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Community Feedback Survey

Discussion in 'Meta-forum Discussion' started by Buhlaine, Sep 23, 2016.

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  1. Buhlaine

    Buhlaine

    Community Manager

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    The community team here at Unity is looking for user feedback on our forums! We are looking to learn more about why you come here, what you like/dislike, and what features you want to see. We have created this very short survey, it should take less then 5 minutes, please fill it out.

    I've closed the survey for now, thank you everyone for your insight!

    Thank you for your time!
     
    Last edited: Feb 10, 2017
    plmx likes this.
  2. DroidifyDevs

    DroidifyDevs

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    Just filled it out :)

    Asked for a place to be able to post small scripts, sprites, models, semi-finished projects. Just a place where people can post random assets that didn't make it to the Asset store. I have so many little cool scripts to share, but I feel it would be awkward for me to post 1 script to bounce a ball, or 1 script to save game data to the Asset Store. I feel that such a community sharing hub would encourage people to share their works without having to worry about them being rejected or rated on the Asset store.
     
  3. Buhlaine

    Buhlaine

    Community Manager

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    Thanks for your feedback! How would you imagine this area would work differently from the current Works in Progress board? Currently while there are a lot of WIP threads are designed for the Asset Store, it's not a place exclusively for Asset Store assets.
     
  4. DroidifyDevs

    DroidifyDevs

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    Thanks for getting back :D

    Well, the WIP board is what it is: Works in Progress.

    But what if you have a finished script or model or semi-finished project? For example, let's say I have a cool script for a game that I'm working on now. Here's what I see it as:

    Title: Script for detecting swipes on a touchscreen
    Description: This script detects a user's swipes on the X and Y axis on a mobile device.
    Code (CSharp):
    1. using System.Collections;
    2. using UnityEngine;
    3.  
    4. public class Swiper : MonoBehaviour
    5. {
    6.     public GameObject PlayerToFollow;
    7.     public PlayerController PlayerScript;
    8.     private float OnClickMousePositionY;
    9.     private float OnReleaseMousePositionY;
    10.     private float MouseDiffY;
    11.     private float OnClickMousePositionX;
    12.     private float OnReleaseMousePositionX;
    13.     public float MouseDiffX;
    14.     public float FastSwipeSpeed;
    15.     public float MinYSwipeAmountFactor;
    16.     public float MinXSwipeAmountFactor;
    17.     public float MaxXSwipeAmountFactor;
    18.     public float MinXSwipeAmount;
    19.     public float MaxXSwipeAmount;
    20.     public float XForceFactor;
    21.     public float MinYSwipeAmount;
    22.     public bool FastSwipeBoolX;
    23.     public bool FastSwipeBoolY;
    24.     //this is to prevent adding force when the ball is high in the air
    25.     public float YMaxThreshhold;
    26.  
    27.     void Start()
    28.     {
    29.         MinYSwipeAmount = MinYSwipeAmountFactor * Screen.height;
    30.         MinXSwipeAmount = MinXSwipeAmountFactor * Screen.width;
    31.         MaxXSwipeAmount = MaxXSwipeAmountFactor * Screen.width;
    32.     }
    33.     void Update()
    34.     {
    35.         if (Input.GetMouseButtonDown(0))
    36.         {
    37.             //do X first
    38.             OnClickMousePositionX = Input.mousePosition.x;
    39.             FastSwipeBoolX = true;
    40.             StartCoroutine(FastSwipeY());
    41.  
    42.             if (PlayerToFollow.transform.position.y < YMaxThreshhold)
    43.             {
    44.                 OnClickMousePositionY = Input.mousePosition.y;
    45.                 FastSwipeBoolY = true;
    46.                 StartCoroutine(FastSwipeY());
    47.             }
    48.  
    49.             else
    50.             {
    51.                 Debug.Log("You tried to jump while the ball was too high.");
    52.             }
    53.         }
    54.  
    55.         if (Input.GetMouseButtonUp(0))
    56.         {
    57.             //do X
    58.             OnReleaseMousePositionX = Input.mousePosition.x;
    59.             // between mouse click and mouse release calculate difference in position
    60.             MouseDiffX = (OnReleaseMousePositionX - OnClickMousePositionX);
    61.             //do Y
    62.             OnReleaseMousePositionY = Input.mousePosition.y;
    63.             // between mouse click and mouse release calculate difference in position
    64.             MouseDiffY = (OnReleaseMousePositionY - OnClickMousePositionY);
    65.             CalculateSwipeX();
    66.         }
    67.     }
    68.  
    69.     void FixedUpdate()
    70.     {
    71.         //follow player
    72.         Vector3 CamPosition = new Vector3(PlayerToFollow.transform.position.x, this.transform.position.y, this.transform.position.z);
    73.         this.transform.position = CamPosition;
    74.     }
    75.  
    76.     void CalculateSwipeX()
    77.     {
    78.         XForceFactor = MouseDiffX / MaxXSwipeAmount;
    79.         PlayerScript.XForceReal = (PlayerScript.XForceMax * XForceFactor);
    80.         //this detemines if our swipe was to the right and OK
    81.         if (FastSwipeBoolX == true && MouseDiffX >= MinXSwipeAmount)
    82.         {
    83.             PlayerScript.MoveRight = true;
    84.             PlayerScript.JumpX();
    85.             Debug.Log("Fast swipe X right OK :)");
    86.  
    87.             return;
    88.         }
    89.  
    90.         //----------HERE is where I want it to finish running void CalculateSwipe();
    91.         //not moving right, so we have to move left and try again
    92.         MouseDiffX = MouseDiffX * -1;
    93.  
    94.         //this detemines if our swipe was to the left and OK
    95.         if (FastSwipeBoolX == true && MouseDiffX >= MinXSwipeAmount)
    96.         {
    97.             PlayerScript.MoveRight = false;
    98.             PlayerScript.JumpX();
    99.             Debug.Log("Fast swipe X left OK :)");
    100.             return;
    101.         }
    102.  
    103.         if (FastSwipeBoolY == true && MouseDiffY >= MinYSwipeAmount)
    104.         {
    105.             PlayerScript.JumpUp();
    106.             Debug.Log("Fast swipe Y OK :)");
    107.         }
    108.  
    109.         else
    110.         {
    111.             Debug.Log("You're slow or not enough :P");
    112.         }
    113.     }
    114.  
    115.     IEnumerator FastSwipeY()
    116.     {
    117.         yield return new WaitForSeconds(FastSwipeSpeed);
    118.         FastSwipeBoolY = false;
    119.     }
    120.  
    121.     IEnumerator FastSwipeX()
    122.     {
    123.         yield return new WaitForSeconds(FastSwipeSpeed);
    124.         FastSwipeBoolX = false;
    125.     }
    126. }
    *NOTE: That script isn't fully finished and I'd want to fully comment it before releasing it, but hypothetically let's assume it I've already attached a doc explaining the whole script.

    Or if someone has some game art they'd like to share(not mine)
    Title: Art for a space-themed game
    Description: A high resolution image of a planet. *NOTE This is NOT my art, it is a public domain picture I found on Bing.


    Or someone might have quit on a project and wants to share it with the world (ahem, I have about 10 of those).

    While you could say that these can go in the Asset Store, I think that it would be a great place to post without worrying about having an asset rejected or rated badly. People could post suggestions, improvements and examples of their implementation on that asset's thread.
     
    Buhlaine likes this.
  5. Buhlaine

    Buhlaine

    Community Manager

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    Thanks for the example! I suppose the closest thing we have to this is our Made With Unity board, but that is more about finished projects and less about finished tools/assets. We will see what we can do moving forward!
     
    DroidifyDevs likes this.
  6. landon912

    landon912

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    For code snippets, you can post them to the Unity Wiki. It's been dead for years though, not sure how long it'll still be online. There are also the small works sticky threads in the WIP sections.
     
  7. DroidifyDevs

    DroidifyDevs

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    As you said, it was last modified almost a year ago. Pretty much dead :(
     
  8. mgear

    mgear

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    Filled survey.. my main request is that don't change the forums, its already working fine..(adding new features to this would be fine, if it doesn't break current features..)
     
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  9. orb

    orb

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    Yeah, the forums are mostly fine as they are. Just need to do something to reduce spam and repeat questions where existing answers are still relevant :)
     
  10. landon912

    landon912

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    You can be the first to revive them. ;)

    Or post in these [Art] [Programming] sticky threads as mentioned.
     
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  11. DroidifyDevs

    DroidifyDevs

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    Nice, but those are all just posts on 1 thread. It is almost impossible to search or categorize them...
     
  12. mgear

    mgear

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  13. DroidifyDevs

    DroidifyDevs

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    I'm glad to see the community is doing their best to address this. That's what makes Unity and the forums awesome :)

    However I think that Unity Technologies is more than capable of creating a professional solution, and they should do so. Considering that they had enough time and money to nerf the forums for a day (remember that? I do), I sure hope they can add another section to the forums.
     
  14. Player7

    Player7

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    I agree the WIP board is a dumping ground mess.. there is some gems in there ofc but sifting through them is just tedious especially with no quick thumbnail to judge.

    for the most part the WIP stuff I'm mostly interested is as DroidifyDevs points out.. its Unity editor and script stuff that can be utilized in my own game development that people are sharing or working on or wanting additional help with etc, and its generally the open source kinda stuff otherwise those posting it there would have posted it in the asset store board forum instead as something they are planning to release or already have for a price.

    While the WIP board caters to WIP of all things, personally I find reddit a bit better to just see what ppl are working on and want to show wip project stuff anyway.. it at least shows a thumbnail in the boardview.. ie like this aswel http://forums.cgsociety.org/forumdisplay.php?f=132 ..something xenforo can also support.
     
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  15. Justice0Juic3

    Justice0Juic3

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    One more filled out.
     
  16. MrEsquire

    MrEsquire

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    A few people said forums are mostly fine.. well they can be made better with consistency, there lot of inconsistency on forums in terms of Text and Images, fill in these small things and it be perfect.

    Also for platforms add a new subsection for platforms no longer supported.
     
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