Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

What's your biggest problems/missing features with Unity ?

Discussion in 'General Discussion' started by nekitu, Feb 5, 2017.

  1. SarfaraazAlladin

    SarfaraazAlladin

    Joined:
    Dec 20, 2013
    Posts:
    280
    It seems to be a general fear that when the logic landscape opens up that we'll take the back seat to those who can't code in terms of Unity support and features for programming. I'm just saying that we can be mad at the users, or we can be proactive with Unity, and make sure that they keep taking care of us while they're catering to other devs :)
     
  2. Lostlogic

    Lostlogic

    Joined:
    Sep 6, 2009
    Posts:
    693
    I've been in this industry a long time and personally really love Unity with how it has evolved over time. Things are so much better compared to when you had to write gfx code based on the chip-set! Anyway, to the post, here are my wants (not in any particular order):

    1) HTML renderer/navigation within a texture. Basically allow me to display web content within a game just as if they had a virtual browser open. I've seen some third party assets for this but they scare me given the price-tag and the fact that I've had several assets put in the dreaded "Deprecated" status.

    2) Better integration with Apple and Android app stores. It's gotten a LOT better but it's still a pain to publish something to the App Store. I know it has a lot to do with the platforms themselves but some things could be easier. For example, having to remove "Uses Webcam" from preprocessor.h, or having to manually set the provisioning profile, or the other little nit-pick fields that don't transfer from Unity to Xcode.

    3) Server based networking. Forget the peer-to-peer mess. I haven't used that model in decades. A real server-based networking system with complete matchmaking (automatic if desired aka Overwatch,) authoritative persistence, and all the fun client things like interpolation and state management built in. Chat, lobbys, rooms, etc. Basically Photon but better and integrated.

    4) Leaderboards, achievements, etc. It sure would be nice to not have to roll my own PHP leaderboards or rely on Game Center (and others) when I want to store scores.

    5) Cloud storage for in-game assets. Wouldn't it be cool if I could easily have the game client download assets over the web instead of embedding them in the build? I know you can pull data now, but its far from simple and you still have to pull it from somewhere. I'd be happy to pay Unity a fee for cloud storage that was built in and EASY to use.

    6) Patching system. Please, oh this would be so awesome. If I could only send out delta updates and not require complete client downloads. The perfect storm would be something like how Guild Wars works. I love how it doesn't download until you need things and constantly keeps you updated without interference. Mix this in with #5 for a really cool system.

    7) Better asset organization. Navigating around my assets seems cumbersome. It would be nice to have logical versus physical buckets to put things. I have gigs of assets and finding what I want is never easy. The same goes for when you select an asset within an object. Scrolling through 10000 textures isn't always the easiest thing to do.

    8) Loading meter. There are "ways" to show a load bar but it would be quite nice to have a built in option to display a spinner or custom animation in-game when the system is loading a level or assets. Ideal would be something as simple as checking a box to display a default spinner. I'm always afraid people are going to stop my game when they think its gone into the loading abyss.

    9) Details on what makes up a build. Not sure if you can do this but it would be nice to see exactly what is taking up space in a build, by asset. That way I could compress textures or do something to shrink my build size.

    Thanks!
     
    nekitu, vakabaka and Player7 like this.
  3. passerbycmc

    passerbycmc

    Joined:
    Feb 12, 2015
    Posts:
    1,741
    People that do that are stupid, they are just trying to objectively measure everything. Its easy to measure and quantify how fast code is, but much harder to quantify its quality, thus you see people fallback on statements like that one. Thing is there is no point making micro optimizations if things are already fast enough, especially if you are wasting dev time, and removing readability from code to do so. Especially when you program in a commercial setting dev time is often much more expensive than execution time.

    edit: On the flip side of the coin, it is important to know how to optimize and how your design choices effect performance, you just often only need to apply that if it becomes a problem and not before so. Experience feeds into this a lot, you start to get a feel when if and when you should optimize.
     
    Last edited: Feb 7, 2017
  4. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    My own personal experience disputes this point. I've given honest dedicated extended efforts to learn C# in the past.
    I've purchased books on the subject - for dummies (Yes - perfect for me) and even gone as far as getting a tutor to sit with me and provide hands on teaching for me to learn how to code. Yes - I bought into the fallacy unless you know how to code you can't possibly create a game on your own, especially if it has an ounce of complexity.
    And in the end - I reserved myself to believing I can't ever be a indie developer like all the programmers who are able to create any game they want, even if it looks like a warm pile of steaming dung. Coder exclusive club only. Dang it!
    I've been creating games since around 85, entire modules for 16+ people to roam around in dungeons and personalized created creatures with extended rules and unique quests.
    But not computer game development. Its really upsetting to think I can't do something others can do simply because I'm a visual creative instead of a logical creative. Yes - I feel handicapped because I've never been able to write code. I can look at someone elses code and kind of understand it. But to write it. My brain says no - your not allowed.

    After seeing Playmaker - I purchased right away. Within 30 minutes with it and the documentation, I was able to create more than I've ever been able to create with code. And here is the great thing - I understand the important part of the fsm the 'why' and the 'how' and I'm pretty sure that logic is strongly based in code logic. So that is really important to understand for a non-coder - why something is working the way it is and how it can be fixed if it needs to be fixed.

    The real conversation from some seems to be - No Unity don't take resources away from other stuff to make games easier for other folk to make. Other areas will be neglected. And visual scripting tools will gate the engine to only give access as far as the visual tool allows.
    I can understand most of these arguments, but I know adding a visual scripting tool isn't taking any resources from the light baking team. Those guys are specialized in there own realms. So they aren't taking away one to put on another. They are in there own realms of expertise - at least - this is how I assume it is knowing how most companies I've worked for hire specialists to work in specific areas - not be a jack of all - and work on whatever we have that needs attention.

    Lastly - Here's a shocker - I agree with the opinion for Unity to keep visual scripting as a plug-in like Playmaker and others available in the store. But this opinion is solely because of selfish reasons. Because I own and have experience using Playmaker, I don't want it to be replaced with a built-in system unless it helps me to be more successful.
    However - Unity makes there own decisions and I respect them just as much as I respect any indie developer who is able to create and release a game using that engine. So whatever they choose - I have to agree with. They are my engine team - so what they do hopefully is to help me (and others) to be successful.
     
  5. GarBenjamin

    GarBenjamin

    Joined:
    Dec 26, 2013
    Posts:
    7,441
    Completely reasonable and although I don't have an interest in visual programming tools I certainly support them for the folks who want them. I get it because I think this is basically like two sides of the same coin.

    There are people who are skilled in both programming and art. There are many more people who are skilled in only one or the other. And far more skilled in neither.

    That middle one is the point though. For you (and I am sure many others) the barrier to Indie game dev is the programming. For me (and I am sure many others) the barrier to Indie game dev is the art. I think this is why so many people team up. It just seems like a natural solution to the problem. If a person can find a good person to work with.

    Just know it is not only you by any means. I am working on a new game project and although I do value gameplay over graphics I do value graphics. I think that is often miscommunicated in my posts. Anyway my options are to knock out the easiest & quickest graphics I can, spend considerable time making a game that would look perhaps half as good as what your will look like with less time spent or to hire out the art.

    For now I am simply using rectangles. A cheap solution. But I am thinking at the end of the work I will focus on replacing these graphics. It will still be ultra low res pixel art but at least will do my best to make them look good. I haven't done that in a long time and I think I would like to see what I end up with.

    Another thing is maybe you could barter/swap work with someone. Find someone you trust enough to work with. You do some graphics for them. They do some programming (with heavy documentation.... very well commented) for you. This way both people are able to work on their own games and at the same time filling the need of the other person.

    And you should know anytime you want to ping me about a programming question just send a message.
     
  6. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    Not to derail - Totally agree - I've recently gained an ally in this journey who has monumentally increased my drive, determination and relieved HALF of the workload. Though my point still stands in support of a lone developer.
    I'm super excited on our progress, and can't wait to show off what we've been working on. Should be in 2 feedback fridays from the upcoming one. :)
     
    GarBenjamin likes this.
  7. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,614
    I love Unity, but there are things that we really ought to have that aren't here yet, and Unity has been around for many years.

    First thing jumping to mind is some kind of nesting or referencing system for prefabs. Other use cases aside, building a complex UI without the ability to nest prefabs or have prefabs reference other prefabs is a pain. Want buttons in a window? Well, you get to prefab one of those things... too bad if you want to use the buttons elsewhere!
     
  8. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,816
    The Unity Editor needs a complete overhaul, it looks and feels archaic, and every day I work with Unity I can think of about 50 things I wish the editor would let me do to speed up my workflow.

    Some things I'd like to see are...

    - Don't freeze the editor when recompiling scripts after a code change. I'm sure code can be compiled in a background thread.

    - Work out a way to segment or cache script compiles so if I change one code file, not everything gets recompiled.

    - Give me an option that specifies how I want to name duplicated objects. The standard (1) appended to a duplicated game object name can be annoying when I am duplicating lots of objects in a scene and I want them to increment without the brackets or spaces on either side.

    - Allow me to copy and paste a game object as a child of the newly selected target game object.

    - 4K resolution support on Windows

    - A customisable toolbar with nice big buttons that I can use to access my favourite drop down menu items instead of having to navigate all the drop down menu structure

    - The ability to mark a game object state as persistent so when I stop play, it persists any edited values on it or any child objects.

    - More search filters in the hierarchy, allowing me to search by whether components are active, or be able to filter by properties on those components.

    I could go on for hours but many of these would help.
     
    Last edited: Feb 8, 2017
  9. Kiwasi

    Kiwasi

    Joined:
    Dec 5, 2013
    Posts:
    16,860
    Along this line, why do we need the editor to freeze when opening visual studio? That's not even the same process, let alone the same thread.
     
  10. Ironmax

    Ironmax

    Joined:
    May 12, 2015
    Posts:
    890
    I remember early version of Unity with mono where you could infact compile at editor runtime. You can still write shader codes while running..
     
  11. eskovas

    eskovas

    Joined:
    Dec 2, 2009
    Posts:
    1,373
    Ahh, the mysterious nested prefabs system. I've heard myths about this thing for many years. :p
     
  12. zenGarden

    zenGarden

    Joined:
    Mar 30, 2013
    Posts:
    4,538
    I know many 2D/3D artists that also need a high level code abstraction like visual scripting or blocks functionnalities.
    And there is lot of people that can't deal with 3D Engines menus and windows, they need a very simple interface like for example Game Maker 2
    www.youtube.com/watch?v=unVFnwGOWW8
    I made some game prototype in Unity using C# , i don't know why but i had more fun making it again in UE4 with Blueprints and achieving the same gameplay.

    I am not saying Visual scripting is a priority in Unity, as there is many already available assets in the store like Playmaker, FlowCanvas, Notorus and some others. But having one official could attract more non coders and would be better about support.
     
    Last edited: Feb 8, 2017
    theANMATOR2b likes this.
  13. Schubkraft

    Schubkraft

    Unity Technologies

    Joined:
    Dec 3, 2012
    Posts:
    1,070
    We're actually working on something like that. I small preview can be seen as follows:
    1. make a build with 5.4 or 5.5
    2. go to https://files.unity3d.com/build-report/
    3. click yes
    4. get build report
    It is currently under development and will be integrated into the editor proper and into cloud build.
     
    theANMATOR2b likes this.
  14. Freaking-Pingo

    Freaking-Pingo

    Joined:
    Aug 1, 2012
    Posts:
    310
    Just for clarification sake, but doesn't this already exist? When building you retrieve a build log where all assets included are ordered by size?
     
  15. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    You can already do this! For example: type 't: MeshRenderer' and the Hierarchy will filter all of the GameObjects that have a Mesh Renderer component applied to it. And it also works across multiple-scenes (I have attached a screenshot). Filtering the Heirarchy via Tags and Layers is not possible currently (I think?!) but i'll suggest it to the Editor team. :)
     

    Attached Files:

  16. SarfaraazAlladin

    SarfaraazAlladin

    Joined:
    Dec 20, 2013
    Posts:
    280
    Another one I wish we had was search by mesh filter's name. (Not just mesh filter component) There's been a few times when it would have been useful
     
  17. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    If I understand correctly in what you are suggesting; you can also already do something like this!

    1) Select Asset
    2) Right Click -> Find References In Scene
    3) Hierarchy and Scene View shows any instances/references of that selected Asset in the Scene.

    Screenshot Attached:
     

    Attached Files:

  18. Talavaj

    Talavaj

    Joined:
    Sep 22, 2013
    Posts:
    41
    Everything on unity is awful.
    But as an artist my biggest complaints are mostly
    • ancient borderline-useless terrain system
    • lack of surface normal snap, which could at least work with the terrain if nothing else
    • outdated material shaders
    • lack of basic editor features such as maximizing the viewports
    • pointless fiddling with specularity/opacity/glossiness maps being arbitrarily assigned into alpha channels
    And more, these are just the things I care enough to complain about.
     
    Flurgle likes this.
  19. Ironmax

    Ironmax

    Joined:
    May 12, 2015
    Posts:
    890
    I am pretty happy with materials and shaders in Unity (at least 5+ ver), i wouldn't say every thing is awful that is not right.
    I can produce advanced shaders you only find in AAA titels and make it even look cleaner.. Unreal engine have horrible normal mapping..
     
    Last edited: Feb 8, 2017
    theANMATOR2b likes this.
  20. Talavaj

    Talavaj

    Joined:
    Sep 22, 2013
    Posts:
    41
    Yeah right.

    And Unity normals all look like slimy plastic, without exceptions.
    But maybe you like that more ? I don't judge.
    The default unity material shaders are far from sketchfab even, which is a crappy online viewer, let alone some "AAA" titles.
     
  21. Ironmax

    Ironmax

    Joined:
    May 12, 2015
    Posts:
    890
    who uses default mapping ? Yes Unreal normal are horrible after compiling..(specially at high light areas)
     
  22. oilychi

    oilychi

    Joined:
    Oct 19, 2016
    Posts:
    2
    theANMATOR2b likes this.
  23. Dustin-Horne

    Dustin-Horne

    Joined:
    Apr 4, 2013
    Posts:
    4,568
    Install DotPeek. It's free and works both standalone and as part of visual studio:
    https://www.jetbrains.com/decompiler/
     
    theANMATOR2b likes this.
  24. SarfaraazAlladin

    SarfaraazAlladin

    Joined:
    Dec 20, 2013
    Posts:
    280
    This is exactly what I was looking for! thank you :)
     
  25. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    No worries, any time! :)
     
    angrypenguin likes this.
  26. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    I disagree! :D

    - Yep, the Terrain is quite 'long in the tooth', but still being used! I think they used it for Firewatch. We do have Terrain down on the "Research' section of the Public Roadmap! :) But for the time being, there are all sorts of other tools and systems that can create amazing terrain that can be imported. Have you looked at World Machine? If my memory serves me correctly, it was used by our Demo Team for the Blacksmith and Adam demos.

    - I agree about the Surface Normal Snap; this could be better! There is the current '[V]ertex Snap' but its not ideal for some meshes and geometry (Especially very complex ones). Ill raise this with our UX Team.

    - How are the Material Shaders outdated?

    - Maximizing Viewports: You can Right Click the tab of any window in Unity and hit 'Maximize' to... well.. maximize it! Is that what you are referring to? :D

    - Not sure what you mean by 'pointless fiddling'. They are all exposed as sliders/values so you can 'fiddle' until you get the result that is best for your scene (Or match what you intended). Do you have an example of where fiddling hasn't caused the ideal results?
     
    Last edited: Feb 8, 2017
  27. tango209

    tango209

    Joined:
    Feb 23, 2011
    Posts:
    379
    That one is in the works thankfully. See the Unite 2016 Roadmap Session @ 6:24ish.
     
  28. dadude123

    dadude123

    Joined:
    Feb 26, 2014
    Posts:
    789
    Why are you using it then? Every engine/environment has its problems and disadvantages.
    Unity/Unreal - and it doesn't end there! Linux/Windows, Native/.NET, ... (and countless examples from the real world as well)

    What would we do without engines such as Unity? Most likely each one of us would be fiddling with their own S***ty engine.


    wow, i wasn't aware of that, absolutely awesome, reloading times as they are at the moment suck
     
    theANMATOR2b likes this.
  29. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,816
    I'm well aware of that, sorry I should have put emphasis on the and filter by active and properties.
    Thanks, please do suggest :)
     
  30. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    What do you mean by 'filter by properties'?
     
  31. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,816
    Well, if the script, lets call it MyScoreScript has a property or serialized field, such as...

    public int Score { get; set; }

    It would be nice if we could do something in the filter like...

    Code (CSharp):
    1. t:MyScoreScript :prop.Score=20

    And this would filter all gameObjects in the scene where the component has a Score value of 20.
    And if you could do >= and add && etc that would be even nicer :)

    Where this could be even more powerful at runtime is we could see in realtime which gameObjects are going over or under certain values, or are within a certain range, and they would appear/dissapear from the heirarchy as they match these values.

    This could be great for debugging stuff at run time and allowing us to focus only on GameObjects that matter.
     
    Last edited: Feb 12, 2017
  32. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    Hmmm, certainly an interesting suggestion & I can see how it can be useful! Im not sure how far the 'logic' of the Hierarchy Search goes past its currently functionality but ill highlight this request with the Editor Team tomorrow. :)
     
    angrypenguin and Meltdown like this.
  33. Player7

    Player7

    Joined:
    Oct 21, 2015
    Posts:
    1,533
    I think that's the first time I've heard that a visual shader editor etc is a goal.. previously thought it was just the visual scripting. Hopefully its pretty good and useful and can be used with a decent api to make your own custom tools (with icons/textures for node things etc)

    Because outside of that my opinion of visual scripting isn't great, I've tried blueprints and its not fun for making things completely, I guess in UE there is no middle ground of C# ...its straight up C++ if you can't do it in blueprints. Still the rest of UE toolset and integration in pipeline tools with other industry standard applications helps Artists.. Unity as an engine is not lacking visual scripting, I repeat..not visual scripting.. its severely lacking decent built in Artistic/World/Level design and creation tools though, so no I don't see visual scripting as being a high priority I guess it probably isn't.. Artists who want to bridge that gap and become more technical coders do so all the time. And I don't think visual scripting helps in that effort at all, its more like a sidetrack detour.

    I always like that in Maya its so obvious to see how almost every action is calling a some mel function, not long before you just make you own mel scripts based on seeing the history of called commands for shortcuts and go on from there, because you can visually see what code methods are being called for certain actions.. that's visual learning that makes sense to me.

    How about a quicker way to edit scripts in editor without having to open up an a third party ide.. because scrolling down the inspector view to see "<...etc..>" for a cs file is just annoying, especially when opening separate projects and you don't want to launch the full bloat of VS (or context option to open in another external editor that isn't the main Ide like VS (with its awful Unity project panel that doesn't even work decently like the built in Unity project panel for search filtering files (Meltdowns improved search filtering would be useful), its always bothered me that it is easier to find a .cs file in unity and have unity call VS to open it directly, because doing the same in VS is rubbish, like VS solution explorer.. with Editor.Plugins, Plugins etc.. where every cs file is all over the place to navigate too) just to see a script in full or make a some minor change.

    Anyway yeh actual Artist tools, level design TOOLS.. not visual scripting spaaghetti noodel design aids... unless its for material/shader generation where the visual part makes sense :)

    Better pipeline import/export integration with software like maya, blender etc, it takes the pain out of syncing scene objects, cameras, getting textures and shaders etc all working nicely.. fbx export/import without the nonsense of finding what the the correct settings are .. please. I mean Autodesk stingray.. could have been great if only they didn't use the trainwreck that is LUA for a scripting language, but I guess that is for the best. http://www.autodesk.com/products/stingray/features/games/whats-new ..a freaking plugin manager (starting a project without having to import half a dozen editor tools that flesh out this game engine everytime, and being able to disable a plugin anytime quick and easy per project without moving/renaming files and folders) .. volumetric clouds.. aaah I swear Unity wtf your time of day system is out date!.. common now, ok they just showed a lua code editor.. yuck (then again at least they have built in code editor!! :)

    I do use that already.. not very fast at loading, honestly quicker to switch unity to use monodev, start that and use the assembly viewer for that(at least if the dll is in references for the project, but outside of that way I use dotpeek), still feels slower than loading visual studio for what it does but whatevs.
     
  34. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,951
    Xamarin was supposed to be working on it again after their license became compatible.

    https://mono-ue.github.io/
     
  35. Schubkraft

    Schubkraft

    Unity Technologies

    Joined:
    Dec 3, 2012
    Posts:
    1,070
    This provides some additional information like what scenes drag in what features (relevant to find out why X or Y didn't get stripped).
     
    angrypenguin and Freaking-Pingo like this.
  36. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,614
    On this one, I don't think that code compilation is the issue there. I think it's that every object in the current scene has to be serialized and then reloaded/deserialised with the newly compiled versions of the scripts. The actual compilation part is probably only a fraction of the time (and, indeed, for the first part of the script update process the Editor is still interactive).
     
    Kiwasi and Ryiah like this.
  37. Errorsatz

    Errorsatz

    Joined:
    Aug 8, 2012
    Posts:
    555
    I'm all in favor of adding visual programming, as long as I can keep using C#. But I am jealous that the reverse doesn't exist - textual art/modelling. ;)
    Ok yes, it technically exists, in that some file formats are human-readable/editable. But you know what I mean.

    Actual feature I'd like: the ability to select an asset and see what - in the entire project, not just the open scene - references that asset.
     
    Last edited: Feb 10, 2017
  38. Meltdown

    Meltdown

    Joined:
    Oct 13, 2010
    Posts:
    5,816
    Irrelevant.

    Create a new scene, remove any gameObjects, and making a script change still takes the same amount of time for the editor to recover and hide the white little loading icon in the bottom right.
     
  39. EternalAmbiguity

    EternalAmbiguity

    Joined:
    Dec 27, 2014
    Posts:
    3,144
    As others have said a better terrain system. The amount of work needed to make something like a cave is just ridiculous.

    TC is great, but still can't create 3D terrain. The system itself seems responsible for that limitation.
     
    Last edited: Feb 10, 2017
  40. theANMATOR2b

    theANMATOR2b

    Joined:
    Jul 12, 2014
    Posts:
    7,790
    :) It does to a certain extent - mecanim is essentally a tool to help (everybody) programmers to incorporate and retarget ready made animations onto a humanoid character. Similar to the sprite tool set which give non-coders ability to setup 2D content without the requirement to code it all in. However I agree, shader forge, or comparable built directly into Unity would be really great addition for all.
     
  41. ArachnidAnimal

    ArachnidAnimal

    Joined:
    Mar 3, 2015
    Posts:
    1,760
    I have always greatly struggled with fine-tuning the position of a gameobject in the editor. I'm not sure why this is so difficult in Unity.

    For one example:
    When grabbing the transform manipulator with the mouse, the smallest increment on one axis is 0.02m.
    Now when manually adjusting the value in the transform component using the mouse, the smallest increment suddenly becomes 0.1m. I would expect these precision values to remain the same.
    Which means I have to rely on grabbing the transform manipulator to move a gameobject with precision.
    The problem with that is the manipulator is not always visible under certain zoom values. You zoom in too much, suddenly the manipulator disappears.
    Which means I need two scene views: one which shows the manipulator so I can move the gameobject.
    And another scene view that shows the result.

    Does anyone know what I mean here?
     
  42. SarfaraazAlladin

    SarfaraazAlladin

    Joined:
    Dec 20, 2013
    Posts:
    280
    I know what you mean, but I usually just type in values when I'm down to needing 0.02m level precision. I'm guessing that's what you end up doing too?
     
    theANMATOR2b likes this.
  43. Lars-Steenhoff

    Lars-Steenhoff

    Joined:
    Aug 7, 2007
    Posts:
    3,521
    Nice to hear, hope it does not take as long as the new GUI did :D

    Which brings me to my biggest issue with unity, the time it takes to implements new editor features. It is nice that we have had stability focus the last year, but its still not stable in some cases, so I would have liked to see a few more editor features implemented already.

    The smart sprite for example takes a long time to complete.

    There could be more tools in the editor for connecting things together. ( basic vertex painter would be nice )
    - Level editor of some sort-
    - prefab painting on all objects, not just terrain
    - splatmap painter,
    - 3d grid, that has snapping options.
    - Object groups for quick selections and hiding things. like in maya.
    - Wacom pressure build in the terrain editor
    - Favorites of prefabs and sprites in a separate window. so they can be placed from there and not from folder in the project tree. ( this really should not be so difficult to make :))
     
    theANMATOR2b likes this.
  44. AcidArrow

    AcidArrow

    Joined:
    May 20, 2010
    Posts:
    11,628
    Yeah, and they also said that if they could rewind time, they would rather use a different solution for terrain, sooo....
     
  45. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    We actually do release features (Of various shapes and sizes) with each release of the engine (5.0, 5.1, 5.2, etc). Game engine features can take a long time as they go through a pipeline of various areas and departments: Research, Design, Prototyping, Development, Testing, UX, QA, Stability, Iterating on Experimental/Alpha/Beta Feedback, Learning Materials Creation etc (And I have probably missed a few steps inbetween those ones!). Shipping a feature to an engine, that will be potentially used by millions and millions of people, is not a simple or straightforward task. :) And we would rather a feature was 'right' (Or as close as it can be) when it is released (Hence why the UI System was designed several times before its release). Related to this, here is a great Blog Post from Aras, one of our veteran graphics developers: http://aras-p.info/blog/2017/02/05/Every-Possible-Scalability-Limit-Will-Be-Reached/

    And we have been focusing on stability as this was a very common and recurring feedback we got from many indies, game dev teams and large companies (Citation: I'm one of the people who goes and visits these people in their studios so have heard it all in-person ;) )These people rely on Unity being stable and of a high quality for them to ship games; and some of which were actually asking us to not ship any more features for a while! Obviously, we can't completely cut all features that are in development (engine has to grow!) so we are finding (or have found) a balance between the two so that the community can have the best of both worlds; new and useful features but also a stable and efficient editor/engine. It doesn't matter if a tool has a new fancy-pants shiny rendering feature if it crashes every 10 seconds. :)

    Smart Sprite has currently been pushed back to a research phase whilst our 2D Team focuses on other, more developed, 2D features such as 2D Tilemapper, Atlas Asset, etc. :)

    These are all great suggestions! Ill put them forward to the UX Team. :D
     
    Last edited: Feb 11, 2017
  46. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    Fair enough; but they did get pretty decent results when combined with Grass, Trees, Rocks, etc. Its incredibly rare (And not recommended) that a game will use JUST the Terrain Mesh. :)

     
    Lars-Steenhoff likes this.
  47. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    For anything smaller than 0.1m (Or any other adjustment that needs a high precision), its probably best to manually type in the value into the object's Transform Component in it's Inspector. An added bonus of this is that Component Number Properties actually support basic maths! (+, -, /, *) Attached Gif:
     

    Attached Files:

  48. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,951
    That is so random... though I had to try it out and discovered exponent and modulo work too. :p
     
    Last edited: Feb 11, 2017
  49. TridenT4123

    TridenT4123

    Joined:
    Feb 11, 2017
    Posts:
    1


    here is my problem can someone help ?
    my UI in unity is glitching when ever i click or press any key or button.
     
  50. Andy-Touch

    Andy-Touch

    A Moon Shaped Bool Unity Legend

    Joined:
    May 5, 2014
    Posts:
    1,479
    I have honestly never seen that issue before! Have you filed a bug report about this?