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Feedback Why are we seeing Built-In settings while we are using HDRP??? (The messiest UI/UX ever)

Discussion in 'Unity 6 Beta' started by soleron, Apr 26, 2024.

  1. soleron

    soleron

    Joined:
    Apr 21, 2013
    Posts:
    633
    I see many similar convoluted "ideas" in Unity 6 and it is really scary for the UI/UX future of Unity.

    upload_2024-4-26_17-52-21.png

    Who is in control of the editor UI/UX?
    What is their experience background?

    Unity 6 is a trainwreck in that aspect.
    Not everything is bad, I like the modularity of every element in the viewports.
    But other changes are from mediocre to horrendous.

    Some might say, it is new and you will get used to it.
    Yes, we can get used of bad design but is that really something you should aspire to?

    The new lightbaking progress is a mixed bag, love the automatic Profile selection, but these Settings and the new Build experience take the prize being the worst of all. Wherever you do one good thing you cancel it by omissions and a load of bad things with it.

    I really can't express enough how convoluted it is compared to the imperfect, but streamlined and straightforwartd experience of the past.

    And it is not just in Unity 6.
    This is a "work in progress" for a while now. It seems to have peaked in this version.

    You may think it is an "exciting new vision" or whatever the Product Manager may have pitched it, but all we are going to be stuck with is this:



    Who are you really trying to please with this new experience direction?

    What is the need that drove these broken overhaul and how many years do we need to suffer before your "larger picture" that surely someone will pop up to claim we are missing, is to become complete?

    Unreal is copying your old self, is becoming the new Unity.
    And you are trying to match Unreal's old and broken UI that was coming from 1990s that PR had convinced them that convoluted equals to "professional".
     
    Last edited: Apr 26, 2024
  2. PanthenEye

    PanthenEye

    Joined:
    Oct 14, 2013
    Posts:
    2,143
    Can't see your first image, which is presumably the editor UI example?
     
  3. echu33

    echu33

    Joined:
    Oct 30, 2020
    Posts:
    69
    In Unity6, It seems some option inside the Built-In Tabs still needs to be configure no matter what SRP you're using...........

    For instance, To inlcude specific shader into "Always Include" list, you still need to use the shader list under Built-In tab.

    (I'm using URP, and that is weird).
     
    soleron likes this.
  4. Theo-W

    Theo-W

    Unity Technologies

    Joined:
    Jul 3, 2021
    Posts:
    3
    Thank you for the feedback @echu33 and @soleron! I am one of the the UX designers working in this area and wanted to mention that the misplaced settings in the Built-in tab was indeed an oversight on our part. Know that we have submitted a bug and we will place them back in the generic settings area above the tabs very soon!

    We are in-fact looking into the Graphic settings and management as an on going basis. If possible we would love to reach out and get your feedback in future iterations if you are open to it? Feel free to drop us a line if you are. Thanks and keep the feedback coming! :)
     
    Gasimo and echu33 like this.
  5. echu33

    echu33

    Joined:
    Oct 30, 2020
    Posts:
    69
    Thanks for the reply, It's good to know that you're aware of and working on those issues.

    I'm always open to giving feedback, have a nice day !
     
    Theo-W and Neil-Corre like this.