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Feature Request Dedicated Stop Button for Play Mode

Discussion in 'Editor & General Support' started by gaschka, Dec 17, 2020.

  1. gaschka

    gaschka

    Joined:
    Mar 28, 2015
    Posts:
    2
    Can Unity please integrate a dedicated Stop button please?

    I can't count how many times I accidentally exit the play mode, by pressing the play button in a paused play mode, which discharges all changes made in play mode instantly.

    From a UX design standpoint, the concept to press Pause again to continue the Play mode is just terrible, as the Play button is right next to. Play should always be play and not Stop.

    I would suggest to add a dedicated Stop Button to exit play mode.

    With this, both pressing play (suggested behavior) or/and pause (current behavior) in a paused play mode could disable paused state and no unnecessary frustration will arise.

    upload_2020-12-17_8-2-12.png
     
    ckriger, cubrman, brianelete and 11 others like this.
  2. FFrozTT

    FFrozTT

    Joined:
    Mar 14, 2017
    Posts:
    1
    +1000
    I just spent the last 10 minutes going in and out of an accidentally long running process multiple times because I don't know if it registered my last click or not. The two buttons should not be located in the same place, like the OP suggests.
     
  3. tree_arb

    tree_arb

    Joined:
    Dec 30, 2019
    Posts:
    321
    I Agree, I still accidentally stop by pressing play all the time
     
    brianelete, joshcamas and gaschka like this.
  4. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,521
    Thats a great idea, here's a mockup in line with the dark UI


    6BBD5528-AC1D-451D-AB05-C3104E45E00A.jpeg
     
  5. gaschka

    gaschka

    Joined:
    Mar 28, 2015
    Posts:
    2
    I would say, that the Square should terminate Play mode right away, so this would not need an activated state, but the Pause button will need one.

    I like the spinner, while booting the game and the shift to the left of the Stop Square though.
     
  6. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,521
    If unity stopped straight away you would not need the stop blue state, but on a big project it can take a longer time before the playmode is finished and the editor is responsive again. Now it gives feefback that you pressed it, consistent with the playmode button
     
    gaschka likes this.
  7. Lars-Steenhoff

    Lars-Steenhoff

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    Aug 7, 2007
    Posts:
    3,521
    Might be good too if it only flashed blue when you press it, and then back to non active state, as long as unity can give the editor back to a responsive state fast enough
     
    gaschka likes this.
  8. ReinekeFux

    ReinekeFux

    Joined:
    Apr 7, 2015
    Posts:
    3
    I support this message!
     
    gaschka and Lars-Steenhoff like this.
  9. shellyalon

    shellyalon

    Joined:
    Mar 26, 2013
    Posts:
    27
    That would be good, yes!
     
    gaschka and Lars-Steenhoff like this.
  10. brianelete

    brianelete

    Joined:
    Aug 13, 2018
    Posts:
    4
    this needs to be implemented! the current implementation is just too confusing, especially with the waiting time. does unity have a dedicated ui/ux person/team?
     
    Lars-Steenhoff likes this.
  11. cubrman

    cubrman

    Joined:
    Jun 18, 2016
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    409
  12. Cromfeli

    Cromfeli

    Joined:
    Oct 30, 2014
    Posts:
    202
    Such a perfect solution to a problem that was always there but nobody saw... Now I can not un-see the problem!

    +1000000

    Edit:

    This is such a fascinating problem that we as developers and designers are so much struggling with state representations and TRANSITIONS between the states. Hidden features such as "press play to stop, and pause to play" :D
     
    Lars-Steenhoff likes this.
  13. Unfug

    Unfug

    Joined:
    Jan 30, 2020
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    2