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DEVS - Will Unity 5 break mods?


NavyFish

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As the tiltle asks, do we know if the shift to Unity 5 will break support for mods which have GUI elements? I can only imagine it will.

If this is the case, can you throw us modders a bone in advance of the release and describe at least some of the larger API changes? Would be wonderful not to have to 'cram' the night of the UE5 update release to restore compatibility for our mods.

Thanks for your time!

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A most excellent question.

In addition to GUI API and wheel module changes, I'm also wondering if the Unity 5 upgrade would:

- Affect the way emissive animations are done (will we need mecanim, or downgrade to 4.2.2 in order to use the legacy emissive animation system?)

- Affect the appearance of part shaders

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Even better than having an advance sense of the API changes (which would be great) would be if Squad had some sort of early access for add-on authors at the experimental stage so that many mod updates could be launched very shortly after the KSP update comes out.

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Its a good idea, in fact Microsoft does this for all those companies that provide drivers for its Operating Systems.

I would imagine that each advance copy would need to have a code inserted into it so if its given away then the culprit can be identified and sued to the fullest extent of the law....

...and a confidentiality agreement would need to be digitally signed...

This would also be a good way for Squad to hunt down bugs, modders will find them pretty damn fast ... so they can be fixed before the Unity5 version goes public.

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I assume that some mod authors are already in cooperation with Squad in stock development (Roverdude, Porkjet, Romfarer, for example) and will have some advance knowledge for changes they'll need to make for their non-stock mods. For others who maintain some of the most popular mods, I also think it would be a great idea for Squad to give them an early access glimpse of the U5 version of KSP with the appropriate legal constraints and NDA.

If that's a bit much to ask for, perhaps a 'devnotes v2.0' around the time 1.1 hits experimentals, featuring dev commentary, tips, and advice for mod creators would be a good investment of time.

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You can click here for a developer quote on the workload expected for UI migration, from a joint SQ with Mu and Maxmaps on May 30.

Concurring with Barklight, many mod authors are in the QA / Exp test teams, and should have access to builds when they start getting published, just like any other update up to this point. Additionally, Ted announced a new round of Experimental tester applications will be accepted "soon" - we are waiting for the actual announcement. This will be a prime opportunity for active mod authors not in the program now, to get on board with testing and helping to make KSP better for everyone.

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Aren't all part mods going to need to be revamped? I think I read something about the difference between the way models work in Unity 5 vs Unity 4.6 (or whatever the current KSP uses). Or maybe it's just the wheels that will horribly break.

Given all the changes though, it's probably best to assume that EVERYTHING will break, possibly even simple ones like exception detector.

Edited by smjjames
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Concurring with Barklight, many mod authors are in the QA / Exp test teams, and should have access to builds when they start getting published, just like any other update up to this point.

Yes, some of us are there. The rules prevent us from sharing info before the release but we can work on guides beforehand and post them with the release (or even sooner if Squad allow for it).

1.1 will most likely be a bumpy ride but there is no need to panic beforehand, we will manage as we always did :)

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