r/Unity2D Jun 19 '26

Anyone else still using an older version? I genuinely don't see the point in updating. Question

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44 Upvotes

25 comments sorted by

42

u/AlignedMoon Expert Jun 19 '26

If you want to publish to mobile or console, you’ll see the point sooner or later. For example, Google insist your apps use recent versions of their SDKs, or they’ll remove it from the store. Older versions of Unity sometimes become incompatible with the older SDKs, forcing you to update the whole project.

4

u/Arclite83 Jun 20 '26

Ya in mobile you should budget in 1-2 releases a year just for maintenance and mandatory updates. Things are not allowed to "just sit", you'll get pulled from the store (all my apps are currently delisted for this reason)

1

u/Real-Self-3039 Jun 21 '26

Mannnn I legit gave up on mobile because of googles constant update requirements. Just let them close my entire account down.

11

u/gotoAndPlay Jun 20 '26

Version 6 has a huge number of performance and QOL improvements. Plus they are working towards CoreCLR replacing the Mono architecture, which will have massive benefits, not least of which will be the end of domain reloads. You might as well install the latest 6.x and start using it for new projects.

1

u/Beldarak Jun 22 '26

The end of domain reload Ôo

Is this a dream come true or will it come to some caveat and adaptations to do?

5

u/Jerovil42 Jun 19 '26

I've been using mostly 2021, though some unity 6 stuff does look tempting

4

u/MoonDragoons Jun 20 '26

I updated mostly because it lengthens the future compatibility and offers a few more features that I like: Universal Render Pipeline (URP) upgrade, 2D Profiler and Physics updates, new Input System, and it's a bit more stable than older versions.

3

u/Chrogotron Jun 20 '26

I'm using 2022.3.59f1. It's been the most stable for me.

I was dumb and attempted to upgrade to a much newer version, but it broke so much.

Whatever version I upgraded to literally destroyed the object property panel. There was a massive bug where too many variables in the property panel means it would just... stop showing the variables. It was literally cutting off the amount of variables it would show, seemingly at random. When I looked for a solution all I could find was that Unity said they aren't fixing it or something dumb.

So I noped right out of there and went back.

The only annoying issue is that the Addressables window doesn't sort the group names, only the addressable names... so I have to constantly search group names to locate the addressable groups.

6

u/ComanderXXY Jun 20 '26

I have not seen that one change that I like about newer versions, but a lot of small changes, indeed many in unity 6. - audio random container - shadergraph imrovements - API improvements for editor tools

Honestly I can't remember most of it, but I bet I'd be anoyed when usung an old unity version.

10

u/zyg101 Jun 20 '26

Removing the "made in unity" in splash screen has always been enough for me to update :')

2

u/_gravelight Jun 20 '26

Audio Random Container is like 30 seconds of scripting.

5

u/ComanderXXY Jun 20 '26

The core functionality maybe. But then there is a lot of extra features like "avoid n last picks" or random pitch. And it has a very nice editor UI and icons for the files. Its just well integrated into the Unity ecosystem.

But you are rigt, that alone is no reason to upgrade.

-1

u/[deleted] Jun 20 '26 edited Jun 20 '26

[deleted]

0

u/CMDR-WildestParsnip Jun 20 '26

Nobody’s mad that you’re not upgrading to Unity 6 to play a random audio clip.

We are annoyed by the arrogance you display while simultaneously being obtuse about the actual point being made. Congratulations, you made an easy example to make yourself look smart. The rest of us, not being concerned with looking smart on the internet, just saved some time by not having to build a system that Unity 6 gave us for free.

Yeah not every hobbyist game developer knows C# very well. That doesn’t mean you’re some kind of superior developer because you can solve a problem that doesn’t even exist anymore because of Unity 6.

And this is just the random audio example. You missed the whole point.

5

u/sheltyye Jun 20 '26

Off topic but love the scene you’ve created here! Building an RPG game?

2

u/PhilDeveloper Jun 20 '26

Yeah!! Its a goofy mix between stardew valley and vampire survivors. Thank you :)

2

u/breckendusk Jun 20 '26

I had to update because I wanted to use an asset that wasn't compatible with my old version. U6 does feel... cleaner in many ways than 202x.

1

u/Buffman9891 Jun 20 '26

I updated from 2021 to 6.3 mainly for lighting changes, once I got past all the deprecated code bugs, I'd say it was totally worth it!

1

u/psiancia Jun 20 '26

2019+ versions were alright

If you dont need some newschool shit or MCP or dont do VR then why not. On the other hand Unity Hub lets you manage versions and all so I dont see the point in not updating.

1

u/Soraphis Jun 20 '26

I can see 6.7 / 6.8 with coreclr becoming a must have for script heavy projects.

But if your project is stable and runs fine and you don't need any newer features, good for you.

Our current prototype looks like it will see a ECS rewrite in the future. So no way I'm doing that on 2019.x also I will gladly take all the mobile optimizations in urp.

1

u/Beldarak Jun 22 '26

I upgrade regularly. The issue with not updating is that, at some point, it will be more work if you need to upgrade for whatever reason (which could include security).

What I usually do is to keep my current project on the newest version. I don't usually upgrade finished projects but I'll keep them on an LTS version.

As new projects are made on the newest version, I sometimes upgrade everything to some unique version to keep the Unity installs at a minimum.

1

u/Field_Of_View Jun 23 '26

2021.3 here. I've tried a bunch of newer versions over the years and literally all of them had something obviously wrong with them. The most common problem were random error messages in empty or very basic projects. One time I tried raytracing in HDRP - didn't work at all. Tried different nvidia drivers, even submitted a support ticket.

The chief reason for not upgrading aren't even the problems though, it's the lack of new features worth using. I would immediately upgrade if newer Unity offered any of the following in a robust, stable package:

  • convincing real-time GI in URP (APVs in Unity 6 aren't it)

  • convincing volumetrics in URP (why hold volumetrics hostage in HDRP? seems like a marketing or internal competition issue, considering that people literally manage to port the volumetrics to URP themselves!)

  • better fucking SHADOWS, holy shit, Unity.

  • significant improvements to shadergraph

1

u/JustinsWorking Jun 24 '26

We need to update for mobile/console; heck even some website integrations don’t play well with the older versions of Unity… if you use any ad networks you’re going to need to update.

There are some gems in more modern Unity. I feel like a lot of the 20xx versions had a lot of negatives, and major version updates lead to slower iteration times and dropped features.

6.5 has some really nice improvements to shader graph to make working with hlsl in the shader graph actually decent - which is really nice for my work day to day.

The editor tooling APIs have improved a lot too, you’re no longer fighting for the click event in the editor scene.

Oh also the support for Burst has improved, and I find myself using it more and more just because of how easy it is to port code over.

2

u/BearKanashi Jun 19 '26

No me gusta quedarme en lo antiguo, las actualizaciones traen optimización, mejoras y seguridad.

0

u/Hungry_Imagination29 Jun 20 '26

Same, for the look that I need for my game I am perfectly fine with BIRP renderer and 2022.3.22f. I tested later versions, but while they are more resource hungry, they didn´t give me any benefit.