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Unity Patch releases discussion

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

  1. GrahamReeves

    GrahamReeves

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    This will be in 4.5.2p1. The issue tracker doesn't show what version it's fixed in unfortunately!
     
  2. Graham-Dunnett

    Graham-Dunnett

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    Will be in 4.5.2p1, which should go out today.
     
  3. Graham-Dunnett

    Graham-Dunnett

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    Well, nothing is going to happen about that until one of our QA team can replicate the problem. So, if you haven't submitted a bug, please submit one. As we always say, the bug report will need to be explicit enough to allow QA to replicate the problem. What you typed here on the forum isn't explicit enough.
     
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  4. superpig

    superpig

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    Sweet! This is one of the issues that's caused the most problems for my students. I'll get them to update and see if things work more smoothly.
     
  5. shkar-noori

    shkar-noori

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    How to reproduce [in my case]:
    1 - Open Unity [duh]
    2 - Open a scene[SCENE1], Save the scene
    3 - Open another scene[SCENE2],

    the hierarchy will show the gameObjects of SCENE1 instead of showing gameObjects in SCENE2, you will either have to create a new gameObject or click either [Alphabetical,Transform] sorting options for the hierarchy to update,

    I dont have unity right now since I'm out of town, but will fill a bug report in a couple of days if nothing happened after updating to 4.5.2p1
     
  6. gdeglin

    gdeglin

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    Some of the release notes or confirmed bugs in the issue tracker could use a lot more detail. It's sometimes really hard to know what's broken and what got fixed.

    For example:
    Bug: "[iOS] Screen.orientation breaks touch input - This issue has no description."
    And the corresponding fix: "(617623) : iOS: Fixed touch coordinates being wrong under interface rotation".

    Sounds serious, but I have no way of knowing if I actually need to worry about it.
     
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  7. Graham-Dunnett

    Graham-Dunnett

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    Well, if your iOS app has problems with touch position when the screen is rotated, then take the patch. If you don't have this problem, then perhaps the patch isn't for you. With each patch we recommend that customers only upgrade if they know they need to.
     
  8. Lockethane

    Lockethane

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    Graham would it be possible in the future for the patch team to pick a couple higher profile(such as DX11's tabbing issue) and include some sort of progress(doesn't have to be a weekly countdown) just some indication of progress. Or working with the bug report team to have more than reported/fixed? Great work so far though.
     
  9. Graham-Dunnett

    Graham-Dunnett

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    The sustained engineering team will try and solve a mix of bugs reported by our paying support customers, and cases that have high numbers of votes on Issue Tracker. The cases the team pick have to be solvable - so a bug that takes 2 weeks to fix is unlikely to be chosen. (I am not saying that the DX11 tabbing issue is a two week fix - I actually don't know without looking for it what the bug is.) We're aiming to solve low handing fruit. Once the small annoying things are solved, we'll start to tackle more complicated issues.

    PM me the bug number and I'll take a look.

    Just FYI, we've not managed to get a patch build made this week. :-( Has been too many build failures. :-( :-(
     
  10. Lockethane

    Lockethane

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    I guess this would be the wrong thread to try and discuss the idea. As for the DX11 tabbing issue I saw that someone else from Unity said that it should be in the 4.5.3 release. The idea that I was wondering about was a coarse bug roadmap; since the alt-tab issue that caused a crash had been around for a couple months now without any sort of indication as to when it would be fixed.
     
  11. superpig

    superpig

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    I would guess that a bug roadmap couldn't really work because bugs are so unpredictable; no matter what they might intend to fix in the next patch release, that all goes out the window if some new widespread crash bug shows up.

    Maybe what you want could be achieved through minor tweaks to the issue tracker though, such as displaying a 'Complexity' field for issues - bugs that are 100% reproducible on one particular platform being lower-complexity than hard-to-repro bugs that affect multiple platforms, etc. Then you could use that to predict whether the Sustained Engineering team are going to be able to fix it easily (=quickly) or not.
     
  12. Aras

    Aras

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  13. MrEsquire

    MrEsquire

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    No update today 4.5.3?
     
  14. shkar-noori

    shkar-noori

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    its already up.
     
  15. Frederic-My

    Frederic-My

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    I'm reading this in the release notes for 4.6.1p2:
    "(611717) - Android: Tegra2 is now limited to 1k textures to avoid driver problems."
    The bug is still 'active' though, is that a temporary fix or a final thing?

    I have several atlases that are 2048*1024 or 2048*2048, what will happen to them? They won't load, they will get resized, I have to split them into smaller atlases?
    I'm on 4.6.1f1 right now, but at some point there will be a 4.6.2 including the content of this patch, and if I need to make changes I'd like to get a head start.
    Thanks.
     
  16. superpig

    superpig

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    It's hopefully temporary - we needed to do something to resolve the crashes for now, but we're still looking to see if there's a better solution. No promises though - when it comes to driver issues, it may be up to the IHVs to fix things.
     
  17. Frederic-My

    Frederic-My

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    OK, thanks.
    What happens under the hood with the patch version then? Do textures bigger than 1024 get automatically resized to 1024 when a game loads them on a Tegra2 device?
     
  18. superpig

    superpig

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    I'm not entirely sure - the behaviour is equivalent to 'pretend the device says it only supports 1024x1024 as a maximum texture size,' so it does whatever we do on devices that only support 1024x1024 textures. I don't know what that entails but I've passed the question on to the people who do and I'll get back to you.

    However, I got word today that we're reverting the change and looking for a better fix instead - or at least making it only affect the device that actually has a problem (Galaxy Tab 1) instead of all Tegra2 devices. That's due to land in the next patch release, if all goes to plan.