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Unity 5 releases have been a mess

Discussion in 'General Discussion' started by Stardog, Sep 9, 2015.

  1. Dantus

    Dantus

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    We already have this forum, nevertheless the average quality of a bug report of free users is lower.
     
  2. superpig

    superpig

    Drink more water! Unity Technologies

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    I don't think so, for two reasons:

    1) We sometimes have to back fixes out of a release, so the notes aren't "reliable" until QA have verified them. (Overall this is rare, but for any individual fix it's impossible to say whether it will actually ship or not until it does).

    2) A single-line release note isn't really enough for users to judge whether what they're seeing is the same bug or not in many cases. If we had a note that said 'Fixed startup crash on OS X' then I'd worry that it would stop users from reporting any startup crash on OS X, when actually there might be multiple different bugs in that area.

    Best thing is just to keep an eye on the issue tracker for the 'fixed in future version' line. Perhaps at some point we'll have a way to signal which fixes we're intending to backport and which we're not, but not in the immediate future.
     
  3. XaneFeather

    XaneFeather

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    I had a previous project crashing on startup with 5.2 as well. Deleting the cache (Library folder) completely fixed it.
     
    Ony likes this.
  4. goat

    goat

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    Usually does, it not since Unity 5 checking the Editor log will usually guide you to the offending asset, often a shader, that you can delete in the file manager manually.
     
  5. landon912

    landon912

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    Thanks for the insight. It's always much appreciated; just wish it'd happen more consistently across the teams. :)
     
  6. darkhog

    darkhog

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    Which is IMO B.S. - if it crashes, it should be delayed until crash is fixed (of course with information why it was delayed).
     
  7. Devil_Inside

    Devil_Inside

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    My main issue with this kind of approach, is that the official public release stays in that "broken" state for a month. Even though the patch releases are coming and are fixing the majority of issues, the official public release is probably what's get downloaded by the majority of the users.
    Though that might not be the case, and the official statistics might prove that 90% of the users are staying up to date with the latest patch release.
     
  8. Gua

    Gua

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    5.2 forced me for the first time in many years to go back to the previous version I was using.
     
  9. Stephan-B

    Stephan-B

    Unity Technologies

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    In terms of a firm release date, I would much prefer the product remain in beta for a few more weeks while the bulk of the reported bugs get fixed instead of having the general public get the release on time and then have to deal with those issues which in the end will still require the same amount of time to iron out.

    I think it is important to have those major releases be as stable as possible. If the list of reported bugs at the time of potential release was minimal then sure why not release but if that list is pretty substantial, then why force it.

    If Unity isn't getting enough feedback / bug reports from the current Beta / Pro users then maybe 45 - 30 days prior to the targeted date, open up the beta release to all users. If the list of known issues still remains minimal after that general beta release then ship it :)
     
    Last edited: Sep 14, 2015
    ImpossibleRobert likes this.
  10. KellyThomas

    KellyThomas

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    This would be more useful to me if it stated the expected release version.

    It is clear the the fixes have to go through a QA pipeline and any prediction might need to be revised but "future version" is about as non-specific as it gets.
     
  11. Devil_Inside

    Devil_Inside

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    I can't even track my report as I can't find it in the issue tracker (and I've set my report description as public).
     
  12. Dantus

    Dantus

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    As far as I know, they become public only after they were successfully reproduced.
     
  13. Devil_Inside

    Devil_Inside

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    Yeah, I know, I've got an email that the bug was reproduced
     
  14. Alex-Lian

    Alex-Lian

    Guest

    superpig alluded to the fact that late "fixes" introduce problems. So, delaying a release does not reliably make it more stable, and delays beget delays.

    We've already confirmed that at least one of the crashes in f3 was caused by a fix during RC period. (since been fixed I believe for p1 I think) Halo effects are hard to capture, which is why we lock down the release and fixes in bound. It also gives us more time to make sure we get the right fix. We've also had the experience of realizing the fix bound for patch was still not correct, and thus had time to fix it.

    Though, you do bring up a valid question about feedback. It's tempered by the other side of it, that we blogged about (http://blogs.unity3d.com/2015/08/17/the-great-incident-bash-of-2015/) that opening the floodgates does not actually get us better feedback.
     
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  15. angrypenguin

    angrypenguin

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    Following this through to its logical conclusion, we'd never get updates or releases because developers would always sit on it until they'd fixed everything, and since nothing is ever perfect nothing would ever get released.

    I mean, that's why we have updates in the first place. Because something might be "ready" but it's rarely ever "finished".
     
    karl_jones and Ony like this.
  16. hippocoder

    hippocoder

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    I think right now Unity's in a bit of a pickle due to so many new systems being added / changed. Think about it, it's not just fmod and physx upgrade. It's a wide-scale multi thread effort, refactor, renderer, optimisations, IL2CPP, and everything else on top (with a cherry), because Unity had no choice but to splurt all this out in one go now. I guess hopefully bugs will only get less from this point onward.

    *raises a single eyebrow*
     
    Ony, Deleted User, movra and 3 others like this.
  17. orb

    orb

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    If UT can reproduce the crash they might hold it back a bit. But if it seems to be an isolated incident they probably will chance a release.
     
  18. Stephan-B

    Stephan-B

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    IMHO - If near major release time, the list of reported bugs is pretty significant (ie. more than the typical amount for a major release) then chances are there are a lot more that went unreported and therefore, why not hold until this list can be reduced to the more typical amount?

    I think there is great value in shielding the general users from those issues which ultimately will still require several weeks to address via patches. At least, that way you won't end up with a thread about release X being a mess and people feeling they have to revert to a prior release.

    Given (we have been informed / warned) that patches get minimal testing, users should expect to potentially run into unforeseen issues. However, if users can't expect major releases to be anymore stable then that becomes an issue. I just think it is fine for patches to have issues but major releases have to be stable (well more stable).

    Users upgrade to major releases a lot faster than patches and when something goes unplanned on those major releases is it doubly painful. You end up with more bugs to handle affecting even more users.
     
    Last edited: Sep 16, 2015
    Trigve likes this.
  19. Alex-Lian

    Alex-Lian

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    So, from my view point, we had less bugs entering 5.2 final than with 5.1 or 5.0. However, we're being more transparent about what problems it's shipping with. Also, my definition of "critical bugs" to fix is pretty harsh during RC. My view point is that if the editor is functional, individual players can be slightly broken (but hopefully have workarounds) - as users will shift to patches or updates when they need to ship.

    Regarding shielding users, there's a question of threshold. When 60% of users may find everything fine, would you still ship? 80%? 50%? What's your line? How many people does the bug impact? 100%? 10% of 10%? We have to balance the situation and sometimes we might make the wrong call, but I've also seen cases where the fix was worse than the problem being fixed. So, it's not such a simple thing to say "shield the general user".

    Valid point that it impacts our support pathway more. We're still improving our internal processes, architecture and more to avoid this in the future. However, right now we're still in the transition from the "big-release a la 5.0" to smaller cycles. There are bound to be bumps along the way.
     
  20. Devil_Inside

    Devil_Inside

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    I've read the blog post and I think that it makes a lot of sense to release 5.2.1 right after the first patch. Good call!
     
  21. TechiTech

    TechiTech

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    oh man I tried for a few days with Unity 5.2 but I don't think i can take this much crashing and corrupted files.. OMG !! I'm losing my mind and many hours of productivity.

    I appreciate Unity moving full steam ahead with features but this was released too soon.

    We really need that patch asap..
     
  22. zombiegorilla

    zombiegorilla

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    We are usually a couple of versions behind (some times many versions behind). Unless there is a pressing need to upgrade, we don't bother. And when do, we only upgrade to a version that passes all our internal tests firsts. As a team we have to be all on the same version, so any upgrade is done with great care and deep testing in a separate branch. Commanders is still in 4.7ish.
     
  23. goat

    goat

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    As a freebie Unity user I always upgrade because those upgrades usually involve me being more productive with less. I do have a copy of the projects that are upgraded saved off elsewhere though.
     
  24. TechiTech

    TechiTech

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    yeah I agree with you. Your way of doing things is the wise way but I've been taking the risk of rushing forward.. I must learn to chill the f.. out!!!
     
  25. hippocoder

    hippocoder

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    If it ain't broke, don't fix it.
     
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  26. TechiTech

    TechiTech

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    lol I dont think that applies here hippo :rolleyes:
     
    hippocoder likes this.
  27. Doddler

    Doddler

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    I've had to roll my project back to 5.1 as well... I was encountering an absolutely bizarre set of errors where (only in release builds) UI elements in uGUI would randomly disappear and I would get spammed with 'D3D9: attempt to lock null vertex buffer error' errors. Attempting to change my project to use OpenGL just crashes the editor too. I guess there really is a bug for everyone in this release.
     
  28. Lockethane

    Lockethane

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    @superpig Would be interested to hear more on the decoupling efforts to help lessen the side effects of changes, or more on how you guys are scaling automation and testing for earlier detection.
     
  29. BFGames

    BFGames

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    I love Unity! But if it does not crash less than 5 times during my work day i go celebrate with Champagne :D
     
  30. cozduin

    cozduin

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    It seems a lot of people had these experiences. Upgrading from 5 to 5.2 made my UI go into a train wreck-level mess. Upgrading to 5.1.3 made it work as before.
     
    Last edited: Sep 18, 2015
  31. goat

    goat

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    Well p1 of 5.2 is out today. Try it again as it's bound to have fixes.
     
  32. McMayhem

    McMayhem

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    I can fully appreciate that Unity has a lot going on right now and that it's difficult to tackle so many issues, but 5.2 is far from the most stable of the Unity 5 series. To say otherwise is to basically look blindly in the other direction. Check out the Animation forum and you'll easily see that for a large majority of us, Mecanim has been completely unusable as a result of moving from 5.1 to 5.2. So to say (and I do not believe this is done deliberately) "I haven't seen any issues" or "5.2 works just fine" feels a bit like a slap in the face to those of us that have been here since the very early days.

    Also, there seems to be some issues in communication here as there is a lot of confusion as to what was supposed to be fixed in patch x and what known issues still exist in patch x that won't be fixed until patch y.
     
  33. Doddler

    Doddler

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    Patch is out today, and the UI is still flat out broken on windows standalone in D3D9. :(
     
    Last edited: Sep 18, 2015
  34. darkhog

    darkhog

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    Unless new version doesn't have critical bug reports within a week (for me "critical" meaning data corruption/crashes) or it has some features I desperately need (such as physics improvements), I usually stay on previous version. I can work around some oddities like for example those new PhysX had brought in, but if data corruption/crashes happens, it's a no-go for me.

    Anyway, what I'm trying to say is "don't be an early adopter of software that is critical to your business and/or livelihood. Let people who just like to play around with it for fun try it first and wait for nastiest bugs to be gone."
     
    McMayhem likes this.
  35. Teo

    Teo

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    That means pre-alpha and should not be release to public in any way.

    To OP: Unity devs said they are focusing on PRO users when comes to bug fixing, and most probable big studios requests. However, we don't know the real numbers who's pro and who's not so we can't say anything statistically if some bugs are sent by PRO users what affect a majority on non PRO.

    Anyway, I like that they posted a strategy for releasing patches weekly, so that's more that welcome. I really hope version release and bugs fixing will move from snail speed.

    Unfortunately, simple fixes in this latest patch are still missing.. I mean.. seriously guys, you read the forums, you see what problems are, simple thing like re-enabling tree creator number of triangles, or increasing the GI slider to allow us to use more that 100GB cache isn't a end of the world to do. This is just an example.
     
  36. goat

    goat

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    I think the current Unity 5.2.x UI problems are supposed to be patched to work in 5.2.1f0 but if not then I think it means we have to redo our UI to use new versions of Unity :-(