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Workflow Case Study - Show us your pain!

Discussion in 'Editor & General Support' started by willgoldstone, Mar 1, 2019.

  1. willgoldstone

    willgoldstone

    Unity Technologies

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    Too Long Didn’t Read version:

    Show us how you do a thing on video to help us make Unity better! Interested? read on.


    Hi everyone

    As part of Product Management and UX, we are working on reviewing our workflows across the board as we build towards a) better tooling for Unity and b) future Unity editor based around our Data Oriented Tech Stack - because the latter affords much broader changes to workflow than we’ve ever been able to achieve, due to the data model and other details we’re still solidifying.

    We are looking for participants - anyone with 6 months+ experience in Unity to engage with us in think-aloud Case Studies on Unity workflow. For this we will be asking you to record a think-aloud video (see guidelines below!!) which shows us you creating a specific scenario (see pitch video below) - in this first instance, a simple hallway from a horror game, where the mood changes when the player enters.

    Video overview



    What to do
    1. Contact us to register with us as participant - email me on will@unity3d.com
    2. Download the zipped FBX model of a hallway here, import it into a new project in Unity 2018.3 or above
    3. Watch the explanation video above
    4. Record your think aloud video (see guidelines below)
    5. fill out the survey
    6. Stop recording
    7. Later - follow up with an interview if you wish.
    Survey for this study

    https://unitysoftware.co1.qualtrics.com/jfe/form/SV_1zTkP2HTsjTLemx


    Think Aloud Guidelines

    As you record your video - let us know what you expect to see before taking an action, you reactions after taking an action, and what would have made it better. We really want to hear everything, and this process helps us and you to think about how intuitive our tools are and is generally considered a tried and tested format for think-aloud research.

    To record the video itself, please utilize a free method such as Quicktime on mac (File > New Screen recording) or OBS Studio on PC (http://obsproject.com).

    Looking forward to hearing from you, any questions, fire away.


    Will
     
    Last edited: Mar 9, 2019
    Baste, TaleOf4Gamers and hippocoder like this.
  2. Baste

    Baste

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    Is that missing a link on "here"?
     
  3. willgoldstone

    willgoldstone

    Unity Technologies

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    Fixed oops!
     
  4. willgoldstone

    willgoldstone

    Unity Technologies

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    Hey everyone just wanted to say thanks to those of you who have submitted entries for this study so far. We're still accepting more and responding to those that have, but we're open to further ones if you have time, feel free to get in touch, thanks!
     
  5. ohthepain

    ohthepain

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    Launch Unity
    Close Unity Hub
    Work for a a few minutes
    Unity crashes, force quit
    Launch Unity
    Close Unity Hub ...
     
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  6. willgoldstone

    willgoldstone

    Unity Technologies

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    I see you've gone a bit literal there. If you have issues / bug reports post em! happy to help.
     
  7. transat

    transat

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    @willgoldstone My biggest workflow pain is also quite literal. As expressed by myself and others on this thread...
    https://forum.unity.com/threads/asset-store-site-upgrade.669670/

    That's one of a number of threads where we are asked for our feedback and then ignored. After a while without any replies from Unity the frustration builds and the thread descends into Lord of the Flies territory. :) So it's greatly appreciated that you're looking into our workflow woes! I'd say the the link I posted above could give you an example of obvious issues that would only require minor fixes from your end. And if fixes aren't possible for some reason, then feedback about our feedback can't hurt! ;-)

    PS - although the link reads "asset store" the above thread is more about importing and updating assets in a project... which can sadly only be done through the in-editor "asset store" (which for many users means a 5+ minute wait for Unity to respond to each click/scroll, as well as silly workarounds to determine which assets in a project haven't been updated).
     
    Last edited: May 23, 2019
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  8. JohnHudeski

    JohnHudeski

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    This is terrible
    I have the great fortune of possessing close to 200 animation clips in a single file
    But when I go to the animation inspector to change the clip settings my productivity suffers

    Due to the overly long clips list. I have to scroll up to select the clip then scroll down to change the settings

    Also when setting up events it is impossible to preview things like vfx or sfx
    Maybe we need a standalone window for such editing
    A la timeline (or Montage from Unreal)
    It doesn't make sense to cram everything into one scene (even the humanoid set up screen could be a separate screen)
     
    vertexx likes this.
  9. xarismax

    xarismax

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    hey unity, i have an idea:

    Why don't you make ReorderableList from internal to public and have it affect every array / list in inspector.
    You have had that piece of code for 5 years, and only the few selected elites know how to use it. It is not the by default option. Therefore people who don't know gui programming are missing it, and get worse gui experience.

    If there reason it is internal, is because of performance, then i would understand your decision to keep it internal only.
     
  10. JohnHudeski

    JohnHudeski

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    The solution to a long list is a pages. Give us pages on everything.
    Even the asset brose could do with pages. I know we can use folders in that case but sometimes sub-conceptualization is not fun.


    Virtual folders in the scene hierarchy to reduce the need for empty game objects
    So items can be grouped
     
  11. vertexx

    vertexx

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    The 2017 versions and those before.. The method of simply saving a Standalone exe by pressing "build" and then naming the file was so easy. All of this stored nicely in the Project file and easily seen and new builds added.

    Now with 2018/19 I must create and name a new folder to store the build exe into!! Each and every time.
    What a waste of time and such an increase in file data!

    Not only that but actually naming the standalone build is a nasty method.
    By default it names it with the Project name and thus overwrites any new build !!
    To stop overwriting your old build you must create another new folder or rename everything inside the old folder! !!!

    I often will change things in the current Scene and rebuild to compare.
    Used to be so easy and so intuitive. Now its a PITA!!

    Can this be changed?
    Also when changing projects one is left with the old project and the editor and another complete Unity program in the background, visible and taking up space.
    Maybe..maybe someone might give some clues about why this "new" way of doing things is good for us all?? Please!
     
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  12. vertexx

    vertexx

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    Workflow can depend on many things especially having a Manual that's accurate?

    2019.1 Manual https://docs.unity3d.com/2019.1/Documentation/Manual/PublishingBuilds.html

    "Finally press the Build
    button. You will be able to select a name and location for the game using a standard Save dialog. When you click Save, Unity builds your game pronto. It’s that simple. If you are unsure where to save your built game to, consider saving it into the projects root folder"


    This is wrong.
    You do not get an option to select a name or location.
    In 2017.xx you did.
    But no more.
    You are now asked to select a folder !!!
    Nowhere can you do as stated in your manual.

    Please fix this to be correct. Hopefully by restoring the Build settings to how they were.
     
    TZ- likes this.
  13. Lurking-Ninja

    Lurking-Ninja

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    If you feel that selecting a folder where the build should go isn't selection of location and/or writing a folder name isn't selection of "name", then hit the "Report a problem on this page" link on the bottom of the manual and report whatever is your problem with the documentation.
     
  14. vertexx

    vertexx

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  15. sonicviz

    sonicviz

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    EvOne and joshcamas like this.
  16. sonicviz

    sonicviz

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    Just another shout out here for the lack of performance and UX love shown for the Asset Store both in the Browser and in the Editor. Please load up an account with a decent amount of assets and try using it and you'll see what I mean. It is a major UX pain.
     
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  17. joshcamas

    joshcamas

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    Agreed. It's already slow on a modern browser (Chrome, firefox) but inside of Unity? I avoid it as much as humanly possible.
     
  18. chrisk

    chrisk

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    Another feedback thread. Sigh.. It's not about the lack of feedback but Unity is just too lazy and stubborn to do anything about it. I'm sure you've gotten plenty of good feedback already. Start with fundamental thing likes missing history (mouse back/forward button) support, mouse wheels should works where scrollbar is, long list view with missing scrollbar, automatic animation preview playback option and so on. The list can go on and on.

    Well.. forget about everything I said. Just make the Editor works faster. As the project size grows, clicking on a checkbox takes few seconds, clicking on prefabs take 5 to 10 seconds to show up on Inspector, Enter to PlayMode take ~15 seconds on an empty scene and so on.
    Making two times faster will not help much. It needs to be faster by about 10 times to feel snappy. Doesn't it tell you something seriously wrong? It's getting to a point to becoming a joke.

    ps. FYI, my project size is about 60GB with ~20 popular 3rd party Assets. I'm profiling everytime I install new Asset to make sure the Asset is not causing the slow down. Yeah, I think I have one of the most powerful system. AMD 3700x, 64GB Ram, GFX1070, fastest M2 SSD.
     
    Last edited: Jul 18, 2019
  19. giantkilleroverunity3d

    giantkilleroverunity3d

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    In my Oculus development arena I have a project with multiple scenes. One is a test scene where I load new assets to play with then copy them over to my project scenes. I like to switch scenes and do a 'Build and Run' pushing different apks to the headsets. This means I need to change Build and Player settings often to have multiple apks in my device library.
    I am looking for a way to autofill or automate the changing of parameters. Something simple like a management tool purchase or editor script. In the current editor scripting intellisense there are a lot that parameters missing.
    Is there anything I can use? The Headless Build Manager outputs but does not read.
    Thanks.
     
  20. awesomedata

    awesomedata

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    Last edited: Jul 26, 2019
  21. awesomedata

    awesomedata

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    Also I really want to use IShortcutToolContext in my shortcuts for interactive scene control via shortcuts.
    This is used in the flythrough mode in the scene camera controller. :/


    It's not possible to add any interactive scene controls (using the new ShortcutManagement system) without this, all because this interface was deemed "internal" only.

    There are SO MANY great tools that can be made with access to this interface (such as completely custom scene camera controllers!) -- And it would bring money to you on the Asset Store.
    So why am I not allowed to implement my own camera orbit behavior -- or even a gradual color modification/tweak for a gameobject while holding a key for R, G, or B?
    These are simple tool ideas, but much better stuff could be made if people had this available.

    Lots of cool tools will never be possible with the new shortcut management system policing our access to this context...
     
    Last edited: Jul 28, 2019
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  22. JohnHudeski

    JohnHudeski

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    Why don't we have favorites for the hierarchy view/ quick ways to search?
     
  23. chrisk

    chrisk

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    Here is a proof Unity is stubborn and lazy.
    Look, I'm using 4K monitor and I have to press and hold on the down arrow for few minutes to select the script to reorder. No scrollbar for +10 years and I can't believe it.
    I reported this while ago and they said they will fix it but no one really cares.


    Yeah, I checked 2019.3 where they are working on the nice and shiny UI themes but this stupid UI is still there. What's the point when nothing changed fundamentally?
    I don't really care about the new theme. It's better and worse and matter of personal preferences, instead, they should really fix the UX.

    Unity, please wake up and do something about overhauling UX if you cannot make the editor faster by at least 5x. We are in the 21st century now.
    upload_2019-8-8_10-42-5.png
     
  24. Flow-Fire-Games

    Flow-Fire-Games

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    Please change the (seemingly) random behaviour of Object and Prefab XYZ origins when dragging into the hierarchy
    and properly center to the parent object.



    As you can see, I try to drag a prefab onto an zeroed object, and expect it to center to it, like in every other software but it does do some random offset every time.

    I asked everyone I know and all thought it was a bug. There is some crazy camera view behaviour doing this but nobody understands and it wastes a lot of time and adds frustration. (Also Prefabs are not centered in Prefab scenes either, which does not matter but feels wierd and buggy also)

    This is something that affects everyone for every object they drag into the hierarchy, and it makes the editor feel buggy and random.
     
  25. illinar

    illinar

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    EDIT: NVM, this feature is available in 2019.3 at least

    Pretty frustrated right now. Why making objects unselectable is still not a feature?? It's so obvious and simple. I needed it all the time.

    Currently arranging a group of objects inside another object which I need to see, so I can't disable it or hide it, but I assigned a transparent material (toggle object transparent in one click would also be nice but needed rarely..). There are also some objects inside that I don't want to select or move. And it's selecting a parent game object before it's selecting anything I need. So moving an object is at least a 4 clicks operation. 1 select parent of the container mesh, 2 select container mesh. 3 select mesh inside it, 4 click and drug the gizmo.

    Now I remember. I always needed to be able to control selection behavior where I needed parent object always selected instead of it's children, because It had to remain whole and unchanged. Or where I needed only children to be selectable because a container was irrelevant and never had to be selected.
     
    Last edited: Aug 12, 2019
    awesomedata likes this.