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Feedback 2019.3.0a7 - New UI accessibility issue, font rendering & colors are low contrast

Discussion in '2019.3 Beta' started by midoski, Jul 2, 2019.

  1. Lars-Steenhoff

    Lars-Steenhoff

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    I would have to agree, it would have been better to start in the 2020.1 release with the new UI and not 2019.3
     
    Last edited: Oct 22, 2019
    mh114 and JoNax97 like this.
  2. JoNax97

    JoNax97

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  3. LeonhardP

    LeonhardP

    Unity Technologies

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    Please be aware that 2019.3 will be a TECH stream release. The 2019.4 LTS release that will be based on the 2019.3 branch is not to be expected before March 2020.
     
  4. JoNax97

    JoNax97

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    The problem with this is, many fixes and enhancements (specially related to workflow and UX) are considered features and thus blocked from LTS streams.

    Case in point: inspecting prefabs from the asset itself. It was hella difficult to get that in 2018.4 (said by the devs themselves). That why we ask for bigger features to land in XX.1 or XX.2 releases
     
    Last edited: Oct 23, 2019
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  5. Gigacee

    Gigacee

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    I feel that the kerning of the new font is ugly. Some spaces are too wide - the right side of "r", the both sides of "i", etc. Is this the unavoidable characteristic of the new font?

    私は新しいフォントのカーニングが不自然だと感じています。"r" の右や、"i" の左右が不自然に広いです。これは新しいフォントの仕様なのでしょうか?

    * Environment: Windows 10, 150% DPI

     

    Attached Files:

    Last edited: Oct 24, 2019
  6. Player7

    Player7

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    Along with numerous other issues with the awful new bland flat bloated gui ... yes the fonts suck... they might aswel have used comic sans at this point.. new gui is a joke, one that I just don't find funny :(
     
    Lorash likes this.
  7. JoNax97

    JoNax97

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    Dude can you stop it with the low effort bait already? You've been ranting in different threads for months now. Go constructive or go away
     
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  8. Player7

    Player7

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    Clearly you are to clueless to realise that my suggestion of using comic sans was constructive feedback.. it has better font char spacing or didn't you know that :p ...and it would also be inline with the bang up job they've done to the rest of the gui in layout/sizing and graphics.
     
    Lorash likes this.
  9. Peter77

    Peter77

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    Selection in the ReorderableList is currently not very visible (2019.3.0b7). Here is an example of a SpriteAtlas asset. The field that is selected hides the selection that is behind it, making it difficult to notice what's selected:

    upload_2019-10-24_20-10-27.png
     
  10. FcsVorfeed

    FcsVorfeed

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    is prossible to change color a little gray?
    is really too bright, my eye was hurt
    it look like the Text contrast really too high
     
    Last edited: Oct 27, 2019
  11. maryllu

    maryllu

    Unity Technologies

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    Thanks! This has been fixed. So keep a lookout in the latest release or the next one :).
     
  12. maryllu

    maryllu

    Unity Technologies

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    Thanks. We actually want to redo this entire control in 2020 because we can't really fix this without breaking something else in 19.3. This control has many issues so we will focus on redesigning a better re-orderable list control for the next major release. If you have more issues with it. Please send them our way so we can incorporate them :).
     
  13. maryllu

    maryllu

    Unity Technologies

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    I sent this along to the team to fix. Thanks!
     
  14. maryllu

    maryllu

    Unity Technologies

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    While it has been a two year effort so far we have only released the first stage. Overall it has been well received and a decent initial release but I definitely think this feedback is valid.

    Taking a complex desktop app with 14 years of legacy and virtually no theming system to one with a basic standard theming system was the bulk of the work. It was a lot of hidden behind the scenes clean-up work. We are planning to keep working on this, fixing issues, and moving towards a more cohesive and consistent look. We will focus on fixing some of the underlying blockers that have disallowed broader changes this year. Then we should be in good shape to deliver more value. Most of the things listed on this thread are things we are working towards. So all posts, even very negative constructive ones are very much appreciated.
     
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  15. maryllu

    maryllu

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    We are releasing a fix for the bold font blurriness on Windows. So stay tuned. Thanks for all the feedback!
     
    phobos2077 likes this.
  16. Peter77

    Peter77

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    Drawing text to the same target rectangle aligns the text differently whether
    EditorStyles.label
    or
    EditorStyles.whiteLabel
    is used as style.
    For me it causes issues, because I use "label" to draw normal text and "whiteLabel" if the item is selected/highlighted. However, it causes that the text jumps when an item gets selected.

    screenshot.png

    I expected that the white text is drawn at the very same position as the black text.

    Code (CSharp):
    1. using System.Collections;
    2. using System.Collections.Generic;
    3. using UnityEngine;
    4. using UnityEditor;
    5.  
    6. public class TestCode : EditorWindow
    7. {
    8.     [MenuItem("BugReport/Open Window")]
    9.     static void DoMenuItem()
    10.     {
    11.         var wnd = GetWindow<TestCode>();
    12.         wnd.Show();
    13.     }
    14.  
    15.     void OnGUI()
    16.     {
    17.         var rect = GUILayoutUtility.GetRect(200, 30);
    18.         var text = "0 1 2 3 4 5";
    19.  
    20.         EditorGUI.LabelField(rect, text, EditorStyles.label);
    21.  
    22.         var blink = (Mathf.FloorToInt(Time.realtimeSinceStartup) % 2) != 0;
    23.         if (blink)
    24.             EditorGUI.LabelField(rect, text, EditorStyles.whiteLabel);
    25.  
    26.  
    27.         this.Repaint();
    28.     }
    29. }
    30.  
     
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  17. Peter77

    Peter77

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    I would appreciate if the ParticleSystem Inspector uses the same size as the rest of Unity. I'm aware that it was smaller always, but in 2019.3 it feels unbearable tiny to me.

    upload_2019-11-1_15-57-32.png
     
  18. Ferazel

    Ferazel

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    That’s great and all, but this is a perfect example of why some of us feel this should not be added to the 2019.3 -> 2019.4 LTS. You are leaving the editor UI usability/visibility in some cases in a worse condition than the 2019.2 UI. All for what, yet more redesign in the 2020 tech cycle? Is this 1.5 UI something Unity (and plugin makers) want to support for potentially 2 years? I am generally a fan of the facelift, but I think it should be done when it is ready and/or has more time in a tech cycle to fix some of the problems.
     
    Last edited: Nov 3, 2019
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  19. Cicaeda

    Cicaeda

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    SpacingIssues.png
    There seem to be weird vertical spacing issues even on the basic transform component. I'm also finding the flat and low contrast design makes the inspector harder to read at a glance. The font spacing issues between the letters, as mentioned by Gigacee, is also making things hard to read. It would be nice to see this UI overhaul pushed back to 2020 when it's a bit easier on the eyes.
     
    Lorash, mh114, Gigacee and 2 others like this.
  20. fherbst

    fherbst

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    @maryllu more feedback for 2020.1.0a12

    upload_2019-11-13_13-56-37.png

    Also it seems there's a regression in 2020, the "selectable" icon is now an ugly hand (I guess?) and not a cursor (as on the right side in 2019.3.0b7)

    upload_2019-11-13_13-57-13.png upload_2019-11-13_13-57-30.png
     
    maryllu, Rallix, Lorash and 1 other person like this.
  21. Lars-Steenhoff

    Lars-Steenhoff

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    Yes what is this hand? looks out of place.
    And the icons should alway show and not be hidden when active in my opinion.
    And I would prefer them to be on the right side of the window.
     
    Seb-1814 likes this.
  22. Lorash

    Lorash

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    The right side would make them very distant from the name of the thing, if you're going through a lot of stuff quickly (e.g. things are spawning and destroyed at runtime) it's difficult to quickly know which icon corresponds to which line of text.
     
  23. Lars-Steenhoff

    Lars-Steenhoff

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    True, but its not so bad, and the left side is used for collapsing the hierarchy items.

    I'm using a tool like this:
    https://assetstore.unity.com/packages/tools/utilities/enhanced-hierarchy-2-0-44322

    and there you can configure left or right
    I think it would be nice if unity gave us options to customize
     
  24. Lorash

    Lorash

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    I'd rather not pay for an asset to work around a Unity UI regression, but I don't mind having an option. It's just unlikely to happen, most contemporary developers hate giving their users options.
     
    Lars-Steenhoff likes this.
  25. FcsVorfeed

    FcsVorfeed

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    is prossible to change color a little gray?
    is really too bright, my eye was hurt
    it look like the Text contrast really too high
    QQ截图20191116021635.png
     
    Lars-Steenhoff likes this.
  26. laeusnb

    laeusnb

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    Jun 10, 2014
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    One thing I'd love to see is an improvement in the main play/pause/step buttons in the main menu bar. It is so difficult to tell at a glance which ones are enabled vs disabled vs pressed vs un-pressed, especially because certain combinations make it impossible to tell due to lack of context. The original set of these buttons was extremely intuitive, with instant legibility. Now, I have to squint multiple times per hour to determine what state the editor is in and what the buttons are trying to communicate, which shouldn't be the case for such a core editor UI. This is on dark theme, by the way.
     
  27. FcsVorfeed

    FcsVorfeed

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    i found if in playingmode, the editor UI text look better!
    but when i stop play,ok, my eye will be kill
     
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  28. FcsVorfeed

    FcsVorfeed

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    you can see ,here is in editor mode,my eye is so hurt and i can not see anything clearly
    QQ截图20191116021635.png
    when i enter playing mode, ok ,every is perfect and clearly
    QQ截图20191118033322.png
     
    maryllu likes this.
  29. Lars-Steenhoff

    Lars-Steenhoff

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    On the bright skin the camera settings panel is black and unreadable
    Case 1199125 camera window.png
     
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  30. LeonhardP

    LeonhardP

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    Thanks for the report! Bug reports are generally more likely to yield results than just mentioning things on the forum.
     
    maryllu likes this.
  31. laeusnb

    laeusnb

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    Do you guys get any useful information, such as call stacks, from crash reports that don't have an obvious repro? 2019.3 crashes multiple times per day, without any discernible pattern, but your QA just closed an issue because they couldn't repro it. Do we need to submit bug reports for you guys to get crash dumps? Or are those sent automatically?
     
    fherbst likes this.
  32. maya_gonsalves

    maya_gonsalves

    Unity Technologies

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    Hello. Thank you for the feedback on the icons, it was extremely valuable! We recently made minor changes to the icons to reflect the feedback we received as shown in this image. We hope that the distinctions are clearer than before, and we will be continuing to iterate on our icons to improve their readability!

    Icon Updates.png
     
  33. Lorash

    Lorash

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    May 6, 2019
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    The spinning progress indicator in the Package Manager when you install a new package, refresh the packages list, etc. looks aliased.
     
  34. Prodigga

    Prodigga

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    Lovely work on the icons.
     
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  35. Lorash

    Lorash

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    Lighting->Shadows->Directional Light Shadows->Directional Shadow Resolution Tiers on a HDRP pipeline asset (7.1.5) needs your Inspector to be very wide to be readable, mostly due to the larger font in my opinion.
     
  36. Seb-1814

    Seb-1814

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    Hi, another issue is the profiler: it's very hard to tell the blocks apart (in my case there is a lot of blocks below "ScanAssemblies (374.01ms)" and it's very hard to find them all, I had to click blindly along the block tell them apart and find the one I was looking for).

    Additionally, the color of a block when selected is almost the same as the base color.

    Screenshot 2019-11-27 at 17.08.06.png
     
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  37. Lorash

    Lorash

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    If I add a new component of type Script, it seems random which subcategories get a > on the right side and which don't. For instance "Scripts" has one, "Cinemachine" within it doesn't, but anything one level deeper has it again.
     
  38. 00christian00

    00christian00

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    Was the fix made anymore? Cause it's not working in the latest version, there are still bold unreadable fonts.
     
    fherbst likes this.
  39. fherbst

    fherbst

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    2019.3.0f1 - FoldoutHeaderGroups are still really blurry
    upload_2019-12-9_15-26-41.png

    Compare to readability in 2019.2:
    upload_2019-12-9_15-27-2.png

    Also prefabs with changes seem to get double bold or something.
    unknown-12.png
    upload_2019-12-12_15-30-48.png
     
    Last edited: Dec 12, 2019
  40. stopiccot_onthespot

    stopiccot_onthespot

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    GameManager gear icon is still not updated in 2019.3 RC1

    Screenshot 2019-12-09 at 17.32.07.png
     
  41. Lelepoop

    Lelepoop

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    I suppose this is what happens when you go in favour of a flat design, you lose some ability to apply "stand out" visuals without relying on insane colour contrasts (whereas before, the style allowed for more leeway).

    Good luck to the UI design team.
     
  42. Zephus

    Zephus

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    Came here for exactly this. What's up with the prefab names being almost unreadable?
     
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  43. CDF

    CDF

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    Sep 14, 2013
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    tenor.gif
     
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  44. LeonhardP

    LeonhardP

    Unity Technologies

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    EvOne likes this.
  45. EvOne

    EvOne

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    Just in case, if no one has mentioned this yet.

    Prefab:
    2019-12-13_13-56-41.png


    The same prefab, but already nested in another:
    2019-12-13_14-38-30.png

    It's just a masterpiece bold :eek::D

    P.S. Oh, sorry! - "nesting" doesn’t even matter here - such a bold font appears for all prefabs that have chosen the "hierarchy" window...
     
    Last edited: Dec 13, 2019
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  46. fherbst

    fherbst

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    @LeonhardP probably the same as above (with bold being broken on Inter) - I would be curious how this bold font issue could not be found during QA? It's literally the first thing you see when opening a HDRP template project.

    upload_2019-12-16_16-46-57.png

    Also found a colored version of this, this is when a Prefab Variant is selected from Project Window
    upload_2019-12-16_17-49-44.png
     
    Last edited: Dec 16, 2019
  47. TJHeuvel-net

    TJHeuvel-net

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    Apologies if this has been said before, but this specific TextmeshPro option is extremely hard to read:

    upload_2019-12-18_16-43-16.png

    Its very hard to see which alignment is actually selected.
     
    Last edited: Dec 18, 2019
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  48. laeusnb

    laeusnb

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    Very true, and in my experience the low contrast throughout the new editor skin makes telling things apart very difficult at a glance (and that's assuming you have context, like you do here -- in certain cases, it's completely impossible to tell whether something is toggled, inactive, or something else, unlike in 2019.2 and before).

    Using 2019.2 after trying 2019.3 is a downright pleasure because everything is crisply clear at a glance. It shouldn't feel like such a relief to downgrade editor versions.
     
  49. TJHeuvel-net

    TJHeuvel-net

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    That and font rendering is much worse in my opinion. I'm not sure how to describe it, but it looks aliassed and thinner, and inconsistent with the rest of the UI. For example the bar on top with the file and edit buttons, and popup-dialogs, clearly use a different (imo better) text rendering engine.

    Using 2019.3.0f3 on Windows 10 64 bit, on a secondary monitor.

    It seems especially bad on smaller fonts, like the entries in the console tab.

    upload_2019-12-18_18-8-22.png
     
    Last edited: Dec 18, 2019
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  50. Metron

    Metron

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    That's because they don't QA property anymore. They're using us to test their software. They're merely doing automated tests...
     
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