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What has happened to the QA in Unity?

Discussion in 'General Discussion' started by mattSydney, Jul 18, 2015.

  1. ZJP

    ZJP

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    This...
     
  2. Deleted User

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    Not saying I'd want something like that in Unity either, the point being flowgraphs have been in the system for years. Personally I don't see how a visual scripting system would help in what's essentially the simplest coding system I've seen in games.

    Again the advantage of open source is you can fix it yourself, issues occur when there's 100's of bugs and you waste all your time and money fixing it. To the point it becomes counter intuitive to use a pre-made engine, because 90% of the time generic engines try and be all things to all people. Complex for the sake of being complex....
     
  3. ZJP

    ZJP

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    Maybe. The number of sold PlayMaker contradicts that. :p

    Agree. In certain circumstances have the sources allows to solve troubles.
    I maintain since 2 year this abandoned product needed for my project. Impossible whitout source. Works fine.. :cool:
     
  4. Ryiah

    Ryiah

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    PlayMaker is not precisely a visual scripting tool. At least not in the same style as Blueprint. Blueprint is far more general purpose and in many ways closer to an actual programming language whereas PlayMaker is primarily a finite state machine in visual form.

    As a programmer I tend to prefer text-based languages over visual ones, but I still have a copy of PlayMaker as there are some situations I can see myself using it over more traditional methods. I doubt I'm alone in this either.
     
    landon912 likes this.
  5. chelnok

    chelnok

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    Idea. Get some, say 20gigs all kind of assets from asset store. All kind of models and animations from different devs, few editor plugins and extensions, fps pack with weapon camera, decal, dialogue and inventory systems etc and use as many different publisher as possible.

    Indie friday afternoon at Unity! Set up a team, and start making a game. After some time, you will be wondering how to send bug report about bug reporter. Plus, if you make a good game, you can put it on Steam :)
     
  6. ZJP

    ZJP

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    What is the best 'competitor' of Blueprint : uScript?
     
  7. SpiriTx

    SpiriTx

    Graphics QA Unity Technologies

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    Actually we have a lot of gamedev events. Usually at least one team during every hackweek creates a game and we have other special events (like team building weeks) where different teams create games.

    Furthermore, we have content and learn teams, which create projects as their full-time job.

    And most of us have their own pet projects in Unity, so I quite assure it you that we use it all the time and report bugs about it.
     
    chelnok and ImpossibleRobert like this.
  8. Ryiah

    Ryiah

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    I've only tried PlayMaker. At best I can only guess. I'd say it has a good chance based off screenshots though.
     
    ZJP likes this.
  9. imtrobin

    imtrobin

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    I'm going to summarize the points here

    - Bugs report can take months to be looked at, some instant. Its like striking lotterey.
    http://forum.unity3d.com/threads/pro-users-are-you-getting-better-support.340187/
    http://forum.unity3d.com/threads/pro-users-are-you-getting-better-support.340187/#post-2223878

    See vote here
    http://forum.unity3d.com/threads/bug-report-response-time.345628/

    If bugs are prioritized based on latest Unity version, if it takes a couple of months to look at them, it may be already behind, so isn't that contradicting?

    - Some easy bugs are not fixed but left around. Some critical, still around
    http://forum.unity3d.com/threads/bu...ne-root-game-objects-in-build-runtime.291137/

    http://forum.unity3d.com/threads/dr...ion-of-unity-4-6-4-6-4p2.318742/#post-2153643

    Unity boast to have hired 160 engineers. I'm sure some of them can fixed these easy bugs.

    - QA gets swamped by bug reports, many useless, and probably same bugs since the bugs doesn't get fixed.

    - Some bugs, QA doesn't think it's a bug, either lacking knowledge, so the bugs never get fixed.

    I reported that Assetstore "Sorting by Purchase" is broken since first Unity 5. Last week, finally, QA finally PM me to discuss the bug, and the respone is "Free items downloaded" are also shown in "Sort by Purchase", thiis does not happen in U4, and QA think this is a feature, so this will never get fixed.

    http://cyberversion.com/private/unity/qa.jpg

    You can see the issues, and improve things, or let things be.
     
    MrEsquire and manutoo like this.
  10. manutoo

    manutoo

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  11. schmosef

    schmosef

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  12. manutoo

    manutoo

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  13. schmosef

    schmosef

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    Thanks, I missed that. I was looking for a case #.

    I agree that after 3 years with a confirmed bug report, they should have fixed this by now.
     
    MrEsquire likes this.
  14. 3agle

    3agle

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    The particle clipping bug is fixed in Unity 5. It did take a long time to get to this point though, it frustrated me for a while in 3.x.
     
  15. manutoo

    manutoo

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    @3agle,
    I have Unity 5.1.2f1 and I still get it.
     
  16. 3agle

    3agle

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    Really... That's quite odd, it must be something related to the specific setup you have, as the particle systems I'm looking at right now all clip correctly (5.1.0f3). The particles render even when the emitter is not in the camera frustum.
    Perhaps giving some more details of your setup (on the other thread) might help figure out what's going on?
     
  17. manutoo

    manutoo

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    So to stay on topic, I looked for the particle clipping bug in the Issue Tracker ; it's here & it's marked as solved (report date = Dec 11, 2012 ; solved date = no idea!) :
    http://issuetracker.unity3d.com/iss...stem-is-offscreen-the-particles-all-disappear
    But a new one appeared here (report date = Dec 11, 2013) :
    http://issuetracker.unity3d.com/iss...g-once-the-main-particle-object-leaves-screen
    That's more than 1 year and half ago...

    So I did a new bug report, using the method outlined by @SpiriTx : I exported my test scene to a package (after I had to _manually_ remove all my scripts 1 by 1 !) and replaced the whole project by that test scene in the bug report.

    So I'm a paid user, posting a bug with a reproduction scene, it should get looked at pretty fast, no ..?

    BTW, I got an answer for my bug report about the sound issue (the 1st one where I had attached a project) : "we can't reproduce the issue"... o_O
    I answered them that it got worst by converting the files to .ogg, but didn't get any further answer. It was more than 2 weeks ago.

    And nearly 50% of my bug reports are documentation related, so it'd make no sense to attach a project to them just to get a chance to be looked at...

    @3agle,
    I already gave my workaround in the other topic, so it'll help anyone looking for that bug. No Unity tech will read that topic, so it's not the way to make a fix happen.
     
  18. Aurore

    Aurore

    Director of Real-Time Learning Unity Technologies

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    I do want to point out that if you have a bug that is many years old and it is still a bug in the latest version of Unity then you should submit a new bug report, QA are not likely to look at bugs that old.
     
  19. manutoo

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    The Too Bright GUI bug report is already more than 2 months old => http://issuetracker.unity3d.com/iss...-than-in-builds-when-using-linear-color-space .
    And the bug is still not fixed.
    I think this is a very long delay for such an annoying bug. It makes designing the GUI really difficult, especially when using a 3D scene as background (ie: switching back to gamma color space isn't a perfect bypassing of the bug)...
     
    Last edited: Aug 14, 2015
  20. zombiegorilla

    zombiegorilla

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    It might be possible that it's low priority because it is legacy.
     
  21. manutoo

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    @zombiegorilla,
    that'd be somewhat acceptable if the bug was old and small, but there it's a new one introduced at beginning of June & it's really messing up my work flow... :confused:
     
  22. SpiriTx

    SpiriTx

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    I've checked it in fogbugz and it was resolved as fixed 2 weeks ago.
    Will investigate why issue tracker doesn't reflect that status yet.
     
  23. manutoo

    manutoo

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    @SpiriTx,
    did the fix make it to a patch release..?
    I read all the changelogs and I didn't see anything about it, but maybe I missed it or misinterpreted some description..?
     
  24. SpiriTx

    SpiriTx

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    It was fixed in dev's branch, it will take a bit to get merged to the release ones.
     
  25. manutoo

    manutoo

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    @SpiriTx,
    ok, thanks for the heads up ! :)
     
  26. HemiMG

    HemiMG

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    I'm facing the same dilemma of deciding whether to stick with Unity or not. In fact, I'm supposed to be sleeping now but I'm too busy stressing over whether I'll continue to try to get Enlighten to do what I want tomorrow or start the whole project anew in Cryengine or Unreal and eat all the time and money I've spent so far. I figure I can at least have the basic scene setup in one of them quicker than I'll be able to figure out all the issues I'm having, and at least I'll feel like I'm making progress instead of spinning wheels. Still, I like Unity and putting it behind me isn't an easy decision.
     
  27. SpiriTx

    SpiriTx

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    I'm sorry to hear that. Could you please specify biggest issues you are facing? Is it long bake times, incorrect lightmap results with artifacts or something more specific?
    Feel free to PM with any bugs or questions you have.
     
  28. hippocoder

    hippocoder

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    I recommend you try the others out and see how bug hunting goes there. Bugs are a normal fact of life in game development and utterly unavoidable because game development is an approximation, not a simulation. It has to be approximated due to everyone wanting more than what current hardware can actually do ;)
     
  29. HemiMG

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    I've detailed many of the issues in the GI or General Graphics forums, I may PM you later after I've gotten proper sleep. But some of the many problems include Auto-UVs not stitching correctly no matter what settings I tweak, making modular scene design impossible. I get errors about failing to load GI files, or failure to load geometry, or geometry not having albedo UVs when I know it does every time I bake. The first of those is every bake, the other two seem to be random. Clearing the GI cache does nothing to solve it. There are also horrible seams where my floor sections meet, but this seems different from the seams on the walls because turning of HDR on my reflection probes fixes the floor issue. Unfortunately, turning off HDR on the probes causes all my metal to turn black because the specular color doesn't properly show. I have a room with a window taking up about a third of the wall, and a directional light shining right into it. When I turn off the lights in the room, the room goes pitch black except for on strip of light where the directional light comes in, just like it would in Unity 4.x, pre-GI. None of that indirect bounce lighting that you show off in all of your GI videos works. Turning indirect lighting and bounce boost all the way up only strengthens that little strip. This happens whether the directional light is realtime or baked. The shadow on my trashcan is also oddly U shaped instead of rectangular shaped, no matter what I set the bias too and shadows seem off on other objects as well, but that isn't a GI issue, it's just something else that's going wonky and I can't find a reason for. There's probably other things I'm forgetting now because I'm tired and there are so many.

    Oh, I totally get that. I've been making games since back in the days when we had to write our own 3d engines in software and use lookup tables because computers weren't fast enough to do the maths in real time and hardware accelerations wasn't a common thing yet. I don't mind tricking the player into thinking something is more realistic than it is. And, for example, if I have to fake GI in that room I mentioned above by setting up some type of extra light to shine in there, that may be fine. But Unity advertises having GI, so I really shouldn't have to fake it. I don't expect it to be as gorgeous or accurate as the realtime GI tutorial I saw for Cryengine where the dude opened a door in a dark room slowly and all the light from the other side spilled into the room realistically and in real time. But it would be nice if it did a little better than Unity 4 would. Every GI video they show off for Unity 5 shows how much more bright and realistic GI makes a scene and I can't replicate that.

    When I first encountered the issues, I decided to worry about them later and finish modelling and texturing this section of the level. Now that that is done and I still cant' fix the issues, I have choice to make. Do I put it off again, and start the scene optimization process now that the initial layout and design is done, and then hope beyond hope that I magically figure it all out? Or do I just switch engines and hope that their solutions work a little more elegantly? All I know is that I don't want to continue wasting time in Unity if it isn't going to do what I need. Maybe I'm just too stupid to figure it out. I dunno. But it's not for lack of trying, and it's not for lack of asking for help in the appropriate forums.
     
    neginfinity likes this.
  30. hippocoder

    hippocoder

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    I believe everyone needs to try every single major engine at least for a few weeks. It is retarded not to in this age of open access. This isn't about being a fanboy or loyal, it's about what you need and want, and rightfully so.

    I chose Unity because it really works for my current game. I have a lot of problems working in Unity but as far as I can tell I get different problems in other engines. So the grass is poop brown on both sides of the fence. That's OK it's actually something everyone gets in all engines when they're serious about moving on from prototypes. It's normal.

    Turns out for me, Unity has less overall problems, or more problems solved that I can work with. Had Unity been available without asset store, and without thousands of answers to problems on google, I would not be using it today.

    Those extra resources do make the difference that make Unity currently the best fit for me today. So when choosing an engine, one must also consider the amount of resources that surround it.
     
  31. HemiMG

    HemiMG

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    For me, it isn't so much about brand loyalty as it is the sunk cost fallacy. I've already spent several weeks and $90 in assets on this project, so switching to Unreal now feels like a major waste of all of that. Of course, that fails to factor in the amount of time I may spend in the future making Unity do what I want, the exponentially increasing frustration of having the editor crash every few bakes or just randomly produce wrong bakes that cause the scene to need to be rebaked, and whatever future costs I may have to spend on assets for things that Unreal can do out of the box.

    However, it seems that Unreal can't handle lightmap stitching any better than Unity can, so I'm going to have to rethink how I do the modularity of my level and redo a lot of it anyhow. So I'm not losing as much time by making the switch, as long as I make it now and quit kicking the lighting problem can down the road as I work on other things that add even more sunk costs to the equation.

    At this point, although Unreal might have similar problems or a new set of problems, I think it is the best thing to just give it a try.
     
    hippocoder likes this.
  32. dudester

    dudester

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    ive experienced similar problems with unity , scene corruption scenes just randomly becoming empty , code that works sometimes then stops working othertimes , truly odd behavior , but having decided to try other engines i can say for a matter of fact that unitys probably the best , usability wise , work flow , editor performance , out of the box functionality , but i encourage others to try it out for themselves , unreal especially was completely unusable to me , just way to complicated , and c++ oh no , that was a terrible language , but i do hate / dislike all the bugs but i just learnt to make frequent backups of my work all the time , cause this is technology and its always going to do unpredictable things , anyway most of thats just my opinion .