We had a hundred people testing the unity version prerelease, so of course the first mention of flickers comes on the day of release.
. I've not seen it, and can't duplicate it, unfortunately. I'm not sure what's going on there.
I'm sorry that your impression is that it's buggy, we busted outlr butts (and, again, had a hundred player testers) to make sure it wouldn't be. But with any new engine, you're going to run into wonky issues on specific player setups. With slimdx we'd had a year and a half to weed that out for thousands of customers, but this is brand new, and even 100 people won't catch every last everything. Please bear with us.
As foe the sounds playing half out of the left speaker and half out of the right, we did that intentionally to help avoid oversaturating the sound effects during battles.
As foe the music or similar hiccuping every so often, that's unfortunately a known issue due to the inferior garbage collector in mono 2.6... And the fact that the unity music playback threads can't run in an isolated higher priority context to out knowledge. We spent an enormous amount of time on that one issue, and it should only happen when you do something CPU-intensive (like generating a map), or e dry 60ish seconds or so outside of that when the gc runs. Eliminating transient heap allocations pushes that further out, and it's something we've focused a lot on already and will continue to work to improve. But, as he mono gc is inferior at handling collections of various sorts, that means that we literally have more than 14,000 lines of code to alter to get rid of all of it. We hit the top 1000 or so based on profiling; in early betas, the hiccup was every 8 seconds.
But, financial circumstances were that we'd go out of business half a month from now without a release. Given the massive amount of awesome free stuff you just got, I have to say that you got a pretty good deal.