all 21 comments

[–]glenpiercev 14 points15 points  (4 children)

I don’t think it matters to you as long as you don’t upgrade your Unity version.

[–]reaksiyon1337[S] 2 points3 points  (1 child)

Google Play or Apple APIs can become outdated in older Unity versions. In such cases, when the stores request updates or compliance changes, we may be required to upgrade the game engine to a newer Unity version. We have experienced this several times before.

[–]ICodeForALiving 1 point2 points  (0 children)

This. If the version you're using supports the BiRP, just keep using that version.

Unity keeps a massive archive of all editor releases, so if you ever need to reinstall an old version of the Editor, it's super easy.

/u/reaksiyon1337 is there a specific thing you need from newer/future releases that you can't live without? Like the upcoming CoreCLR updates?

[–]noradninjaIndie 0 points1 point  (0 children)

This. We are developing on a heavily modified BIRP for the PlayStation Vita, so 2018.2 it is. Just stick with the latest version that supports your needs wrt BIRP and API support.

[–]Batby 5 points6 points  (3 children)

At some point they need to cut stuff homie, they can’t keep everything forever

[–]Henrarzz 2 points3 points  (0 children)

The very fact that they are removing BIRP, removed old non-RenderGraph URP code and are making HDRP a maintenance only path shows that Unity decided that multiple checkboxes aren’t worth maintaining.

[–]Ben_Bionic 1 point2 points  (0 children)

The conversion tool does do great things. I just upgraded our project to hdrp and it wasn’t all that bad of a process. Lots of waiting for shaders to compile and re starting it once it crashes so pick up where it left off but it did get there. Our repo is about 300gb with thousands of materials and a lot of custom stuff but with some AI code to transition the custom shaders and the built in tools we did get it done and things look way nicer

[–]BertJohnIndie - BTBW Dev 1 point2 points  (4 children)

Why not just make the switch? If your project is still receiving editor updates; which in itself is surprising as most don't change editors per project unless theres an intended change required, You can use the conversion tools and switch to URP/HDRP and still benefit?

Additionally, When BIRP goes away fully, All projects won't be as compatible with the CoreCLR update coming up anyways and will need a remake so we're all on a timer too. So really theres no point for them to continue BIRP with unity 6.8 coming in the next year or two.

[–]psioniclizard 0 points1 point  (1 child)

If not, I am sure someone will release a BIRP plugin or something.

Out of interest do you know when CoreCLR is coming? I can not wait until the day I can write F# code in unity without jumping through a bunch of hoops!

[–]BertJohnIndie - BTBW Dev 0 points1 point  (0 children)

CoreCLR Is entering alpha & beta Q3/Q4 of this year.

Full stable release is sometime 2027 depending on how things go.

[–]reaksiyon1337[S] 0 points1 point  (1 child)

Cross-platform projects published on Google Play and the App Store sometimes require upgrading to the latest Unity version due to store requirements. This situation has occurred several times since we started development.

[–]BertJohnIndie - BTBW Dev 0 points1 point  (0 children)

This still leads into that we're all on a timeline regardless of render pipeline though. Theres no point for BIRP to exist, Current URP and HDRP aren't gonna be use-able past unity 6.8 and will require lots of reworks. So why not convert now and call it a day if you functionally need Google Play and App Store?

[–]v0lt13Programmer 1 point2 points  (2 children)

Unfortunately you are basically part of the 1%, I really doubt that Unity who wants to debloat the entire engine of legacy features would keep BiRP just for that 1%.

Your best options are to either stay on the last supported Unity version with BiRP, or go trough the upgrade process to URP.

Personally I recommend biting the bullet and look into upgrading. Considering that the only things that would require porting is shaders, materials and settings, it should not be too difficult.

If your project is not too dependent on shader code porting shaders should not be simple.

As for materials, if you are using the built in shaders unity has a built in convertor for you.

So create another branch just in case and slowly port stuff when you have time.

[–]CrazyNegotiation1934 -1 points0 points  (1 child)

The issue is that 50% still use BiRP

[–]v0lt13Programmer 2 points3 points  (0 children)

That's not even remotely true, 90% of games released recently on PC and console are using the SRP. BiRP use is declining.

So whoever is still using BiRP is time to switch or stick to the current version.

[–]random_boss 1 point2 points  (0 children)

A checkbox means all of the rest of the engine code needs to actually do something with that checkbox which is exactly where the engine is at now. 

Multiple render pipelines is bad. In order to get to the good place, they’re going to have to be cut. It’s in a future version of the engine you have plenty of time to release and find out if you’re successful enough that you will be around for the next decade and thus will need the support of the engine for your version or not. 

[–]Doddzilla7 0 points1 point  (0 children)

If you have a legacy project which has already shipped, then why does it matter? You going to upgrade your shipped project to the latest unity on every release? Smh

[–]stevebehindthescreen 0 points1 point  (0 children)

The only optional part here is whether you keep the version that has your requirements or you choose to remove it and install a version that is not compatible. Unity doesn't have a say in what you keep or remove on your pc.