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Scene Visibility Tools - Info and Discussion Thread

Discussion in '2019.1 Alpha' started by gabrielw_unity, Dec 5, 2018.

  1. pavelkouril

    pavelkouril

    Joined:
    Jul 22, 2016
    Posts:
    109
    Will the public API include the events for visualisation state changes? That would help with querying the tens of thousands of objects. :)
     
  2. gabrielw_unity

    gabrielw_unity

    Unity Technologies

    Joined:
    Feb 19, 2018
    Posts:
    311
    That seems reasonable, but I can't guarantee anything for now. We'll definitely reach out to devs as we start developing that API. Sorry I can't give any real useful info yet!
     
    Lars-Steenhoff likes this.
  3. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,200
    Don't listen to him, it is better how it right now.. too much of this flat color everything must look the same and barely stand out nonsense going on. Bad enough the new gui is flat and has zero gradients to distinguish areas. and provide some actual style to the gui. Would even make that area a horizontal gradient (left current darkness > to right current brightness) :)

    Although I do agree that compared to Qhierarchy it's not really adding much for the space it is taking up, and I doubt will ever have anything like that in customization for options..
     
    Guerro323 likes this.
  4. Roni92pl

    Roni92pl

    Joined:
    Jun 2, 2015
    Posts:
    206
    Good idea, I wrote renderers switcher like this for tool I use in like two hours.
     
  5. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    1,823
    ok don't listen, but also don't complain if the editor becomes an inconsistent looking experience. I'm trying to see what benefits the background has and I could not find any that made sense. the reason it's there is so that the eye icons are not shows when they are active have a place, but this could be solved in other ways like for example how its done in photoshop:

    image.png
     
  6. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,200
    Given what was shown on this change, and what you suggested in making it even more flat color based, I'd rather go with what was put forward. If something entirely better could be done that would be great, but Unity tend to put something up and then just convince themselves everyone is ok with it and that's what they go with, to hell with feedback or providing options... also photoshop has some grid lines to break up the monotone crap going on with that entire interface I'd hardly call the newish flat color photoshop interface great though.. its pretty lame and I don't even consider photoshop all that good.. moved onto Krita its free, hell even a 10 year version of photoshop is good for most things, the fact it's interface is flat color S*** now with zero style, zero gradients and no improvements to ux and ton of other areas that could have been done in the years/decades that never actually get improvement is just I guess the fact most of its users accepting idiots who don't bother letting Adobe know.
     
    Lars-Steenhoff likes this.
  7. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    1,823
    actually share your opinion about the flat trend being a bit too boring, For example I liked final cut better when it had the old interace, the new one is too flat, and they added puple highlight colors while the rest of the os uses blue for that.


    My arguments are for consisency, that for every change do it everywhere, or not at all.
     
  8. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    1,823
    I have one request and I don't know where to file it so let's try here,
    because here we are working on editor improvements
    This blue focus line, its there a way to make this optional ?
    I don't need it and it's now forced on me. I really like how clean the old unity looks, and this blue line for me just a distraction, I have been able to live without it for many years.

    For me its like the apple home bar on iPhone X, its always on. but once you know where you need to be you don't need to see it anymore. and unity has so many panels that I don't need to have focus on one. I use many at the same time.

    Screen Shot 2019-01-18 at 17.15.08.png
     
  9. 5argon

    5argon

    Joined:
    Jun 10, 2013
    Posts:
    903
    Is it intentional that SceneVis for isolated prefab mode is not saved after exiting and enter the same prefab again? I think it would be great if it remember the visibility I have set when working on a prefab.

    Maybe a new thread and not here, because it is not really related to SceneVis. Also the expandable tab and blue line was added in 2018.3 IIRC, so not really alpha related either. So maybe other sub-forum.