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Unity Patch releases discussion

Discussion in 'General Discussion' started by Carpe-Denius, May 15, 2014.

  1. Carpe-Denius

    Carpe-Denius

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    Why only for enterprise customers?

    Wrong page, sorry. That was a response to graham working on dot dot releases for enterprise customers.
     
  2. Aurore

    Aurore

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  3. hippocoder

    hippocoder

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    Excellent initiative, but may I suggest that Unity going forward learns the art of

    Large disclaimers which prevent little johnny from constantly trolling unity over unreleased feature x and bug y :)
     
  4. Deleted User

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    Nice going, awesome to see.

    I'd heed Hippos advice, LARGE DISCLAIMER!

    It's good not having to wait long for serious issues to be resolved, little bugs you can live with.
     
    Last edited by a moderator: May 15, 2014
  5. Carpe-Denius

    Carpe-Denius

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    You should pin the patch thread.

    Very nice to see such momentum. I was beginning to think unity won't do anything, but it looks very promising now.
     
  6. squared55

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    Great news!
     
  7. superpig

    superpig

    Drink more water! Unity Technologies

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    Excellent!

    One question re support contracts: does having a support contract affect the likelihood that I can get particular blocking issues fixed? Can I effectively "buy" a particular bug fix through my contract?
     
  8. zombiegorilla

    zombiegorilla

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    NICE!

    A fix for the editor hangs!
     
  9. zombiegorilla

    zombiegorilla

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    I am curious though, are the patch releases going to be strictly for bug fixes and limited to editor functionality? Working in a team, is there the possibility that if download a patch release it could affect shared code? For that matter will the releases generally be interoperable?
     
  10. Graham-Dunnett

    Graham-Dunnett

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    It's not that black and white. One of the things some of us will be doing is triaging bugs. We have a gazillion bugs, so cannot possibly fix them all. We will use the issue tracker votes, how often QA and Support have seen bugs reported and discussed, and, yes, who's reporting the bug. Some large studios have very close relationship with us. So, for example, we have weekly calls with some of our big customers. I know it's easy to assume that only customers who pay a lot of money will get bugs fixed, but, in reality, they have the same issues that lots of customers have. So, we expect many customers will get bugs that they have fixed. There's no "pay money and get bug fixed" at the moment. Down the road we might be able to offer this through our consultancy service, but that's not being discussed at this time.
     
  11. Metron

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    hmmm... to me, usually, a patch is a small release to actually "patch" a bugfix... this is more "intermediate full release"...
     
  12. Dabeh

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    Could this be? Is that a 1gb file? My eyes must be deceiving me :rolleyes:
     
  13. Graham-Dunnett

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    Um, well, we'll have a go at fixing anything we see affecting lots of users. If we can make fixes to platform code we will. There is some changing in 4.5 that will allow platform code to be fixed without requiring a full editor release. This is the Package Manager aka Module Manager feature. (In 4.3.4 you can see that under Unity Preferences. It doesn't actually do anything, but will in 4.5.) Basically the idea is that if Apple, say, made some breaking change and we needed to ship a new iOS runtime that didn't call some old Apple API, we could ship to customers a zip file that contains this changed code. We call those Modules. So, there is a parallel effort in Development to ship more rapid, simple, small, platform fixes. We don't know yet whether this will need input from the Sustained Engineering team.

    A patch release is identical to the last official release apart from some bug fixes. So they will be 99.99999% identical. We will not test that a patch release is compatible with an official release. My advice would be to have everyone on the same version.
     
  14. Graham-Dunnett

    Graham-Dunnett

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    Yes yes we know. We decided to get the bugs fixed and shipped using the exact same release system we use for main releases. We don't like it any more than you do. (So, to compute the md5 hashes for the forum announcement we had to download the releases which took us 30 minutes. They come from our servers in Copenhagen. We have a 1G network connection from Copenhagen and a 100M connection here in Brighton. That's great but never fast enough to pull the editor installer.)
     
  15. Graham-Dunnett

    Graham-Dunnett

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    Once we have the new forum system, we can use the power of the crowd to up or down vote little johnny's posts. If Johnny gets lots of up votes his view might be important. If he's down voted out of existence we'll say "what Johnny?"
     
  16. chingwa

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    This is very promising :) However I do agree that calling this a patch system is a bit misleading, those 1gb downloads are pretty hefty for the small bugs being addressed. Is it not possible to actually do patch updates with Unity?
     
  17. Graham-Dunnett

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    No it's not possible to do this. We don't chose to do things just to annoy everyone.
     
  18. VicToMeyeZR

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    So in a world of software development , when surrounded by developers that will constantly tell you anything is possible when it comes to writing code, your trying to pass off that it's not possible? Your really saying that a separate patcher can't be built? Does anyone really believe that?



    (please don't accuse me a trolling. this is a serious response, to your response, and valid to the post)
     
  19. Metron

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  20. Deleted User

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    It's not that simple, one change in an engine may affect many other classes. So you end up just incrementally downloading tons of files anyway..

    They could drop all example assets / scripts / post / etc. and release nothing but the core engine and you can download them from the asset store? Might save some space.
     
  21. Metron

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    So, basically, you take an installation of Version 4.x... you side install version 4.x+1, you run rtpatch across both folders, you get the diff... no magic...

    They already could drop a couple of MB for the withcoming demo (but I was told that they can't even drop that because it's "technically" impossible)...

    I'm sorry, but I'm in business since 18 years, I have 26 years of software development experience... and telling me nowadays that it's "not possible" to actually patch a software without downloading the entire install is... well... I better stop...

    But then, this might be symptomatic to Unity...
     
  22. chingwa

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    Hmmm... I'm sure you're not doing it "just to annoy everyone (/snark)" and I wasn't suggesting you were. Personally I'm ok with downloading a large patch as long as I know everything that it addresses. However I think Unity in general would be well served to develop an actual engine patching system in the future! (and yes, ideally it would work through the already built update check system)
     
  23. Graham-Dunnett

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    But we are working on this. It's the Module Manager. It's just not part of 4.3, so we couldn't use it for the patch release we just shipped. And obviously we can do a diff across the official and patch versions, and just pull in the changes. The thing we ship can then be used to modify your install. But maybe you want the patch version side by side with the official version. Or maybe the person getting the patch doesn't know what a patch is, or how to apply it. And yes, if the editor pulled the patch and applied it, that would solve that problem. So now there is an every increasing amount of work to do to ship 4 bug fixes to you. We'll get there, of course.
     
  24. chingwa

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    Great to hear it's in the works! I don't understand why their needs to be such complexity though, couldn't patches just be inline with official releases numerically? So you have release version 4.3.4, and then you have a patch 4.3.4.1 (or 4.3.4p1 or something...)? Of course at this point I don't need to understand either... this is just a suggestion :)
     
  25. Graham-Dunnett

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    I moved your post here. It's not ordered correctly, but I'll work that out.

    It's not "only for" enterprise customers. We're using lots of ways to work out what needs to be fixed. I know it's meant to be a democracy, but customers who have purchased hundreds of licenses, and have spent tens or hundreds of thousands of dollars on support contracts to allow their high profile, high value IP games to ship on time have certain expectations and obligations from us in their contracts. (How much money they have spent isn't actually even a factor in our triage decisions.) What I am trying to say is that these large organisations are very good at highlighting their issues in the weekly calls we have with them, and reporting their issues to the support and QA teams

    If you think any of the bugs that are fixed in the recent patch are unique to enterprise customers, PM and let me know. We are trying to be fair. If we've failed that, then I'm happy to hear you out and use it to improve.
     
  26. Aabel

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    This is great, I am really happy to see this!

    I know it's asking a lot, and I don't want to sound ungrateful for the effort you guys put forth, but do you think you could start moving to a model where you have daily builds? Sidefx software does this and it's fantastic, has been a real life saver in the past and is a major selling point. They fix bugs EVERY day, sometimes a bug that gets submitted that day gets in the next daily build and production rolls on.
     
  27. QA-for-life

    QA-for-life

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    I hear you. Shall we stop these patches and use 1.5 years unentangling a super complex product instead?

    /troll
     
  28. Deleted User

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    Best of luck with that :), I've tried modular approaches and it's not that much better.. Thanks for the patching service, these little things make a big difference.

    Keep at it and thanks for the assistance with the err other thing.
     
  29. VicToMeyeZR

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    Thank you for your maturity.

    See a proper response would be, why. Not picking and choosing who you want to me a smart ass too (that is a customer btw). Well thought out and positive response by employees.
     
  30. Devil_Inside

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    Thanks for this initiative, guys! Really appreciate it!

    Wow, take it easy, pal.
     
  31. makeshiftwings

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    Could I make a suggestion that along with this new patching initiative, you guys also review how you handle the Issue Tracking site? What I would ideally love to see:

    1) Require some small comment when resolving an issue. It's particularly annoying to see something closed as "By Design" when everyone knows that's not true, or to see a big issue marked "Won't Fix" without any explanation. A comment by the resolver would at least let us know that they read the actual issue and understood it. Marking an obvious bug as by design can give the impression that the resolver was just clicking through and resolving things without even reading them.

    2) Allow voting on resolved bugs. There are a lot of bugs that get resolved as "Fixed" which are never actually fixed, and they are full of comments by people saying they wish they could vote on it still but the system doesn't let them. Being able to vote on "Won't Fixes" and "By Designs" would be nice too, just as a way to say "Please" and show you how many people are actually affected by the issue. Right now you have no way to actually get the metrics of how many are affected by a bug once you resolve it without fixing it, except maybe duplicates, which are resolved as dupes to the unfixed "Won't Fix", which also can't be voted on.

    3) This latest patch includes a fix to a bug that was marked as "Fixed" a long time ago in a build where it wasn't actually fixed. I'm glad it's fixed, but it would have been better to see that bug reopened and have some acknowledgment that you guys understood that it hadn't actually been fixed, and you'd have fewer dupes from people trying to tell you that it's still there since they can't use their vote.
     
  32. ricardo_arango

    ricardo_arango

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    If a bug was marked as fixed and you found that it was not actually fixed, please submit a new bug report with the latest version of Unity. It's very hard for us to monitor the comments on every single issue and we just don't do it. But we have to process bug reports. Once you have a bug in the issue tracker people can vote for it. You can also mention in your new bug report that this is a regression, a bug that was supposedly fixed but you believe still exists.
     
  33. makeshiftwings

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    Well, the one I mentioned this time was adb.exe causing the editor to hang on exit. In the patch notes you guys posted, you linked to the bug that was already marked as "Fixed" and you can see there are lots of comments there saying it wasn't actually fixed. There were also other reports added that got marked as duplicates to the fixed one. I'm pretty sure I did in fact submit another report about hanging on adb.exe and it got closed as a dupe of that one.
     
  34. hippocoder

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    Felt a tiny bit of love burst forth for Thomas Petersen then.

    This isn't an attack, but why don't you focus on what matters to you? Does this matter the most to you that you want to ask Unity this?

    Personally, I'm interested in big issues first and small issues last. Big issues being anything that will directly impact the game itself that I'm making rather than a download across the internet.

    Yeah, employees (and moderators) are human. I kind of like that. I wouldn't worry about it if I were you :)


     
  35. shkar-noori

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    I thought there wouldn't be anymore updates for 4.3 .. I'm glad that you're doing patches and hot-fixes, does this actually mean that 4.5 will be delayed? if so or not, when are you gonna ship 4.5?
     
  36. Carpe-Denius

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    No, you failed not at all. I wrongly read that as "Graham and his team are working on dot dot patches, but non-enterprise customers won't get them.", but half an hour later there was an update for everyone. At the moment I am quite proud of what everyone at Unity is doing. There is activity, transparency and moving-forward-y.
     
  37. QA-for-life

    QA-for-life

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    The problem is that a bug can be fixed in many different versions. We have currently R&D work on 4.5, 4.6 and 5.0 + future releases. If the bug is fixed in either of these, we will mark the milestone and it will show up as "Fixed in a future milestone". These 4 new bugs are showing up now as "Fixed in 4.3.8" and a remark in the bug which patch you can see it in first time.

    Again, handling a bug processing workflow across so many versions is very complicated and we don't like complicated. So we resolve it with a milestone in which the fix is first going to appear.
     
  38. Graham-Dunnett

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    It is in line with official releases, just in a non-obvious way. The currently latest released version is actually 4.3.7, so the first patch for that is 4.3.7p1. However, you think that the latest release is 4.3.4. That is the latest *editor* release, but there has been 4 further web player releases since then. Because the 4.3.7 editor is identical in everyday to the 4.3.4 editor, we've simply not shipped this editor version. It's built and sitting on our servers, just not advertised or accessible in any way. Maybe that's confusing.
     
  39. QA-for-life

    QA-for-life

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    No, it just means that we find these to be important enough to go into a 4.3 right now. The fixes are in most cases backports.

    4.5 is in release candidate 4 now, so it will be out soon. That said, we will postpone a release until we have a build without what we define as shipstopping bugs, regardless of how long that may take. We simply don't ship software we know is broken.
     
  40. Graham-Dunnett

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    Quite the reverse. Since the sustained engineering team can fix bugs, devs are freed up to get 4.5 out the door. This release is just one of those that has had a million complications and issues. I'd love to give you a date, but we've been so wrong so many times on this release, it's not going to help anyone if I pull a date out of the air.

    Edit: What Thomas said. (Thomas is my boss, just for the record.)
     
  41. hippocoder

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  42. Graham-Dunnett

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    So, I've had my entire support team, plus people from Dev, QA, Build, and Infrastructure here in Brighton this week. The plan was that we'd have shipped 4.5 by now, so would spend the week fixing bugs on 4.5. 4.5 hasn't shipped, so we took the decision to make changes to 4.3. Going forward my team will fix bugs wherever they seem to affect customers. For console customers there are reasons why they have to stay on 4.3 and not plan to upgrade to 4.5, so fixing bugs in 4.3 is likely to continue. If bugs get fixed in 4.5 or 5.x, and we can see from editor starts that customers are still on 4.3, we'll see if we can back-port the bugs to the 4.3 product. This is all completely new, so we'll have to see how this all works out.
     
  43. superpig

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    Hm. Just to clarify my intent, I wasn't asking from a "hey are free users gonna get shafted" POV, I was asking from a "hey if I have a submission-blocking bug in Unity then what can I do to ensure that you fix it so I can ship on time?" POV. (I know, I know... hang around here long enough and you get into the habit of hearing the former...)

    I did already have this experience once with Unity - we had the game pretty much ready to go under 3.5.7, but a memory leak in the player meant that the game would crash after an hour of play. I asked whether the engineering team could take a look at the problem and maybe do a hotfix release for me - this was after 4.0 had come out - and was just given a flat-out 'nope, we're not going to do that' in response. So we had no choice but to switch to a 4.X release of Unity, fix the upgrade issues - while maintaining compatibility with 3.5.7, because of changes to lightmapping in 4.0 that mean we are forced to still author everything in 3.5.7 - and restart our QA cycle. To add insult to injury there was a PhysX crash bug that affected us in all versions of 4.0 prior to 4.2.0b2... which is what we now ship on. Seems to be a solid enough build of the player; shame about the Editor not being able to save changes to prefabs, though... but we get by.

    What I'm hoping is that the existence of the sustained engineering team means I'll never have to face a situation like this again. It definitely sounds like things will be better in a world with patch releases, but I'm a little wary of the 'same issues that lots of customers have' description - if I have a submission-blocking bug that nobody else has ever seen, it sounds like it's going to be low priority for you, but for me it's a life-or-death situation. Is there really nothing I can do to insure against such a situation, short of just making sure I stay really good friends with you guys and then doing lots of impassioned pleading? :)

    I guess the other angle with this is the open source route - if I can fix such a bug myself then the problem is solved. But that's a discussion for the other thread.
     
  44. Deleted User

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    ^

    What SP says, this is one of the knee jerk fears of getting to the end and hitting an issue. The bug might be low priority to Unity but I'm stuck with customers raising pitchforks outside my office. It's already happened to an MMO we are sending to Brett, that's the only real case solution I'd use source code. It's not something I'm personally particularly interested in but it has it's use in places.

    But lets see, this patching service might swing things around and if I see things going well I'll purchase a support contract anyway. As Graham says, chances are if it's a big issue we won't be the only one complaining.

    You have to give them the benefit of the doubt, lets encourage them.. I'm excited to hear whats coming, I'm the first to moan and the first to congratulate it's a two way stream.
     
    Last edited by a moderator: May 16, 2014
  45. makeshiftwings

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    Yes, it's there now, but it wasn't yesterday. ;) Yesterday it said it was fixed in 4.3.4, which it wasn't. I do think it's awesome that it's updated now, but I was saying it would have been cool to have a comment like "Yes we realize this is still broken" or saying specifically "fixed in a future build" rather than "Fixed" in a past build like it was.
     
  46. VicToMeyeZR

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    Maybe I misunderstood what he was saying. I'm not sure. If I did, I apologize to you sir @QA for life

    This is just another issue. I posted my issues in the feedback thread, and I posted this issue in this thread. Should I only be able to focus on one thing?
    Again, maybe I am misunderstanding you. Progress in the patching is good, but I'm not seeing where the issue is with a complete patching system. Why it can't be done. That's all.

    Thanks for your time
     
  47. Ryiah

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    No, but you could start working towards that goal in small increments. Assuming spending the time doing so is actually worthwhile.
     
  48. QA-for-life

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    Hey Mr. Pig,

    We obviously can't promise you that situation won't happen again. What we can say is that, unlike previously, we now have a release train for such issues, which is roughly infinitely better than it was.
     
  49. superpig

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    Well, I guess 'roughly infinitely better' will have to suffice for now. ;)

    (Definitely interested in having that discussion about "pay money and get bug fixed" consultancy services somewhere down the line, though… assuming you guys don't open the source code before then. Or maybe you could introduce an "emergency source license" whereby you give me the source code in return for me fixing the shipstopper bug and then contributing the fix back to you...)
     
  50. im

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    lol :)