We've been building our project in Unity 5 but had just been reading that there were issues with it, but these might be old issues. We've only recently gotten a hold of a GearVR and it seems to build to the device fine.
I'm having some issues with textures switching to other atlasses when looking in different directions, which is very strange but not sure its a U5 bug.
Anyways, I'm just wondering if the big U5 issues have been solved or if it's still recommended to downgrade to U4. Right now we're just doing the gameplay code, but would be good to know before we get into lighting and optimization later next week. I would ideally like to stick to U5 for the faster lighting/baking workflow and general improvements, but obviously dont want to fall flat on our faces for the jam with a showstopping bug.
Basically, what -if any- are the *current* known U5 issues that will affect us for this jam?
Note we're on the latest 5.0.1f1 but we do have a Win Pro license so we have access I believe to 5.1.0B4 if that affects things.
Hi Jesse, the texture thing made me stick to 4.x. I don't know if there was a solution or workaround in the meantime. Perhaps it is even not a problem of Unity like you said.
I'm using Unity 5. After disabling baked GI and Precomputed GI in Windows -> Lighting I haven't had any texture material leaks. The other Unity 5 issues I've encountered I've been able to work around. I don't have a pro license and I find my game easily runs into performance issues on Unity 4 free by not having access to batching or other pro features.
I can't use the standard shader in Unity 5 on device either without running into issues so I have to make sure I use the mobile shaders for content.
We are using Unity 5 Personal since we need some post processing effects and we do not own a Unity 4 Professional license. I haven't experienced that texture leak problems, but maybe I haven't looked closely enough. The issue which bothers us the most: We can't seem to get baked GI. In our scene - which is quite large - GI baking never finishes, we've let it bake for over 24 hours... but nothing. It, however, seems to work more or less in a smaller scene.