October 25, 2024

Unity 6: The Tipping Pint

C#
Unity Engine

Unity 6 marks a major step forward in the Unity Engine and represents the new state of the art in game development using the Engine. Naturally, I was eager to get my hands on the latest LTS release and see how my beloved engine had evolved. With a bit of free time finally available, I immediately fired up a project using the new version.

And what did I see? A completely revamped visual interface, On the one hand, I was thrilled to explore the new modern and refined interface. On the other, I could not help but feel a bit of concern – after all, the entire MegaPint tool collection was developed and tailored to the aesthetics and structures of the previous Unity versions. The big question was: would it still fit visually and more importantly, would everything still work?

Visual Compatibility

 Fortunately, Unity 6 did not overhaul its core color scheme. As a result, the existing color choices used in MegaPint remain visually consistent with the Engine. However, where Unity once had a more “blocky” UI style, the new version introduces smoother corners, a softer layout and an overall more modern presentation. In comparison, the MegaPint UI feels slightly outdated – still functional, but visually distinct in a way that could be distracting to some users.

Moreover, Unity has continued its long term effort to migrate legacy editor code toward the new UI Toolkit. This transition, while beneficial for the future of the engine, introduces incompatibilities with older systems. For example the API within the MegaPint base window currently fails to render rich text correctly due to changes in how Unity processes and displays styled content. There are also smaller inconsistencies across various custom interfaces.

The good news – most of these issues are visual and not deeply embedded into core systems. While they do impact polish, they should be relatively manageable to resolve once development resumes.

Functionality and Critical Issues

In terms of functionality, initial tests indicate that the majority of MegaPint’s tools remain operational in Unity 6. That said, smaller issues are present and will need adjustments. Of particular concern is the Screenshot tool, which currently suffers from severe compatibility issues. It was built using legacy editor APIs – since Unity did not yet support those features with the UI Toolkit. These APIs are now either deprecated or restructured. As a result several of its features – especially UI rendering in the inspector – are no longer functioning correctly. Additionally I have not yet had the opportunity to test this tool with the new versions of URP and HDRP. This may introduce more complications.

Given the severe nature of the issues within this tool, resolving these issues will be one of the top priorities once I get the chance to resume work on the project.

What now?

At this moment, due to time constraints, I am unable to begin the needed refactoring process to bring MegaPint fully up to speed with Unity 6. For the time being MegaPint will officially remain compatible with Unity 2023, with limited or unofficial support for Unity 6. That said, this is not the end of the road. Once time allows updates will be rolled out to address both visual polish and functional support.

Unity 6 opens up a promising new chapter for game development with the Unity Engine. I am genuinely excited about this course. While transitions like these will always come with pain, they also bring new opportunities to refactor and rethink existing systems. MegaPint was built to improve developers workflows – and I fully intend for it to continue doing this in the future.

Thank you for reading – and happy developing!

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