IVAN32_LEAN_AND_MEAN πŸŒ²πŸŽοΈπŸ’¨πŸŒ² Profile picture
FlΓ’neur, Indiedev, @Stugan_-eer πŸ‘¨β€πŸ­: #Podvarak & custom engine in #cpp ❀: #procgen+Physics+Vehicles+Space

May 10, 2020, 31 tweets

🀞

πŸ₯° at first sight

Oh, hi πŸ‘‹ You must be my new workmate, I think we'll be seeing each other every day

The new package manager looks fancier, and these space consuming icons seem pre-tty pre-tty pre-tty pree-ttyy useful

Oh wait, there's a Json .net package! That's actually cool! Used it before, can recommend πŸ‘

Eh, what?? πŸ€”πŸ€·β€β™‚οΈ

Wait, where did the the preview packages go?

Ok, it has moved to the Project Settings

Ok ok ok ok I got it

Yay package version hell. Oh, I'd like a trampoline, too bad you can't do get one.

Ok, I'm just grumpy-ranting now. Everything worked fine after restart. The red dependencies errors were actually informative. It would've taken much longer to figure out what's compatible with what in the older versions!

Oh great you can now see how slow entering the play mode is!!

(actually just the first time, the second time was instant with domain reload off)

Oh hey, an empty folder is now.. EMPTY! #progress

..aaaand Folder.cs still turns into a folder. And a filled one! Even tho the file is empty πŸ€” I'm just glad they didn't ruin my workflow

Unity doesn't warn about missing ConvertToEntity component anymore, which made me think oh it's automatic now! But nope, still requires it, just there's no warning. I'm kinda fine with that the message was annoying anyway, but might be confusing for newcomers if "nothing happens"

Ok, my empty project is already 1GB with Entities, Burst, Mathematics, Hybrid Renderer, and all other dependencies

BRACE! BRACE! BRACE! BRACE! BRACE!

Errrr what?

Ok, HDRP works, no errors. That was smoother than expected. "Empty" project is now 1.22GB

Just gonna put this for thread's sake

So, umm, are we still supposed to use the arbitrary 10000 (default) value even if it's supposed to be lux, or can we start using the real 120000 lux? @unity3d

Well the eye adaptations seems to be as good as it can be between 10 000 and 1 000 000. I just tried both and got same results, practically no precision loss. The 3rd pic is the difference, but enhanced so that 1/256 (single 8bit step) is only visible. Nice potential artstyle btw

And yaaaay I had my first crash! And now reopened and my scene looks completely different. Great.

Ok, fixed it. That happened because Sky data was unsaved when Unity crashed. Correction on the above, it seems that only Physically Based Sky adjusts correctly when it comes to light intensities, not HDRI

Ok, great. The only reason why I wanted to try 2020 is because I saw there's a completely new Hybrid Renderer V2 in the docs. But turns out that it doesn't work yet because it requires HDRP 9.0 which is not officially available yet :(

Ok, it is available on github, but that's gonna take a while to install

OK πŸ˜‘πŸ”« I spent 3 hours trying to install newest SRP+HDRP repo manually which didn't work, only to find out that 9.0.0 was ALREADY in the package manager. But look, first you expand it, logically it should list versions, there's a newer version, but unverified and it's no 9.0!

So, that must mean it doesn't exist in the package manager (which happens often btw!). BUT, there's this tiny "See other-OTHER versions" that I didn't notice because I'm blind, which now expands to reveal the 9.0.0! Again, package manager fooled me and put me on the wrong path 😑

I suggest Unity should add at least 3 more tiers:
- See other-other versions?
- See other-other-other versions??
- REALLY see other-other-unverified of other-unverified versions???
#MadeWithUnity #ButNotToday

Thanks to people responding immediately on the forum for this. I think I would abandon Unity long before if it wasn't for it, I also had my little rant there: forum.unity.com/threads/hybrid…

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