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Official Overlays Public Build Available

Discussion in 'Editor Workflows' started by gabrielw_unity, Dec 8, 2020.

  1. awesomedata

    awesomedata

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    @neil_devine -- I've got a couple of questions about window context:

    I know this seems to be unrelated to overlays at first, but I've noticed that when moving the SceneView camera, and wanting to slow it down, I cannot speed-up or slow-down the camera movement (in Flythrough mode) with the mousewheel when I'm outside of the scene view (i.e. hovering over the Inspector).

    I'm sure this was "not a bug", but a "feature" in the past -- but I think that kind of thinking must change if Unity is going to be successful. It is particularly painful when rotating the camera (while moving with WASD, for example), and wanting to slow the camera down at the same time. The camera itself, for example, cannot be overridden or remade (or repurposed for 2d-like behavior, for example) in editor tools because it is a multi-context utility (i.e. Flythrough mode has special input mechanisms that aren't consistent with the rest of Unity's controls or workspaces -- and acts more as a "Tool" than a UI feature).
    I'll call this multi-context 'utility' an "MCU" in the future, as these are very prevalent (and unorganized) in Unity, and there are no standards for handling these as it stands (much less the terminology to even talk about them).


    This leads me to my questions:

    1. How are you planning on handling multi-context 'utilities' (such as shortcuts) for Overlays in the future?

    2. Are shortcuts (such as the mousewheel in the situation mentioned above) going to stay the same (global) context, or are they going to be window-based?

    3. If the answer to 2 is window-based, can there _please_ PLEASE be an option to tie them to a Toolbox, Toolbar, and also Workspace context instead?

      (I ask 3 because trying to execute more "global" events -- such as when making artist tools -- gives me so much trouble when needing to handle keys/mouse/etc. input that only needs to happen when a specific tool or mode is active -- especially when that tool or mode is NOT localized to any particular UI element or window.)

    This is also a problem with more global "events" in the Editor when scripting.

    For example, I've spent probably 3 years trying to find documentation on how to execute a more global "event" structure in Unity (without using UnityEvents) for editor code that is not tied to an EditorWindow, CustomEditor, or really any local UI "structure" whatsoever. -- I FINALLY figured out how to do this just today in fact, without any reflection or special tools in fact. However, this is kind of fundamental to more "freeform" artist tooling that needs to be untethered from the UI, including the window context.


    To further my point above:

    Using Snapcam as an example of a tool that has a mostly "context-less" approach, I have stumbled into issue after issue with referencing between systems that do not use the inspector (or scriptable objects) to store their data / operations. I imagine this to be an issue for _many_ different kinds of tools that don't work directly in the scene view, leading to heavy issues with keyboard shortcuts and other "shortcut-driven" workflows that swap context at will -- including interdependent tools / windows (such as the SnapNavigator and the GridNavigator -- which required an architectural change under the hood simply because data didn't exist for the window when the window was closed, as the EditorWindow container was being stored away for reuse later).
    As a further example of the "window" situation "getting in the way" of tool development -- I had a user try to use the GridNavigator window (which can act in dual functionality as a temporary popup -- and as a window that can be docked as well so the user can have a "grid" view of his "snaps" -- rather than the standard "slider" approach in the SnapNavigator window) Both windows, respectively, can be hidden at the press of the "S" and "G" keys, but when hiding the Grid Navigator window that is "docked" threw an error at one time (and the bug in Unity was never resolved).

    All in all, my current problems are "solved" at the moment, but I heavily urge you to consider my feedback in how you are engineering things. I am one of those users that "push" your technology to their limits, and I do crazy, unexpected things with your UI -- and the solutions I've proposed previously (i.e. the Workspace, Toolbox, Tool contexts rather than _just_ the SceneView and EditorWindow / CustomEditor contexts) should be heavily considered, as then truly Multi-Context Toolsets (i.e. like Snapcam) will become more manageable -- but more importantly, better (easier to use and more flexible) artist / environment / gameplay / bookkeeping and utility tools can be (more easily) created -- and these types of (very badly needed) tools will suddenly become more prevalent than just another broken (too complex to maintain -- and eventually deprecated) Editor Tool or super-tiny custom editor for x, y, or z specific use-cases.

    With a more "MCU" approach to standardizing tools and workspaces (alongside the Workspace/Toolbox/Toolbar contexts, which keep shortcuts/gizmos from being used _everywhere_ at any point in time, while also remaining extremely flexible to user-customizations and usage scenarios), tools will last much longer (which is better for both developers and the AS, as well as the users) -- and be 'less-broken' after updating Unity too (which is just better for everyone).

    Hopefully this feedback was easy enough to understand -- and productive as well.
     
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  2. FernandoMK

    FernandoMK

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    I expected this to be included now in the 2021.1 beta. how sad it will take so long to arrive:(
     
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  3. neil_devine

    neil_devine

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    1- Currently Overlays are restricted to their window context and have been built around that.
    2- I am not sure what you mean, shortcuts are either global or window based for now, would you mind clarifying? We don't support mouse inputs as shortcuts. Your particular mousewheel problem sounds like a bug, could you report it ?
    3- We are aware that our current context implementation for shortcuts may fall short in some scenarios. When we get to the point of addressing this, we will most likely conduct user research around it and would love to get your input at that time.

    If I have misunderstood anything please correct me.
     
    awesomedata likes this.
  4. 99thmonkey

    99thmonkey

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    I think it looks great. I'm sure there's some people out there that might want to create their own custom overlays or even customize the current overlays (different colors, icons, combine into a single overlay, etc).

    For me, this looks great!

    PS: looking forward to ProGrids coming back out of Preview.
     
    FernandoMK likes this.
  5. awesomedata

    awesomedata

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    This is going to be a huge problem for me.

    There are plenty of times when I don't want my Overlay structure to be attached to a particular window's data structure (i.e. when the Window is closed for example). This is the case with my Snap tools. For example, I have two windows (a Snap and a Grid navigator that both use "Snap" data). I tend to need access to some Snap window data, yet it is unavailable to me in other contexts -- such as in the Grid Navigator window, which provides an alternative workflow for accessing and using Snaps. Without the common "Workspace" or "Toolbox" contexts, this multi-window architecture I'm fighting for is unsustainable, especially when my data is multi-purpose and NOT simplistic and entirely contextual -- which you will find in MOST really badass artist tools.
    For a great example of a tool you might find in an Overlay, how about how Blender uses its cloth-sim system in its sculpting brushes in useful and creative ways? This kind of overlay architecture is necessary, (so necessary that they rebuilt Blender 2.8 from the ground up because of this), and not being entirely "window-based" is critical for multi-purpose overlays toolchains and pipelines to have access to (somewhat) non-specific contexts for more globalized tool operations (like Flythrough or Pan modes for the SceneView camera), which is what the "Workspace" concept is intended to solve -- by providing a new 'global' context that's less-specific than "SceneView" or "EditorWindow").

    If you are going to deprecate the "old" system, then why not replace them with a more straightforward (and flexible) system -- without having to resort to both scripting _and_ scriptable objects for literally _everything_. As one might recall, file import/export/etc. is still _extremely_ slow in Unity, so scriptable objects, too, are not sustainable and also, by extension, become a terrible "last resort" to handle ALL slightly 'unconventional' editor tooling needs. Not everybody likes them as much as Unity appears to -- and for good reasons, but most are mentioned above).
    This is partly why I am pushing the "Workspace (global) -> Toolbox (midway) -> Tool/Utility (local)" tooling approach, as these are more conceptual than strictly practical, and in this, they become practical.

    These concepts are not classes or interfaces. They're only intended to reign in the scope on tooling by providing true, sorely needed, context for data while minimizing scripting requirements. This works well, especially when trying to achieve specificity (while also remaining general enough to be useful to anyone without endless spaghetti-code) throughout all levels of the Editor application's hierarchy and design. Without these concepts, you cannot create a proper toolchain / pipeline that spans across the editor (consistently) without proper levels of context.
    In other words, you cannot rely on a single "EditorWindow" or even a "CustomInspector" for every single tool -- much less expect intuitive tools to magically "appear" from nowhere to handle these obscure use-cases -- especially when making things like a custom Flythrough Camera in the SceneView (which, I suspect, is a more common use-case than you guys seems to give me credit for).
    Just because people aren't complaining about not having enough context (except me) doesn't mean it isn't a actually a huge pain that most users may not even have the knowledge, patience, or even the desire to explain to you.


    Although feedback so far is mostly positive -- when you start talking about deprecating the entire Editor Workflow for the new 'Overlays' that are strictly Window-based contexts (and therefore are inherently built around an extremely limited way of thinking about context), you start venturing into the territory of removing whole possibilities of tools (and suites of tools -- like Snapcam -- to which quite a few people have already copied on the AS in one form or another). So, please, hear me out when I say that Window and Tool contexts are not enough for a functional overlay to communicate with its respective systems/behaviors -- even when paired with the Inspector and ScriptableObjects!!! Scope is too difficult to define with "ifs and thens" and the input, if nothing else, gets lost in translation -- just as it does now -- thanks to lack of proper context (properly) defining said scope boundaries.
    This gets extremely tricky when one begins to work with Shortcuts that must swap contexts themselves.


    There is no mid-range. There is no context. There is no way to specify a (proper) context (or scope) to apply to. This is as true for the Tools, as it is for Overlays and their respective Shortcuts.
    I recommend the Workspaces for an (invisible) "global" approach for MCU tools that need shortcuts for things like the SceneView Camera, which has a "Flythrough" mode, a "Pan" mode, and others. A single "Tool" isn't enough, nor is an EditorWindow nor is an Inspector (or even the standard Shortcuts being applied to a particular EditorWindow). You guys chose to go with a dropdown/popup-styled "Window" and even the very same "global" style shortcuts I'm suggesting here -- except you went crazy far out of your way to actually implement these in your Flythrough mode, PLUS your "Workspace" context is simply the "Scene View" -- which is all you needed -- for THAT specific tool.

    However, what if a USER wants to implement the same "suite" of tools very similar to what you guys (yourselves) did? -- Are we just left in the cold?
    What if we published that on the Asset Store, and our users wanted to change the keys used? -- Would we tell them to go do some crazy reflection-magic to access internal methods and then _possibly_ have a chance at changing those shortcuts? -- This is exactly the issue I faced with NAVIGATION STUDIO and its "View Navigator", for example.

    With proper context operations throughout the Editor (based upon the "Workspace" concept), you would be able to do so -- and limit them to specific windows/modes too if you wish, assuming your "Toolbox" settings allowed this (which is why you need a "mid-range" concept for context -- and not just "global/local" contexts.


    Thanks for that -- but for now, please hold on to this post. This describes a lot of the rhyme and reasoning to what I am saying and why it is important.


    Sorry about that -- I apologize if I sound or come-off as rude, but it's not personal.
    I just get irritated that Unity is so difficult and obtuse to work with most days, and it seems like I'm fighting an uphill battle with the designers of these systems to get reasonable features implemented that benefit everyone -- and explaining the complex reasoning behind those features is very hard work (especially when I'm not being paid for it!)
    So I hope you understand.

    I really do appreciate the hard work you guys put into making this stuff possible.
    Thank you. :)
     
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  6. Servail

    Servail

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    Good job! Now move play/pause/etc buttons and dropdowns somewhere (consider unified menu or even status bar, also make them hideable/toggleable) for pure perfection.
     
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  7. laurentlavigne

    laurentlavigne

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    What's needed: dependency lines overlay.
    What's that? Lines drawn over all the windows of the editor from the selection to every other object referenced to or from it.
    Why? Scriptable objects transfer the tangled web of dependencies from the code editor to Unity so a way to visualize interconnections is needed.
     
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  8. Neonage

    Neonage

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    Firstly, we need the ability to draw and handle VisualElements on top of everything.
    Right now we can only use rectangular non-transparent windows, which are awful, laggy, involve tons of hacks and frustrating to work with. (I've spent literally two month making resizable component popup..)

    Such feature will also allow overlays to be easily controlled and dragged across any windows.

    Edit: Also - responsive and nicely looking Tooltips!
     
    Last edited: Feb 1, 2021
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  9. Ruchir

    Ruchir

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    Would it be possible to have something like this built-in?
    https://assetstore.unity.com/packages/tools/utilities/ucontext-basic-182221

    It has some pretty great workflow features that could make working in unity pretty enjoyable :D

    Especially right now the overlay API could be changed a bit to accommodate something like this instead of providing a hacky solution further down the line
     
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  10. Slandercakes

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    Very excited for the new overlays system! Is the new scene tooling ecosystem also being released with 2012.2, or is there any info on when it will be available?
     
  11. gabrielw_unity

    gabrielw_unity

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    That's a very cool Asset Store package! I don't think we'd go that far ... but I personally believe enabling (not requiring) a pure-SceneView workflow is the right direction, so some of this we'd need to do, yes!

    Actually, most of that "ecosystem" is already available (API, etc), but yes we are improving upon it, Overlays enables it to "surface" in-context properly :)
     
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  12. laurentlavigne

    laurentlavigne

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    Marking menu in Maya is the bomb so I'm def looking forward to that.
    But you'll need to address the elephant in the room, eventually.
     
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  13. BennyKokMusic

    BennyKokMusic

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    Just thought I would share here, was imagining the overlay system with some sort of pie menu, and I went ahead and did a little experiment with pro builder, seems there won't be any conflicts within the overlay build, as the overlay system was designed more towards dockable tool, here I'm injecting the visual element directly into the rootVisualElement, and seems working fine.

    incase anyone wanted to try it out, here's a github repo, I find it pretty cool tho.
    https://github.com/BennyKok/unity-pie
    p.s. this also works with normal unity build since it's not really using the overlay api
    :)

    86.gif
     
  14. Ruchir

    Ruchir

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    Overlay system is available in which upcoming alpha/beta release of 2021.2?
    Or s it delayed right now?
     
  15. gabrielw_unity

    gabrielw_unity

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    Yup, it's currently planned for the 2021.2 alpha!
     
    Last edited: Mar 3, 2021
  16. TextusGames

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    I would be glad if toolbars could be docked anywhere in editor. (At top/bottom/right/left of any window for example). Are toolbars only limited to scene view or can I create toolbars for specific window or generic toolbar that is suitable for any window?
     
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  17. Neonage

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    This. And also, I think there should be an element called "ToolbarArea" that will allow to have special areas for toolbars anywhere instead of them being restricted to the corners only.
    Here's an example of components toolbar under game-object header:
    smart-inspector_components-toolbarr.gif
     
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  18. AndrewKaninchen

    AndrewKaninchen

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    Huh, this is kinda nice
     
  19. JoNax97

    JoNax97

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    Yes please
     
  20. Onigiri

    Onigiri

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    This is really cool. I want something like this to be the default feature of inspector. Something similar to modifier stack from 3d max
     
  21. Slandercakes

    Slandercakes

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    What exactly is already available (other than the overlays public build)?

    I've written custom EditorTools in the past so I'm aware of their existence, but the video I saw spoke about solving awkward collisions between tools and shortcuts in different packages. It also mentioned a unified way of doing things like modifying vertex data. Is any of this available in the current API or will it come later?

    Apologies if this is the wrong place to ask, I'll make my own thread if needed :)
     
  22. FernandoMK

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    I wonder if Snap tabs will also be available on the scene as an overlay?o_O

    The ProGrids tabs were perfect, but in the integrated version it is horrible to work with the snap:(... if it were available directly on the scene tab, it would be much more useful.;)
     
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  23. Ruchir

    Ruchir

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    Any updates on availability or new features?:)
     
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  24. gabrielw_unity

    gabrielw_unity

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    We are almost landed into the upcoming alpha build! :)
     
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  25. gabrielw_unity

    gabrielw_unity

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    Like this? :D

    upload_2021-3-26_12-18-9.png
     
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  26. gabrielw_unity

    gabrielw_unity

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    Ah, I see! Yes, the things you need are the "Tool Ecoystem" updates, mostly. That's planned as part of this update as well (2021.2). Er, some of it is already available. I'd say, it's all reaching an early singularity with 2021.2 :D
     
  27. FernandoMK

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    that's what I'm talking about.:D

    I can't wait to test this novelty.;)
     
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  28. Foriero

    Foriero

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    @gabrielw_unity Can we use the new tooling system in a production project? We are 2021.1 Thanks, Marek.
     
  29. gabrielw_unity

    gabrielw_unity

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    The tooling systems are mostly there for 2021.1, but Overlays (and splines!), plus the general "ecosystem" are still in-progress, hopefully for 2021.2 :)
     
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  30. Ruchir

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    Can we have snapping if grid is not a viable option.
    also, right now if we want to group together overlays we need to dock them but could we something where we could group them together when they are in panel mode? (maybe in the collapsed state) this could help with organizing different overlays with different usage together :)
     
  31. TJHeuvel-net

    TJHeuvel-net

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    How can i revert back to the old workflow?
     
  32. Ruchir

    Ruchir

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    You can't afaik
     
  33. gabrielw_unity

    gabrielw_unity

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    Hey!
    - Snapping without grids: yes, we haven't changed anything for non-grid snapping (hold CTRL for incremental snap, or V for vertex snap, etc). The "Grid Snap" toggle only affects Grid Snapping :)

    - Grouping overlays: would love something like this for sure, but we had to push this and a few other ideas that didn't feel crucial to solving core problems. Definitely on our radar :)
     
  34. gabrielw_unity

    gabrielw_unity

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    Correct me if wrong, but I assume you mean moving the Scene Tools (move, rotate, etc) back to the Global Toolbar?
    Currently no, and we don't have plans to build this. It could certainly become user-customizable as more customization options open up.

    However, as we see more context-accelerated workflows start to leverage the new system, and the Global Toolbar gain it's own updates, I think you'll enjoy the changes :)
     
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  35. Ruchir

    Ruchir

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    I think you misunderstood, I meant snapping of overlays, like we have in shader graph maybe
     
  36. TJHeuvel-net

    TJHeuvel-net

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    I'm certain i will, once its gained updates with stability and UX improvements, and other tools also use the new workflow. But as it is right now i dont.

    My experience with Unity is that it takes several releases to get improvements on par with existing systems (e.g. new prefabs, assetstore window, assetdatabase v2 etc etc), so replacing out such a fundamental workflow is making me very anxious about the usability of Unity.

    I'm sure many other customers will also have a hard time switching over, and a transition period would definitely help with product stability, a major focus at the moment.
     
    Last edited: May 17, 2021
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  37. JoNax97

    JoNax97

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    Fortunately, you can stay in 202 LTS for 2 more years while the new features stabilize :)
     
  38. gabrielw_unity

    gabrielw_unity

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    Oops! :D Yes, I imagine that sort of thing would work well with the grouping system you mentioned. We're definitely open to ideas!
     
  39. gabrielw_unity

    gabrielw_unity

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    Ah, maybe you can help me understand the workflow that has changed? Sorry if I'm misunderstanding - it seems to me the workflow has only clarified a bit - so, buttons that used to be outside a view, are moved into the only view they can be used within (so there is no risk of the buttons needing to be accessed from other views, etc).
     
  40. TJHeuvel-net

    TJHeuvel-net

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    upload_2021-5-17_21-44-46.png

    So if im not mistaken, where the buttons used to be there is now empty space, and instead my scene view is cluttered with the same buttons? There is a window to inform me that there are no custom tools, i have no idea what that is nor what i am supposed to do about this. I now have to click twice to change pivot and global, where it used to be once. For some reason that popup looks different from any other in that bar, nor does the tooltip suggest the keyboard shortcut for this action. I dont understand why i cannot click behind the orientation anymore, why there is this background suddenly? I cant even interact with it there, dragging doesnt move the UI element. Collapsing it seems useless, locking it however and not having this weird background is something every unity user that is used to the current workflow will want to do. But i guess this is still alpha.

    Things i'd actually be interested in seem to be missing, for example customize which buttons exactly are visible. If i'm not making a 2D project it might be nice to hide the 2D button. I'd remove the collaborate and services buttons in a heartbeat.

    I understand that you are excited about these features, but i am not. I am not the target audience, i dont use many other tools besides the scene view and i am very used and attached to how they are at the moment. Change is hard, so why not meet your users somewhere in the middle?

    Dock the overlays at the top where they used to be (and where there is empty space right now), and allow us to drag them into the scene view. This seems like a non invasive, and gradual way to introduce changes to the UI, that ultimately improve the experience while minimising user pain while adopting this.
     
    Last edited: May 17, 2021
  41. Baste

    Baste

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    There's a 3.5 minute long video in the first post in this thread that answers all the questions you have, did you try to watch that?

    This is a huge usability improvement for the scene view, you can hide all the UI buttons you don't need because you have memorized their shortcut keys or never press them. So there's a big, big increase in available screen space.
     
  42. Ruchir

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    Just one glaring issue with that, the empty space where transform tools used to be really stand out and make it look like a waste of space, I hope something is planned for it or you guys are able to figure it out :)
     
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  43. gabrielw_unity

    gabrielw_unity

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    Hey! So, yes the tools have been moved into the view. And yes it's a glaring blank spot ... originally we'd hoped to have that space customizable in this release, no luck yet though.

    I'm really sorry to hear the first glance isn't awesome for you @TJHeuvel-net , but it's very much built for scene-focused artists to get real focus on the scene.

    Do consider this:
    - For new users, they are now correctly in-context by default. As some who has professionally and casually taught Unity, this is a big, big deal.
    - For experienced users, that in-context means your mouse and/or eye has a much shorter distance to travel (especially with a multi-monitor setup)
    - For power users ... well heck we don't care, just hide that thing and use shortcut keys :)

    Additionally, not related to the tools:
    - You can now hide/move/collapse those pesky overlays that otherwise forced themselves visible ... gaining you space
    - You can toggle the entire system's visibility on/off with a single shortcut, to really get that space free as-needed
    - You can use Presets to jump between minimal/maximal amounts of tooling
    - Each view can be different ... this is great for 4-split :)
     
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  44. awesomedata

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    Can't the presets be upgraded to a more standardized setup? -- (i.e. Workspace -> Toolbox --> Toolsets -> Tool-Layouts)

    The idea, in my mind, is that the main view (the one pretty much doing all of the gruntwork) should have quickly swappable toolsets, all originating from a central Workspace (i.e. a specific EditorWindow, for example -- which acts as the Hub for all other EditorWindows and the respective Tools/Layouts/Shortcuts for that "Workspace" followed by its Toolbox).
     
  45. gabrielw_unity

    gabrielw_unity

    Unity Technologies

    Joined:
    Feb 19, 2018
    Posts:
    960
    Hmm, right now, each window type will host it's own overlays, and configurations of those overlays. Then, each window can use whatever configuration it wants. Going further than that is definitely something to explore, but I also imagine Asset Store folks will design some cool solutions around this that fit to more specific workflows (or their own tooling).
     
  46. TJHeuvel-net

    TJHeuvel-net

    Joined:
    Jul 31, 2012
    Posts:
    819
    I understand this, i just wish Unity users that arent scene-focussed artists were also considered. It doesnt seem like its mutually exclusive either, e.g. floating windows could be docked in the bar above (like they used to), the global/pivot buttons only dropout when you click on the arrow next to them, and otherwise just go to your last selection.

    This way you innovate, but dont regress. Even with improvements, people (me) need time to adjust, and sometimes never will. E.g. i also still use the one-column layout.

    Either way, thank you for being so responsive here. I really hope the new tools do turn out to be improvements, for every type of user.
     
    gabrielw_unity likes this.
  47. TJHeuvel-net

    TJHeuvel-net

    Joined:
    Jul 31, 2012
    Posts:
    819
    You're right Baste, i hadnt. When giving feedback like this i should have, and other alpha users probably also should. Of course, when this is released you cannot rely on people watching a 3.5 minute video to explain why the new way is better.

    I understand that this is the case for you, but it quite frankly is not for me. The space where the scene view buttons used to be is empty now, and more space is taken up in the scene view. This means less available space in the scene view for my workflow.
     
  48. awesomedata

    awesomedata

    Joined:
    Oct 8, 2014
    Posts:
    1,419
    This is EXACTLY what I'm referring to above.
    I have tools I would like to make on the Asset Store, but my windows have no concept of interdependability, nor do these windows' shortcuts have any sense of contextual consistency (much less contextual sensitivity), meaning that tools (and especially sensible workflows) are going to be harder to create (and slower to use) for particular, creative, workflows I've got in mind.
     
    Walter_Hulsebos likes this.
  49. Walter_Hulsebos

    Walter_Hulsebos

    Joined:
    Aug 27, 2015
    Posts:
    29
    Might be overkill but allowing to customize the toolbars themselves (without custom scripts) might also be a good idea.

    My project for instance does not use the "2D" or "Audio" Toggles from the SceneView Toolbar, so that just fills up the toolbar immensely on a 1080p screen.
     
    awesomedata and mgear like this.
  50. Neonage

    Neonage

    Joined:
    May 22, 2020
    Posts:
    239
    A callback when any Overlay is being created might be good for that. It would be easy to customize in script / USS cause it's all UI Elements.