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@Ced3kGamaАй бұрын
My most wanted feature is to chose the features integrated in the core engine and cut the load time by 95% and the build size by 99% for an empty project.
@stevenpike7857Ай бұрын
Dang it! You got me.. I was trying to blow the hair, and then use my fingernail to carefully remove it w/o leaving a smudge mark on my monitor!!! Well played sir! /tip 🎩
@ArcadiaCvАй бұрын
I can't see why anyone wouldn't want 17 different depreciated or unsupported legacy pipelines in every new project.
@FireF1y644Ай бұрын
Wait till you see Unreal Engine minimal empty build size (around 100 megabytes)
@Ced3kGamaАй бұрын
@@FireF1y644 ikr
@ArksideGamesАй бұрын
😅😅😂😂
@claudiosalvatico58Ай бұрын
If I ran Unity, I would make the splash screen only appear in the best games through a contract that reduces revenue to encourage it. This way you prevent your logo from appearing in "bad games" and only appearing in the "best games", in the eyes of others the engine only produces "the best of the good games", thus preventing them from thinking that it is the fault of the engine when it is from the developer.
@rapidstress2008Ай бұрын
The problem is... The reputation is already bad... So changing it like that would make it seem very desperate. When it first started it needed to acquire customers, so they added the splash. Their miss was that they kept it. It became a symbol of bad games.
@hawns3212Ай бұрын
5:35 the reason you don't see much difference here is because the render pass is GPU bound, so by adding the occlusion to the GPU it makes the GPU take even longer. You can see this by CPU main timing and render thread timing. The CPU main has to wait for the render thread before it can finish the frame, and so it always is higher than the render thread timing. This is a good option if your game is CPU bound rather than GPU bound, however because you can take some load off the CPU
@MagnosАй бұрын
Could you explain how exactly we can tell this from the CPU and Render Thread timing? they both go down after enabling occlusion culling, so doesn't that imply that running OC is harder on both the gpu and cpu? Also in both cases the CPU has the longer timing? I'm pretty new to doing any optimization so i'd be thankful if you explained this to me! :)
@hawns3212Ай бұрын
@@Magnos When enabling the gpu occlusion culling the gpu timing is 8ms, whereas before it was 4ms. The CPU timing was only about 1ms slower than the GPU timing (because of backend stuff it is always higher). Little table to help with the timings Before After CPU ~4-5ms ~8-9ms GPU ~3-4ms ~7-8ms After the GPU occlusion was turned on, the CPU timing went to about 9ms, because it has to wait for the GPU, which now takes twice as long, to finish before it can finalize the frame. The CPU will always wait for the GPU render thread to finish before it proceeds, which is why it is always longer.
@EinxeldАй бұрын
@@hawns3212 thanks for explanation. So when would you suggest enabling gpu culling?
@hawns3212Ай бұрын
@@Einxeld If you are making a very CPU intensive game. I.E. Cpu timings 10ms, gpu timings 2-3ms, take some load off the CPU and offload it to the GPU. If your game is GPU bound, don't.
@EinxeldАй бұрын
@@hawns3212 thanks man, it's a shame the finals are not using this(
@PauglinАй бұрын
I think the unity splash screen actually did hurt unity's reputation as a serious engine. The reason is that you only see the splash screen in crappy internet games and not that often in serious ones. On the other hand, when I wanted to start making games, I went straight to Unity tutorials because I didn't know I could do anything else.
@Pedro_MarangonАй бұрын
I think that's largely a problem of the past, back when the indiepocalypse happened and lots of "indie" low quality asset flip were released in masses on Steam and were made with the free Unity license (therefore the splash screen showed up). Nowadays this isn't really a factor, in part due to Steam's new algorithm that hides low quality games like those, and the fact that there's gigantic indie hits like Hollow Knight are well known as been made with Unity (the reputation they have now is more for the runtime fee fiasco from last year)
@PauglinАй бұрын
The runtime fee was one of the dumbest things I've ever seen
@fus3nАй бұрын
it was an issue, and battle bit was one of those exceptions
@elektra81516Ай бұрын
I never understood the Unity hate train. The higher-ups have made some awful decisions but that doesn't ever reflect on the quality of the engine its self. Love using Unity!
@ChronomatrixАй бұрын
It's still the most accessible game engine out there.
@JorendoАй бұрын
I tried Unreal and Unity when I began my journey with game engines a few years ago. I didn't like the Unreal engine all that much, all the decompiling and what not just to test your level, it took ages. It wasn't very newbie friendly in my eyes either, bought several courses and sure I could work along with the videos, but as soon as I had to do things myself I just couldn't figure it out. I also didn't like the lighting in the engine and honestly when I look at the Unreal engine games, they feel samey to me in looks and I'm just not sold on it (as well as several other engines like the Frostbyte engine, I hate that one with passion, those games are just ruined by that engine). Also, try anything with vehicles and the physics are just not great for it, where in Unity I got a great asset for vehicles that make it feel proper to drive cars around in (Realistic Car Controller). Unity however was much more friendly to learn, with tons of tutorials, templates to use, different visual coding ways, massive shop to buy assets, etc. The lighting in my eyes was much better and after a few courses I was able to do some simple things without having to redo tutorials and courses again and again. When the big Unity F'up happened i did try Goddot, but that engine is not doing it for me either. Not enough to help me to learn it and honestly I'm just used to Unity and I don't plan on releasing any real game soon anyway so the whole controversy didn't even apply to me I figured. Now they have a new management and seem to try and do better so that is a win for everyone. I'll stick with unity, it's still the most easy to learn one out there thanks to how big it's community is.
@w1-w2-w3Ай бұрын
@@Chronomatrix Most accessible? Not even close. There are tons of other options. The only reason of using Unity is because of its asset store. The asset store make using Unity a lot more convenience and can save a lot of time. The asset store is the only reason I'm using Unity. The engine itself is nothing special than other engines.
@ragerungamesАй бұрын
Unity is the best 🎉
@Metaldude-th1rte3nАй бұрын
@@w1-w2-w3I’m learning unity cuz I also want to learn c# and since the documentation and guides are extensive I think it is a good choice
@josephhirst4188Ай бұрын
Thanks - the video I've been waiting for!
@CodeMonkeyUnityАй бұрын
Thanks for the super thanks!
@gameworkertyАй бұрын
6:53 this one isn't really "based on CPU" as much as it is precomputed. It doesn't work on procedural or very large environments, where the new one can provide a performance benefit in those types of environments
@stevenmonsterАй бұрын
Creating a new project takes 10 minutes. Empty projects are 1.6gb. Changing a single variable in the only script causes 10+ seconds of recompiling before the editor will work again. I really want Unity to do well. I like the structure, but it is so incredibly large and slow.
@Ced3kGamaАй бұрын
I'll tell you a story about Unity. I'm a game developer and in our city there is a Unity studio. I go there a few times per year. In the past it happened I talked with a few employees. I even applied for a job that I didn't get after 2 months of procedures, meeting over 10 people and passing the exam with twice the passing score. It turned out the last interview I had, the interviewer asked me what I thought about a specific feature. I said it wasn't designed good enough and explained how to make it better. There's a culture of ass kissing and even hypocrisy there and they didn't like my answer. The interviewer said I wasn't "interested" enough... I talked with the recruiter and the recruiter told me I should lie to create "better impression". Now about the environment and people, I talked with UI designers and UX experts they hired. Besides the fact I thought they looked young... those people never used Unity for anything, they have no technical skills and no computer sciences knowledge. It would be like HR doing tech support; can handle the people, but can offer very limited help. Those people are the ones deciding what us as users will have to deal with. As much as it sucks to admit, Unity's marketing revolves around making the Engine accessible to non tech people (incompetents is the taboo word). So they hire people like that. Unity LOVES when their non tech staff showcase the engine with premade projects like if everything can be done by the press of a button. Those non tech people are ecstatic when doing so because they are amazed to have any kind of results without having any skills. So, yeah...
@xurfin23 күн бұрын
may be your machine, it usually takes me 2-3 minutes to create a new project and it's pretty much instant when I change anything in a script.
@diliupg10 күн бұрын
Are you using a pentium processor with 32mb ram? 😢
@internetexplorer78803 күн бұрын
@@xurfin imagine waiting for more than a minute just to create an empty scene 😭🙏
@disobedientdolphinАй бұрын
I think the Splash Screen really did matter. As others already pointed out in the comments - the human mind remembers bad experiences more vividly than good ones. Since Unity was (and mostly still is) the more popular Game Engine for indie devs than Unreal, and games by indie devs are more likely to be horrible than games by big companies, the Unity Splash Screen got somehow associated with bad quality games. Therefore even the few professional game studios that make their games with Unity are most likely using the Pro version and are able to remove the splash screen and do so in fear of reducing the game's success. But that makes the problem worse since those good games weren't associated with Unity (because they had no splash screen). So I think it's a really good thing the splash screen became optional, especially because it's such a minor change for Unity.
@joshb8215Ай бұрын
It was a stupid way to force people with extra funds to pay extra to remove the splash screen , in the end i can only guess buy the multi millions it likely cost unity in the end..
@feidryАй бұрын
Yeah, I gotta agree. I've seen far too many Steam Discussions talking about how, because this game or that game was made with Unity, they're Bad Games, completely misunderstanding how any part of the game development process works. The splash screen was bad and making it optional is the best move Unity Technologies has made in a long time.
@DOSRetroGamerАй бұрын
Let's put it that way, games from developers that are too cheap to buy pro (like me) won't usually be in the top 5% of quality games (like mine). So yeah, it's probably a good move for Unity to allow cheapskates not to associate their mediocre games with the engine.
@JohnVanderbeckАй бұрын
People will STILL know if your game is made with Unity or not.
@william_coyneАй бұрын
@@JohnVanderbeck It's possible, but most people aren't looking at the binaries, just the splash screen.
@ristopaasivirta9770Ай бұрын
With the occlusion culling you get more benefit when the materials and meshes are complex or they have high resolution textures. Because the Synty assets are so simple rendering them is no problem, making the occlusion take more time it would be to just render all the occluded meshes. So for high quality PBR materials and high polygon meshes it should result in net positive result.
@GuywiththetypewriterАй бұрын
The thing about the splash screen is unity shot themselves in the foot PR wise. I remember back in the day Unity was seen a slow clunky "ammeter hour" engine that was a red flag when i was just a gamer. I realised why later... because it was compulsory ... every cheap indie game had the splash screen. By making it free, you add the splash screen if you feel like Unity deserves the recognition. I think that, game wise, this will do a lot for Unity's rep in the long term, as soon all the "bad / poorly optimised" games will no longer have Unity directly associated with them. Splash screens should be a badge of honor Unity should now do a double down of making splash screen removal free, and now focus on aiding Developers so much, that those Devs then feel like the Engine deserves to have recognition, and hence actually be proud to wack Unity onto their splash screens.
@OctamedАй бұрын
Exactly. Ever pro Unity game never has it, and every asset flip shovelware has it. I think Unreal does the opposite because... well they actually make games.
@sabbracadabra708315 күн бұрын
*Me, hearing about no splash screen within the first minute of the video*: I heard enough, I NEED it
@abdiel_hdАй бұрын
0:16 #1 is still readable lmaoo
@zatellitiАй бұрын
*open video, read the blurred one, close the video*
@shijinmohammed448Ай бұрын
Jokes on you cause he blurred out a bait text, its different, watch the full video
@zatellitiАй бұрын
@@shijinmohammed448 No way AHAHAHAH that's genius
@shijinmohammed448Ай бұрын
@@KZbinrUser000 🤫🤫
@fv4202xАй бұрын
I'm sure he knew it, but I think its better this way
@KageBlinkАй бұрын
I want a true universal pipeline. Everything under HDRP working with URP. Like let me use shadergraph with particle graph.
@RobLangАй бұрын
In Unity 2022 URP I was using shader graph shaders with VFX graph quads, or is that something different?
@KageBlinkАй бұрын
@ that and let’s say you want to make your project URP, you can’t just go from one thing to the other. I always have to deal with the project forcing me to redo all my materials. None of the built in things do it xD Would be much easier if both worked with both.
@DreadKyllerАй бұрын
This exact thing has been confirmed for Unity 7, but that's still a ways off, but it is coming, just that because Unity has decided to do 2-year cycles from what I understand it'll likely be at least 1-1.5 years before we have beta access to Unity 7 Even so, not everything in HDRP will work on the equivalent of URP. The Universal part of URP comes from the fact that it targets an older set of hardware, because of this it's limited in what GPU features it can use. Modern high-end GPUs have lots of new features developers can use, but using them means your product is no longer compatible on lower-end hardware. Many of the features in HDRP are possible because of these new GPU features, and thus can't just simply be added to URP, because URP would then require higher-end hardware and break the point of URP, being to have broad compatibility with lots of hardware. They will be unifying the pipeline, but the unified pipeline won't entirely fix this, the unified pipeline will allow enabling and disabling features, and certain features when enabled will still prevent running on anything less than hardware that supports that more modern standard. If it's done right there should be fallbacks, where if a user lacks a GPU capable of these new functionality, that it falls back to a lower-quality approximation, so that users on older hardware can still play the game, but users with more modern hardware can take good use of their GPU for a better experience.
@ArksideGamesАй бұрын
Unity 7 😉😉
@MrSwan-tm5wjАй бұрын
@@DreadKyller Can't you just swap materials ie urp mats for urp, and hdrp mats for hdrp. A simple script would do this.
@MemeGene6969Ай бұрын
after fighting with both unreal and godot, im thankfull unity is correcting ship!!!
@harko705Ай бұрын
SRP Batcher is hidden in Advanced Propierties (three dots at the side of Rendering)
@tonyzaddo14 күн бұрын
Thank you very much!!! You probably saved me hours trying to figure this out :)
@antonandevАй бұрын
The result of the work of these settings depends on the type of scene, in my project (RTS, city builder) the camera is at an angle of 45 degrees with FOV 10, my custom implementation of the terrain (chunk mesh), I launch the game with the terrain only and get 240 FPS, I enable GPU Resident Drawer and get 170 FPS, enable GPU Oclussion Culling and get 140 FPS. So it’s not all that straightforward. Also change Forward+ back to Forward, +10 250FPS.
@ShadalacАй бұрын
Thanks for posting! Can’t wait to check it out!
@danielfowler390Ай бұрын
3:15 I do not have the SRP batcher checkbox or anything below GPU Occlusion Culling in my URP asset.
@danielfowler390Ай бұрын
I did eventually find it by clicking the three dots in the inspector and clicking advanced options.
@rikuleinonen13 күн бұрын
@@danielfowler390 it's also enabled by default in new projects. Disabling it is almost pointless, thus the abstraction.
@lordviatorАй бұрын
I thought my Compiling Scripts coffee breaks were about to be over.
@paulblart7378Ай бұрын
Script compile times were never a problem honestly, at least for me. A few well-placed assembly definitions fix it all
@sannanch7564Ай бұрын
if gpu resident drawer is such a good boost for performance then why don't they make it built in, why we have to toggle it and then we get the performance boost?
@digital_hobozАй бұрын
Most tech demos work in the exact conditions that they are demoed in. Based on this demo, resident drawer probably doesn’t work on dynamic objects or different levels of LoDs
@mandisawАй бұрын
Because like everything, whether it's useful or appropriate depends on your project.
@swoobieАй бұрын
Not all devices have a supported GPU to handle the draw calls. Everything can do it CPU side, so it's opt in for enabling it with GPU. From what I understand, it can be modified at runtime. If your game would benefit from it, do a check at start if there's a supported GPU and then either enable/disable the resident drawer feature as needed.
@rikuleinonen13 күн бұрын
@@digital_hoboz it works on both cases actually. It just sucks for low-poly meshes.
@purpl3grapeАй бұрын
For GPU Resident Drawer requirements, keeping all shader variants will increase build size. If I'm considering this on a mobile device build, the additional shader files may very well exceed the build size limit on certain publishing platforms. - Which leads me to then wonder how would one go ahead and build these shaders externally and then load them in at runtime via a CDN? Or would I need to compile them at runtime if I can only load an uncompiled shader... so many questions, and more research for me on this one.
@StarDynamicsАй бұрын
The most wanted Unity feature for the past 20 years has been a working multiplayer solution that has client-prediction and preferably lag compensation implemented. Unity never delivered that unless you are willing to hop onto the dots train and write 20 lines of code for defining a float.
@rikuleinonen13 күн бұрын
currently on the dots train, defining a float so far has been incredibly easy the issue is the documentation not the implementation
@StarDynamics13 күн бұрын
@rikuleinonen defining it for sure is a single line. Getting it into your actual game and turning it into an entity needs a 20 line baker a$$ class. Dude do u think we live under a rock and havent seen unity's ecs code ?
@stevenpike7857Ай бұрын
If you are toggling a couple buttons and going from 60 to 200 fps... that should be done by default. I would have loved for you to talk about why you wouldn't do this... or provide an explanation on why this isn't default settings in the first place. What would be the reason NOT to do it?
@MechabitGamesАй бұрын
It doesn't work in every scene and device, you really have to test each one to see if it's better or not.
@SylfaАй бұрын
Knowing Unity's focus on stability and QA… It'll probably randomly crash the game if you use anything outside of their expectations. Or at the very least they feel they couldn't promise it to work so they make it a "you should have made sure it worked first" situation instead of taking responsibility for the feature breaking.
@Fangh44Ай бұрын
It's crazy that when you are using Fantasy Kingdom which is the demo made for showcasing GPU resident Drawer and GPU occlusion culling, and you enable the features, you are totally doubting the fact that it's working and the fps and batches gains are not great
@beefy___Ай бұрын
I made it show my (and my partner studio) logo instead of the Unity logo
@j.j.maverick9252Ай бұрын
hey Hugo, thanks for your great content, looking forward to getting stuck into the ECS tuts over the coming break! Just wanted to point out that 70 into 210 goes 3x not 5x lol. It’s still more than I expected for a few button presses!
@CodeMonkeyUnityАй бұрын
heh yeah it was 5x when I was researching and writing this video, it went up to 300-350, but because of adding the video recording on top it only went to 200
@miracleteastudiosАй бұрын
Thanks for the video! :)
@lstprj19 күн бұрын
5:15 yep, indeed working! increase your batches and tris count... nice option but what the point?
@tatoforeverАй бұрын
With GPU resident drawer and GPU occlusion culling, you will get massive boost with scenes that has shared materials. The synti demo might not be the best to try those features. Also if you have a powerful PC, you might not see substantial gains unless you are really CPU bound (for the drawer) or GPU bound for the upscaler.
@-pcmr-108Ай бұрын
Thought you were going to cover the behavior tree. Would really like to see something covering that.
@harko705Ай бұрын
My favourite feature is the option to show what's under the mouse and select it
@HarjawaldaАй бұрын
Wow, switching into forward+ dropped the batches from 28k to 4k, and the shadow casters from 1500 to 350, while the tri count remained the same. This is Voodoo!
@gamogisАй бұрын
You should only use the static occluder for large objects, or at least only for objects that can actually occlude something, otherwise you will end up with a very slow and huge occlusion data file.
@ivans8713Ай бұрын
Thank you for this tutorial man, you are helping us rookies so much!
@benpielstickАй бұрын
I'm really curious why your supposedly more optimal GPU based occlusion culling actually lowers your frame rate. I think it would be worth tracking down why exactly this is happening using the profiler or even reaching out to Unity to see what they have to say.
@nullid1492Ай бұрын
The GPU occlusion culling will add overhead when objects are very cheap to draw (i.e. the simple opaque objects in the demo scene) since doing the intersection test will take more time than the actual rendering.
@SamMcIntosh-my9fbАй бұрын
cant wait to make my first unity game!
@greenheart5334Ай бұрын
Already scared
@GemTappXАй бұрын
Have fun programming your inputs!
@SamMcIntosh-my9fb24 күн бұрын
@@greenheart5334 I understand why, everything will be complex, I'm still stuck on that 10hr course, It's been 2 weeks since I started...
@greenheart533423 күн бұрын
@@SamMcIntosh-my9fb that is what I meant. No matter what you use, first game will be rough.
@while_coyoteАй бұрын
For GPU resident drawer do you need to set your materials to be GPU instanced? Also I noticed you had both SRP batcher an dynamic batching, are they both supposed to be on at the same time? I swear I was told it should only be one or the other, no?
@musicbyethan4 күн бұрын
Just getting back into it after a long break. Unity Engine has always been my IDE of choice. Good video.
@CodeMonkeyUnity4 күн бұрын
Nice! Best of luck in your game dev journey!
@pivinisАй бұрын
I used Unity 6 the editor is very laggy and slow. So, I just switched back to unity 2020.
@ThiagoJaquetaАй бұрын
That upscaler doesn't look half bad, I wonder how it compares in terms of image quality and performance vs. FSR 3.1, DLSS and XeSS.
@MarvinDietrich45 минут бұрын
Cool! How can I open this "Rendering" in the Inspector? I cant find it
@cristiancazeАй бұрын
This options are disabled by default? can't understand what are the counterparts to not make this enabled by default
@corriedotdevАй бұрын
Just launched my game using 2022. Going to do a test migration today to unity 6 and see if there are any issues. Hopefully VR support is good. Thanks a tonne for the humble links too :)
@jbdh651022 күн бұрын
It has never been an issue indeed. It would be way more cooler to not have separate Render Pipelines. Or only 2 instead of 4
@zaferyilmaz6057Ай бұрын
Do these features in Unity 6 have benefits for mobile? Especially in terms of using devices without overheating too much, like how lowering the resolution was very effective in this regard. Could you also make a video about performance settings in Unity 6 for mobile?
@kd_w4110Ай бұрын
I most wanted feature is that the toolbar and the title bar can turn black.
@swift_3DАй бұрын
are the gpu resident drawer, gpu occlusion culling and spatial temporal post proccessing relevent to mobile games as well? or mostly PC?
@N1ghtR1der666Ай бұрын
is the process for enabling the GPU batching different if not using URP?, also for the culling issue perhaps its a bug and is disabling the batching at the same time?
@occularmaliceАй бұрын
This video is only 5 days old but the version I installed (clean URP project) Unity 6000.0.30f1) doesn't have the SRP Batcher option available. It stops at the GPU Resident Drawer. Not sure where they moved it to or what's going on.
@CodeMonkeyUnity29 күн бұрын
What is your target platform? Is it mobile? Some platforms don't support all features. Set your target platform as PC and you should see the exact same options as me
@occularmalice29 күн бұрын
@@CodeMonkeyUnity Not sure what happened but yeah, it was set for PC. I'll take another look at a new project and see if I can get the SRP Batcher option back.
@lief_leaf6 күн бұрын
I was also having this issue. I created a Unity 6 project from Unity's Universal 3D SRP core and it created a PC_RP asset as well as a Mobile_RP asset. Neither had the SRP batching option. However, by clicking the three dots to the right of the Rendering tab you can select Advanced Properties, and you'll see the SRP Batcher is ticked on by default =)
@SoutickPalАй бұрын
Bro I have a question There are two types of licensees in unity assets store that are free and made by unity technology 1. Non standard EULA 2. Standard Unity Asset Store EULA Please tell me which type of license is only for educational purposes and for Noncommercial use only and which type of license can be used for commercial projects. Because I am new to this industry so it's a little bit confusing to me. If you find my comment then please reply to me.
@andersmartensson8659Ай бұрын
I don't mind the Unity splash screen, but I would like the option to put it as the second splash screen that shows, after my own. I don't think that is possible currently, right?
@CodeMonkeyUnityАй бұрын
There's no built in option for that but you can just start your game off on a scene and do some UI animation to show your own logo
@Rook1e0neАй бұрын
Resident Drawer is not as simple as you make it out to be. As one does i was recently checking all my options recently in my project regarding the pipeline settings, after having recently upgraded to U6. when enabling this specific option i got some weird effect where many of my textures where changed for other textures, breaking my visuals (also no performance increase was there). Now i am not sure exactly what caused it and its possible that with some tweaking i could get it to work, but since i am not in an optimization phase i switched it off again for the time. (i am using Version 6000.0.24f1)
@J0nasBernАй бұрын
For the GPU Resident Drawer is there any downside to it? I ask this because I would have thought that a feature that gives such a big performance boost as this one would probably come enabled by default, instead of having to be manually enabled or even stay disabled in some cases
@DOSRetroGamerАй бұрын
Maybe I shouls try my luck switching over from the ancient version (2021 something) I am using. Just worried that half of the shaders will stop working.
@BrentonWoods774Ай бұрын
I could read the blurred feature before it was unblurred
@manuelrodriguezmatesanz770628 күн бұрын
My most wanted unity feature for years has always been serializing dictionaries to inspector without debug menu nor third party assets like Odin... :(
@haachamachama7Ай бұрын
1:30 I disagree, as someone who works with Unity now, before i really knew much about Unity, i thought it was the "poor man's game engine". Honestly seeing a game with the Unity splash screen lowered my impression of it quite a bit, and looking back now i see that was unjustified, as Unity's actually a bit harder to learn than say Unreal, but it's also not the "poor man's engine" that i originally thought it was. It honestly felt as bad as seeing "Source engine" on a game lol
@D.KRyley-mq1do28 күн бұрын
But we're you just a gamer or working in the industry
@haachamachama728 күн бұрын
@@D.KRyley-mq1do Just a gamer
@SebSha0Ай бұрын
Actually the forced splash screen can be an issue if it goes against the artistic direction of a game. So it was an issue, but not in the way most people saw it.
@suspecm6316Ай бұрын
Is the forward+ rendering needed for the resident drawer? Unfortunately it still has serious limitations when it comes to how many lights can affect a single object as far as I can tell so deferred rendering is kinda needed for me.
@SkeleTonHammerАй бұрын
Not sure what you mean, Forward+ has no limit on how many lights can affect objects. That's the entire reason Forward+ exists, it's Forward but without the 8 light limit. The only reason you'd get hit by a light limit in Forward+ is if you're using custom shaders that don't properly implement Forward+ (it requires a special lighting loop).
@JaimekkАй бұрын
I'm finally finishing high school and I'm already employed, now I'll have free time to try to start my projects
@AlexGorskovАй бұрын
Good luck!
@PetrVejchodaАй бұрын
prefer optimizing graphics before using upscaler.
@metall7331Ай бұрын
Any downsides to updating to Unity 6?
@Ced3kGamaАй бұрын
Not as I know. Maybe the license management and actually doing the upgrade. It is still Unity regardless.
@metall7331Ай бұрын
@@Ced3kGama what about the whole "charging devs after a number of installs", is that still a factor?
@Ced3kGamaАй бұрын
@@metall7331 before Unity 6, they rolled it back after a serious backlash.
@Ced3kGamaАй бұрын
@@metall7331 by the way, they increased the fees, but they also increased the revenue ceiling for the free version from 100k to 200k.
@metall7331Ай бұрын
@@Ced3kGama oh aight, I'll consider updating then
@PotatoManager420Ай бұрын
Man I wish a day will come, when some top AAA game will be developed on Unity and published The game, ultimatelly would be well received by public and get 9/10 and be super successful worldwide And a "Made with Unity" splash screen would remain to show everyone that devs are talented, as well as Unity itself is a capable engine. … But nowdays I see lots of Unreal devs try to advertise their game with "Made with Unreal Engine 5" mark, as some kind of mark of high quality, whilst the game on launch being buggy and poorly optimised. And only top spec PCs deliver good experience, whilst middle and low specs are unplayable and horrible looking. I'm not hating Unreal, I beleive it is also a GREAT engine if used correctly and in full potential.
@ThisIsAUsername69Ай бұрын
Well if you want a Unity game raking in billions, you've got Genshin Impact. Although I don't think they have the splashscreen. :D
@DexteryWoTАй бұрын
Genshin, Subnautica, Valheim, Escape from Tarkov =)
@IrtezaMasudАй бұрын
the most wanted feature in unity urp is screen space reflection for forward renderer
@hansfritz6026Ай бұрын
Is the unity gpu resident drawer also working for mobile platforms?
@alexanderkulaev541Ай бұрын
Thank you for the video! So do you recommend to switch to Unity 6 already, or wait for a more stable version down the road? I'm on 2022 LTS now, and I heard recommendations to stay on it since it's greatly tested and stable. I don't get how the new rendering pipeline works, and I fear that my post-processing assets I bought for URP won't work in the new render pipeline. Could you clarify this a bit, if you please?
@alsantour8835Ай бұрын
What tool did you use to show the fps in build ? 10:50 thanks !!
@abdrnasrАй бұрын
I belive if you check the development build toggle in the build settings, you can view this menu.
@Adrian-ld4ozАй бұрын
Looks like the gpu occlusion culling hasn't been implemented properly. They need to hide the pipeline stall by running it async and using the results from previous frames.
@nullid1492Ай бұрын
They do state on the docs that they use "depth textures from the current frame and the previous frame". The overhead from the GPU occlusion is the fact that each object's occlusion state must be updated each frame by trying to 'draw' (without actually drawing) the bounding box and then the results sent back to the CPU.
@Adrian-ld4ozАй бұрын
@@nullid1492 I assumed they were using hardware occlusion queries, it seems not.
@MarushiaDark316Ай бұрын
I saw "Most wanted feature" and my first thought was, "Oh! They finally bought Odin Inspector?"
@81gamer81Ай бұрын
@@KZbinrUser000 hethen
@MarushiaDark316Ай бұрын
@@KZbinrUser000 If you need to do custom Inspector or custom Editor work, it's amazing. So intuitive.
@juleswombat5309Ай бұрын
Well a SINGLE (configurable) Render Pipeline would be top of my list. So much hassle, and asset compatibility issues.
@ugorjichristopher3370Ай бұрын
Does it work for mobile game builds?
@MOONtyzooАй бұрын
Honestly, my most wanted Unity feature is still a true fullscreen playmode 😅
@paulaitix77Ай бұрын
great stuff thanks so much!
@fv4202xАй бұрын
I wish STP supported stacked cameras. I dont want my screen space camera UI to clip through world if I dont use stacked cameras. I need it for curved UI.
@Anonymous-2981Ай бұрын
i started you course for unity but it did not use unity 6, should i use it?? the course is free and here on your channel man, thanks.
@sebas1111_Ай бұрын
Does the gpu resident drawer work with built in render pipeline?
@-OmShindeАй бұрын
I am not able to find the enable srp batcher option. I tried using another urp renderer
@CodeMonkeyUnityАй бұрын
Are you using Unity 6?
@-OmShindeАй бұрын
@CodeMonkeyUnity yes, I shifted my project to Unity 6 but the srp option is not there. I am on Android build, maybe due to some settings changed in Player settings it must have been removed.
@CodeMonkeyUnityАй бұрын
Oh yeah some of these features don't work on mobile so if your project is set up to target Android then I guess the options might not even show up
@-OmShindeАй бұрын
@@CodeMonkeyUnity Thanks for replying 🙏
@ethanwimsettАй бұрын
We make mobile apps that aren't games, mostly to leverage AR experiences. Seeing the splash screen on other AR apps sets an expectation of being low quality, and makes for a bad first impression.
@pushthebutton4602Ай бұрын
To get rid of the Unity splash screen is good for those who make stuff for companies.
@ivancarranza2473Ай бұрын
Excellent to the point guide on how to use those new features in Unity 6. Thank you! I'm still on the fence about Unity 6 fix on their terrain tools, I don't know why but the shortcut keys don't work for me (F1-F7) for (Raise, Height, Smooth, Texture, etc) Does anyone else have this issue on Windows?
@pushingpandas647926 күн бұрын
I dont have that SRP Batcher option?
@changemaker9751Ай бұрын
Are they working for HDRP too ?
@MagicPigGamesАй бұрын
Wait, they're finally doing Nested Prefabs?!?! :D
@GeorgeMiceАй бұрын
No matter what good game is being made with Unity,no matter if its 3D 2D or High quality Unreal Engine level game. People still dislikes the engine even after removing the Runtime fees. The sad reality 😞
@helleye311Ай бұрын
Still waiting for modern c# compilers/runtimes. At least they're working on it, I know it's a lot of work to migrate a game engine into a completely different runtime, especially with years of optimisations behind it, but I want some of the fancy stuff. And non hacky Linux intellisense.
@gakebagiannama4401Ай бұрын
I want unity can update the editor just like patch for its small update instead of downloading whole new editor and treats it as like totally different editor. its ok for update like 2023.2 to 2023.3. but 2023.2.21f to 2023.2.22f ??
@hiTocopterАй бұрын
Most wanted unity feature has to be orthographic cameras in deferred rendering, no?
@DaRealGoosebumps19 күн бұрын
thanks mate for this amazing video! is this working also for HDRP?
@Nice.CreeperАй бұрын
i realy hoped it was beaing able to serlize interfaces and or dicenary. No searisly. after following a turtoral that made a system that made it posseble i can,t understand why its not a defalt system inplemented sorry four my english i am tired and have Dysleksi
@00ZeroCoolGamingАй бұрын
I thought for sure this was going to be about Motion Matching... or maybe an easy way to disable parts of the engine not in use...
@vycdevАй бұрын
Glad to see that unity is giving the developers what they want.
@TheUKDude_Ай бұрын
Sadly you are not 100% correct about the Splash Screen being shown being an issue. I have seen several streamers sigh when they see it and I have seen a few just refuse to play the games if it shows the Made with Unity Splash Screen. I myself don't care, if the game is good I will play it. But I do get why some people do sigh when they see the Made with Unity Splash Screen, its due to all those downloaded slap together asset games that plague Steam now and then just for a money grab.
@kenktheGDАй бұрын
While I doubt it made much difference, a lot of people pay attention to user ratings before buying a game... so if there is a signifcant number of idgits who go around hate bombing games the moment they see the logo, I could see it doing damage to a game that didn't advertise much. I think they have bigger problems if they are relying on store findability but throwing that out there.
@michaelwilson8461Ай бұрын
I think the stigma around the splash screen comes from the low effort crap and asset flips that tend to be predominately attributed to Unity. It's a bit of a double edged sword, the availability of great information (like this channel) and ease of use of Unity ,makes it a great place to start for solo and hobbyist devs. Unfortunately it also attracts some less then ethical "devs".
@williamhiciano39424 күн бұрын
unfortunate this only works on URP projects, hope the put it out for build in pipeline
@CodeMonkeyUnity24 күн бұрын
Yes this is a SRP feature, so URP and HDRP
@ghod2114Ай бұрын
I don't gave the SRP Batcher option in Unity 6, but have everything else
@CodeMonkeyUnityАй бұрын
Is your project set to make a Mobile build? I believe if the platform target does not support it it won't show up
@ghod2114Ай бұрын
@@CodeMonkeyUnity No, just checked it. Windows version. I have the GPU redident drawer option with its occlusion culling, but I have nothing more up to Quality setting. I have every thing from this video, except SRP Batcher and things below it. Didn't feel any results. Maybe because I have mostly terrain grass and trees which it doesnt affect, idk.
@MarsLaaarsАй бұрын
@@ghod2114 Put your inspector into Debug mode instead of Normal. (I found that SRP was enabled by default in my project at least 😛)
@ghod2114Ай бұрын
@@MarsLaaars Thanks. It helped. I found the toggle and it was already on. Maybe it is the case for me, because originally project was built in the latest version of Unity before 6 and then transported to 6.
@rob7422Ай бұрын
i thought unity finally implemented auto save in editor
@MechabitGamesАй бұрын
Too bad most of these features reduce frame rate on quest, there is a workaround but you have to do some digging around to find it.