@@SpeedTutor@SpeedTutor you know what. I haven't used them on this project. Haha it's for the Unity store and I should have used the latest LTS version instead of unity 6.
The terrain builder looks incredible if they can pull that off. I feel i need to learn more about Dots and ECS though as this is going to be a game changer
I don't know why they shouldn't be able to pull that off. The Microverse Addon on the Unity Asset Store is already making this possible for quite some time now.
Haha, they're slow on the uptake - Sadly you'll have to wait a little longer, as they're fighting with re-writing the engine. As they made a rod for their own back with how some of it was designed, coded and with the multiple pipelines.
Looking forward to Unity 6 on Thursday, I'll be moving my current project to it (it's not far into development) and there's some great things coming in Unity 7 by the look of things.
Multiple of these improvements Jason Booth assets already do. But nice Unity is adding them. When I found out his shader could do all pipelines was wondering why Unity didn't buy his asset.
They might have him working on the new system? I have no idea really but it must be an annoyance for him and his work. We will see how well Unitys solution works!
What will 6 and beyond mean for shadow casters and shadow resolution? High quality shadows really make things look good, so hoping for improvements in this area.
so from 17 October UNITY 6 will be new LTS? Cool i will try to Upgrade my Project to that version (backup up first) if it not breaks hah, biggest pain for me is optimization and long compiling when i change tiny thing in script..
I don't know if it would be considered LTS just yet as it's not had it's first update, as it will require some patching I imagine. But it is fully released for production on 17th :)
When they first introduced these features, I thought they would be in Unity 6, and when they said they would be for Unity 7, I was a bit disappointed. But anyway there is a lot to learn and I will finish my next few projects in Unity 6. I hope that the new features aren't just a publicity stunt and Unity will successfully incorporate them.
@@SpeedTutor I'm tech artist and generalist and like all new things, but mostly focused on high quality 3D graphics, so anything related to visual quality and performance, but what is possible for a real game, not just for tech demo.
I completely agree with your sentiment because that's exactly like me, haha. I prefer the proof be in the pudding because tech demos are very much superficial for most of us.
I've heard for a while now about a chinese only version of Unity having a nanite kind of feature. I guess meshlod is that. That and APVs will save me insane amounts of time. Honestly glad I didnt jump ship. Unity is really getting better.
I think the chinese version does have some features we don't but it's an entirely different version of the engine. Managed by other teams and such, so you will most likely never see crossing features :)
@@SpeedTutor So that team is not directly under the management of Unity? Interesting information. Whatever the case I'm just happy my workload as a single dev just reduced by at least 30 percent
Don't quote me as gospel but I have heard that it's entirely different from the Western version and it's not under the same umbrella for whatever reason. Whether that changes in the future, who knows but it's not something I've heard much about :)
No, not until what he was saying might be Unity 7, which theoretically is a couple years out. Im guessing that it will actually be a later version of Unity 6 though as they did not specifically say it would be 7. Dont expect it anytime soon though.
i hope they get rid of that animation of shit we have now, should add morion matching by default same as ue does . and add a decent floating point shift for big open worlds..
I just dont understand why he's deprecating ugui, because ui toolkit is a mess and miss a lot of features right now like custom ui shader and better performance for dynamic rendering 🤷
I hope UI toolkit does come a long long way because I don't like it. But they will add UI shaders and better performance but who knows if a more user friendly solution will rise up
@@SpeedTutor I think it would be interesting to incorporate Razor into Unity. This would make it possible to have a complete solution using C# and a web base But it's true that the ui toolkit is a bit disappointing at the moment, I find it much less intuitive and powerful than the Unreal Engine ui builder
6:47 I hope this don't break compatibility with assets. I have old assets working for years even the devs that made stopped supporting it, changing the code kills 90% of the engine usability
This is what I worry about honestly, but it's a step that is required to push the engine forward. I imagine most assets will need updates but it depends what changes.
This is a bit misleading as a bunch of this stuff already exists, I'm playing with the multi-player template in 2022 so it's not some new unity 7 thing...
The video goes over the Unity 6 stuff (officially releasing on the 17th), the upcoming 6.1 update, and from @4:07 and onwards it's solely about the new stuff coming to Unity 7.
@@vaughanmacegan4012 Unity 6.0 is releasing in 5 days, not 6.1. 6.1 is still months away. 7 is we don't have a time frame yet, but expect around 2 years or so.
@@GameDragon2k Sorry for getting that wrong. 2 years, hmmm, maybe a bit too early to be talking about features, maybe when it's 4-5 months out and we know a little more about whats actually in it. I know one guy was getting hyped for it in the Godot Forum know that I know it a long time away I might tell him to calm down.
I've been using unity 6 for a few weeks now and it's pretty stable. Can't wait for the official release on the 17th
What do you think of the new features?
@@SpeedTutor@SpeedTutor you know what. I haven't used them on this project. Haha it's for the Unity store and I should have used the latest LTS version instead of unity 6.
Can't wait to see what Unity has in store for us!
The terrain builder looks incredible if they can pull that off. I feel i need to learn more about Dots and ECS though as this is going to be a game changer
I don't know why they shouldn't be able to pull that off. The Microverse Addon on the Unity Asset Store is already making this possible for quite some time now.
Unified renderer, new worldbuilding tools and ShaderGraph 2, I would love having those in Unity 6, not 7 : )
Haha, they're slow on the uptake - Sadly you'll have to wait a little longer, as they're fighting with re-writing the engine. As they made a rod for their own back with how some of it was designed, coded and with the multiple pipelines.
Looking forward to Unity 6 on Thursday, I'll be moving my current project to it (it's not far into development) and there's some great things coming in Unity 7 by the look of things.
What's your project at the moment?
Multiple of these improvements Jason Booth assets already do. But nice Unity is adding them. When I found out his shader could do all pipelines was wondering why Unity didn't buy his asset.
They might have him working on the new system? I have no idea really but it must be an annoyance for him and his work. We will see how well Unitys solution works!
The interesting part is how backwards compatible everything will be. Terrain will definitely be something new.
I wouldn't hold out too much hope for backwards compatibility, haha. Unless they can keep the pipelines very similar to how they were.
I just wait for CoreCLR, that will increase iteration speed and performance a lot
Thanks for this good video !
You're very welcome, my friend. Do you do a lot of programming?
@@SpeedTutor I've been using C# and other languages for several years now. I've only just got my hands on Unity, which I think now has real potential
What will 6 and beyond mean for shadow casters and shadow resolution? High quality shadows really make things look good, so hoping for improvements in this area.
I don't think anything is on the horizon for that particularly, there may be some improvements in the area but nothing substantial.
Some are jaw dropping features for Unity. If they dont make any more blunder, its promising next.
What features are you most excited about?
so from 17 October UNITY 6 will be new LTS? Cool i will try to Upgrade my Project to that version (backup up first) if it not breaks hah, biggest pain for me is optimization and long compiling when i change tiny thing in script..
I don't know if it would be considered LTS just yet as it's not had it's first update, as it will require some patching I imagine. But it is fully released for production on 17th :)
When they first introduced these features, I thought they would be in Unity 6, and when they said they would be for Unity 7, I was a bit disappointed. But anyway there is a lot to learn and I will finish my next few projects in Unity 6. I hope that the new features aren't just a publicity stunt and Unity will successfully incorporate them.
I hope so, as they've been needing some of these tools for a very long time. Which ones are you most looking forward to?
@@SpeedTutor I'm tech artist and generalist and like all new things, but mostly focused on high quality 3D graphics, so anything related to visual quality and performance, but what is possible for a real game, not just for tech demo.
I completely agree with your sentiment because that's exactly like me, haha. I prefer the proof be in the pudding because tech demos are very much superficial for most of us.
I've heard for a while now about a chinese only version of Unity having a nanite kind of feature. I guess meshlod is that. That and APVs will save me insane amounts of time. Honestly glad I didnt jump ship. Unity is really getting better.
I think the chinese version does have some features we don't but it's an entirely different version of the engine. Managed by other teams and such, so you will most likely never see crossing features :)
@@SpeedTutor So that team is not directly under the management of Unity? Interesting information. Whatever the case I'm just happy my workload as a single dev just reduced by at least 30 percent
Don't quote me as gospel but I have heard that it's entirely different from the Western version and it's not under the same umbrella for whatever reason. Whether that changes in the future, who knows but it's not something I've heard much about :)
My question is about multiplayer is it still an unaffordable nightmare to set up
I've never used any of the services myself but they're trying to make it more accessible, looking at this. So hopefully. Haha.
Got more info about GUI deprecate? What will replace it?
UI Toolkit will replace it as far as I know. I don't have information yet but I imagine it will be announced for deprecation in Unity 7.
what about unity 6 on mac , i have pretty limited storage and thinking i am gonna download unity 6 is it worthit in my macbook?
I don't have any details on that because I've never used a Mac myself, sorry I can't be more helpful!
I didn't understand a little. It turns out that I won’t get MeshLOD at the launch of Unity 6, but will I get it only when Unity 6.1 comes out?
No, not until what he was saying might be Unity 7, which theoretically is a couple years out. Im guessing that it will actually be a later version of Unity 6 though as they did not specifically say it would be 7. Dont expect it anytime soon though.
@@Agispsi Well... not cool.. Thanks for the clarification.
@@5PsycheGames5 it is unfortunate for sure.
As far as I know MeshLOD will be part of the Unity 6.1 update which will launch around April 2025. :)
@@SpeedTutor Oh nice, I read notes on 6.1 and didnt see it in there. Exciting stuff.
These are all great, but all I want is for Unity to move to double-precision floats :(
Wouldn't that eat more RAM and CPU? Tho I guess it's fine with CoreCLR being faster than Mono
I wonder how assets like Procedural Worlds Gaia Pro 2023 will stack up against Unity's 7 built in terrain/world building features?
That will definitely be interesting, I will be interested to know too. Glad we have more features but I worry about those developers :o
Me learning unity in 2020 version 😂😂😂😂
Haha, everyone starts somewhere!
i hope they get rid of that animation of shit we have now, should add morion matching by default same as ue does . and add a decent floating point shift for big open worlds..
The new animation system claims to be a revelation, but we shall see. So many things within the engine need pulling out and re-doing!
I just dont understand why he's deprecating ugui, because ui toolkit is a mess and miss a lot of features right now like custom ui shader and better performance for dynamic rendering 🤷
I hope UI toolkit does come a long long way because I don't like it. But they will add UI shaders and better performance but who knows if a more user friendly solution will rise up
@@SpeedTutor I think it would be interesting to incorporate Razor into Unity. This would make it possible to have a complete solution using C# and a web base
But it's true that the ui toolkit is a bit disappointing at the moment, I find it much less intuitive and powerful than the Unreal Engine ui builder
yoyooyoyooyo wasssssssup G
Hey there!
6:47
I hope this don't break compatibility with assets.
I have old assets working for years even the devs that made stopped supporting it, changing the code kills 90% of the engine usability
This is what I worry about honestly, but it's a step that is required to push the engine forward. I imagine most assets will need updates but it depends what changes.
This is a bit misleading as a bunch of this stuff already exists, I'm playing with the multi-player template in 2022 so it's not some new unity 7 thing...
Thats because what you can use now in unity 6 is a preview not the full release
So Unity 7 is actually Unity 6.0?!? I don't follow!
The video goes over the Unity 6 stuff (officially releasing on the 17th), the upcoming 6.1 update, and from @4:07 and onwards it's solely about the new stuff coming to Unity 7.
@@GameDragon2k So, if this is just Unity 6.1 releasing in 5 days then how far off is Unity 7?
@@vaughanmacegan4012 Unity 6.0 is releasing in 5 days, not 6.1.
6.1 is still months away. 7 is we don't have a time frame yet, but expect around 2 years or so.
@@GameDragon2k Sorry for getting that wrong. 2 years, hmmm, maybe a bit too early to be talking about features, maybe when it's 4-5 months out and we know a little more about whats actually in it. I know one guy was getting hyped for it in the Godot Forum know that I know it a long time away I might tell him to calm down.
I think you can have my job! You've got all the knowledge! :P