch up with now is auto-LOD such as Nanite.



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PixelBlight
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•
6mo ago
•
Nanite would be awesome! Have you benchmarked said features? 🙌



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[deleted]
•
6mo ago
•
I did not. I just artifically increased the vertice count into the 10 million range by building overkill prefabs, tested the default configs against the new resident drawer and at least from what I saw the up to twice the performance was no understatement.


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SirKrato
•
6mo ago
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Indie
should add an option for "I haven't tried it cuz it'll destroy my projects" lol.


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u/VertexMachine avatar
VertexMachine
•
6mo ago
•
Indie
I haven't tested it that much yet, but did couple of tests. So far I haven't encounter crashes or major issues (like I expected with preview). And I'm really impressed with GPU Resident Drawer. I even recorded a video where I show how much it can speed up one of my maps: https://www.youtube.com/watch?v=4Nep73ipIJQ



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PixelBlight
OP
•
6mo ago
•
Thanks for the input and test results, and nice video btw 🙌



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u/VertexMachine avatar
VertexMachine
•
6mo ago
•
Indie
Thanks! I was so hyped with those results, that I basically felt compelled to record that video (quite a few people I talked to just didn't 'get' how much of improvement it is until I recorded it)


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KungFuHamster
•
6mo ago
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Is there a feature comparison chart somewhere?

I prefer LTS versions personally, so I probably won't even try it for a year or two.


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u/Zrogdavar avatar
Zrogdavar
•
6mo ago
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So far i used 2023.2.20f1, and i cant decide that should i upgrade to 6000.0.1.f1. I mean how much is the gap between the versions, minimal? or should i wait for a few weeks for bugfix? :/



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PixelBlight
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•
6mo ago
•
I think I heard a new preview release a week.


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kodaxmax
•
6mo ago
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Slightly off topic but anyone else thinks it's ridiculous that after 2 major UI updates reddit still havnt botherd to finish there polling system? still limited options and no results view for example.



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PixelBlight
OP
•
6mo ago
•
Is it because the poll is still ongoing? I'm not used to reddits poll creator. (( Majority of people have not tried Unity 6 yet.))



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kodaxmax
•
6mo ago
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It will show results when the poll ends. But right now the only way to see the results is to vote in the poll. Which means people who only want to see the results skew the poll by picking an option at random. Even if you provide a dummy "view results" option similar to your "havnt tried it option" it ruins the grapgh as we can see above.


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breckendusk
•
6mo ago
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Won't a lot of indie devs be reluctant to even try it with the new rules it comes with?



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PixelBlight
OP
•
6mo ago
•
I don't think so, except for the people who already jumped to Godot. Most indies doesn't make $200,000 a year.



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loftier_fish
•
6mo ago
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Most indies doesn't make $200,000 a year.

and if I did, I wouldn't give a shit if they took 4%, which I think only even applies to sales past that $200,000?



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PixelBlight
OP
•
6mo ago
•
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.

https://unity.com/pricing-updates


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breckendusk
•
6mo ago
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I suppose. I'm still on 2021 LTE but that's because updating can be a huge pain in the ass.


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tomfalcon86
•
6mo ago
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Indie
I don't touch new Unity versions until they're at least in the mid stage of a 3rd release of the current LTS, so like 2022.3.15-20 is the one I would start with (as I would start trusting it to upgrade my projects), having previously used 2021.3 LTS with the same pattern, and 2020.3 before.

And even with that Unity can fuck up things between minor updates, so I generally stay away from Tech streams. I wonder what the versioning will be with 6.0, but I'd imagine 6.3+ should be usable in real world production projects.

I generally don't have the time to be Unity's guinea pig, I may install it to play around with new features, but I won't really touch with a 10 foot pole for anything serious.



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PixelBlight
OP
•
6mo ago
•
That's not a bad idea! Most bugs should be squashed by the third increment.


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slipster216
•
6mo ago
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stevestone35
•
6mo ago
•"