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Suggestion: "Allow Read-Only Access to Unity QA Team" option

Discussion in 'Unity Collaborate' started by PedroGV, Feb 21, 2018.

  1. PedroGV

    PedroGV

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    As the title says, it would be handy to add an "Allow Read-Only Access to Unity QA Team" to the Support section of Collaborate, so as to ease the workflow of reporting issues, where needed.

    Currently, we have to use the Repro Project Wizard, which takes time and not always useful for errors that appear on released bits, specially when there is no clue of the scene or scenes that are causing them. Say, native errors from Objective-C that were not present during Debug with XCode.

    Imho, such option could simplify things when access to the project is needed.
     
  2. PedroGV

    PedroGV

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  3. hippocoder

    hippocoder

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    Have you looked at the public issue tracker? Among the reasons QA can't be exposed most certainly includes the fact they deal with NDA sensitive reports and projects people consider private.

    Maybe I didn't understand.
     
  4. PedroGV

    PedroGV

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    Yes, you didn't. The idea is not to expose what QA is dealing with, but to expose the project you need to send to QA in Collaborate.

    Today, when you send an issue, sometimes they need you to send a repro project which ends up to be a stripped version of the game it-self.

    So, instead of sending that stripped version of the project to Unity QA, you allow them to access your project in Collaborate with a read-only permission.
     
  5. PedroGV

    PedroGV

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    I have added this comment to the suggestion:

     
  6. hippocoder

    hippocoder

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    I think they already can do that although its on a separate server, you have to talk to them though. Typically for repro without uploading a project (multi gig large projects) you give them an ip address or ftp, or they give you an ftp, and go from there.

    The collab idea was suggested before I think, and the reply was it was on a different server.
     
  7. PedroGV

    PedroGV

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    I talked to them and they sent me the link to post the suggestion :)

    EDIT: picture it as adding members to the project in Collaborate with read-only access -until the fix is found- that do not count as employees of your organization. But instead of sending invites, you just click an option, since those temporary members are part of Unity QA.
     
    Last edited: Feb 22, 2018
  8. Ryan-Unity

    Ryan-Unity

    Unity Technologies

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    Hi @PedroGV! If you submit a ticket with Collab's Support team then they are able to make a copy of your project and it's entire history (with your expressed permission first) to help debug any issues that you encounter. But I do like the idea of adding a toggle to the dashboard that allows users to immediately allow QA and Support permission to copy your project. Thank you for the suggestion!
     
  9. PedroGV

    PedroGV

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    Good to know.

    Side note: I had expressed my permission in the wording of the ticket itself and yet was asked to submit a project with the repro project wizard.
     
  10. Ryan-Unity

    Ryan-Unity

    Unity Technologies

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    If you submitted a support ticket through Collab via the means here then whoever contacted you there should have been aware of that process. If that was not the case then feel free to contact me via DM so that we can share details.
     
  11. PedroGV

    PedroGV

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    No, I submitted a bug with the editor, and in the wording I expressed my permission. Then I was requested to send a repro project. So I did. An I'm waiting to know whether they could build it successfully (given that it is a stripped down version of the whole game).
     
  12. Ryan-Unity

    Ryan-Unity

    Unity Technologies

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    I understand. Thank you for clarifying. The vast QA team that handles all of Unity's bugs submitted via the Bug Reporter are not all familiar with Collab (or all of Unity's vast services and features) so they are trained to require a repro project to help with debugging an issue. When working with Collab's own QA team, we have access to a greater range of tools to assist us in helping to unblock users and diagnose issues, such as with making a local copy of the project. I apologize for the confusion between our different QA teams.
     
    PedroGV likes this.