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Why is ctrl+B a thing?

Discussion in 'General Discussion' started by LEDWORKS, Oct 2, 2019.

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  1. LEDWORKS

    LEDWORKS

    Joined:
    Mar 14, 2012
    Posts:
    9
    God damn Ctrl+B!
    Considerring a build takes 4-6 hours nowadays, accidentally hitting it while pasting objects around is a nightmare and interupts production, forcing a restart, daily.
    Why is it a thing?
    Who is too lazy to go to the build settings to run a build and why can't we disable the hotkey function?
     
  2. MadeFromPolygons

    MadeFromPolygons

    Joined:
    Oct 5, 2013
    Posts:
    3,967
    Try the shortcut manager?
    https://docs.unity3d.com/Manual/UnityHotkeys.html
     
    600, Graham-B and Amon like this.
  3. Anaxis_Studio

    Anaxis_Studio

    Joined:
    Sep 7, 2019
    Posts:
    22
    Why didn't you search Google? why come straight to Unity and vent about a non-issue? it's so pointless.

    I can only imagine Unity made the terrible mistake of assuming people would use their brain in order to re-assign default keys.

    Edit > Shortcuts > search "build" and voila... change the shortcut so ctrl + b does not automatically build (took me 6 seconds).


    How are you going to call other people lazy when your issue could be resolved in literally 6 seconds if you were not lazy yourself. Google "unity editor rebind keys"? nah, just come to the forums and vent about an non-existant issue.

    "forcing a daily restart" lol some people. Don't blame Unity for your own mistakes/laziness.
     
    Last edited: Oct 2, 2019
    Amon likes this.
  4. BIGTIMEMASTER

    BIGTIMEMASTER

    Joined:
    Jun 1, 2017
    Posts:
    5,181
    It is a mindless hotkey though. Kind of goes against the logic of why you have hotkeys in teh first place. For things you do a lot and by second nature.

    It looks like with the newest versions of unity they are getting smarter about workflow stuff like this. Finally we have in built and sensible deselect key.

    People say unity doesn't need to make their own games cause they consult developers, but I think that's not smart. Twenty minutes of working in the editor and you know you need a deselect hotkey but not a build hotkey. And yeah I know any competent programmer can make tools like this in 5 minutes... but they shouldnt need to waste time making the software have basic efficiency.

    Anyway, it's getting a lot better so I'm happy.

    Next up we need basic UI preferences like changing size and behavior of gizmos. And better window docking management. All you gotta do is look at the modern 3d DCC's and copy what they do. Littlle things like this shave off seconds and add up to hours saved in workflow each day. And the bigger benefit is that when you can work as fast as you can think without hiccups, you get much less fatigued. And thus, you can do more and better work.

    It may not be as important for programmers as more of their work is done via typing, but for the artist/designer who is largely working in scene view and with mouse, having smooth, smart tools makes all the difference in the world.

    I'm sure OP was being extra dramatic because this S*** can be really frustrating sometimes, but small stuff like this is easy to fix but makes a big difference. So it's very worthwhile to gripe about IMO. (though there is probably a better place to send actual request to unity staff)
     
    Last edited: Oct 2, 2019
    MattDavis and daisySa like this.
  5. Ryiah

    Ryiah

    Joined:
    Oct 11, 2012
    Posts:
    20,965
    How large is your project? Because I'm working on a 70+ GB project and aside from the initial two hours to build all of the shader variants it only takes me about 20 minutes to build.
     
    DezBoyle likes this.
  6. tylerguitar75

    tylerguitar75

    Joined:
    Dec 12, 2011
    Posts:
    51
    I agree with OP. Hotkeys should be for things that are repetitive and fast, not things you do once in awhile and that result in a long process. It's kind of a design issue, albeit a very minor one.
     
    Ony likes this.
  7. iamthwee

    iamthwee

    Joined:
    Nov 27, 2015
    Posts:
    2,149
  8. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,754
    When starting project, everything is small. Hence fast.

    Once you build up project, you build up skills and workflow.
    Also adjusting working tools to your needs.
    You don't just wake up suddenly with large project from nowhere, realizing something is not working as expected.
     
    xVergilx and Amon like this.
  9. ikazrima

    ikazrima

    Joined:
    Feb 11, 2014
    Posts:
    320
    I'm pretty sure even Vs have the ctrl+b to build shortcut. So probably Unity was just following what they think is the standard stuff.
     
  10. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    10,754
    Currently is F6. Not sure how was 5 years ago however. Maybe changed.
     
  11. The standard used to be F9.
    IMG_20190801_175602.jpg
     
  12. Murgilod

    Murgilod

    Joined:
    Nov 12, 2013
    Posts:
    10,083
    This topic is kinda pointless after the first reply, huh.
     
  13. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    I too prefer the old days of game dev before every tiny thing became a big bitter issue. Locked.
     
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