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Unity answers is harsh!

Discussion in 'Editor & General Support' started by untitledaccount, May 9, 2014.

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  1. untitledaccount

    untitledaccount

    Joined:
    Apr 22, 2014
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    Now whenever I try to post a question, it never gets approved by the moderators! And I want to delete my old questions but I can't!!!!!
     
    gingercat likes this.
  2. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

    Joined:
    Jun 2, 2009
    Posts:
    4,287
    Unity Answers doesn't suck. It's a site where Unity users can post detailed, technical questions, and get detailed technical answer from their peers. There is an expectation that posters take the time to consider carefully what they need help with, and explain what they have tried. Since the posts are moderated by users of the site (anyone with enough Karma) useless questions do not pass moderation. Further, questions can be up or down voted. If a question is so poor that it gets a number of down votes, it's likely that the users will decide to simply close the thread to prevent further down votes, which, reduce the karma of the questioner. You seem to have fallen foul of the technical requirements of Answers. If you have post a detailed, technical, well worded question that has been rejected by the community, PM me the question and I'll take a look and help you understand how you can improve the ways you ask for help.

    And yes, deleting your questions requires you to have lots of karma. In general we do not want questions deleted, since we'd prefer people only ask sensible questions.
     
  3. untitledaccount

    untitledaccount

    Joined:
    Apr 22, 2014
    Posts:
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    I actually DID post a detailed and good question recently which involved explanation of my problem and some scripts were shown, but not even THAT got approved!
     
  4. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    Jun 2, 2009
    Posts:
    4,287
    Did you PM me the link as I asked? I don't see any private messages from you.
     
  5. bluescrn

    bluescrn

    Joined:
    Feb 25, 2013
    Posts:
    628
    I gave up on Unity Answers when it told me I couldn't even upvote a useful answer or interesting question because I hadn't scored enough points...

    "We're sorry, but this cannot be voted up by you until you have at least 15 reputation"
     
    knuckles209cp and UnaverageJoe like this.
  6. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    Jun 2, 2009
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    4,287
    Sorry that the way Answers works isn't to your taste. The idea is that we want people to stick around, participate on the site, earn some Karma and then become trusted.
     
  7. applejuices

    applejuices

    Joined:
    Nov 20, 2013
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    UA is really horrible lol
     
    knuckles209cp and UnaverageJoe like this.
  8. raycosantana

    raycosantana

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    Dec 23, 2012
    Posts:
    319
    Unity answers is fantastic, I have obtained tons of solutions for my problems by browsing it, its probable your question didn't got approved because it was duplicated. Search before posting.
     
    DonLoquacious and meat5000 like this.
  9. drudiverse

    drudiverse

    Joined:
    May 16, 2013
    Posts:
    218
    i have gotten about 400 useful answers from that site.

    Yes you have to wait for a while to upvote things. doesnt matter you can search all the answers and ask all questions, even if you can't upvote for a couple of weeks at start.
     
    corpsinheretoo likes this.
  10. Danao

    Danao

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    Sep 13, 2014
    Posts:
    2
    My experience so far has been amazing. I am grateful to be able to connect with so many knowledgeable and helpful people! That's far from suck in my opinion :D
     
    corpsinheretoo likes this.
  11. Ony

    Ony

    Joined:
    Apr 26, 2009
    Posts:
    1,973
    Unity Answers is awesome. What's not awesome is when you spend time answering someone's question and they never come back to the post to check on it. That's happened with the last three answers I've given, where I'm the only one who's given an answer, and the person never comes back. It's definitely made me less likely to spend my time answering things now.
     
  12. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    Jun 2, 2009
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    4,287
    Yeah, it's annoying.
     
    Ony likes this.
  13. CyberTurboPlays

    CyberTurboPlays

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    Nov 7, 2014
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  14. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    I posted some idea, not that I am an android expert in any way.
     
  15. CyberTurboPlays

    CyberTurboPlays

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    Nov 7, 2014
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    great, thx a lot. i added in some more, plz bring more people to help me out, i hav stuck on this for more than 3 days now
     
  16. Danothom

    Danothom

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    Dec 1, 2013
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    1
    I spent ages formulating a decent technical question with images and a copy of the shader, only for it to be dismissed out of hand by some weekend-warrior moderator with a 'Sorry buddy, this seems like a forum question because it might cause a discussion.' blah blah. Thats the whole point. I have a problem - hence I post the question because I'm looking for answers and possibly a few opinions.
    What a complete waste of my time.
     
  17. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,398
    Well, the point of UA is not to have a discussion, it's to provide concrete objective answers to direct questions. It's not a forum and isn't set up for conversations (there is a comment system, but that gets very awkward very quickly). Not knowing what the question was, I can't say if it was rejected properly or not. If there's a strong element of opinion, it should be posted here.

    --Eric
     
    DonLoquacious likes this.
  18. shadowpuppet

    shadowpuppet

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    May 7, 2015
    Posts:
    22
    Initially I found UA helpful...but not anymore. I have not received ANY feedback or comments on ANY questions I have asked in the past month. In fact when I do a search, none of my questions even passed the screening. Does anyone actually even read them or is some intern there just hitting the delete key every time a new question comes in.I'm in a similar boat with only 10 brownie points ( or whatever they are called) so I don't matter and no way to rank up if my questions go directly to the recycle bin.I have another REALLY good question that my searches don't even touch upon but I feel posting it serves only as a form of minor frustration release.I'd be just as well off talking to my dog about the problem. so I'll state the question here and now and be done with it. I have a 3rd person camera for exterior shots, when the player goes indoors ( small room) the camera switches to first person camera with an aiming crosshair. question is: I want the player to interact with what ever game object is in the cross hair or trigger it's animation. So if a book ( with animation on it of it opening) is in the crosshairs and I mouseclick, the book opens. I know how to do 90% of all this, I just need a script or something that recognizes the book is in the crosshairs and that my mouseclick animates just that game object. There, I feel a little better but no closer to a solution
     
  19. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
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    7,381
    I don't use it anymore because my account kind of broke after the update, no one seems to be able to fix it so I just quit contributing altogether. However, I still look for answers on it and they do tend to be there.

    UA is not a discussion forum. It is a place where you can ask a very specific question and get a very specific answer at the top of the page. Everyone likes that result so don't expect a flood of responses because that would be contradictory to the goal of the system. If you don't get any answers to your posts you could simply be asking it improperly or no one that knows the answer is online browsing the 'new' feed at that very second. Too bad, try again another time, keep searching for an answer or try to figure it out yourself and answer your own thread.
     
  20. Ony

    Ony

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    Apr 26, 2009
    Posts:
    1,973
    I think the reason you're having trouble with this question is because it seems on the surface to be very specific to your particular game, and seems like a whole lot of things all at once, but in reality it's easy to do.

    Assuming you've placed colliders on the objects in question (the book, let's say), you just need to detect when the collider is clicked and tell the object in question (the book, etc.) what you want to do from there. See the following pages for more information that should get you on your way:
    If none of those work for you, try Google: https://www.google.com/search?q=click+collision+box+unity
     
  21. shadowpuppet

    shadowpuppet

    Joined:
    May 7, 2015
    Posts:
    22
    __________________________________________

    Actually, like most all of the questions I ask on UA, a mere 36 hours later I frankenstein together bits and pieces of code to get what I want. Just had trouble converting the raytrace hitting an object and printing that fact out in debug to something useful. Like , if collider.isTrigger was something I found then refined that to add a key stoke in there

    i
    Ray ray = camera.ViewportPointToRay(new Vector3(0.5F, 0.5F, 0));
    RaycastHit hit;
    if (Physics.Raycast(ray, out hit))
    {
    if(hit.collider.isTrigger)
    {
    if (Input.GetKeyDown(KeyCode.Mouse1))
    animation.Play("Dance");

    yes in my post above my question was rather loosely described. But in the answers forum i was VERY specific saying that I have raycast working( script included there) and get debug printout as well as I have everything I need to trigger animations on objects ( by on triggerenter - also posted that script) and I was asking how to merge the two. so onraycasteneter ( if there is such a thing) an animation would trigger. Once I found "f(hit.collider.isTrigger)" I was able to figure out adding the "if "statement of a key stroke. BUT, my point is that my question NEVER cleared the screening of the moderators. What took me days to figure out could have been a few hours if anyone was even allowed to read my question. And secondly- to Lane Fox, since my question was never posted I can't go back to it and supply the answer which i would happily do . It seems really stupid unanswerable vague posts like "how do I make and RPG game" get posted. Seriously, so many questions up there demonstrate that the poster did not even peek at any docs. my latest question which is surely lost in cyberspace never to get past the moderators is a save/load script ( that I included in the post) that wasn't working so well. Designed to save the player transform and level ( scene).. I can save the player transform within the same scene,but if I enter the trigger to go to the next scene and hit the loadgame button, it will load that previous level like it should but not the player transform. somehow that info gets lost when changing scenes and it shouldn't. So on load game it means starting that previous level over from the start( level where the save point was) something a more experienced programmer could spot right off and enlighten me. Instead I have wasted 3 days beating my head against the wall. If that script got fixed I would post for all because it is a frequently asked and unanswered question. Or if "answered" the answer didn't work for me. but, since at least in THIS forum someone actually responds I will post that script here as well. I'm ready to staple it to every lightpost and telephone pole in town to try to get a response. I had to comment the Blur and mouselook stuff to get unity to accept it





    class ComponentsClass {
    //var BlurEffect : Blur;
    //var Look : MouseLook;
    }
    var Components : ComponentsClass = new ComponentsClass ( ) ;
    var Restart: String;
    var playerPosition : Transform;
    var mainMenuSceneName : String;
    var Skin : GUISkin;
    var LoadPosition : String = "false"; //set to "true" is you want to load position or "false" to load only level
    private var LoadLevel : boolean = true;
    //private var Look1 : MouseLook;
    var pauseMenuFont : Font;
    private var PlayerX : float;
    private var PlayerY : float;
    private var PlayerZ : float;

    private var pauseEnabled = false;

    function Start(){
    PlayerPrefs.SetString("LoadPosition",LoadPosition); //set loadPosition true or false
    pauseEnabled = false;
    Time.timeScale = 1;
    AudioListener.volume = 1;
    Screen.showCursor = false;
    LoadPlayer();
    }

    function SavePlayer(){
    if(PlayerPrefs.GetString("LoadPosition") == "true"){ //save current position
    PlayerPrefs.SetFloat("PlayerX",PlayerX);
    PlayerPrefs.SetFloat("PlayerY",PlayerY);
    PlayerPrefs.SetFloat("PlayerZ",PlayerZ);
    PlayerX =(playerPosition.transform.position.x);
    PlayerY =(playerPosition.transform.position.y);
    PlayerZ =(playerPosition.transform.position.z);
    PlayerPrefs.SetString("LoadPosition", "true"); //allow the load position
    //Debug.Log("Saved to " + " X: " + PlayerPrefs.GetFloat("PlayerX") + " Y: " + PlayerPrefs.GetFloat("PlayerY") + " Z: " + PlayerPrefs.GetFloat("PlayerZ"));
    }
    PlayerPrefs.SetString("LevelName", Application.loadedLevelName); //save current level
    }

    function loadLevel(){ //load saved position
    if(PlayerPrefs.GetString("LevelName") == Application.loadedLevelName){ //check if you have Loaded Level
    LoadLevel = false;
    }

    if(LoadLevel == true){
    Application.LoadLevel(PlayerPrefs.GetString("LevelName")); //load saved level
    }
    }

    function LoadPlayer(){ //load player position on saved level
    if(LoadLevel == false && PlayerPrefs.GetString("LoadPosition") == "true"){
    playerPosition.transform.position.x = (PlayerPrefs.GetFloat("PlayerX"));
    playerPosition.transform.position.y = (PlayerPrefs.GetFloat("PlayerY"));
    playerPosition.transform.position.z = (PlayerPrefs.GetFloat("PlayerZ"));
    //Debug.Log("LOAD POS");
    }
    }

    function Update(){

    PlayerX =(playerPosition.transform.position.x); PlayerY =(playerPosition.transform.position.y); PlayerZ =(playerPosition.transform.position.z); //set current player position
    LoadPosition = PlayerPrefs.GetString("LoadPosition"); //check if loadPosition is true or false

    //check if pause button (escape key) is pressed
    if(Input.GetKeyDown("escape")){
    //Look1 = gameObject.GetComponent (MouseLook); //set MouseLook script

    //check if game is already paused
    if(pauseEnabled == true){
    //unpause the game
    pauseEnabled = false;
    Time.timeScale = 1;
    AudioListener.volume = 1;
    Screen.showCursor = false;
    // Components.BlurEffect.enabled = false;
    //Components.Look.enabled = true;
    //Look1.enabled = true;
    }

    //else if game isn't paused, then pause it
    else if(pauseEnabled == false){
    pauseEnabled = true;
    AudioListener.volume = 0;
    Time.timeScale = 0;
    Screen.showCursor = true;
    //Components.BlurEffect.enabled = true;
    //Components.Look.enabled = false;
    //Look1.enabled = false;
    }
    }
    }

    private var showGraphicsDropDown = false;

    function OnGUI(){

    GUI.skin = Skin;

    if(pauseEnabled == true){

    //Make a background box
    GUI.Box(Rect(Screen.width /2 - 100,Screen.height /2 - 180,250,280), "Pause Menu");

    if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 50,250,50), "Restart Level")){
    Application.LoadLevel(Restart);
    }

    //Make Main Menu button
    if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 0,250,50), "Main Menu")){
    Application.LoadLevel(mainMenuSceneName);
    }

    //Make Save Game button
    if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 100,250,50), "Save Game")){
    SavePlayer();
    }

    if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 - 150,250,50), "Load Game")){
    loadLevel();
    LoadPlayer();
    }

    //Make Change Graphics Quality button
    if(GUI.Button(Rect(Screen.width /2 - 100,Screen.height /2 +50,250,50), "Change Graphics Quality")){

    if(showGraphicsDropDown == false){
    showGraphicsDropDown = true;
    }
    else{
    showGraphicsDropDown = false;
    }
    }

    //Create the Graphics settings buttons, these won't show automatically, they will be called when
    //the user clicks on the "Change Graphics Quality" Button, and then dissapear when they click
    //on it again....
    if(showGraphicsDropDown == true){
    if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 ,250,50), "Fastest")){
    QualitySettings.currentLevel = QualityLevel.Fastest;
    }
    if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 50,250,50), "Fast")){
    QualitySettings.currentLevel = QualityLevel.Fast;
    }
    if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 100,250,50), "Simple")){
    QualitySettings.currentLevel = QualityLevel.Simple;
    }
    if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 150,250,50), "Good")){
    QualitySettings.currentLevel = QualityLevel.Good;
    }
    if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 200,250,50), "Beautiful")){
    QualitySettings.currentLevel = QualityLevel.Beautiful;
    }
    if(GUI.Button(Rect(Screen.width /2 + 150,Screen.height /2 + 250,250,50), "Fantastic")){
    QualitySettings.currentLevel = QualityLevel.Fantastic;
    }

    if(Input.GetKeyDown("escape")){
    showGraphicsDropDown = false;
    }
    }

    //Make quit game button
    if (GUI.Button (Rect (Screen.width /2 - 100,Screen.height /2 + 100,250,50), "Quit Game")){
    Application.Quit();
    }
    }
    }
     
  22. shadowpuppet

    shadowpuppet

    Joined:
    May 7, 2015
    Posts:
    22
    did I say UA sucks? I mean they REALLY REALLY SUCK. I still have not received a single response for ANYTHING in several months as I don't even think my questions get posted. Big waste of time. When was the last time they answered ANYTHING I'd like to know. Yes I search the posts and forums to try to find the answer knowing that anything I ask will be ignored, but the answers I find are just different enough from my case that the solutions don't work
     
  23. shadowpuppet

    shadowpuppet

    Joined:
    May 7, 2015
    Posts:
    22
    so I'll post my question here:
    I want a generic script that I put on a trigger zone so when my player walks into it, the "var Sound : AudioClip;" plays ( which works) and the " var ani : AnimationClip"; clip of the "var source : GameObject;" plays. The audioclip variable works but the default animation is what always plays. shouldn't it play the clip I dragged into the AnimatiponClip variable slot. I can get it to work if I specify the gameobject and the animation by name but I don't want tp write 30 nearly identical scripts for every differnet animation. below is just one variation of the script that doesn't work. I have several attempts that failed so which failure I post is not important. tried several variations that I had found in my search but at best the default animation plays

    var Sound : AudioClip;
    var ani : AnimationClip;
    var source : GameObject;

    function OnTriggerEnter (col : Collider) {
    if(col.gameObject.tag == "Player")
    AudioSource.PlayClipAtPoint(Sound, transform.position);
    GameObject.Find("source").animation.Play("ani");
     
  24. fffMalzbier

    fffMalzbier

    Joined:
    Jun 14, 2011
    Posts:
    3,276
    if you are new to the answers site your posts have to get approved by a user via the moderation quarry.
    This is to prevent spam and prevent questions from been posted that have a "form" in that they can simply not get answered in.
    Sorry to hear that your post did get lost / not the amount of answers that you are wishing for.

    For your problem... / in general
    1: Are you sure that it is a good idea to search for any gameobject in your scene called GameObject? This could deliver a gameobject that you do not been searching for. Try to get the reference another / more stable way.
    2: ".animation" is deprecated , you should use ".GetComponent<Animation>() to get access to the animation component.
    3. The reason that the animation is alway plays is that the line "if(col.gameObject.tag == "Player")" only affects the next line if you do not use {} to enclose all the statements that should be limited to the condition that the if is true.

    Instead of
    Code (CSharp):
    1. if(col.gameObject.tag == "Player")
    2. AudioSource.PlayClipAtPoint(Sound, transform.position);
    3. GameObject.Find("source").animation.Play("ani");
    4.  
    do
    Code (CSharp):
    1. if(col.gameObject.tag == "Player")
    2. {
    3.     AudioSource.PlayClipAtPoint(Sound, transform.position);
    4.     GameObject.Find("source").animation.Play("ani");
    5. }
    (4): If you are posting code please use the code tags for better readability (it will increase the chance that other users will read your code and might respond).
    http://forum.unity3d.com/threads/using-code-tags-properly.134625/
     
    LaneFox likes this.
  25. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    7,381
    If the above posts are any indication as to the amount of care you put into your posts then it's easy to see why they aren't getting posted and/or answered. You really can't expect someone to rummage through several pages of unorganized dribble to give you an answer to something that isn't even clearly presented.

    You seem to be taking stabs at people who get 'lesser' posts onto Answers despite them apparently not looking at the documentation but your posted code suggests that you haven't either and are probably just copy pasting code from other places in hopes that the syntax and structure magically aligns rather than researching how to do it properly from scratch.

    I suggest putting much more effort into condensing your questions into more concise and well presented questions and working on coding things yourself based on learned concepts instead of putting together frankencode from multiple sources written by other people.
     
    DonLoquacious and Dave-Carlile like this.
  26. Dave-Carlile

    Dave-Carlile

    Joined:
    Sep 16, 2012
    Posts:
    967
    You might try familiarizing yourself with how UA works and how to ask good questions. There is a User Guide and FAQ linked on the right side of every page there. Same goes with here - utilize the site properly and people might be more willing to read and respond to your questions.

    For example...

    Using Code Tags Properly

    And on UA, use the 101010 button to format your code so it's indented and readable. How can you expect volunteers to spend time and effort helping you if you aren't willing to spend time and effort on your questions?
     
  27. iRuDz

    iRuDz

    Joined:
    Feb 1, 2016
    Posts:
    39
    By the time a moderator approves your question you already have figured out how to fix your own problem.
     
  28. StormMuller

    StormMuller

    Joined:
    Jun 2, 2015
    Posts:
    17
    Unity answers is great, it's actually less strict then similar sites like stackoverflow. Unity puts these restrictions on questions and answers to ensure that people do research on their problem before asking question. Imagine if UA was flooded with simple questions like "How do I change the color of my fonts?" UA would be a mission to sift through to find what you need. That's why reputation/karma is so important.

    Asking a good question requires more then just flooding your question with code samples. You need to be specific, your code should be short and well documented and your question should be accompanied by a brief yet helpful explanation about what you are trying to achieve. Also make sure that you use the correct terminology when you ask questions. Even if your English is not that great... for example "velocity" and "force" might mean the same thing to you but in actual fact they are very different and using them as synonyms might confuse the reader and thus leading to them giving you a bad answer or having to first clarify your question.

    Bottom line: Make your question short, clear and DIFFERENT. if it's not different then it's already been answered.

    Moderators are an extremely good and necessary part of a Q and A system.

    If your question is not a specific, technical question then it's probably better to start a thread on the forum.
     
  29. Stevepunk

    Stevepunk

    Joined:
    Oct 20, 2013
    Posts:
    205
    There should be more ways to reward the people who do answer questions correctly as they are the only ones holding up the system.

    Forum badges and acheivements would be a good start.
     
    StormMuller likes this.
  30. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    3,033
    Achievements are a terrible idea. The thing holding me back from replying on Unity Answers is that the gits who ask questions BARELY! EVER! MARK! THE! QUESTIONS! AS! ANSWERED!

    A problem I see from time to time on these sort of answer services is that people don't like the answer they get (for example, being told the right way to do something you can't do any other way), and abandon their questions after making a comment about that. A little bit later the duplicate questions start showing up. Other times they only post a mangled thank you and don't click the big, shiny "SOLVED" button.

    It's not the answerers who hold up the system. They're volunteers who spend their free time answering questions, and nobody appreciates them.
     
  31. Stevepunk

    Stevepunk

    Joined:
    Oct 20, 2013
    Posts:
    205
    By holding up I mean supporting.

    Perhaps with enough reputation someone else can set a dead topic to answered.
    It would be like a peer review system which are used in scientific journals all the time.
     
  32. shadowpuppet

    shadowpuppet

    Joined:
    May 7, 2015
    Posts:
    22
    yeah. it's bullshit. someone asked a question and was a little vague. So I asked for more information - which he gave. I had the correct answer for him but because I had already made a comment and a reply I was unable to contact him with the answer he needed. That is just plain ignorant. UA's ridiculous policy actually hinders people being able to help people. I wonder how many of my questions someone has the answer but can't respond because of the FU policy UA has on responding
     
  33. modernator24

    modernator24

    Joined:
    Apr 7, 2017
    Posts:
    166
    Yeah, it sucks. Especially the website itself, it's quite annoying to use. Everytime it asks me login and login even already I logged in. And sometimes it requires login but it can't. Login form is just not showing up. I'm also really hate their documentation, most of time I access to documentation, nothing printed at all. What am I suppose to do? So I have to refresh the page manually every f***ing time when I use. I really hate this s**t.
     
  34. Shizuku_Mizuki

    Shizuku_Mizuki

    Joined:
    Nov 5, 2017
    Posts:
    17
    I know that this is necroing, but I believe there is a good reason to necro this. Even now, in the tail-end of November 2017 I still haven't found UA to be helpful whatsoever.

    Whenever I ask a specific question with all the details neatly organized and posted, nobody answers it because they don't want to read it. Whenever I ask a question that's more vague or "easy to answer", nobody answers it because they "don't have all the information". When I ask something with a moderation on both? Nobody answers it because "blah blah it's community driven blah blah excuses".

    Yes, I get it. Answerers are underappreciated most of the time and the ones that do answer with quality in mind should be recognized. Most of the answers I get on UA in general aren't helpful because they don't actually understand the question, and don't bother to ask.

    This is only a part of the problem though. The way UA is formatted, it makes things harder for both askers and answerers. So does UA suck? Yes, it does. And who does the blame fall on? Unity for their terrible policies, and for not giving users the tools needed to provide a meaningful platform to solve problems.

    While StackExchange is full of people who "answer" questions with only insults and nothing else, I at least appreciate someone took the time to read my question and answer with their thoughts. At least I have something to work with, and know that at least someone read my question.

    Edit: Not only this, but the list of people that auto-follow UA gives the impression you'll get a quick answer. "Wow!125 people following my question? It must be a really active community!" See how this gives off the wrong impression to anyone posting questions?

    And let's also not forget how some questions with the title formatted "NEED HELP WITH CUBE CODE STUFFFF!!!111" somehow get answers quicker. First, people post to ask the asker to reformat the question. When they reformat, they get responses quickly.

    Meanwhile, I'm here with an already properly-formatted post that gets no answers nor comments because people just ignore it to begin with.
     
  35. megabrobro

    megabrobro

    Joined:
    Jul 8, 2017
    Posts:
    109
    I normally wouldnt bother chiming in on a thread like this, especially an old one. But I some how stumbled across this and would like to point out that I have been helped through many a scrape just by looking at Answers, without even asking the question myself. I've also asked many questions and been correctly helped within usually a day.

    That said, once I got some slightly more advance issues, such as trying to set up a NAT Punchthrough and other kind of IP related issues for example, the mic was suddenly dead and I never got any answers at all to most of those type of questions, which is what led me here and I got some excellent advice by making a thread here.

    At the end of the day (week, year???), just because we write a perfectly eloquent and indepth question doesnt mean any experienced devs owes us an answer. It is of course annoying to spend a long time writing it and not getting anything back in return, but we can only blame ourselves for not knowing the answer its no-one elses fault

    If Answers was suddenly closed because of people like this complaining about it, I would miss it greatly
     
  36. PeytonHanel

    PeytonHanel

    Joined:
    Aug 14, 2014
    Posts:
    7
    I like it, and that's all that matters.
     
  37. hippocoder

    hippocoder

    Digital Ape Moderator

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    Locked. Better late than never.
     
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