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What are your thoughts on the current UNITY documentation?

Discussion in 'Documentation' started by Power777, Aug 27, 2014.

  1. Power777

    Power777

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    I am basically neutral on the current state of the UNITY3D documentation. However, i have heard from people that like it and also from those that dislike it. What are your thoughts/feelings on the documentation as it currently stands? I am just curious. Thank you...
    P777
     
  2. JamesLeeNZ

    JamesLeeNZ

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    Its there...
     
  3. Meltdown

    Meltdown

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    Could be better, lots of stuff is outdated and some source code doesn't even compile!

    In fact, could be a lot better.
     
  4. calmcarrots

    calmcarrots

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    Darude - Sandstorm
     
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  5. SunnySunshine

    SunnySunshine

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    I think it's great, easy to find what you're looking for and lots of examples. If you compare to other engines I'd say it is by far the best documentation.

    I haven't run into things that don't compile.
     
  6. Grafos

    Grafos

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    I think it's very good, there are times some usage examples are missing, and I remember once in a blue moon there might be something that doesn't actually work, but in those rare cases google is your friend
     
  7. Tiles

    Tiles

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    Has somebody actually clicked at the "Suggest a Change" link for one of the pages? I'm too shy ...
     
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  8. DarkEcho

    DarkEcho

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    Jul 7, 2014
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    Well the documentation itself seems to be solid sure, however, from experience of others & myself, I think its a case of HOW to use it. When I began my earily programming, I was dirrected there so many times, problem is I didnt know how to use it, I just looked at it like "wuhhhh?". I was outside my comfort zone and wasnt willing to TRY anything. I think thats the problem with new players. They dont know HOW to use the documentation & lack confidence to try.

    This is from experience 100%
     
  9. fffMalzbier

    fffMalzbier

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  10. Demigiant

    Demigiant

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    Yup, lots of missing stuff in the documentation, especially for UnityEditor where many classes have undocumented APIs, but I think/hope they're trying to change that.
    Also, as I suggested here, Unity should really implement XML comments along their DLLs, so that IntelliSense can do its job.
     
  11. Jaysayz

    Jaysayz

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    It's gotten me excited at times and frustrated at other. It's an alternative to what's out there; I still haven't checked out the videos yet.
     
  12. Tiles

    Tiles

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    Hmm, i thought the api pages all have a "suggest a change" link now. But it seems that just a few ones really have this link. So the first step would be to add this suggest link to every page i would say.
     
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  13. Stardog

    Stardog

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    Do you mean the Manual or the Scripting API?

    I don't think I've ever used the manual, and the Scripting API should be a wiki. It would let us add better examples.

    They should also have a Code Snippet section (like https://gist.github.com/) that we could link to from the scripting wiki.

    The regular old wiki (http://wiki.unity3d.com) is too much of a random dumping ground.
     
  14. Rasmus Selsmark

    Rasmus Selsmark

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    @Tiles, yes we did have a "Suggest a change" link on our pages back in August, which has given us a lot of valuable feedback, which we will use to improve the documentation going forward. Especially there was a lot (~30%) reports on UnityScript samples which wouldn't convert to C#. As announced on http://blogs.unity3d.com/2014/09/03/documentation-unity-scripting-languages-and-you/ we're shifting to C# as the main language also for documentation, so we will address these "broken samples" in the 5.0 docs.

    Since we started getting a significant number of duplicate reports, we decided to take the "Suggest a change" feature down again, but we see it as a good way to get your feedback, and we will most likely have that feature available again at a later point.

    Best regards,
    Rasmus, Unity Technologies
     
  15. Tiles

    Tiles

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    That's nice to know. Thanks :)
     
  16. LSPressWorks

    LSPressWorks

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    Im pretty irritated with it right now actually. They removed the list of input manager name keys from the docs/man/input
    so I can't get joystick up and running for lack of a right name for joystick x/y +/-
     
  17. Stardog

    Stardog

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    Maybe this is useful - http://wiki.unity3d.com/index.php?title=Xbox360Controller
     
  18. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    Huh? http://docs.unity3d.com/Manual/ConventionalGameInput.html Same as always; hasn't changed.

    --Eric
     
  19. LSPressWorks

    LSPressWorks

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    maybe I am thinking of the wrong doc or the wrong site, but it looked alot like this,
    http://docs.unity3d.com/ScriptReference/KeyCode.html

    except that it had the Axis names, Something Like JoyStick0 Axis0 (-).

    Hmm...best look some more.
    and some more...

    Putting that aside, are we discussing the new look? Or are we discussing the functional aspect of the API reference material for unity?

    Overall it's pretty good. Taxonomy is pretty fair. Multi Code examples are usually good enough.
    links to related topics would be nice.

    i.e.
    :) == You have this.
    :( == would be nice
    Some API refs will say something like :)
    RigidBody.Velocity :)
    BLAh blah blah

    :(SEE RELATED : RigidBody.relativeVelocity; (measures the speed between two objects)
    RigidyBody.velocity.Magnitude (etc)

    Example One : Getting an objects velocity
    Example Two : Setting an objects velocity


    Your help system, docs as they were are great for the most part. Very up front and obvious. It would be nice to have the deeper just a click away.

    Like here

    http://docs.unity3d.com/ScriptReference/Component.GetComponent.html

    If it could also reference getcomp in kids and parents , that would be so nice.


    As for the new look. I will never ever ever be a fan of anything pastel, but then again, I am not your entire audience. I think the bling effect will appeal to many people.
     
  20. LSPressWorks

    LSPressWorks

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    P.S. It's important to remember that Unity has an API nearly the size of Java. It's huge, and even if one is familiar with programming, it can be a task. The documentation *should* be the first line for introduction (although in reality the community is.) Organizing that into a format that makes learning Unity super simple is no easy task for you guys, and you've come along way on that since whichever version had the flying dog included with it. So don't think I'm being a butt-hat or anything. Frustration is frustrating.
     
  21. the_motionblur

    the_motionblur

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    Actually I like Unity's documentation. This doesn't mean that it's perfect or should remain like that forever but for my needs so far I like it.

    Navigation has improved on the last iteration and is now more organized and structured.
    The wording is mostly easy to understand even for beginners.

    On the scripting API I can't say too much as I am only using very basic commands and features from there.
    So far it felt adequate to me. If there are missing references or documentation they should of course be added and actually available, already. Undocumented features are bad and need to be remedied.

    I wouldn't want a Wiki, though. Wiki documentation never feels really solid or clear to me. Layout and navigation on pure wikis often is a mess if you don't know what to look for or if you're just browsing.

    Still: All in all I like Unity's documentation very much. If it keeps improving further - adding the missing stuff - updating the old and irrelevant things then I know that I will certainly like it for years to come. ;)
     
  22. LSPressWorks

    LSPressWorks

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    The current evolution of navigation reminds me of the MSDN disks that came with VB and Foxpro back in the day.
    There is also the distinct possibility that I have been hunting for answers in other forms of documentation for so long that the structure of the help system is just really foreign to me.

    As for the "loose meat" wiki structure, I will never understand how that managed to gain foothold, anymore than I will understand how formats like the classic linux forum style of "documentation" has taken off. I think when it comes to things like that the methods and specifics are based on having little or no regulation or work put into them,

    BTW, what CMS is this site using, I like the post editor alot...Wouldn't mind adding it to my CMS...
     
  23. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

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    The Unity forums use XenForo.

    --Eric
     
  24. Vanamerax

    Vanamerax

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    The navigation of the scripting API feels good to me, however, I find some pages completely lacking information as others have already pointed out.

    Especially when it comes to writing editor code, it's unclear to me whenever I have to use some functions and when I shouldn't. Just as an example, there is an EditorUtility.SetDirty function somewhere, but it is still a bit vague when to and when not to use this function. Does this also include writing propertydrawers? Or do they handle this stuff automatically? The page mentiones prefabs, but this doesn't count for gameObjects that are in the scene? Questions like these never get answered in the docs.

    Another example, I have no clue on how to use propertyDrawers for use in EditorWindows. How does one go about that?
     
    landon912 likes this.
  25. MrGuardianX

    MrGuardianX

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    Sep 29, 2014
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    Navigation is good, the rest is subpair. The documentation lacks depth and some things are completely undocumented. I hope Unity developers will improve it over time.
     
  26. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    I hope the community will help us improve it over time.

    (I'm keen that we open-source the docs.)
     
  27. barbe63

    barbe63

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    Oct 6, 2014
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    I think it is lacking on two things:

    -Be specific on what is doing what exactly. 2 examples: Atomic for mecanim. So transitions can be interrupted. Does that means the transition is skipped and we instantly jump on the next transition? Or that the transition is just cancelled and we go back on the previous state? And what happen to my trigger if it is checked and in a transition. Many questions... Other example: Animator culling mode. Does it imply the state machine is still working in the background? It can be more specific.

    -Need examples.. Not every pages includes examples of utilisation. When you should use that function or option is not obvious if you're not used to those things.
     
    Last edited: Jan 31, 2015
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  28. tswalk

    tswalk

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    I don't see how that will improve things, that just feels like the load is being pawned off somehow... it should be a large part of your product development/deployment process to ensure each Class has thorough documentation along with references, example"s" (emphasis), and guides. IMO, wiki's and the like are more of the realm of "community" additions to expound upon the basis of what already exists. Unfortunately, that doesn't happen when you run into the following example:

    I've run into many instances of this style of documentation with Unity:
    http://docs.unity3d.com/ScriptReference/EditorMaterialUtility.html

    When all of it should really look more like this:
    https://msdn.microsoft.com/en-us/library/system.collections.ienumerable(v=vs.110).aspx

    While the "manual" is a good direction and I really enjoy the "in-depth" blogs by your leads, I still feel as though the API is lacking.

    I can understand that perhaps the documentation group (if there is one) may be in the process of working on Unity 5 material and what Unity has today is better than it has been in the past, but I just certainly hope that it is greatly improved for U5 release. There's still an amount of work left to do on 4.x, but after U5 I'm afraid WYSIWYG for 4.x documentation.

    In all honesty, I kinda' expect that too.. it's just the natural order of things. It will just be really frustrating if upon U5 release, the documentation state is on the same degree that 4x was...

    The idea is too reduce the amount of digging and discovery I have to do to use your product (API) to create the things I want and to expand the editor in ways that I need them too. Especially the latter of that, people could rejoice with this capability of the Unity editor... and a reduction of the ramp-up time to do this can only happen with fully documented and exemplified materials.
     
  29. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    Part of the problem with the empty pages is that some classes and functions are not meant to be public. So my documentation team (there is me plus three others) skip over them. Then for unknown reasons the classes are not tagged properly and the publishing tools pick them up. Also, we kind of rely on the developers to help out with functions they create, but getting them involved can sometimes be tricky when they have features and bugs to work on. In the example you give, I agree that a completely blank page isn't very useful. I'd hope that if someone has figured out what it does, if they could provide some wording, rather than a bug report, it might be beneficial for all.
     
  30. eddielu

    eddielu

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    Feb 9, 2015
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    When I read following sentences, it took me 10 minutes to realize what it really means

    If replacementTag is not empty, then for each object that would be rendered:
    • The real object’s shader is queried for the tag value.
    • If it does not have that tag, object is not rendered.

    Let me guess what the code snippet probably looks like:
    const char* pcTagValue = SomeDirctionary.Find(pcTagName);
    if(invalid == pcTagValue)
    return SomeInvalidTagValue;


    I think it is plain translation from the code but not the logical flow. I really need to change my mindset to follow the document.
     
    Last edited: Feb 9, 2015
  31. hippocoder

    hippocoder

    Digital Ape Moderator

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    My thoughts on documentation are they're frustratingly minimal for the more technical tasks, but verbose for the simpler tasks, and it's not just an impression. I would have thought that in general, the docs need an advanced rollout which reveals lots of techie info that would otherwise clutter things for newbies, but deeply satisfy the programmers digging deeper.

    I want to see notes from the developers. I want to understand much more about the inner workings of Unity to best work with Unity and get the most from it. As I understand it, even Unity staff have to say things like "I'd have to check the source..." and truly great documentation (which can set you apart from your peers) would cover this.

    Unity's docs are often better than documentation from peers, but could be so much more. I understand the risks involved with presenting information about what happens under the hood - ie things can get out of date - but that is a good use case for pulling out a comment from the source code when building docs - perhaps via a tag. So we have an advanced rollout with these comments pulled from source, which of course tend to be up to date since any changes by programmers would certainly have to fix the tech doc comment.
     
  32. Meltdown

    Meltdown

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    Can we please just open source the documentation so anyone can make edits.
     
  33. quizcanners

    quizcanners

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  34. Graham-Dunnett

    Graham-Dunnett

    Unity Technologies

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    Send in a bug report, and it'll get fixed.
     
  35. UnityFan18

    UnityFan18

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    Jul 4, 2016
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    Hello,

    I really wish the docs were open source and that they had ability to add comments. Apart from that I wish there were more examples from the community to add more depth.
     
  36. paulsm_unity

    paulsm_unity

    Unity Technologies

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    Sep 9, 2017
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    Hi there. We are currently working on adding more useful API examples so stay tuned.
     
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