I'm SO happy to hear that CoreCLR and the language version update is on the roadmap. For instance first-class record support in Unity would be absolutely excellent!
If you dive deep enough, you can do pretty much anything you technically fancy like completely override the renderers, une a bunch of unsafe code, and even use the library in other frameworks. Only downside to unity is the learning curve for beginner, since c# is relatively inrermediate-level, and the visual scripting is poop
@@AlexGorskovwell @pawrific is right. 99.9% of games do not even recoup the Steam $100 fee. People have grand gamedev making dreams, but it's the worst thing ever to make money lol. Steam surpassed 100k games last week.
Build profiles sounds very interesting since I released a game last year on Steam and Google Play. I wound up making 2 separate projects just because it was easier to keep track of which control scheme I was putting into which build. The main reason for this was a bug with the version of Unity I was using where the up/down axis control was flipped for positive/negative. It was a weird bug, and I kept forgetting to switch it around when I would switch between the PC and Android builds.
After flirting with Unreal and what they have going, Unity needs step its game up. Unity always had the documentation and asset store advantage but thats starting to change as well.
Unreal is great but It has a very steep learning curve and even not runs in mid-end pc lags in my GTX 1650 super even though I have i7 9th gen processor
@@AHEK8Absolutely, in my current company, they made a racing game in unreal engine with a team of 5 people in 1 year but it ended up belly-up on the performance side. Investors were about to put the funding but fortunately I managed to give them a Game with the unity asset store within a week. Luckily it saved the round and the whole team was fired and I went from being an intern to leading a team of 6 with a hefty bonus. Say what you want to say but where time is critical, you just can't beat unity.
@@AHEK8 Just not true. Even though UE is heavier, it runs on a 10-year-old computer... Just don't expect to make heavy scenes, but it's the same with Unity. As for the learning curve, you could start with BP and have easier access than Unity's C#. Even Unreal's C++ looks more like C# than good old C++. The only real big point against Unreal is the documentation, which simply doesn't exist officially, unless you look at the source code yourself. And i'm not even talking about making multiplayer games, they are way more easier in Unreal.
@@hermes6910 I would say that alongside documentation lacking, the amount of resources for Unreal are also far less. It's still a big engine so you can find what you need most of the time.. but there always seems to be relevant information when I run into issue with Unity. I also think Unity makes packaging built project a lot easier than Unreal does, but admittedly it has been a few years since I've used Unreal.
Agreed, it's not so much the graphics it's the leaps and bounds of innovation that Unreal demonstrates meanwhile Unity let's its corporate side run a muck.
Looking forward to CoreCRL, but that's a bit longer down the road. But DOTS in standard systems is nice as well, hope they capitalize on that by improving things like animations and navmesh. To be honest, my hopes are not that high, Unity had a tendency to keep things "semi working" for years even before the layoffs.
One of the big problem with Unity 6 is that the other plugins are not ready so many scripts from plugins as Google Play Games for example will have alot of errors. I hope they catch up.
As a solo game dev, BIGGEST challenge I am facing right now is optimizing the world for my open world game. And I am super happy to see these performance oriented updates, however.... those pricing changes still lurking in my mind though... .😅😅
As a solo dev, if you make over 250k I'm sure the pricing will not affect you. The pricing policy is designed for large teams taking advantage of unity's free service. Since unity is not a free product but do offer free resources for small teams and students to learn.
@damonfedorick@@hamzahgamedev The original pricing change was very worrying, If you had a free mobile game, for example, that found major success but your average money per user wasn't good then you'd be paying major fees. This new change on the other hand, is totally fair. Even CodeMonkey hasn't reached the install cap despite his success and marketing. The amount of money you make vs the fees after the proposed changes is definitely fair, my only worry regarding all this is how quickly and aggressively the previous changes were sprung upon as all.
Could always switch to Unreal where most of these problems are already solved, I mean you either wait for this to come out or you learn Unreal in the mean time.
@@hamzahgamedev Well, you don't pay until you hit that threshold, so no worries. Also, for performance - there's only two things - 1. Use URP, and 2. Move your static objects in the world into ECS. This will save you loads of performance.
I'm so excited for Unity 6 now, I have tried making multiplayer games and I had so many struggles and I just failed, looking forward to the AI features too, and other smaller things.
Great video! Would love to see a series where you create an RTS game Also, the VR Multiplayer template that's available in the LTS version is quite impressive, I'd definitely watch any content you put out on that, espeically if you could explain networked objects. So many things to look forward to with Unity!
Unity 6 preview is out now. Do you have any idea when it's going to officially release? I am ready to start a new game, but I sort of want the new license more than anything. It's going to be a 2D tile map single player game, so performance won't likely improve too much, but that personal license increase to 200k is tempting me to wait.
They have their Unite conference in September so I'm guessing it will be out at that point In terms of features the Preview version already has everything, so if your game is more than 6+ months away from release I would say yup you can use Unity 6 Preview, that's the main one that I'm going to start using from now on
Thanks for the overview Code Monkey! Looking forward to all the new features. Several of them are very much things that I have been needing. I have to spend a game jam or two working with ECS before I commit to using it in a big project, but I know it will make optimization much easier for some of the stuff I work on.
im super excited to try out muse when unity 6 officiall is out ive been making a game with chat gpt because i dont know how to code and lack skills as im alone but i think this will help expand what i can do so much i cant wait
CodeMonkey did Unity say anything about the T.O.S. for Unity 6 after the debacle a few months back? If I remember correctly, Unity 2022 LTS is the last version that won't implement the new pricing scheme.
Watch the Video. It will only affect Studios that makes 1 Million in revenue a year and have over one Million copies sold. Per game. And the max Runtime fee is 2.5% of revenue, getting lower the more you earn so you never pay more than 54k a month. A 2.5% cut for providing the engine, asset store, finshed games with guides and other ressources is not really worth mentioning if you consider that Steam takes 30% and Epic 12% of sales anyways.
On the last update in that whole saga they mentioned how you can lock the TOS for the version that you're using. And yes Unity 2022 does not have the runtime fee regardless of copies sold.
Awesome! Sounds like a lot of good features are coming. And having the benefits of DOTS even for people like me who don't understand it sounds great. I've stayed away from AI for ethical reasons but if their AI stuff is ethically sourced then I'd try it out.
I mean, you shouldn't stay back from AI. You can ask AI to help you with the code, or you can ask for an art that you can use for inspiration. Of course using AI art directly in the game/media is bad. But I don't see any issues when you use it as a reference
I think it could be used on a parody situation, that way it’s at least legal from a us constitutional standpoint. Wouldn’t matter what it generated or how… That said it definitely shouldn’t be used outside this and should always defer to human talent first if you can….
No bombastic new features, but Unity is definitely getting faster and faster. One day we'll make changes to the script and play the built game in less than 3 seconds. Fascinating future!!!
Everything looks really amazing, but also a little bit overwhenlming. Do you plan to make videos and tutorials on all the new features and tools after their release?
I know this isnt exactly related to this video in particular, but I was curious about the Codemonkey Utilities thing you use in a few of your videos and was curious if you had any documentation anywhere or a video explaining its use. I wanted to read up on it a little before diving into but couldn't find any solid information about it anywhere.
Its provided for free on his website you can review the code for what it does although a video covering all the features would be nice or some good examples of what to use it for
I-ve long wanted to make a video doing an overview but haven-t been able to do it yet, basically it's a collection of relatively simple utilities so by browsing the source code you should be able to easily understand what it all does. The ones I use most often are FunctionTimer to trigger an action after some time, FunctionUpdater to run logic on every update without having to create a game object, and a bunch of the helper functions inside the UtilsClass for things like calculating angle from Vector or getting the mouse 2D position.
@CodeMonkeyUnity Gotchya, ya, I've been looking into different tools I can use, and possibly creating my own tools and utilities and that caught my interest. If not for my own use, at the least a template for making my own tool/utilities and how to go about it. Love your videos, definitely looking forward to when/if you decide to do a video on it.
Now that Unity 6 Preview version is out, is it advisable to start a new project with it and then later upgrade the fully-developed project to the LTS version, or do you think it will be difficult to make the transition due to compilation errors/ect? I'm trying to decide if I should wait for LTS before trying a serious project.
There aren't too many breaking changes so upgrading from 22 LTS should be simple. If your project is 6+ months from release then I would use Unity 6, if earlier then stick with 22 LTS
What I really want/need in this age of generative AI is sprite creation. I want to be able to create all the 2d art I need for a game. When that comes around, I'm going to be so so so so happy
Would it be efficient to create a script with like all of your algorithms like Spawn(object..)) and Destroy(object..) and more and then just always reference this one script when using one of them?
It would work, but potentially lead to a ton of spaghetti code by having all your scripts be tightly coupled to that one script. Usually each script/class should do one thing and one thing only.
@@CodeMonkeyUnity If spaghetti code is code that you have no idea what you have even written wouldnt it be less of spaghetti code because you could clearly know by the names of the functions what youve done? I think it would be more efficient not having to write the functions again in all scripts if you need them. I appreciate your reply btw this is something i have been trying to get an answer to for a long time.
Spaghetti code is just having tons of connections all over the place. So for example every class interacts with 100 other classes. If your code is like that is becomes a complete mess and really hard to debug. Yes you should avoid writing the same copy pasted code many times, but don't make one giant class with all your functions that all your classes call all over the place, keep things logically separated. For example you can definitely have a TransformHelper class that contains helper functions to Move/Rotate/Scale transforms that you can reuse in many places in the code, that's fine. Just don't make that same class also include helper functions on Saving data or handling Enemy AI, etc.
Thank you for such an extensive look at new Unity features! I would love to try them, but I've created the project in Unity 2023. Do you have recommendations or maybe a tutorial on how to upgrade to a new version so that the project wouldn't break? Thank you!
Technically the Unity 2023 beta version that came out a few months ago is roughly the same as the Unity 6 beta so it should be a straightforward upgrade. In general changing versions doesn't cause issues, but whether you should upgrade depends on if there's any specific feature you need, and if your project is NOT near release. If you're releasing soon then just stick with the version you have.
@@CodeMonkeyUnity Thank you for answer! Since I'm only learning and just started this project, I can't tell when it will be released. Hopefully in a year :) I don't know about any specific feature in Unity 6 that I really need for my project. I just tend to like having the latest release of the software that I use, thinking it's the most stable, reliable and feature-rich if need be. Should I better stick with the current version until this particular project is done?
The most reliable in the latest LTS version (which right now is 2022 LTS) not the Beta versions, but in 1 year Unity 6 LTS will be out. Although if you're a beginner I would definitely advise you to make something smaller and not spend an entire year on just one project. You learn a lot more from making multiple small projects than one big one.
@@CodeMonkeyUnity Okay, thank you for your advice! I have many ideas for games, but they tend to be bigger than it's advisable. So now I try to create a focused platformer with great story and atmosphere. It's just that I don't want to be just learning and creating some micro games, you know, I would like to create this game and learn as I go everything I need for it.
@Code Monkey Please tell us how to learn programming correctly? Most of my friends just rewrite or copy individual parts of the script, but they do not understand how a separate part works, that is, they cannot write on their own.
What the guy above me said. Also you should really make sure you understand the basics (variables, bools, arrays, functions etc). If theres something you cannot understand you could ask chatgpt
7:30 you know, this just shows why it's SOOOO SO SOO important to gather your own data, because from online discussions you'd think that the prevailing opinion on the Render pipelines is that BiRP is the best and you should use that always and the other two are "feature incomplete and unuseable".
Anyone who has used HDRP knows its far superior than built-in. Pretty sure the only people who think its unusable are people who download broken assets and dont know how to fix them for HDRP. Either way pretty much anything in the asset store, regardless of the render pipeline, is not usable in a serious game. The asset store is a trap. Anyways, that being said, HDRP is extremely nice to use and I could never imagine going back to built in. Everything is going forward is built for HDRP as a default and maybe later ported for other pipelines.
@@suspecm6316 Make sure you not read outdated posts. Yes, in the past, people says BiRP is better than HDRP. Because at that time, HDRP is not mature yet. Now, HDRP is better than BiRP. Try yourself.
Another cause is that a large portion of the people saying to use BIRP are people who haven't actually released games recently. That data is from games known to be in production. Unfortunately a lot of assets are still developed for the BIRP that then require conversion, especially when people use custom shaders.
Yeah I wish Muse had a free tier, they do have a 30 day free trial but a limited monthly free tier would be great. I think it's an excellent tool, especially for beginners, but being paid really limits things.
I seriously hope that they start giving Linux so love. The editor is not working very well right now. Quite a few bugs that Linux users have to deal with.
It's not always a good advice to stick to LTS version Code Monkey. From my experience It's basically a dice roll whenever deciding on a Unity Version. Currently ECS is pretty much unsable on LTS version, has lots of major bugs, including a bug that I believe you had in one of your videos - not being able to click on entities in playmode to select them, among many others. We've decided to start making our DOTS multiplayer project on beta version, and most of these issues are resolved there.
Is Unity good for pixel games? I have an idea for 2 pixel games. 3D and VR would be nice as well but I dont need it right now. It would be nice to only learn one engine for both 2D and 3D.
Sir, now back to the "Real question", should we trust unity not to change runtime fees again? what they have announced thus far is very promising and competes even with unreal engine (to a certain point). are we going to see another tarkov/rust? or there will be more of Road to Vostok, for those who dont understand what i mean: Road to Vostok was supposed to be made with unity, ended up being remade with godot 3.5, and launched a open beta!
Personally for me Unity as a tool is far more advanced than Godot. But I don't really expect to earn 200k from my game anually lol, so it's not really a big deal for me. Also Unity got kicked in the gut, so they will be more careful with such insane runtime fee changes. Road to Vostok shot itself in the foot, because Godot is more limited than Unity, has worse performance and 3D capabilities, it graphically looks better in Unity than in Godot, they should've spent these 400h porting on developing the game itself
@@ivanonlyone7160 all you said is true i definitely agree %100, but if you go back to when they just announced the new runtime fee system, it was a nightmare for us "indie devs who barely make ~36k/y", personally this whole thing forced me to discontinue my latest project unless I find partnership/sponsor that will keep my back covert. codeMonkey is promoting unity in every way he can, because he loves unity and they "seem to be" loving him! maybe he will give us an answer about their future intentions.
I am not the CEO of Unity so I cannot tell you anything beyond what I'm doing myself, and me personally the fee does not apply to me so I will keep using it. If tomorrow they change the rules then I will analyze the new rules and make a new decision. If nothing they can say/do can change your mind then my advice is just move on to another engine.
I don't even know it came so naturally after I learnt C and C++ in University. You just start with small tasks, ask chat GPT for help with that, ask it for tasks to do and to evaluate results. Should do quite well. It is trained i with that. Put your strength and effort in learning without cheating. There's no real instruction. Ramp up task complexity. Learn what tools do you have, get a taste of them. Learn what is now efficient. Learn cool patterns and good practices. What IT companies ask on interviews and why is that important. And with time you'll get there.
My recently released C# course starts from the absolute basics (like what is a Variable, how does code execute, etc) and then mores on to more and more complex topics. The beginner section is free here on UA-cam ua-cam.com/video/pReR6Z9rK-o/v-deo.html
Now that I think about it. It seems under the old leadership, Unity forgot it's a game engine and thought it was a game and thus the yearly versions. Now it seems more like a game engine. Unity 6, use it for 4-5 years and then Unity 7. This makes sense. Screw the 2017, 2018 etc number. FU John Ricotello (I don't care to look up his name's spelling either).
unity stock is collapsing for more than a year now. what they have done with runtime fee is still affecting the company. unity 6 is their last chance to provide a quality tool, including stability.
I'm disappointed but not surprised their reports extol the virtues of in-app purchasing, live services, ads in games and nefarious means of monetization. It's a great report overall but I'll be moving to Unreal after releasing my game if they don't start focusing on developers and their tools. Cause I know Unreal isn't an angel but it feels like choosing the lesser of two evils
That's just the stats for the games industry, personally I'm not a fan of f2p mobile games, I only play premium Steam games, but it's a simple fact that most of the revenue for the entire games industry is based on f2p/mobile/live services
Will there be an Unity converter for BRP graphics (models etc.)? Most of them support only BRP and not URP and HDRP...If not, I can see there will be a lot of problems for assets producer forced to learn URP and HDRP, some can stop supporting Unity.
@@SolWaywardThank you for the answer, but if it so easy, why a lot of assets producers only support BRP? And with every new Unity version comes also new URP and HDRP version, which material should we apply to the model? Assets producers are constantly complaining that with every new Unity version they must update their assets ...I assume this is a big headache for them.
@@tomazznidarko8700 Probably because they don't wanna bother with making several version of each material. There is is some rare cases where the material has a custom shader that is doing something special, but for most cases switching it to an hdrp material will be good enough.
There's always been a converter, you just go to Window - Rendering - Render Pipeline Converter and it automatically converts all BiRP materials to URP/HDRP. Most assets support BiRP and can then be upgraded to the others with one click
@@CodeMonkeyUnityHi, thank you for the tip, but when I'm using BRP 3D model scene, I don't have this option available, so I have to install URP from the Package Manager first and I get this option available. I will see how this progress with my learning proccess 😃.
Im sure i read that the key guy working on the resident drawer was let go As for forcing urp/hrdp on new projects until they fix a shocking bug it is of no good to me and many
love me "a shocking bug". Assuming the statistic shown is correct, 90% use URP/HDRP already. That does not look like there is any mayor or gamebreaking issue with the render pipelines.
@@user-to7ds6sc3p so apparently i cant paste you a unity bug report but go look at UUM-59476 light leaks badly in webgl making it unusable for me and others
Beside the terrible PR move on pricing and the stock fall in 2023, Unity has an history of overpromising and underdelivering. I've been toying with UE5 lately and using free yt videos and GPT-4 I'm making faster progress than when I was starting with Unity.
Keep tab on all those features, because half of them will not be available on release and the ones that get included will be in alpha state before they're deprecated and replaced with other alpha features.
@@CodeMonkeyUnity Not really. All of the features. Unity is not a game developer like Epic is, so the usable or buggy state of whatever features are in the engine is irrelevant for them.
Unity has permanently eroded their trust, it's just not worth trying to get back into it imo. Put aside the crap with installs, the real kicker is that they had put T&Cs in place to prevent you getting retroactively shafted by T&Cs, and they stealth-edited that out so they could shaft everyone more. Unity could look better than UE5 and have its own versions of Nanite and Lumen, but they'd still be a fundamentally untrustworthy company now.
And yet you're on a channel dedicated to learning Unity, talking and thinking about Unity. If you don't want to use it, then what are you doing here? Are you looking for validation? Satisfying your tribalistic hunger? Nobody cares what you think
@@adriank8792 I got the subscriber notification because for the longest time I had been an avid user of Unity and CodeMonkeys is a channel I've watched quite a bit of.
If there's nothing they can do or say to regain your trust then yup go ahead and use a different engine. Thankfully nowadays all engines are great so there's no need to use an engine you don't trust. Best of luck!
I'm just a user, I don't work for the company itself, they just ask me once in a while if I would like to make a sponsored video on some topic (like this roadmap summary)
Is it? I've been regularly using 22 LTS for the past few years and it's been great, even on my complex project Dinky Guardians it compiles in about 4 seconds
I doubt that will ever happen. GameObjects are very mature very robust technology, no point in completely replacing them, better to just augment them with Entities like they are planing.
TBH 99% of the things announced can be thrown away, they do not matter, only the part they mention CoreCLR and better iteration times - that could be the only thing announced and would be the most important thing in Unity's history since Unity 3 (when iteration was instant). They are adding these fancy things, stacking them up, meanwhile quality of life and iteration time keeps degrading.
@@CodeMonkeyUnity From what I've read in the documentation it only matters for static fields and events; If you limit your use of static fields, and static events you should be alright. Or am I missing something?
mega city burdens 32 streams of my risen 5950 by 70-80%. It looks impressive. I'm talking about the picture in the task manager. Not about the visual in the game. The visual sucks. And it's lagging.
There is actually someone trying to do exctly that, I believe it's still in development forum.unity.com/threads/nano-tech-similar-to-nanite-high-detailed-rendering-for-hdrp-urp-and-built-in-rp.1292223/
@@CodeMonkeyUnity Yes I know this, but I wish Unity bought them and put into Unity editor. Don't understand why the don't? They spend a'lot of money on Weta studio, what happened with that? Did we got anything good from that in the editor?
That's up to you to decide, for me the new fee will never apply to me so literally nothing has changed for my usecase. It is still an excellent engine capable of building any game I can imagine while still costing the same.
I dont mean to be harsh, everybody speaks the way they can and i would probably sound worse, but i think it would be amazing if you could put some emphasis into your pronounciation / clarity of your speaking. I can always understand the things you say in the context or if i can guess what you were trying to say, but especially during the longer tutorial or course parts of your content it takes quite a lot of effort to decipher certain parts. (Extreme example: 17:06) Not sure how to put this more nicely or more constructive, thanks for the content you do! Maybe you can improve it even more
Thanks for the feedback, I'm constantly trying to improve, it's definitely been a challenge since it's not natural for me to do presentations. Although I have improved quite a lot if you compare against my first video! When I watch that one I cringe with how bad I was heh
Glad to have you back on unity, even if thats with the cost of no pricing change, i sold my shares of this company as it might go Bankrupt. But at least you dont get tax by unity!
Now I don't wanna go to Godot or unreal. Unity had made a huge blunder with the pricing system but is making up for it with Unity 6. Can't wait for it to fully release!
@@ivanonlyone7160 Except for Unity changing the terms so they can retroactively apply changes. Even if they said they won't charge people which don't fit that criteria, there's nothing preventing them from just doing that, since the license you agreed on gives them that permission.
@@mgordon1713 It isn't though. Epic doesn't demand you to be on a paid plan to use or have access to certain features. While Epic does offer per seat subscription like Unity, that's for support. Every other engine feature is free.
@@BrunodeSouzaLino Wrong. When using Unreal Engine, even on free plan, if you earn more than 1 million USD per year (Same as Unity) on your game, you have to pay 5% (Double of Unity) in royalty fees.
I'm still on the fence about Unity after the whole fiasco last year. It's a pretty great engine, but I'm kinda on an open source adventure, and Godot seems like it will suit me well enough for the types of ganes I wanna build. It also has a tone of QOL features that I'm surprised Unity and Unreal don't have.
All 3 engines are excellent nowadays so there's really no wrong answer. The best engine is the one that allows you to bring your game ideas to life, best of luck!
Interesting. Still about the AI stuff it’s rather vague. And here is the mistake Unity has done before. Show some info but just part of the picture. With little clear real word examples. And real release dates. Whole unreal had a more grounded approach where when they announce things it seems more production ready and tied to real world examples. Sure it’s nice with the copilot. But as some of this is built on other open tech. It feels more like a plugin. Or asset store stuff than code integrated features. Like unreal is showcasing real wow opener. And at the same time show the core battle proven workflows now being moved into unreal where one can model. Texture and rig in one unified package. Still about the copilot for smaller projects and more beginners it seems as an awesome feature :)
Tbh i wish unity wouldnt tell us about ideas on paper. Only stuff they had made head way on and showed viable worth. Because we have had too many half done and abandoned or at least seemingly abandoned ideas.
@@lizkimber yes and let’s be fair. Many of new features and systems in Unity was implemented so so pipeline wise. And either abandon for lack of resources. Or abandoned as the desire really never worked well and was adopted by the users. A bit like with 3dsmax where they bought systems or plugins and interested it as their take on what other software had. It was just a cheap inferior version of it. This create bot just a bloated software but inconsistency and a shattered product. If one compare to many of the core systems in Unity that was good or even the one that was so so but was used by the majority. They were updated and improved. And is still used today. I talk more about the core of Unity around say 2014. Before too many new systems and features was started with promises. Today 10 year later many of those projects was never released or abandoned later in while still affecting the product. Which is sad as I felt that ten year ago Unity was so ahead of unreal when it came to easy of use. Prototyping etc etc.
Whats vague about the AI stuff? And the release date of unity 6 is late october-november. You can also fully texture, model and rig something just by using unity
@@v0ltdev it’s not presented in details. It’s more what the feature will be able to do but they don’t show HOW Yes but the tools for mentioned is so different. The level I so much higher for unreal. That is one of unity’s big issues. They have features bit either they don’t fully work or they don’t work so well / are slow / not very efficient. It’s this difference in qualify that off puts me. Ok yes you can do a lot with Unity. And it’s super good for quick prototyping. Still often it feels that the people making Unity have little real world game development experience compared to unreal where you know that they understand those real world large scale pipelines. And often innovent themselves with new production pipelines. I think Unity greatest feature was how they set up monobehavior and the core logic flow. / state. Nothing unique but at time it was nothing with this easy of use. But look at all the disasters with DOTS and their visual scripting. Projects that started ten year ago and still really have not delivered production proven yet.
@@litjellyfish they did show how the AI tools work last unite, what they did here at GDC is more or a recap of unite and a few extra stuff. It is true that some unity features feel a bit undercooked but its not like unreal is that much better, unreal just knows how to show the flashy stuff but there are a lot of undercooked features in it as well. The people working at unity are not the problem, it was more of a management problem, I know someone that works at unity and he told me a lot of them use the engine for personal stuff and there are a ton of talented people who want the best for unity, but they were always fucked sideways by management. But now with the management change the future for unity is looking really bright, unity really started cooking with unity 2023/6, the APV's and new light baker are very well made, the water system is amazing (unreal's is still experimental), RayTraceing works really well, the new editor overlays are really good, there are a ton of performance and QoL improvements and all this just from the tech release. And DOTS and Visual Scripting are production ready, a lot of projects released using those.
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Wicked cool demo. And all of the assets in this are usable, right?
I'm SO happy to hear that CoreCLR and the language version update is on the roadmap.
For instance first-class record support in Unity would be absolutely excellent!
And we'll finally get rid of Mono. .NET 8+ should be close to Mono + Burst performance wise.
That's the only feature I care about, unfortunately there's no ETA on it (it's not coming with Unity 6) :(
1 mil over 9 years. Thats actually amazing, huge congrats dude.
Thanks! It's crazy to think how I've been doing this for quite a long time heh
Through all the ups and downs, I'm sticking with Unity. Strikes the best balance between ease of use, capability, and portability.
exactly👍👍
If you dive deep enough, you can do pretty much anything you technically fancy like completely override the renderers, une a bunch of unsafe code, and even use the library in other frameworks. Only downside to unity is the learning curve for beginner, since c# is relatively inrermediate-level, and the visual scripting is poop
true, its not like you're ever going to make more than $100 from your game.
Come on, man...@@pawrific
@@AlexGorskovwell @pawrific is right. 99.9% of games do not even recoup the Steam $100 fee. People have grand gamedev making dreams, but it's the worst thing ever to make money lol. Steam surpassed 100k games last week.
Build profiles sounds very interesting since I released a game last year on Steam and Google Play. I wound up making 2 separate projects just because it was easier to keep track of which control scheme I was putting into which build. The main reason for this was a bug with the version of Unity I was using where the up/down axis control was flipped for positive/negative. It was a weird bug, and I kept forgetting to switch it around when I would switch between the PC and Android builds.
Bro what are ur games and how are they going
First time I see you. Funny when a voice connect to a face. You don’t look like I though you would haha
Dude i thought the same thing. I thought he was a short bald fat guy with glasses
Same, but you will get used
Code Monkey looks like a chad
@@waldemarlight6149 does not resemble code nor a monkey
I expected him to look more like a monkey
After flirting with Unreal and what they have going, Unity needs step its game up. Unity always had the documentation and asset store advantage but thats starting to change as well.
Unreal is great but It has a very steep learning curve and even not runs in mid-end pc lags in my GTX 1650 super even though I have i7 9th gen processor
@@AHEK8Absolutely, in my current company, they made a racing game in unreal engine with a team of 5 people in 1 year but it ended up belly-up on the performance side. Investors were about to put the funding but fortunately I managed to give them a Game with the unity asset store within a week.
Luckily it saved the round and the whole team was fired and I went from being an intern to leading a team of 6 with a hefty bonus.
Say what you want to say but where time is critical, you just can't beat unity.
@@AHEK8 Just not true.
Even though UE is heavier, it runs on a 10-year-old computer... Just don't expect to make heavy scenes, but it's the same with Unity.
As for the learning curve, you could start with BP and have easier access than Unity's C#.
Even Unreal's C++ looks more like C# than good old C++.
The only real big point against Unreal is the documentation, which simply doesn't exist officially, unless you look at the source code yourself.
And i'm not even talking about making multiplayer games, they are way more easier in Unreal.
@@hermes6910 I would say that alongside documentation lacking, the amount of resources for Unreal are also far less. It's still a big engine so you can find what you need most of the time.. but there always seems to be relevant information when I run into issue with Unity. I also think Unity makes packaging built project a lot easier than Unreal does, but admittedly it has been a few years since I've used Unreal.
Agreed, it's not so much the graphics it's the leaps and bounds of innovation that Unreal demonstrates meanwhile Unity let's its corporate side run a muck.
Looking forward to CoreCRL, but that's a bit longer down the road. But DOTS in standard systems is nice as well, hope they capitalize on that by improving things like animations and navmesh.
To be honest, my hopes are not that high, Unity had a tendency to keep things "semi working" for years even before the layoffs.
OMG YOU ARE SO DIFFERENT THAN I IMAGINED! I've been watching you for a looong time, and, idk why, never seen you.
I use the AllIn1VFX example assets as templates for particle effects, so having it be native is excellent.
One of the big problem with Unity 6 is that the other plugins are not ready so many scripts from plugins as Google Play Games for example will have alot of errors. I hope they catch up.
As a solo game dev, BIGGEST challenge I am facing right now is optimizing the world for my open world game. And I am super happy to see these performance oriented updates, however.... those pricing changes still lurking in my mind though... .😅😅
As a solo dev, if you make over 250k I'm sure the pricing will not affect you. The pricing policy is designed for large teams taking advantage of unity's free service. Since unity is not a free product but do offer free resources for small teams and students to learn.
@@damonfedorick yes definitely 💯, if I will be able to hit the 250k target, I will be super happy to share with Unity. 💪🏻
@damonfedorick@@hamzahgamedev The original pricing change was very worrying, If you had a free mobile game, for example, that found major success but your average money per user wasn't good then you'd be paying major fees. This new change on the other hand, is totally fair. Even CodeMonkey hasn't reached the install cap despite his success and marketing. The amount of money you make vs the fees after the proposed changes is definitely fair, my only worry regarding all this is how quickly and aggressively the previous changes were sprung upon as all.
Could always switch to Unreal where most of these problems are already solved, I mean you either wait for this to come out or you learn Unreal in the mean time.
@@hamzahgamedev Well, you don't pay until you hit that threshold, so no worries. Also, for performance - there's only two things - 1. Use URP, and 2. Move your static objects in the world into ECS. This will save you loads of performance.
I'm so excited for Unity 6 now, I have tried making multiplayer games and I had so many struggles and I just failed, looking forward to the AI features too, and other smaller things.
What version of unity do you use to build your mobile game.
pls i need your help, my version 2022.3.22f1 has gradle errors.
Yes you can use the 22 LTS, I believe Gradle errors are usually related to permissions, so make sure you have permissions to write to that folder.
@@CodeMonkeyUnity Thank you so much😄
Great video! Would love to see a series where you create an RTS game
Also, the VR Multiplayer template that's available in the LTS version is quite impressive, I'd definitely watch any content you put out on that, espeically if you could explain networked objects.
So many things to look forward to with Unity!
Unity 6 preview is out now. Do you have any idea when it's going to officially release? I am ready to start a new game, but I sort of want the new license more than anything. It's going to be a 2D tile map single player game, so performance won't likely improve too much, but that personal license increase to 200k is tempting me to wait.
They have their Unite conference in September so I'm guessing it will be out at that point
In terms of features the Preview version already has everything, so if your game is more than 6+ months away from release I would say yup you can use Unity 6 Preview, that's the main one that I'm going to start using from now on
Thanks for the overview Code Monkey! Looking forward to all the new features. Several of them are very much things that I have been needing. I have to spend a game jam or two working with ECS before I commit to using it in a big project, but I know it will make optimization much easier for some of the stuff I work on.
Learning ECS by doing a game jam sounds like an excellent plan!
im super excited to try out muse when unity 6 officiall is out ive been making a game with chat gpt because i dont know how to code and lack skills as im alone but i think this will help expand what i can do so much i cant wait
CodeMonkey did Unity say anything about the T.O.S. for Unity 6 after the debacle a few months back?
If I remember correctly, Unity 2022 LTS is the last version that won't implement the new pricing scheme.
Watch the Video. It will only affect Studios that makes 1 Million in revenue a year and have over one Million copies sold. Per game. And the max Runtime fee is 2.5% of revenue, getting lower the more you earn so you never pay more than 54k a month.
A 2.5% cut for providing the engine, asset store, finshed games with guides and other ressources is not really worth mentioning if you consider that Steam takes 30% and Epic 12% of sales anyways.
No matter what, unless you have an F2P mobile game with less than $0.80 earned per user, the Unity pricing is still cheaper than Unreal's
On the last update in that whole saga they mentioned how you can lock the TOS for the version that you're using. And yes Unity 2022 does not have the runtime fee regardless of copies sold.
@@CodeMonkeyUnity Also, that's the last TOS where you don't give Unity permission to retroactively apply changes.
Awesome! Sounds like a lot of good features are coming. And having the benefits of DOTS even for people like me who don't understand it sounds great. I've stayed away from AI for ethical reasons but if their AI stuff is ethically sourced then I'd try it out.
I mean, you shouldn't stay back from AI. You can ask AI to help you with the code, or you can ask for an art that you can use for inspiration.
Of course using AI art directly in the game/media is bad. But I don't see any issues when you use it as a reference
I think it could be used on a parody situation, that way it’s at least legal from a us constitutional standpoint.
Wouldn’t matter what it generated or how…
That said it definitely shouldn’t be used outside this and should always defer to human talent first if you can….
No bombastic new features, but Unity is definitely getting faster and faster.
One day we'll make changes to the script and play the built game in less than 3 seconds.
Fascinating future!!!
Lots of good improvements this time
If they manage to implement the GPU resident Drawer and GPU occlusion culling that would be a game changer
I've been waiting for this video!
Thank you.
Great summary. Thank you.
Everything looks really amazing, but also a little bit overwhenlming. Do you plan to make videos and tutorials on all the new features and tools after their release?
Yup I definitely want to cover as many as possible when Unity 6 is out
I would definitely want u to make a course on Unity UI Builder.
I Second this…
tons of features :) will need to re-learn gamedev tools after this upgrade (I don't mind, will be interesting)
This video sold me Unity 6 better than Unity did
I know this isnt exactly related to this video in particular, but I was curious about the Codemonkey Utilities thing you use in a few of your videos and was curious if you had any documentation anywhere or a video explaining its use. I wanted to read up on it a little before diving into but couldn't find any solid information about it anywhere.
Its provided for free on his website you can review the code for what it does although a video covering all the features would be nice or some good examples of what to use it for
@@DylieX Cool, thanks for the information.
I-ve long wanted to make a video doing an overview but haven-t been able to do it yet, basically it's a collection of relatively simple utilities so by browsing the source code you should be able to easily understand what it all does.
The ones I use most often are FunctionTimer to trigger an action after some time, FunctionUpdater to run logic on every update without having to create a game object, and a bunch of the helper functions inside the UtilsClass for things like calculating angle from Vector or getting the mouse 2D position.
@CodeMonkeyUnity Gotchya, ya, I've been looking into different tools I can use, and possibly creating my own tools and utilities and that caught my interest. If not for my own use, at the least a template for making my own tool/utilities and how to go about it. Love your videos, definitely looking forward to when/if you decide to do a video on it.
They have an MMO game mode preset? fuck yes finally.
And its cyberpunk…
Can we expect these new tools to be available in the free version of unity or will they be only in the Pro version.
Unity is always the same program between Personal and Pro, so yes all the same features regardless of license
Now that Unity 6 Preview version is out, is it advisable to start a new project with it and then later upgrade the fully-developed project to the LTS version, or do you think it will be difficult to make the transition due to compilation errors/ect? I'm trying to decide if I should wait for LTS before trying a serious project.
There aren't too many breaking changes so upgrading from 22 LTS should be simple. If your project is 6+ months from release then I would use Unity 6, if earlier then stick with 22 LTS
That Global Illumination sounds amazing but has to be baked... still cool and seems like an amazing mix between realtime and baked
What I really want/need in this age of generative AI is sprite creation. I want to be able to create all the 2d art I need for a game. When that comes around, I'm going to be so so so so happy
Would it be efficient to create a script with like all of your algorithms like Spawn(object..)) and Destroy(object..) and more and then just always reference this one script when using one of them?
It would work, but potentially lead to a ton of spaghetti code by having all your scripts be tightly coupled to that one script. Usually each script/class should do one thing and one thing only.
@@CodeMonkeyUnity If spaghetti code is code that you have no idea what you have even written wouldnt it be less of spaghetti code because you could clearly know by the names of the functions what youve done? I think it would be more efficient not having to write the functions again in all scripts if you need them. I appreciate your reply btw this is something i have been trying to get an answer to for a long time.
Spaghetti code is just having tons of connections all over the place. So for example every class interacts with 100 other classes. If your code is like that is becomes a complete mess and really hard to debug.
Yes you should avoid writing the same copy pasted code many times, but don't make one giant class with all your functions that all your classes call all over the place, keep things logically separated. For example you can definitely have a TransformHelper class that contains helper functions to Move/Rotate/Scale transforms that you can reuse in many places in the code, that's fine. Just don't make that same class also include helper functions on Saving data or handling Enemy AI, etc.
@@CodeMonkeyUnity Yes like the move rotate and scale ones they are something you would use many times so i would have to only create them once
Thank you for such an extensive look at new Unity features!
I would love to try them, but I've created the project in Unity 2023. Do you have recommendations or maybe a tutorial on how to upgrade to a new version so that the project wouldn't break?
Thank you!
Technically the Unity 2023 beta version that came out a few months ago is roughly the same as the Unity 6 beta so it should be a straightforward upgrade.
In general changing versions doesn't cause issues, but whether you should upgrade depends on if there's any specific feature you need, and if your project is NOT near release. If you're releasing soon then just stick with the version you have.
@@CodeMonkeyUnity Thank you for answer! Since I'm only learning and just started this project, I can't tell when it will be released. Hopefully in a year :)
I don't know about any specific feature in Unity 6 that I really need for my project. I just tend to like having the latest release of the software that I use, thinking it's the most stable, reliable and feature-rich if need be.
Should I better stick with the current version until this particular project is done?
The most reliable in the latest LTS version (which right now is 2022 LTS) not the Beta versions, but in 1 year Unity 6 LTS will be out.
Although if you're a beginner I would definitely advise you to make something smaller and not spend an entire year on just one project. You learn a lot more from making multiple small projects than one big one.
@@CodeMonkeyUnity Okay, thank you for your advice!
I have many ideas for games, but they tend to be bigger than it's advisable. So now I try to create a focused platformer with great story and atmosphere. It's just that I don't want to be just learning and creating some micro games, you know, I would like to create this game and learn as I go everything I need for it.
Allocated server had issues (Query didn't respond or responded incorrectly [DOWN]), stopping server and deallocating
failed to connect server
Has anyone tested their project in Unity 6 using the new GPU stuff ? I am super curious about the performance difference by actual devs.
@Code Monkey Please tell us how to learn programming correctly? Most of my friends just rewrite or copy individual parts of the script, but they do not understand how a separate part works, that is, they cannot write on their own.
Copying parts is a core aspect of learning. Read the docs, read source, copy parts, repeat.
What the guy above me said. Also you should really make sure you understand the basics (variables, bools, arrays, functions etc). If theres something you cannot understand you could ask chatgpt
One more year and ill finnish my OU course. Then i can finally return to Unity with my new knowledge and create my game!!
Nice! Best of luck!
7:30 you know, this just shows why it's SOOOO SO SOO important to gather your own data, because from online discussions you'd think that the prevailing opinion on the Render pipelines is that BiRP is the best and you should use that always and the other two are "feature incomplete and unuseable".
Wut. Where would you read such a thing?
@@DotNetCookbook unfortunately in way too many places including but not limited to reddit and the unity forums
Anyone who has used HDRP knows its far superior than built-in. Pretty sure the only people who think its unusable are people who download broken assets and dont know how to fix them for HDRP. Either way pretty much anything in the asset store, regardless of the render pipeline, is not usable in a serious game. The asset store is a trap.
Anyways, that being said, HDRP is extremely nice to use and I could never imagine going back to built in. Everything is going forward is built for HDRP as a default and maybe later ported for other pipelines.
@@suspecm6316 Make sure you not read outdated posts. Yes, in the past, people says BiRP is better than HDRP. Because at that time, HDRP is not mature yet. Now, HDRP is better than BiRP. Try yourself.
Another cause is that a large portion of the people saying to use BIRP are people who haven't actually released games recently. That data is from games known to be in production. Unfortunately a lot of assets are still developed for the BIRP that then require conversion, especially when people use custom shaders.
Thanks for the video. Were you are in Portugal? More or less
Também fiquei a saber agora. Que surpresa!
Lisboa!
@@CodeMonkeyUnity Que legal, sou do Brasil, parabens pelo seu trabalho!
A.I is paid even for personal use soo...but the rest looks cool.
Yeah I wish Muse had a free tier, they do have a 30 day free trial but a limited monthly free tier would be great. I think it's an excellent tool, especially for beginners, but being paid really limits things.
I seriously hope that they start giving Linux so love. The editor is not working very well right now. Quite a few bugs that Linux users have to deal with.
After watching UnrealEnginre GDC i think Unity is copule of years behind and i dont belive Unity will ever catch up.
I watch your netcod tutorial and I successfully maked a game, but I realize that netcode is dose not support in webgl.Can you make a tutorial.
It does support webgl as long as you're using transport 2.0
It's not always a good advice to stick to LTS version Code Monkey. From my experience It's basically a dice roll whenever deciding on a Unity Version. Currently ECS is pretty much unsable on LTS version, has lots of major bugs, including a bug that I believe you had in one of your videos - not being able to click on entities in playmode to select them, among many others. We've decided to start making our DOTS multiplayer project on beta version, and most of these issues are resolved there.
Still haven't touched Disunity after the Ricitello situation.
Labial synchronization feels off (specifically, your voice is ahead of your lips movement).
why you are focusing too much on his lips
Hmm odd, seems fine to me, but then again I watch videos at 2-3x so maybe my brain just doesn't notice it
Is Unity good for pixel games? I have an idea for 2 pixel games. 3D and VR would be nice as well but I dont need it right now. It would be nice to only learn one engine for both 2D and 3D.
For both 2d/pixel art and 3d, Unity is a pretty good engine. Godot is also a good engine that can do both if you want an open source engine.
@@louiscorona8465 I was thinking more of Unity or GameMaker. I tried Godot but I dont think its the right fit.
Yup, there is even a Pixel Perfect camera docs.unity3d.com/Packages/com.unity.2d.pixel-perfect@5.0/manual/index.html
@@CodeMonkeyUnity ok. I booted up the Essentials Pathway this morning. Time to stick with it this time!
Como siempre, me encanta ver a alguien que aporta tanto a la comunidad del desarrollo de videojuegos, espero algún día crear uno propio
Can you do video on how game server works 😊 and tell some info...😅
I like changes but it's now enough to change from Unreal after previous issues with Unity.
Once I get a better laptop, I'll start learning Pointers
Where can i see the PPT page?
The gaming report? There's a link in the description
@@CodeMonkeyUnity Thank you!
Sir, now back to the "Real question", should we trust unity not to change runtime fees again?
what they have announced thus far is very promising and competes even with unreal engine (to a certain point).
are we going to see another tarkov/rust? or there will be more of Road to Vostok,
for those who dont understand what i mean: Road to Vostok was supposed to be made with unity, ended up being remade with godot 3.5, and launched a open beta!
Personally for me Unity as a tool is far more advanced than Godot. But I don't really expect to earn 200k from my game anually lol, so it's not really a big deal for me. Also Unity got kicked in the gut, so they will be more careful with such insane runtime fee changes.
Road to Vostok shot itself in the foot, because Godot is more limited than Unity, has worse performance and 3D capabilities, it graphically looks better in Unity than in Godot, they should've spent these 400h porting on developing the game itself
@@ivanonlyone7160 all you said is true i definitely agree %100,
but if you go back to when they just announced the new runtime fee system, it was a nightmare for us "indie devs who barely make ~36k/y", personally this whole thing forced me to discontinue my latest project unless I find partnership/sponsor that will keep my back covert.
codeMonkey is promoting unity in every way he can, because he loves unity and they "seem to be" loving him! maybe he will give us an answer about their future intentions.
@@ivanonlyone7160 Well it's not a big deal for you now. Even the 200k can change very quickly. Wouldn't be the first time they do something like this.
I am not the CEO of Unity so I cannot tell you anything beyond what I'm doing myself, and me personally the fee does not apply to me so I will keep using it. If tomorrow they change the rules then I will analyze the new rules and make a new decision.
If nothing they can say/do can change your mind then my advice is just move on to another engine.
I hope the have learnt the lesson, the world wide community had their feedback. They will think twice....
awesome, I like the asset store tools more than unity engine tools
hello i have a question if i want to master c# unity from below zero where should i start and where to couninue
I don't even know it came so naturally after I learnt C and C++ in University. You just start with small tasks, ask chat GPT for help with that, ask it for tasks to do and to evaluate results. Should do quite well. It is trained i with that. Put your strength and effort in learning without cheating. There's no real instruction. Ramp up task complexity. Learn what tools do you have, get a taste of them. Learn what is now efficient. Learn cool patterns and good practices. What IT companies ask on interviews and why is that important. And with time you'll get there.
My recently released C# course starts from the absolute basics (like what is a Variable, how does code execute, etc) and then mores on to more and more complex topics.
The beginner section is free here on UA-cam ua-cam.com/video/pReR6Z9rK-o/v-deo.html
Now that I think about it. It seems under the old leadership, Unity forgot it's a game engine and thought it was a game and thus the yearly versions. Now it seems more like a game engine. Unity 6, use it for 4-5 years and then Unity 7. This makes sense. Screw the 2017, 2018 etc number. FU John Ricotello (I don't care to look up his name's spelling either).
unity stock is collapsing for more than a year now. what they have done with runtime fee is still affecting the company. unity 6 is their last chance to provide a quality tool, including stability.
Unity made up for these past few years this year. Really exciting to use Unity 6 for my Projects! Thanks, Code Monkey you are best like Always
I'm disappointed but not surprised their reports extol the virtues of in-app purchasing, live services, ads in games and nefarious means of monetization. It's a great report overall but I'll be moving to Unreal after releasing my game if they don't start focusing on developers and their tools. Cause I know Unreal isn't an angel but it feels like choosing the lesser of two evils
Fortnite is the king of all of those ‘virtues’
What do you mean by tools? They are making tools all the time. Did they ditch something you thought you take need? Then say so.
That's just the stats for the games industry, personally I'm not a fan of f2p mobile games, I only play premium Steam games, but it's a simple fact that most of the revenue for the entire games industry is based on f2p/mobile/live services
@@zORg_alex comparing Unreal to Unity's development and Unity looks like a joke.
Will there be an Unity converter for BRP graphics (models etc.)? Most of them support only BRP and not URP and HDRP...If not, I can see there will be a lot of problems for assets producer forced to learn URP and HDRP, some can stop supporting Unity.
Just use an HDRP material instead and assign the textures to it.
@@SolWaywardThank you for the answer, but if it so easy, why a lot of assets producers only support BRP? And with every new Unity version comes also new URP and HDRP version, which material should we apply to the model? Assets producers are constantly complaining that with every new Unity version they must update their assets ...I assume this is a big headache for them.
@@tomazznidarko8700 Probably because they don't wanna bother with making several version of each material. There is is some rare cases where the material has a custom shader that is doing something special, but for most cases switching it to an hdrp material will be good enough.
There's always been a converter, you just go to Window - Rendering - Render Pipeline Converter and it automatically converts all BiRP materials to URP/HDRP. Most assets support BiRP and can then be upgraded to the others with one click
@@CodeMonkeyUnityHi, thank you for the tip, but when I'm using BRP 3D model scene, I don't have this option available, so I have to install URP from the Package Manager first and I get this option available. I will see how this progress with my learning proccess 😃.
Im sure i read that the key guy working on the resident drawer was let go
As for forcing urp/hrdp on new projects until they fix a shocking bug it is of no good to me and many
Yep, would be rough
love me "a shocking bug".
Assuming the statistic shown is correct, 90% use URP/HDRP already. That does not look like there is any mayor or gamebreaking issue with the render pipelines.
@@user-to7ds6sc3p so apparently i cant paste you a unity bug report but go look at UUM-59476 light leaks badly in webgl making it unusable for me and others
See UUM-59476 then
Well it seems odd youtube keeps deleteing the comment, but theres a bug UUM-59476 which confirms the existence of my issue
Lol. XR is VR/AR and all this. :D
Welcome back "New" old Naming Convention.
Automotion game will be welcome =)
1:10 "You can read the entire report for free" :D
Is it possible to make a game for 50-70k swedish krons with you, small project. Would be really great to work with you!
That looks cool
Beside the terrible PR move on pricing and the stock fall in 2023, Unity has an history of overpromising and underdelivering. I've been toying with UE5 lately and using free yt videos and GPT-4 I'm making faster progress than when I was starting with Unity.
you know what I have absolutely zero faith in? A unity roadmap.
Lol😂 facts
I’m still happy with the updates i’ll be getting with Unity 6. 😊
So, how much of this will actually be completely implemented and supported?
All of it? Are you just repeating memes or are you referring to something specific?
Keep tab on all those features, because half of them will not be available on release and the ones that get included will be in alpha state before they're deprecated and replaced with other alpha features.
Are you saying that based on something specific?
@@CodeMonkeyUnity Not really. All of the features. Unity is not a game developer like Epic is, so the usable or buggy state of whatever features are in the engine is irrelevant for them.
Unity has permanently eroded their trust, it's just not worth trying to get back into it imo. Put aside the crap with installs, the real kicker is that they had put T&Cs in place to prevent you getting retroactively shafted by T&Cs, and they stealth-edited that out so they could shaft everyone more. Unity could look better than UE5 and have its own versions of Nanite and Lumen, but they'd still be a fundamentally untrustworthy company now.
And yet you're on a channel dedicated to learning Unity, talking and thinking about Unity. If you don't want to use it, then what are you doing here? Are you looking for validation? Satisfying your tribalistic hunger? Nobody cares what you think
@@adriank8792 I got the subscriber notification because for the longest time I had been an avid user of Unity and CodeMonkeys is a channel I've watched quite a bit of.
If there's nothing they can do or say to regain your trust then yup go ahead and use a different engine. Thankfully nowadays all engines are great so there's no need to use an engine you don't trust. Best of luck!
Do u work with Unity? They follow you on Twitter
I'm just a user, I don't work for the company itself, they just ask me once in a while if I would like to make a sponsored video on some topic (like this roadmap summary)
"Faster iteration time"
Yeah, I wouldn't get my hopes up because everytime Unity released something to speed up compile time, it got worse.
Is it? I've been regularly using 22 LTS for the past few years and it's been great, even on my complex project Dinky Guardians it compiles in about 4 seconds
what will happens if my game is limited to 999 999 keys 🙂
thank you very much, very good video, as always!
If you don't go pass the thresholds then you never pay any fee
somehow I imagine you to look have glasses and beatles haircut
i am watching you for years always thought you were a bald guy with glasses
I'm on 1.999th like omg 😂 liked !
Unity needs to stepmit up with big fixes, and bringing next gen tech to the engine. Waiting 2yrs for fixes is ridiculous.
I think Unity will get rid of GO in the future and will have only Entities or something closer to them.
I doubt that will ever happen. GameObjects are very mature very robust technology, no point in completely replacing them, better to just augment them with Entities like they are planing.
TBH 99% of the things announced can be thrown away, they do not matter, only the part they mention CoreCLR and better iteration times - that could be the only thing announced and would be the most important thing in Unity's history since Unity 3 (when iteration was instant). They are adding these fancy things, stacking them up, meanwhile quality of life and iteration time keeps degrading.
You can already disable Domain Reload if you want near-instant compilation, just be aware of what disabling that option means.
@@CodeMonkeyUnity From what I've read in the documentation it only matters for static fields and events; If you limit your use of static fields, and static events you should be alright. Or am I missing something?
Yup that's it, it does not reset any static data. If you don't use statics at all then yup you're fine
mega city burdens 32 streams of my risen 5950 by 70-80%. It looks impressive. I'm talking about the picture in the task manager. Not about the visual in the game. The visual sucks. And it's lagging.
Was hoping for Nanite in Unity :(
someone is working on it and it will be release this year
There is actually someone trying to do exctly that, I believe it's still in development forum.unity.com/threads/nano-tech-similar-to-nanite-high-detailed-rendering-for-hdrp-urp-and-built-in-rp.1292223/
@@CodeMonkeyUnity Yes I know this, but I wish Unity bought them and put into Unity editor. Don't understand why the don't? They spend a'lot of money on Weta studio, what happened with that? Did we got anything good from that in the editor?
only one wish Unity 6 please update your UI already.
I use Sirenix Odin. It's fine. Is live to see Sirenix acquired by unity and make as a default.
did unity win their users over? or is it more worth it to keep the trust broken and never fix it? im down for unity in my opinion
That's up to you to decide, for me the new fee will never apply to me so literally nothing has changed for my usecase. It is still an excellent engine capable of building any game I can imagine while still costing the same.
@@CodeMonkeyUnity your way of thinking of it is the best of any i saw on the internet, and i hope you realize how much we appreciate it, so thank you
mate ur face and voice doesn't match but ur content is solid!
I dont mean to be harsh, everybody speaks the way they can and i would probably sound worse, but i think it would be amazing if you could put some emphasis into your pronounciation / clarity of your speaking. I can always understand the things you say in the context or if i can guess what you were trying to say, but especially during the longer tutorial or course parts of your content it takes quite a lot of effort to decipher certain parts. (Extreme example: 17:06)
Not sure how to put this more nicely or more constructive, thanks for the content you do! Maybe you can improve it even more
Thanks for the feedback, I'm constantly trying to improve, it's definitely been a challenge since it's not natural for me to do presentations.
Although I have improved quite a lot if you compare against my first video! When I watch that one I cringe with how bad I was heh
Glad to have you back on unity, even if thats with the cost of no pricing change, i sold my shares of this company as it might go Bankrupt. But at least you dont get tax by unity!
preety please, go RTS
Now I don't wanna go to Godot or unreal. Unity had made a huge blunder with the pricing system but is making up for it with Unity 6. Can't wait for it to fully release!
It's not like it will be a big deal for most developers anyway, I mean if you don't expect your game earn more than 200k annually
The licensing price of Unity 6 is still half price of Unreal Engine.
@@ivanonlyone7160 Except for Unity changing the terms so they can retroactively apply changes. Even if they said they won't charge people which don't fit that criteria, there's nothing preventing them from just doing that, since the license you agreed on gives them that permission.
@@mgordon1713 It isn't though. Epic doesn't demand you to be on a paid plan to use or have access to certain features. While Epic does offer per seat subscription like Unity, that's for support. Every other engine feature is free.
@@BrunodeSouzaLino Wrong. When using Unreal Engine, even on free plan, if you earn more than 1 million USD per year (Same as Unity) on your game, you have to pay 5% (Double of Unity) in royalty fees.
I'm still on the fence about Unity after the whole fiasco last year.
It's a pretty great engine, but I'm kinda on an open source adventure, and Godot seems like it will suit me well enough for the types of ganes I wanna build.
It also has a tone of QOL features that I'm surprised Unity and Unreal don't have.
All 3 engines are excellent nowadays so there's really no wrong answer. The best engine is the one that allows you to bring your game ideas to life, best of luck!
Yep, that no splash screen thingy is what I'm waiting for. The rest looks good but still not interesting like Unreal does.
1000th like is me🤩
Unity Tuanjie has more features tho
Tuanije?
what
Excited to be a unity dev.
Maybe if support wasn't so shit would be ok
Interesting. Still about the AI stuff it’s rather vague. And here is the mistake Unity has done before. Show some info but just part of the picture. With little clear real word examples. And real release dates.
Whole unreal had a more grounded approach where when they announce things it seems more production ready and tied to real world examples.
Sure it’s nice with the copilot. But as some of this is built on other open tech. It feels more like a plugin. Or asset store stuff than code integrated features.
Like unreal is showcasing real wow opener. And at the same time show the core battle proven workflows now being moved into unreal where one can model. Texture and rig in one unified package.
Still about the copilot for smaller projects and more beginners it seems as an awesome feature :)
Tbh i wish unity wouldnt tell us about ideas on paper. Only stuff they had made head way on and showed viable worth. Because we have had too many half done and abandoned or at least seemingly abandoned ideas.
@@lizkimber yes and let’s be fair. Many of new features and systems in Unity was implemented so so pipeline wise. And either abandon for lack of resources. Or abandoned as the desire really never worked well and was adopted by the users. A bit like with 3dsmax where they bought systems or plugins and interested it as their take on what other software had. It was just a cheap inferior version of it.
This create bot just a bloated software but inconsistency and a shattered product.
If one compare to many of the core systems in Unity that was good or even the one that was so so but was used by the majority. They were updated and improved. And is still used today.
I talk more about the core of Unity around say 2014. Before too many new systems and features was started with promises. Today 10 year later many of those projects was never released or abandoned later in while still affecting the product.
Which is sad as I felt that ten year ago Unity was so ahead of unreal when it came to easy of use. Prototyping etc etc.
Whats vague about the AI stuff? And the release date of unity 6 is late october-november. You can also fully texture, model and rig something just by using unity
@@v0ltdev it’s not presented in details. It’s more what the feature will be able to do but they don’t show HOW
Yes but the tools for mentioned is so different. The level I so much higher for unreal. That is one of unity’s big issues. They have features bit either they don’t fully work or they don’t work so well / are slow / not very efficient.
It’s this difference in qualify that off puts me. Ok yes you can do a lot with Unity. And it’s super good for quick prototyping. Still often it feels that the people making Unity have little real world game development experience compared to unreal where you know that they understand those real world large scale pipelines. And often innovent themselves with new production pipelines.
I think Unity greatest feature was how they set up monobehavior and the core logic flow. / state. Nothing unique but at time it was nothing with this easy of use.
But look at all the disasters with DOTS and their visual scripting. Projects that started ten year ago and still really have not delivered production proven yet.
@@litjellyfish they did show how the AI tools work last unite, what they did here at GDC is more or a recap of unite and a few extra stuff. It is true that some unity features feel a bit undercooked but its not like unreal is that much better, unreal just knows how to show the flashy stuff but there are a lot of undercooked features in it as well. The people working at unity are not the problem, it was more of a management problem, I know someone that works at unity and he told me a lot of them use the engine for personal stuff and there are a ton of talented people who want the best for unity, but they were always fucked sideways by management. But now with the management change the future for unity is looking really bright, unity really started cooking with unity 2023/6, the APV's and new light baker are very well made, the water system is amazing (unreal's is still experimental), RayTraceing works really well, the new editor overlays are really good, there are a ton of performance and QoL improvements and all this just from the tech release. And DOTS and Visual Scripting are production ready, a lot of projects released using those.