Posting Unite talk here, because it’s relevant to the new UI…
is so much wrong with that presentation… like the cherry picked reasoning on why they made the changes… just the feedback alone like wtf… unity’s gui problems are more a lack of effort on improving actual workflow, despite countless suggestions!
Personally think ever since more people in ‘design’ areas’ have started talking about UX… the worse actual effing gui’s and user experiences have become, its like the lowest common denominator of dumb down design is what takes precedence now, and the people pushing it seem to have the obsolete worst idea’s of how to improve something, other than I saw some idiot trying to work with this, and I could easily dumb it down for them… must be a general equality belief thing… everything must be equalised to sh!t.
And who the hell said the interface before was uninspiring, it was the only game engine gui that didn’t look like it was designed by idiots… ie unreal stupid oversized icons and just generally awful waste of space for toolbars etc… or godot modern flat shit gui, … gradients are used for a damn reason you uninspired hacks, pushing out out them crappy flat boring gui’s as can be seen to be taking over the modern day gui downspiral of global garbage design isn’t good design… its rubbish.
And frankly now unity joins the sloppy low effort waste bin of poor gui design, the only thing I could say is that it works as an selling point for the darker gui, because light elements next to various other light grey with zero gradients, is a shining point for darker gui skin as that hides all the God awful design flaws of it.
“Made the software look more modern by removing the dated gradients”… by replacing it with crap flat colors for everything so it all just blends in like a pile of harder to distinguish rubbish… to match every other modern slop for a gui… seriously what a joke unity.
I’ve held back voicing my opinion on this 2019.3 ugly gui screwup, what a bloody dissapointment, loath that I’ve invested in so many addons on the store to think I’ll have to use this rubbish gui 2019.3 onwards just to get the other engine improvements… what damn disappointment.
It really is an incredibly flat and uninspiring gui, complete with even more problems than before, including poor text sizing, poor padding and spacing between elements, along with all the same familiarity’s of UX that hasn’t really changed for the better at all.
And where is the damn history back/foward history switcher… already from 2017…
https://discussions.unity.com/t/662685 page-5#post-3056699
it’s not hard that’s how I used to have it… was done before, then you messed up with the project settings panel update that doesn’t effing work in a horizontal layout without the fat sidebar taking up space if its put into the usual inspector sidebar panel!
Thanks! Sorry, it takes a bit of time to reply. I appreciate your time and help very much. We have been looking into this.
Thanks. And yes, as painful as it is for us, they should be :).
Copy and pasting some feedback from another, perhaps less appropriate, thread (:
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The [Header] attribute spacing is pretty off - Needs to be higher (and work with DPI scaling).
Arrays (and structs) draw with a header that is a slightly bigger font than other fields, which looks awful.
The left-spacing on lots of text (Account/Layers/Default, Center/Local, Inspector Fields, Gizmos button in scene view) is too small, making it feel too tight.
The ScriptableObject icon is a bit of a miss, in our view. It’s okay in “icon” view, but if you use “list” in the project window, they look pretty poor. Also red/orange and blue is, subjectively, not working here.
There are two styles of icons right now, which aren’t very coherent. There are ‘filled’ (Game, Asset Store, Prefab, Scene) and ‘line’ (Scriptable Object, Center, Local) icons. The filled ones read infinitely better at small scales.
The ‘Play, Pause, Frame Skip’ buttons at the top might as well be a bit wider. You smash them all the time, and there is so much space around them, could be nice to make them easier to hit.
To us, the inspector looks best (on a 1440p monitor) at 125% scaling; but the new font reads as just slightly too big. Would love to be able to just make it a smidge smaller. Appriciate pixel blurring issues come up, so this might be impossible.
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I see there is already a fair amount of discussion around fonts here, so probably nothing new from us.
@DigitalSalmon
You know the keyboard shortcut Control+P. ? its for play
It saves you looking for the play button
I don’t think they are too small, they are consistent with the other toolbar icons, it would look strange to enlarge only one button and the rest not. So I would keep that one how it is now
Some more bits -
Muted tracks on Timeline jitter when you scrub the timeline.
Timeline icons (Next to track labels, visibility, muted icons) are all pretty busted. Probably related to 125% scale.
Scene icon is fine, but Game and Asset Store icons next to window title are also busted; again, probably scale related.
My thread about beta feedback was closed so I’m copying the contents here to the alpha 7 thread like Unity suggested for it to get lost in the noise:
- The new editor skin looks bland, like it’s an early prototype quickly put together in Paint
- Icons look extremely low effort, the cube for “GameObject” is the kind of cube I used to draw when I was 5 in Paint, the icon for “folder” is just the outline of the old, filled in with a flat color
- Icons are also hard to tell apart at a glance, for instance “Prefab” and “Model” (this got improved since it was posted by adjusting the blue and gray colors used but it’s still just an extra stripe on a box). The old “sheet of paper over a box” didn’t make any sense but at least it was more visually distinct than these two
- The “Generate Lighting” button/dropdown combo looks exactly the same as a regular dropdown, but still behaves like a button or a dropdown depending on what part you click - the line that used to divide the two parts is gone
- On the top of Inspector, “Open” and “Select” look like they’re tabs because their bottom border is missing
- On the Inspector (seems to be limited to the Inspector tab only), when there’s a collapsible section within a component (like “> Events” on the Player Input component) you cannot click the triangle to expand/collapse it, only the word itself. For components, the triangle still works.
There are other pieces of feedback from other users over at 2019.3.0b[1-6] editor feedback - Unity Engine - Unity Discussions
Accoring to the following Unite talk, it’s a two years effort.
https://discussions.unity.com/t/749152 page-2#post-5039429
With enough technical debt, mismanagement, meetings for the sake of meetings, lack of direction, etc. you can have virtually any task take any number of years, two years doesn’t say much without knowing all the details that went into it.
Keep in mind its not yet final, and we are in a transition period towards a more refined UI.
Here you can see it on the roadmap
https://blogs.unity3d.com/2019/09/26/unity-roadmap-unite-copenhagen-2019/
Then why release this half-baked thing in 2019.4 LTS instead of throughout the 2020 TECH stream?!
Importing a Unity package uses a different set of icons than actual Project Window right after import.
(seems to use the old .asset icon)

yeah … they never learn despite being told not to do so… they did the same thing with the new prefab system which they shoved into 2019.3… beta testing feedback maybe loops back into improvements and fixes, usually months or years after the fact… so 2019.1 or .2 is better than 2018.4 lts imo as you get the bug fixes faster, while the lts edition just lags behind in back ports of fixes, they should have introduced prefab change into 2019.1 it would have gone down better…they need to quit adding in big changes that everyone has to use on the end of year release and hold it back a few months into the start of the new year release. I’m ok with ibg changes been shoved into the engine that are really optional and bleeding edge things most people wouldn’t be using… but things like prefabs… everyone has to use it, gui everyone has to use it, etc
frankly 2019.3 frontend gui is disgustingly bland, broken and awful to look at and use, and should have been left for 2020.1 so I’d at least have a 2019.4 lts version to stay on for longer… basically it will be the same as this year and I’ll skip the lts again.
Another one on the pile: the dividing line between the top and bottom “halves” of the Console sometimes disappears, which makes reading pretty painful if you just so happen to be scrolled on exactly a line of text - you think the next line is a continuation of the log message but in fact it isn’t.
https://forum.unity.com/threads/bugs-in-ui-and-icons-background-case-1192235.762599/
Here a strange thing with icons background
It would be so nice if this was reverted and the actually tried, tested UI be used for the 2019 LTS where, you know, you want things to be stable while this one gets fully fleshed out in 2020…
When I select a shader in the project panel, its icon disappears while it’s selected:

The same happens to scripts and a few other asset types. Unaffected are scenes and textures.

