Discussion in 'Announcements' started by SaraCecilia, Mar 31, 2017.
Any news on mobile webgl?
Still no patch 1? delayed?
I hope the patch is released soon, having some problems with particles artifacts here.
So, I just built two versions of the same project:
the game works flawlessly in the editor,
le standalone PC version works flawlessly too,
the WebGL version doesn't work at all.
Bug report: 901938
There's 2017 beta 1 in case you haven't noticed.
We don´t want to go with betas, we want solutions to the 5.60f3 released version.
Same problem here! Items in scroll rect instantiated through script are not visibile!
Console message in developement build says "cannot find file", when I click on "English" or "Français".
Hi everyone! Great Unity 5.6 but I'm having some troubles with new native Cardboard.
I have been working with Cardboard SDK Package to create VR experiencies and I have been using UI - Screen Space Overlay Canvas for creating buttons in order to disable VR-Mode, go back to main menu, and set up different options, but with the new Unity 5.6 version the UI seems to dissapear under the stereo split cardboard image. Using the Cardboard SDK Package I could set my UI elements over the split screen, but with the new native way the UI Screen Space Overlay is hidden. In spite of this, for example if I have a UI button and touch where it is, it works, but is hidden.
I don't know if anyone else has the same issue or has find another way for doing this.
Yes, it got delayed due to the Easter holidays, but if all goes well it should be released today.
5.6.0p1 is out now.
Hmm...you're not getting a popup telling you that your Unity Editor is too old are you?
Unity 5.6.0p1 fast test:
good news: cloth is working again
bad news: Image Effects in scene window - still not working
Agree. Same here.
Same problem also after patch 5.6.0p1 ...
regressions and bugs in p1:
100% crashes on project load (902855)
graphics look totally different in p1, PBR seems dead - unusable (902860)
collab takes forever to process newly imported project, possibly shader generation
bug report lacks cancel upload button that doesn't erase the report
bug reporter hangs forever when internet disconnects temporarily (902858)
lighting page info layout takes over 1/2 of the lighting panel (902522)
Lot of good things in this newer version. I am shifting to Unity 5.6 today.
5.6.0f3: after building a project for standalone PC, development build, automatic profiling and script debugging options enabled, I get the following message in console:
The message pops up three times when I click on the "Quit" button in order to quit the game. The game does quit without complaining.
The code is:
public void QuitGame ()
Is that a bug of some kind?
This looks like GI isn't working properly?
Same issue happens (since ages) when you reload a scene with a script inside the editor.
Are you loading / opening the scene manually?
Lot of bugs that make it more or less unusable for me..
nah that was auto graphics API that is broken on mac, fix = turn that off.
Does the baked lightmap from 5.6 can be used in 5.5? Since it is more now easy to preview the baked lightmaps in 5.6 because of Progressive lightmapper.
Experiencing a severe performance drop on upgrading from 5.3.3 -> 5.6.0. Twice as many batches, three times as many setpass calls. See attached. On windows 8.1
But there are also twice as many triangles.
Its like everything is on screen twice.
Good call. Was focused too much on draw calls, will have another look at it.
With lights disabled, it drops to 289K triangles. Is it normal for lights to affect tri count to that extent?
I just checked on my scene.
I only have one light with Forward render.
I shut it off and the triangle count dropped in half.
So maybe you added more lights to the scene after you switched to 5.6?
Thanks for checking it out. No, I didn't add any new lights. The scene starts out with roughly the same number of tris as in 5.3.3, then roughly doubles very soon after starting. I've noticed skinned mesh renderers with around 15K triangles + 2 materials have around 80K triangles + 30 setpass calls, with GI disabled and just one directional light in the scene. I did merge these, and am starting to wonder if that's part of the problem. Either way, I think I need to revert to 5.3.3
Had a major problem with 5.6 and anything before that to 5.5.2 where meshes were combined in the editor making it impossible to move gameObjects.