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Unity The Future of Unity Feedback

Discussion in 'Announcements' started by Buhlaine, Feb 21, 2019.

  1. joshcamas

    joshcamas

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    With that logic, Unity Engine should drop the current GameObject workflow the moment ECS comes out, and now that LWRP they should drop in the built-in pipeline.
     
  2. Lurking-Ninja

    Lurking-Ninja

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    WTF?
     
  3. joshcamas

    joshcamas

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    Fair enough, I did not notice that
     
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  4. okumasama2

    okumasama2

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    Sorry if the latest version solves this issue.

    I wonder why Unity editor can only import purchased assets through Asset store main page. Is there any reason to forbid downloading and importing those assets without opening Asset store page?
    I have never thought this specification was useful. Can you make only "Import assets" window or sequence to manage them?
     
    transat likes this.
  5. andybak

    andybak

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    Before deleting your data without asking - surely Unity should have migrated Lists > Tags. Tags are versatile enough to emulate lists and it would have been a couple of hours work tops.
     
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  6. fct509

    fct509

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    Is there a way to load a ComputeShader from C# and only C#. I know that we can place a ComputeShader attribute on a MonoBehavior and use the Unity Editor to then refrence the ComputeShader that we want, but what if I don't want to give the Game Dev the option to change (or de-reference) the ComputeShader. There are methods for loading Shaders in the Unity API, are there any for loading ComputeShaders?
     
  7. Stexe

    Stexe

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    So... how about FLAC support?

    There are so many requested features that I see people looking for over and over and yet it has been 8+ years since any progress has been made on some of them.

    Would be nice if you could compile requested features and users could thumb up the ones they want.
     
    nco2k likes this.
  8. Phong

    Phong

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    I have a feature request that should be very easy to implement. If a build succeeds could unity print "build successful" to the console.

    I often leave my computer to get a snack while builds are building. When I return I am never 100% certain if the build has succeeded or not. There is sometimes a "build failed" message. In this case I know that the build failed. Sometimes there are errors unrelated to the build (not being able to connect to the cache server, or inspector UI errors). I am not certain if these caused the build to fail or not. The only somewhat reliable technique I have found is to check the file modification time of the files in my build folder, but this doesn't feel very satisfying and is irksome that it is necessary. It would be so easy if there were a "Build Successful" printed in the console.
     
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  9. joshcamas

    joshcamas

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    You can add this on your own!
    Build.IPostprocessBuildWithReport

    Example:

    Code (CSharp):
    1.  
    2.     public class BuildLogger : IPostprocessBuildWithReport
    3.     {
    4.         public int callbackOrder { get { return 0; } }
    5.  
    6.         public void OnPostprocessBuild(BuildReport report)
    7.         {
    8.             if (report.summary.result == BuildResult.Succeeded)
    9.                 Debug.Log("Build Succeeded in " + report.summary.totalTime + " seconds!");
    10.  
    11.             if (report.summary.result == BuildResult.Failed)
    12.                 Debug.Log("Build Failed!");
    13.  
    14.             if (report.summary.result == BuildResult.Cancelled)
    15.                 Debug.Log("Build Canceled!");
    16.         }
    17.     }
    18.  
     
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  10. fct509

    fct509

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    I'm not 100% sure, but I think they used to have something a bit like this, where they gave users a limited number of Upvotes. I don't know if they still have it, but the Unity website has a bit of a tendency to move features over to a place that hasn't implement said feature while removing the feature from a spot where it was fully implemented. For instance, I clicked on the feed-back button one or two days ago, and instead of bring up a form like I vaguely remember, it showed a message stating that that feature has been moved over to the forums with a link to the forums. What do I see when I follow the link, a big a** mess.
     
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  11. phongtruongit

    phongtruongit

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  12. joshcamas

    joshcamas

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    Where are we supposed to leave feedback that will receive replies @Buhlaine? I'm a bit confused.
     
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  13. unity_5fpsmegasupergiperprogramer

    unity_5fpsmegasupergiperprogramer

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    Unity 2019.1.1f1 BUG.

    Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak
    To Debug, enable the define: TLA_DEBUG_STACK_LEAK in ThreadsafeLinearAllocator.cpp. This will output the callstacks of the leaked allocations


    As I understand the error Editor.

    I disabled all scripts and objects in the scene, it didn't help.

    I use "Lightweight Render Pipeline", tried to disable it (remove from Graphics) also did not help.
     
  14. APSchmidt

    APSchmidt

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    joshcamas likes this.
  15. Casper-Chimp

    Casper-Chimp

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    That used to be the case, thats actually what this thread was created for. Announcing the old feedback site will be removed without a replacement in place. Now we have this thread that people enter through cashed search results and just ask questsions about wathever. And the new way to give Feedback (posting it in the relevant forum with a [Feedback] tag) seems to mostly be ignored with no replies, not to mention people now using the Feedback tag to ask for feedback for their games instead of giving feedback.

    Who could have ever predicted this...
     
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  16. joshcamas

    joshcamas

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    It's kind of funny tbh
     
  17. Lurking-Ninja

    Lurking-Ninja

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    Other feedback methods weren't answered either. Feedback does not require response. It require read. They will tell us when they change something for better or worse. Unity (software and the company) and the user base is too big to keep answer every single bit of idea. IMHO.
    They promised, that they will read it, I believe them because they haven't lied to us so far, so I give them the benefit of the doubt.

    Please if you see this, report it and potentially ask the person to stop using the tag for this purpose. It makes Unity's job to keep up reading our feedback exponentially harder.
     
  18. andybak

    andybak

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    That's a fairly sisyphean task. The real solution is to make it entirely clear and obvious in the UI how to leave feedback. I've similar before in this thread - scolding users isn't a fix for bad UI.

    I just tried to start a thread to see how the tagging works. I just see "available tags" with nothing after it. How is this meant to work? How are people meant to know the correct way to leave feedback and the correct use of tags?
     
  19. Lurking-Ninja

    Lurking-Ninja

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    Well, this is what we have right now, let's make the best of it instead of whining that everything is sh*t.
     
  20. andybak

    andybak

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    Nobody is "whining". Personally I'm hoping someone will take a quick look at the UX around tags and do something to make it better. Even some hard coded help text might go a long way to solving the problem with people using tags incorrectly.
     
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  21. joshcamas

    joshcamas

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    Leaving feedback is not whining lol
     
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  22. APSchmidt

    APSchmidt

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    You don't read much feedback threads, do you? :p
     
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  23. joshcamas

    joshcamas

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    I read lots of feedback threads :p
     
  24. VDerGoW

    VDerGoW

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    Is there any possible to make Unity Inspector officially support Markdown?
     
  25. APSchmidt

    APSchmidt

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    What for?
     
  26. spinaljack

    spinaljack

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    Please add a collab update UI to the Hub as loading the project in the editor makes it impossible to remove dlls as they are never unloaded once loaded. At the moment you have to delete files from folder and then reload unity but allowing updates in the hub would let us skip the reload step.
     
  27. Lars-Steenhoff

    Lars-Steenhoff

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    Please add wacom pen pressure support for the terrain painting
     
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  28. KingKRoecks

    KingKRoecks

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    So I've been trying out Betas and such recently. Trying to stay on the cutting edge to test out new packages, maybe help out if there's any areas where I can, etc.

    I have to say...
    As a professional programmer doing this in my free time, the way you guys handle issuetracker.unity3d.com is REALLY frustrating from the customer point-of-view.

    In experiencing the Beta, I've had several bugs that have led me to search for answers.
    Here's one such problem:
    upload_2019-5-10_19-3-47.png

    Having just upgraded and getting this error, I went to google with a string literal search of the error code:
    https://www.google.com/search?q=%22Unable+to+resolve+reference+%27UnityEngine.UI%27.+Is+the+assembly+missing+or+incompatible+with+the+current+platform%3F%22&oq=%22Unable+to+resolve+reference+%27UnityEngine.UI%27.+Is+the+assembly+missing+or+incompatible+with+the+current+platform%3F%22

    This issue is the only thing there that matches this absolute error:
    https://issuetracker.unity3d.com/is...-on-importing-packages-or-upgrading-a-project

    And you guys closed it as Duplicate. And didn't link the duplicate. And it's closed, so I can't vote on it.


    This isn't the only bad experience. I also have had experience where another issue I was tracking got closed with this status:
    "fixed in package"

    Sounds like it was fixed, right? I pulled down the newest version of the package and got the same results. When that happened, I commented on the issue that it didn't appear to be fixed in the latest of the package, so I asked what version it was fixed in.

    Next day, the issue is updated with "fixed in release" or build or something that indicated it was fixed in a new unity version. Sure, whatever.

    But...
    None of those times did I ever get a notification of an event / edit on the issue that I cared enough about to comment on.
    I went to the site multiple times and tracked it manually.

    None of those times did whoever was fixing it actually give any information so that I could verify the fix.
    I've had to guess, or do more digging with no results, because all searches lead back to the thing you closed with no leads.

    If you want me to be your QA and open issues so you can make your software better, you could at least enter a build or something when you claim the issue is fixed. Or link me to the duplicate when you close an issue.


    Clearly this bothered me enough to write a forum post. So, take that as you will.
     
  29. Thall33

    Thall33

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    Sep 18, 2013
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    I would, as many others, really appreciate and hugely benefit the value of a more detailed, clear and up to date road map page. This thing seems to get a glance over now and then and honestly almost never reflects whats going on besides the odd changing what version is now in beta and alpha (which by the way is now a few days old)

    Fully detail this thing, I don't understand why its so hard, you have indicators for in progress, research and what not, you don't have to provide dates, I realise that promising content and features by certain dates isn't easy as that.

    Please update it regularly and fill it out with the rest of the features and packages as you release info about them, knowing whats going on with the engine to specifics involves getting shreds of evidence from multiple youtube gdc talks, dev forum posts and snippets from the blogs, its not really transparent or cohesive at all.

    I check this thing out almost daily and have been for over a few years, it never gets much attention at all. I get super excited reading about whats going on about the engine I love to use and support. Show it some love, ya?

    https://unity3d.com/unity/roadmap
     
    Lars-Steenhoff likes this.
  30. samuelpetrus

    samuelpetrus

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    May 13, 2018
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    1
    I'd love and input field in the unity console, allowing me to do certain operations (like editor script commands)

    If I, for example, need to add 100 cubes with an offset of 0.5 units, I'd be able to do this with 1 command from the console, instead of having to do this in a runtime editor script.

    Or to give another example; rename substrings of a large selection of a lot of gameobjects using one console command.
     
    Last edited: May 14, 2019
  31. joshcamas

    joshcamas

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    You could probably use Iron Python to achieve something like this :)
     
  32. facejets

    facejets

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  33. fct509

    fct509

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    The way I use it is, I type in 'aa' and read what comes up. If anything relevant comes up, I click it. When I'm done with 'aa', I type in 'ab', then 'ac', all the way till I get to 'zz'. This is how I do it. The reason I do it this way, is because when you type in a character, it brings up a selection of tags that start with what you typed in. I would just use the first character, but if there's a lot of tags that start with that character, then only some of them will show up. Their tag system isn't very good. Also, when there's a lot of tags that start with the same first two letters, I throw in a third letter. Now that I think about, this raises a bit of feedback that didn't cross my mind before.

    How about improving the tag system so that people can see the available tags and what those tags represent. Like, if I hover my mouse over the feedback tag, there's a popup stating that the tag is meant for giving feedback on Unity.
     
    Last edited: May 17, 2019 at 11:24 AM
  34. fct509

    fct509

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    Reminded me of a bug that I came across in the Light Baking System. I found the bug in two different parts of the forms, and both times, it was marked as closed. When I tried adding feedback to it, stating that I also had the same bug, and I had it in a much newer version than the one in which they fixed it, all I got was that the issue was closed, so I ended up just opening a new thread (or something) for it.
     
    BradZoob likes this.
  35. SFBTom

    SFBTom

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    Aug 19, 2015
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    Feature request: I would love to be able to make Unity Cloud Builds for the tvOS platform, it's the one missing target for our game at the moment, meaning I've had to set up an old MacBook as a build machine just for tvOS. I think there are going to be a lot more Unity devs targeting tvOS in the next few years!
     
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  36. BradZoob

    BradZoob

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    Feb 12, 2014
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    Damn, read all this and still don't know why the Unity application freezes for 30 minutes when it loads the Assets list, then freezes again if you click anything, lol.

    And then you go searching for a solution and find something somebody posted elsewhere in the Unity ecosphere, and because they're using integral features of the internet in their communication they post a LINK to some info about the problem, which happens to also be on one of Unity's web properties, so, you click the link - ah ha! but of course you end up here because some genius had an idea and nobody with experience was around to tell them "no, we don't do that because A B and C will be the result, instead we do <this>".

    What a nightmare system, lol
     
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  37. joshcamas

    joshcamas

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    I wonder if someone could make a browser extension that automatically opens any feedback link with the waybacj machine. :eek: I've never made an addon but I might fiddle with that today

    EDIT: Dang! I started working on this, and then halfway into it realized the wayback machine didn't record the individual feedback pages :((
     
    Last edited: May 19, 2019 at 3:40 PM
  38. transat

    transat

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