The MOST WANTED Unity Feature is FINALLY here!

preview_player
Показать описание
👍 Learn to make awesome games step-by-step from start to finish.

🔴 RELATED VIDEOS 🔴

💬 Unity 6 comes with a bunch of new features including one that people have been asking for a very long time.
However that one isn't really all that interesting, but the other Unity 6 features are! One of them gives you a 5x Graphics performance boost by just toggling a checkbox! Insane!

📝 Some Links are Affiliate links which means it costs the same to you and I get a nice commission.
🌍 Get Code Monkey on Steam!
👍 Interactive Tutorials, Complete Games and More!

If you have any questions post them in the comments and I'll do my best to answer them.

See you next time!

#gamedev

--------------------------------------------------------------------
Hello and Welcome!
I'm your Code Monkey and here you will learn everything about Game Development in Unity using C#.

I've been developing games for several years with 8 published games on Steam and now I'm sharing my knowledge to help you on your own game development journey.

I do Unity Tutorials on just about every topic, Unity Tutorials for Beginners and Unity Tutorials for Advanced users.
--------------------------------------------------------------------
Рекомендации по теме
Комментарии
Автор

My most wanted feature is to chose the features integrated in the core engine and cut the load time by 95% and the build size by 99% for an empty project.

CedkGama
Автор

If I ran Unity, I would make the splash screen only appear in the best games through a contract that reduces revenue to encourage it.
This way you prevent your logo from appearing in "bad games" and only appearing in the "best games", in the eyes of others the engine only produces "the best of the good games", thus preventing them from thinking that it is the fault of the engine when it is from the developer.

claudiosalvatico
Автор

I never understood the Unity hate train. The higher-ups have made some awful decisions but that doesn't ever reflect on the quality of the engine its self. Love using Unity!

elektra
Автор

I think the unity splash screen actually did hurt unity's reputation as a serious engine. The reason is that you only see the splash screen in crappy internet games and not that often in serious ones.

On the other hand, when I wanted to start making games, I went straight to Unity tutorials because I didn't know I could do anything else.

Pauglin
Автор

5:35 the reason you don't see much difference here is because the render pass is GPU bound, so by adding the occlusion to the GPU it makes the GPU take even longer. You can see this by CPU main timing and render thread timing. The CPU main has to wait for the render thread before it can finish the frame, and so it always is higher than the render thread timing. This is a good option if your game is CPU bound rather than GPU bound, however because you can take some load off the CPU

hawns
Автор

Creating a new project takes 10 minutes. Empty projects are 1.6gb. Changing a single variable in the only script causes 10+ seconds of recompiling before the editor will work again. I really want Unity to do well. I like the structure, but it is so incredibly large and slow.

stevenmonster
Автор

6:53 this one isn't really "based on CPU" as much as it is precomputed. It doesn't work on procedural or very large environments, where the new one can provide a performance benefit in those types of environments

gameworkerty
Автор

I think the Splash Screen really did matter. As others already pointed out in the comments - the human mind remembers bad experiences more vividly than good ones. Since Unity was (and mostly still is) the more popular Game Engine for indie devs than Unreal, and games by indie devs are more likely to be horrible than games by big companies, the Unity Splash Screen got somehow associated with bad quality games. Therefore even the few professional game studios that make their games with Unity are most likely using the Pro version and are able to remove the splash screen and do so in fear of reducing the game's success. But that makes the problem worse since those good games weren't associated with Unity (because they had no splash screen). So I think it's a really good thing the splash screen became optional, especially because it's such a minor change for Unity.

disobedientdolphin
Автор

The most wanted Unity feature for the past 20 years has been a working multiplayer solution that has client-prediction and preferably lag compensation implemented. Unity never delivered that unless you are willing to hop onto the dots train and write 20 lines of code for defining a float.

StarDynamics
Автор

Thanks for posting! Can’t wait to check it out!

Shadalac
Автор

The thing about the splash screen is unity shot themselves in the foot PR wise. I remember back in the day Unity was seen a slow clunky "ammeter hour" engine that was a red flag when i was just a gamer.

I realised why later... because it was compulsory ... every cheap indie game had the splash screen. By making it free, you add the splash screen if you feel like Unity deserves the recognition.

I think that, game wise, this will do a lot for Unity's rep in the long term, as soon all the "bad / poorly optimised" games will no longer have Unity directly associated with them.

Splash screens should be a badge of honor Unity should now do a double down of making splash screen removal free, and now focus on aiding Developers so much, that those Devs then feel like the Engine deserves to have recognition, and hence actually be proud to wack Unity onto their splash screens.

Guywiththetypewriter
Автор

With the occlusion culling you get more benefit when the materials and meshes are complex or they have high resolution textures.
Because the Synty assets are so simple rendering them is no problem, making the occlusion take more time it would be to just render all the occluded meshes.

So for high quality PBR materials and high polygon meshes it should result in net positive result.

ristopaasivirta
Автор

SRP Batcher is hidden in Advanced Propierties (three dots at the side of Rendering)

harko
Автор

after fighting with both unreal and godot, im thankfull unity is correcting ship!!!

MemeGene
Автор

The result of the work of these settings depends on the type of scene, in my project (RTS, city builder) the camera is at an angle of 45 degrees with FOV 10, my custom implementation of the terrain (chunk mesh), I launch the game with the terrain only and get 240 FPS, I enable GPU Resident Drawer and get 170 FPS, enable GPU Oclussion Culling and get 140 FPS. So it’s not all that straightforward. Also change Forward+ back to Forward, +10 250FPS.

antonandev
Автор

I thought my Compiling Scripts coffee breaks were about to be over.

lordviator
Автор

Your videos are always so helpful and easy to follow.
You're one of my all time favorite YouTubers.
✨🎮 Keep up the great work! 🎮✨

gamepad-coder
Автор

*Me, hearing about no splash screen within the first minute of the video*: I heard enough, I NEED it

sabbracadabra
Автор

Thank you for this tutorial man, you are helping us rookies so much!

ivans
Автор

hey Hugo, thanks for your great content, looking forward to getting stuck into the ECS tuts over the coming break! Just wanted to point out that 70 into 210 goes 3x not 5x lol. It’s still more than I expected for a few button presses!

j.j.maverick
join shbcf.ru