(Case 1180720) Plus icon in Game View drop-down looks blurry/low-res
Screenshot
QA was able to reproduce this issue
https://issuetracker.unity3d.com/issues/the-icon-of-the-add-button-in-the-game-view-resolution-drop-down-menu-is-blurry
I think that customizing icon features can be another answer to UX design. Like VSCode. It’s icon can be easily modified and user can select icon-pack based on their favorite.
No offense, but I believe that would be a very bad idea. For VSCode to use, you don’t need tutorials and screenshot to even comprehend what you’re doing. For Unity, you need. Just imagine the amount of confusion when a newbie comes along and see a completely different icon set and stuff. I know, different icon does not mean different functionality, but when you’re a beginner it is not that simple.
It’s bad enough that the things they see in the software can move (I really would talk with people who make beginner level tutorials with custom layout or not with the default one), imagine, it’s at another place and it looks different. Good luck to find out what it is.
Obviously you could say that we need to tell the people who make tutorials to use the default icon set and everything, but it’s still a bad idea, because people don’t really listen to these things.
I think in terms of Unity, one set of icons, which is good enough, with good contrast, easily recognizable function would be far (I mean FAR) better than a customizable icon set.
IMHO.
You are right. I missed the point of tutorials and screenshot sharing perspective.
Super agreed, especially 3. My project targets mobile-device, portrait screen. So my game view is set to narrow width also. Always “Stats” is hidden and I can’t click it until re-sizing my scene view. After toggle Stats, I need to restore game view to original “portrait” screen size, this is extremely annoying.
So beta2…
Well, why change the fonts? -So, after crisp and sharp letters in 2019.2, even in the previous alpha and beta1 - the whole text, especially bold and in the inspector’s fields in comboboxes for example - seemed to be “with burrs” and blurry…
But now there’s also a new font … Which reminds me of some console nightmare…
Why? It didn’t get better, believe me…
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I’m liking the new visuals so far. Looks modern and for me it’s easier on the eyes.
Was thinking about what would be my favourite UI improvement and now I’m wondering if there’s a way to get something like blender n or t windowpane shortcuts into unity.
For some tasks you just need to see more of one windowpane so I’m noticing myself resizing the left hierarchy and and the right inspect windows alot. If only we could just retract them quickly and fully ( not half way like right now ) with shortcuts.
Or maybe I’m missing something, is there a way to do this already? Maybe switch between layouts with a shortcut?
Then we’d just need to get rid of that bright flash when redrawing all the windows…
EDIT: Oops, just noticed slightly off topic for this thread. Thought it’s a general feedback thread for the new UI.
I’m sorry, my “English” - is sometjing else… ![]()
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sorry for Google-translate…
you can assign shortcuts to window layouts!
So you can have a few different window layouts and switch between them very fast with a keystroke
And in the roadmap there is a screenshot with “workspaces” assigner to buttons, this also looks like same as blender or maya
oh noo… I understood you perfectly well… that’s the problem.
I’m sorry, but… Then I didn’t understand you… ![]()
Do you disagree with what I wrote about the new beta2 interface with a new font?
But, do you really like these blurry letters that are made thicker to increase their visibility in the headings etc?
I just expressed my opinion - I really don’t like all this.
There are more serious reasons for this besides personal antipathy.
Believe me - since the mid-80s I managed to look at many various monitors and saw many-many interfaces.
And the creepy first CGA and VGA monitors with shaky and unfocused letters and a flicker frequency of less than 30 Hz, and before them Monochrome Green on Black, after a day spent after which, you got home from work - when you look at an apple or tomato, you still saw a raster on it!
You can hardly imagine, of course. Well, just like that - any red object was in a raster strip. ![]()
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For a lo-o-o-ong time. For hours.
And despite all this - I still do without glasses. Not least because I always paid attention to what I was working with. That’s why I write that (somewhere nearest thread on this forum) : -No one will ever force me to work with the interface with “light letters on dark”, no matter how fashionable it is.
And I will not work in the program (and look at the pages on the site) where the “dark on light” and “light on dark” meet rows or alternate - also never.
And it will be Nonsense if having survived all these “stone age” technologies and finally waiting for new high-quality LCD monitors - I will lose my sight because of someone’s whim and fashion! Simply because the stupid “flat interface” with the Dark Theme is now fashionable. :-\
Unity, of course, does not have most of the interface errors described by me. Аlthough there are on their new Assetstore and the official website. And even on this forum ![]()
, -look at the black “basement” and page header - why is this with a light background of the main text? -At the slightest error in setting the correct illumination, this can lead to the effect of a “hit in the eyes”
But even without such errors, this new font in the Beta2 makes me sad ![]()
“Do you disagree with what I wrote about the new beta2 interface with a new font?”
No I agree, I don’t like it, can’t say there is a single thing I do like about it…it’s all just worse. Seriously ffff disappointing
“I just expressed my opinion - I really don’t like all this.”
101% agree same here.
Left: 2019.3.0b1 Right: 2019.3.0b2
Besides increasing the font size and making everything more condensed (leass readable in my opionion, but’s that’s discussable), the font looks somewhat stretched vertically. Also, it’s less sharp / looks blurry around the edges. Minor nitpicks - I’m not totally against it, but some details could be better ![]()
Is there an option to adjust font size? I’d like to bring it down to 11 again (on the right side it’s 12).
Also, I assume it’s some inbetween state, as there is a really weird mix of colors/bold/very bold/bold and blurry/little bit gray/very gray/sharp/really blurry all over the place.

All the new whitespace gained through the UI adjustments in last versions is now gone again as basically the font now fills all available space.

Also, would be great if someone takes a look at the kerning of the bold font version (see “AudioBuddy” on the right above, or the word “Element” for arrays).
Bug: Disabled sliders have funny color

Bug: line height cuts off all G’s, Y’s, P’s etc.

That’s 8 different font / style / color combinations if I’m not mistaken.

800% closeups of fonts - seems the new font is hinted in some places and not hinted in other places:
In Console headers - GOOD, font is properly hinted for this font size

In Package Manager - BAD, font is not properly hinted for this font size
yep, the font is more blurry overall. Font in 2018.4 Windows looks more crisp here and is significantly more pleasant to read for me.
Would also be great if someone rethinks the [Header] attribute. Currently it’s a) not seen as header since the distance to the item is smaller than to the group b) just looks wrong when the properties below the header have prefab overrides.

As explanation: “Diving” and “Library” are headers here for the entire sections below them.
We are looking at this now to see what is best. I just wanted to reply so you know we are working on it :).
Another example of current header layout.


