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Official 2017.1 released

Discussion in 'Announcements' started by SaraCecilia, Jul 11, 2017.

  1. eppz

    eppz

    Joined:
    Aug 2, 2014
    Posts:
    89
    Is there any new way to exclude folder from build?
    Managing / versioning plugin projects (both native and managed code) is still a headache.
     
  2. my_little_kafka

    my_little_kafka

    Joined:
    Feb 6, 2014
    Posts:
    6
    Same issue here.
    1080 - looks nice on both 5.6 and 2017.1
    720(5.6) - looks nice
    720(2017.1) - looks really janky

    There is a new option in the Quality Settings - Resolution Scaling Fixed DPI Factor
    But it doesn't change anything.
     
  3. eppz

    eppz

    Joined:
    Aug 2, 2014
    Posts:
    89
    I've shocked before, but since 5.3.2 you can exclude files and folders from build with "~" suffix.
    See 5.3.2 Release Notes (687655), and the updated Unity - Manual: Special folder names.
     
  4. LHGameStudio

    LHGameStudio

    Joined:
    May 16, 2013
    Posts:
    34
    Yes this is really a big problem. 2017.1 is unusable for standalone build. How we can solve this?
    Lower resolution than native is unusable.
     
    JamesArndt likes this.
  5. laurentlavigne

    laurentlavigne

    Joined:
    Aug 16, 2012
    Posts:
    1,099
    2017.1 is the king of hiccups and this is new because in 5.6 playback in the editor was silky smooth. Some hiccups have to do with compute shader variants which hogs up 2 full seconds so I logged bug 931625
     
  6. johnartune

    johnartune

    Joined:
    Oct 18, 2016
    Posts:
    57
    Segment Scale Compensation problerms:
    Rigging in Maya and the joints have segment scale compensation, but when I import to unity still have no segment scale compensation joints. same as before wrong joints scale animation.
     
  7. jvhgamer

    jvhgamer

    Joined:
    Jun 27, 2017
    Posts:
    20
    Great! Excited to check it out, but I have to be honest. This sentence has me in a funk. Is now available and read the notes... something seems off.
     
  8. visualbruno

    visualbruno

    Joined:
    Jan 2, 2015
    Posts:
    73
    Hi

    You were right. I set BuildOptions to None (so the compression is not using LZ4) and the APK is the same size as Unity 5.6.2.
    Thank you
     
  9. angel_m

    angel_m

    Joined:
    Nov 4, 2005
    Posts:
    1,009
    I am still with 5.1.4 because I never got the same performance in my project with any 5.X later version.
    I suppose Unity 2017.1 is much worse like in every major update.
    First priority must be performance (and less bugs) not fancy new features.
     
  10. elbows

    elbows

    Joined:
    Nov 28, 2009
    Posts:
    1,219
    There would be a ton more moaning on the forum if this were generally true, as opposed to being true for specific projects or features or hardware/platforms. So, much more information required, because for me 5.x saw performance improvements and smoother editor behaviour over the life of 5.x, and 2017.1 and .2 beta also perform very well for me.
     
  11. John3D

    John3D

    Joined:
    Mar 7, 2014
    Posts:
    256
    I will try the latest version of Unity soon. Thanks!
     
  12. jdth

    jdth

    Joined:
    Sep 6, 2012
    Posts:
    5
    Awesome that it has scripting runtime support for .NET 4.6. However, I am still having the same issue with the Api Compatibility Level that only targets .NET 2.0 or .NET 2.0 subset (using MacOS), if I use Windows it works fine..

    Any ideas on how to solve that? Is that something that should be working with the new version of Unity?

    -------- Solved creating a Local copy. Careful when dealing with Cloud versions!
     
    Last edited: Jul 19, 2017 at 7:37 PM
  13. yoonitee

    yoonitee

    Joined:
    Jun 27, 2013
    Posts:
    1,668
    Great news! \:)/

    BTW. VideoComponent not working for OSX 10.9.5. (Symbol not found: _CMTimeMultiplyByRatio). I've submitted a bug.
     
    Last edited: Jul 19, 2017 at 8:25 PM
  14. MrEsquire

    MrEsquire

    Joined:
    Nov 5, 2013
    Posts:
    2,615
    Thanks man good find...
     
  15. yoonitee

    yoonitee

    Joined:
    Jun 27, 2013
    Posts:
    1,668
    Are there any tutorials for the timeline feature?
     
  16. KRGraphics

    KRGraphics

    Joined:
    Jan 5, 2010
    Posts:
    3,631
    And even in Unity 2017, there is still no native way to have lightmaps on prefabs. I am using the script and the overexposure is STILL HAPPENING, making my levels unable to be lit.
     
  17. GamerPET

    GamerPET

    Joined:
    Dec 25, 2013
    Posts:
    251
    Gotta love how the fist comment in this topic is something negative. ALWAYS with the negativy.
     
  18. KEngelstoft

    KEngelstoft

    Unity Technologies

    Joined:
    Aug 13, 2013
    Posts:
    878
    Indirect resolution is only used when doing Enlighten lightmap bakes. The progressive lightmapper is not using that value, as it is doing path tracing instead of radiosity.
     
  19. caiojahara

    caiojahara

    Joined:
    May 9, 2017
    Posts:
    10