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[5.2.1p1] Problem with Filled Sprites

Discussion in 'UGUI & TextMesh Pro' started by David-Flook, Sep 25, 2015.

  1. David-Flook

    David-Flook

    Joined:
    Nov 13, 2013
    Posts:
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    It seems that filled sprites no longer update properly in this patch.
    I've filed a bug report with a sample project.

    Dave
     
  2. dCoding

    dCoding

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    Sep 9, 2014
    Posts:
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    I've just noticed that too. My in-game timer that uses a filled radial sprite no longer updates. It actually displays corruption around the sprite when it's first displayed, but then never updates.
     
  3. mdrotar

    mdrotar

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    Aug 26, 2013
    Posts:
    377
    Same problem here.

    @David Flook let us know what becomes of the bug report.
     
  4. ashleyjlive

    ashleyjlive

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    Oct 5, 2013
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    Same here guys the UI got messed up by this patch release.
     
  5. Thermos

    Thermos

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    Feb 23, 2015
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    148
    when increasing the fillAmount, like from 0->1, it would update normally. However, when you decreasing the FillAmount from 1->0, nothing happened.
     
  6. Dunmord

    Dunmord

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    Aug 15, 2013
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    I can confirm aswell. My UI is now all messed up and won't update.
     
  7. Ox_

    Ox_

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    Jun 9, 2013
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    My square filled Images are now filled with letters. :D
     
  8. artysta

    artysta

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    Nov 15, 2009
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    Yep, all my GUI filled bars are hosed. Some look like filled text, some are just blown up. While I was changing the filled amount during game play it would snap into place, but for the most part, all messed up.
     
  9. Ox_

    Ox_

    Joined:
    Jun 9, 2013
    Posts:
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    Here's 5.2.1 UI bug (batching?).

    Depending on what my Image's game object intersects, I'm getting different results.

    bug-5.2.1.png
     
    shkar-noori likes this.
  10. Hypnotoad0

    Hypnotoad0

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    Jun 22, 2013
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    I recorded the problem, It looks really freaky

     
  11. artysta

    artysta

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    Nov 15, 2009
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    I went back to F1, problem gone
     
  12. Doddler

    Doddler

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    Jul 12, 2011
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    It looks like it's not clearing the vertices each time it updates, and just... keeps adding new geometry. If you turn on wireframe, you can see what's going on. Anything that causes it to recalculate generates new geometry, so adjusting width and height will do something like this following image. Additionally, it looks like for some reason there's also an extra quad which shows the full atlas if you're using one. It's so brokenly weird...

     
    Last edited: Sep 28, 2015
  13. KnightPista

    KnightPista

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    May 18, 2015
    Posts:
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    Same problem here, after update to 5.2.1p1 our UI is totally broken.
     
  14. vrm2p

    vrm2p

    Joined:
    Jul 23, 2014
    Posts:
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    Replacing all your images with Source Image: None with a sprite like UISprite will fix this. Not beautiful at all. But works.



    Here's a script that replaced all occurrences:
    Place in Editor/ in some class

    Code (csharp):
    1.  
    2. [MenuItem("Tools/Images/Repair UI Images", false, 51)]
    3.     public static void UIImagesInAllScenes ()
    4.     {
    5.         foreach (var scene in EditorBuildSettings.scenes.Where(s => s.enabled)) {
    6.             EditorApplication.OpenScene (scene.path);
    7.             FindUISpriteImages (scene.path, GetSceneObjects ());
    8.         }
    9.         Debug.Log ("Ready.");
    10.     }
    11.  
    12. private static void FindUISpriteImages (string context, GameObject[] objects)
    13.     {
    14.         Sprite s = AssetDatabase.GetBuiltinExtraResource<Sprite> ("UI/Skin/UISprite.psd");
    15.  
    16.         foreach (var go in objects) {
    17.             var components = go.GetComponents<Image> ();
    18.          
    19.             foreach (var c in components) {
    20.                 if (!c) {
    21.                    continue;
    22.                 }
    23.              
    24.                 if (c.sprite == null) {
    25.                     ShowError (context, go, c.GetType ().Name, ObjectNames.NicifyVariableName (c.name));
    26.                     EditorGUIUtility.PingObject (go);
    27.                     Selection.activeObject = go;
    28.                     go.GetComponent<Image> ().sprite = AssetDatabase.GetBuiltinExtraResource<Sprite> ("UI/Skin/UISprite.psd");
    29.                     go.GetComponent<Image> ().type = Image.Type.Sliced;
    30.                     EditorApplication.SaveScene ();
    31.  
    32.                 }
    33.             }
    34.         }
    35.     }
    36. private static GameObject[] GetSceneObjects ()
    37.     {
    38.         return Resources.FindObjectsOfTypeAll<GameObject> ()
    39.             .Where (go => string.IsNullOrEmpty (AssetDatabase.GetAssetPath (go))
    40.             && go.hideFlags == HideFlags.None).ToArray ();
    41.     }
    42.  
     
    Last edited: Sep 28, 2015
  15. Marceta

    Marceta

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    Aug 5, 2013
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    177
    One more report, 5.2.1p1 UI is broken.

    Just one example, but there is more weird thing's happening with UI, sprites not updating/refreshing, png not rendered correctly etc..
     
  16. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

    Joined:
    Nov 23, 2012
    Posts:
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    I have a fix that i'll get out asap.
     
    jay-jin, shkar-noori, rbrt and 7 others like this.
  17. artysta

    artysta

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    Nov 15, 2009
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    Thank you.
     
  18. FaberVi

    FaberVi

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    Nov 11, 2014
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    Same problem here. S***.
     
  19. Gamershaze

    Gamershaze

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    Jan 8, 2013
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    Any updates on when p2 will be out? This is kind of a game breaker, hauling all of our progress at least with all UI menus either continuously mirroring or switching to a giant font texture. There's even been a couple fun ones, like when it mirrors the image but ten times larger and a different color. ^.^ Thanks.
     
  20. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    p2 i think should be out Friday i think, but the fix will likely be in p3
     
  21. Deleted User

    Deleted User

    Guest

    I had this issue and had no problem reinstalling 5.2.1f1 on top of 5.2.1p1.
     
    andreyul likes this.
  22. Devil_Inside

    Devil_Inside

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    Nov 19, 2012
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    Oh god. Just bumped into this bug and I have to ship in a week.
     
  23. Doddler

    Doddler

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    Based on phil-Unity's response, the fix won't be in until p3, so probably not till the 9th. And even then, seeing how bugs like this sneak into patch releases, I wouldn't rely on everything being good for p3. :(
     
  24. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    Send me a PM i'll see what i can do to get a fix to you directly.
     
    Devil_Inside likes this.
  25. Devil_Inside

    Devil_Inside

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    Nov 19, 2012
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    Thanks, but no worries, I just went into emergency mode and found a workaround, lol.
    I replaced all the filled images with horizontal bars with a script to adjust their widths accordingly.
    Works fine for now.
     
  26. NoradZero

    NoradZero

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  27. gregory_igromatic

    gregory_igromatic

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    NoradZero likes this.
  28. CG_Echtzeitschmiede

    CG_Echtzeitschmiede

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    This is horrible, my UI is super buggy in this release. Unity even crashed after I adjusted the fill value in the Image component.
     
  29. NoradZero

    NoradZero

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    Apr 24, 2014
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    Look like i will have to wait a bit for the patches to continue working on my project. I can't release my prototype with theses bugs around.
     
  30. David-Flook

    David-Flook

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  31. Thermos

    Thermos

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    Feb 23, 2015
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    when will 5.2.2 release out? In 5.2.0,Animator doesn't work properly. 5.2.1, UI messed up. roll back to 5.1.3P3, crash when loading level.............Now I'm rolling back to 5.1.3p2.....please, spare my life......
     
  32. artysta

    artysta

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    Im in the same boat, and its sinking. Ive rolled back to a couple versions now, takes hours of my day. Ive stopped beta testing to save some $$ while the engine is busted. I have this bad feeling we are on this bad path of things getting worst, when they should be getting better. Now Ive actually have to change my release schedule. Not good. Not good. I have to pick my version to continue to work on game based on what I need to work on. Thats crazy. I have 5 versions of Unity installed now. three-5.2s and two 5.1s. What am I suppose to use!?!?!
    I second the question, do we have a date for 5.2.2 because with P2 coming today we have another week for 5.2.2? Or is there another patch first and we have 2 weeks? This is scary. Well P2 is almost done downloading, lets see what today brings.
     
  33. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    I'm 95% sure that it's ~2 weeks out. we need a p3 first which would be next week.
     
  34. artysta

    artysta

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    So you have a known bug, with a known fix, a bug that has halted GUI work to be done, and 2 patch releases are put out without the fix included? I know you guys are working hard and we are all engineers here, but it seems the day you release patches is more important than whats in them. Why would you hold back a known fix through 2 patch releases, and important one at that. It seems the answer is, it would delay the weekly patch release and that its more important to put out many patches over whats in them. Just venting when I hear the fix is in the mail......
    I do appreciate the position you are in, I just wish to have better patch releases not more of them. I now have to decide which broken version to use for 3 weeks and hope for the best. Ever forward I guess
     
    gregory_igromatic likes this.
  35. Gamershaze

    Gamershaze

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    Agreed with Artysta. I've been on the same train as Thermos, but I haven't been-able to get anything done since 5.1.3p3. It started with crashes on level load and has jumped to being unable to compile to Xcode,, failures to compile, Animator and now the entire UI's being broken... Link

    It's hard to keep my Unity love when I haven't been-able to touch my project because things are pushed out with game/editor-breaking issues and the fix is held off until the next patch where there's just another issue.. Not blaming you specifically Phil or anything, just I'm being forced into this position. I'm too far off in the game to switch to another engine anyways, but I need an engine I can actually use..
     
  36. Doddler

    Doddler

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    Jul 12, 2011
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    I've been bitten by so many separate 5.2 bugs that I'm not sure where to start. D3D9 just not working with the UI at all, D3D11 (which I'm using because D3D9 is unstable) can't change resolution in script, mecanim animations blending incorrectly, filled sprites being completely broken, the new UI set mesh stuff wasn't working right, sprites displaying garbage when the sprite has no assigned texture... it's impressive how many bugs with no workarounds there have been. They've slowly been getting fixed, but it's still not near a point where I can release a product on the new version... an unfortunate issue because I'm already using some of the 5.2 features, and there's just no workarounds for most of these bugs. :/

    Sorry for ranting, the issues have been eating away at me!
     
  37. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    Well first it wasnt that it was held back through 2 patch releases it was just 1 (p2 to be exact). The reason it missed was by the time i got the fix and was able to get it to the appropriate places the build was already done and ready to be shipped. I had very little chance of getting multiple people to redo a bunch of work. Trust me i understand your frustration with it, just Unite seemed to hit at a very bad time for UI. (i wasnt even aware of some of the changes in p1 that caused all these issue to being with).

    The hard part is that if a bug if found by the users in a release then it's at least a full patch cycle before we can get a fix in (i.e. bug found in p1 cant get fixed will p3). This is due to releases going out end of the week and a new build cut off being early the next week. Without working weekends i'm not really sure how to solve this issue.


    Totally understandable, we are now actively stealing QA people away from other area (on a part time basis) to get testing done on the UI as it was kind of hit or miss for a while. The stability should begin to increase again as of p3. I promise p3 should be good on a lot of fronts (at least i think so).

    Dont worry i dont take the hate too personally :) though i do hate the fact we shipped stuff of poor quality / useability.

    Thankfully for p3 most of the UI bugs you mentioned should be fixed.
     
  38. artysta

    artysta

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    Nov 15, 2009
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    Hey Phil, no hate, not even mad, just frustrated and a little worried. Im very late in my dev right now, and i was thrown for a big loop with 2 or 3 bad updates with the confusion of which one to fall back on. This particular cycle of patches were a tough one to follow as each one was to fix something pretty important, so they were hard to not upgrade to. I keep the faith, but sometimes you have to vent.
     
    gregory_igromatic likes this.
  39. XaviWInko

    XaviWInko

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    Dec 17, 2014
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    I'm glad it's not hate in your case artysta, because in my case it's more than hate. I haven't seen anything worst done since Windows ME. So, which is the recommendable version to use if we want something that works reasonably not-bad (according to last Unity standards)?
     
  40. Dizzy-Dalvin

    Dizzy-Dalvin

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    Will this fix make it into 5.3 branch? I can easily reproduce this on 5.3.0b1.
     
    Last edited: Oct 5, 2015
  41. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    yea its going to make it into the 5.3 branch but i have many more changes going to 5.3 some are causing some a test to fail. Hopefully eod today if not tomorrow it will get into the release branch and out in a beta.
     
  42. artysta

    artysta

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    I was tested last night, everything was going haywire. Multiple crashes, Unit would just disappear, then 1 time it corrupted my project, luckily Im so freaked at the moment, I have a special hard drive I purchased to do nothing but make backups all day long of my project. (It's too large for internet backups) I was getting all kind of strange errors in the console. Then they all stopped after one of my reboots and forward I went. But Im getting more freaked out reading about the huge spike is issues lately, there's no denying we have entered into a pretty unstable environment for now.
     
  43. Ox_

    Ox_

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    Jun 9, 2013
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    If your project is under 2GB than go for Bitbucket free Git/Mercurial private repository. Version control saves the day.
     
  44. S_P

    S_P

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    Sep 20, 2014
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    5.2.1p2 is also same with image fill. generates multiple tris behind. also the image behaves as like semi-transparent panel all over the canvas.
     
  45. Ox_

    Ox_

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    Yep, Phil said above that only p3 will fix it.
     
  46. artysta

    artysta

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    My filled sprites issue went away with P3, but I could not longer select any objects in my editor window, so back to F1 for me.
     
  47. phil-Unity

    phil-Unity

    Unity UI Lead Developer Unity Technologies

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    :S not sure what to say. i hope thats not the case for everyone with p3...
     
  48. artysta

    artysta

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    One of your people told me to shut off AntiAliasing in Quality Prefs which allows me to select again, and that a fix is on the way. (again)