Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Bug report response time

Discussion in 'General Discussion' started by XDSoftworks, Aug 4, 2015.

  1. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    hi. i was wondering how long it takes unity to respond to a bug report. i reported a bug awhile back that covered two things: bad particles (fixed) which people would laugh at the cause, and the infamous terrain shadow bug in the editor and platform runtime. the shadow bug appears all the time and i am trying to make a high fidelity game that requires dynamic shadows for a day - night cycle and the shadows have to affect the terrain otherwise it looks like crap. i use the latest version of unity and the issue has not resolved with updates and i think i shouldn't have upgraded from 4.5 as the bug was an editor only thing and i'm not about to downgrade it. i did get an automated response, but is that all i'm gonna get? is the two week wait worth it or is it time to think of an alternative interface (udk, or android studio) and scrap unity. i am some what new to unity but can whip up functional code like my grandma does a delicious cake! any response would be appreciated. thanks in advance i may be too busy in the following months to check back.
     
  2. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,384
    Most bugs are looked at within 2 weeks iirc.

    That does not mean that they'll be fixed by then. There is a longer process involved to prioritize and fix bugs depending on if they are even reproducible, critical or duplicate reports of some other reported bug.

    There are quite a few threads on this. No need for a new one, especially with a poll.
     
    Kiwasi likes this.
  3. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    If you are a Pro user, and have submitted a bug report that includes descriptions and projects that make the problem clear, then it'll be processed as quick as possible. The Sustained Engineering team fix bugs reported from key customers and make patch releases many times a week. The R&D team currently are fixing more bugs than ever before.

    If you are not a Pro customer you might feel frustrated or angry. The chances are that the bug you have reported with your project maps to identical bugs from Pro customers. If you do post the bug number here (the 6-digit case) I'll take a look and give you some feedback.
     
    Kiwasi likes this.
  4. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    hello, Graham.
    i am a free user at the moment. (very strict budget) my first attempt was at a buddies place with unity 4.5 pro and got to learn the basics then returned home to download the free version. but as you stated, the dev teams are quite busy, i will wait a bit longer (5.3 update). would it be possible to override the default lighting in unity?
     
  5. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Well, if your buddy is a Pro customer, just ask him to submit your bugs for you. Yeah?
     
  6. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    alrighty. i will have to ask em if he is still coding or not, he said a while back that he might leave the coding business.
     
  7. CptDustmite

    CptDustmite

    Joined:
    Jun 17, 2014
    Posts:
    61
    I have bug reports from 2013 that are still "open", and I'm a Pro user. Doubt they'll ever be looked at - does Unity even use FogBugz anymore?
     
  8. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    @CptDustmite - strange. If the bug report is complete and includes a project that allows the QA team to view the bug, then I'd assume it would be processed. PM me the bug number and I'll take a look. Alternatively, if the bug still exists in 5.1.x then post a new one and PM me that bug.
     
  9. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    that's a good question.
     
  10. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    well, i think it is time to throw the towel in on coding as my hard drive with my project corrupted its self and i do not have a back up of the project. this is not the first time that this has happened and my bad pc luck only started after i started coding.
     
  11. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    @Graham Dunnett - my hard drive with the project corrupted itself is there a way to recover it from the bug reporting site? if you would like to look at the project the case # is 714231
     
  12. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Might be worth replying to your bug, and providing a more understandable issue. I just looked at the bug report and I don't completely understand what the problem is.
     
  13. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    here. lemme post some pictures when i get the project back to a somwhat level of what it used to be. they do a much better job of explaining than i do :D
     
  14. Aurore

    Aurore

    Director of Real-Time Learning Unity Technologies

    Joined:
    Aug 1, 2012
    Posts:
    3,106
    Yes we do use Fogbugz.

    It's worth noting that our prioritised handling for Pro users was not in effect until March 2015.

    If the same bug from 2013 is still present in the latest version of Unity, I would recommend submitting it again with a clearer explanation and repro steps.
     
    Graham-Dunnett likes this.
  15. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    @Graham Dunnett - alright! the project is looking good again. i will post some screenshots of the bug later today.
     
  16. Teo

    Teo

    Joined:
    Oct 31, 2009
    Posts:
    564
    That's a bit unfair, because pro or not, we all use Asset Store and buy from.

    And a small percentage from non-pro one day will go pro.
     
  17. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Why's it unfair? Bugs need to get fixed. The QA, Sustained Engineering and R&D teams all handle bugs. The bugs need to be verified and prioritised. How do you think that should be done?
     
    zombiegorilla likes this.
  18. Teo

    Teo

    Joined:
    Oct 31, 2009
    Posts:
    564
    Pro and non Pro users should be able to report bugs equally I think, and all get same priority. Chances to get non valid bugs are the same for pro or non pro. If that's the worry.
     
  19. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    We're not trying to be fair. The people who have given us a big chunk of cash - cash, btw, which we use to do things like employ QA staff - get better treatment than the people who haven't (and no, spending $30 in the asset store does not put you on the same footing as someone who's spent $1500+ on licenses). That's just what happens when people pay for things: they get things in return.

    We still want to give the people who haven't a good experience as well, which is why we are giving you an entire world-class engine featureset for free.
     
    angrypenguin likes this.
  20. Teo

    Teo

    Joined:
    Oct 31, 2009
    Posts:
    564
    Well, pay for fix, I can understand that, and I have no problems with.

    I was talking about bugs in general. Statistically, is better to gather more reports to have a clear view.

    Out of curiosity, from all bugs you have a percentage, what was sent from non pro and pro? And if same bug was posted by pro and non?
     
  21. XDSoftworks

    XDSoftworks

    Joined:
    Jul 20, 2015
    Posts:
    54
    i agree in some ways there. the bug team should look at bugs of all sorts and from all users as the same but superpig does have a point. you do get a fully functional game engine and a decent one too, there is one catch though. the infamous terrain shadow artifact. i myself do intend to buy a copy of unity but i want to see the terrain shadow bug gone first. and for $1500, that's not too bad where as if you were to buy something like cry engine you would pay several hundred thousand or maybe a couple million to buy a copy of the engine. i am debating myself though, wether to keep using unity or use udk, i want to keep using unity because it is easy to use and udk is quite confusing but has much less bugs in it (i have messed with it checking out its interfaces and made a rather complex test scene like i have in unity) udk does NOT come with a template package like unity and thus you must start from scratch. but back on topic yeah i agree that the unity bug system could use a little work, all bugs should be treated the same for all users. they analyze it (look at the scene) create a name for it then add it to a database where any duplicates are scrapped which could mean the new bug report as it was a copy of what was already in there.
     
  22. superpig

    superpig

    Drink more water! Unity Technologies

    Joined:
    Jan 16, 2011
    Posts:
    4,614
    But Personal users have the exact same bug-reporting ability as Pro users.

    Let's just be clear about exactly what we're talking about here. This is the bug intake process for Unity:

    1. User reports a bug via the Bug Reporter app.
    2. The bug report is rated for 'quality' (things like: does it have a repro project, does it have an explanation of the bug, is it just lots of swearwords, etc) and fed into our bug tracking database
    3. QA look at the bug and confirm whether it is or is not a valid bug, including whether it is reproducible
    4. The engineering team look at the bugs QA have confirmed and work on fixing them.

    The only thing that being a Pro customer changes is step 3: QA will work on confirming Pro bugs before they work on confirming Personal bugs. And even then that's not the sole criterion: for example, they will work on confirming high-quality Personal bugs before they work on confirming low-quality Pro bugs.

    Note that being a Pro customer does not change step 4; when it comes to choosing which bugs to fix, Pro vs Personal is not taken into account. Instead we focus entirely on things like how difficult the bug is to fix and how severe the problem is - so i.e. a Personal user who is repeatedly filing high-quality crash bugs will see their issues being fixed faster than a Pro user who files vague reports about bits of the Editor UI being misspelt.
     
    angrypenguin and zombiegorilla like this.
  23. junctionboss

    junctionboss

    Joined:
    May 11, 2014
    Posts:
    227
    I'd LOVE it if someone could explain to me in reasonable terms, why DOES IT take a lifetime to pack a report ?
    I could turn old waiting ;) I wonder how many bugs are missed for people wanting to get back to DEV TIME ;)