I see where OP is coming from, and I know the game him and the team are working on and it’s some impressive stuff.
Honestly an LTS that underwent multiple patches is expected to be fairly stable. Will never be perfect, but it just shouldn’t have this many issues.
And people thinking it’s someone’s fault if they don’t report bugs, sorry but that’s just BS.
We shouldn’t be doing unity’s job, we help, but it’s not our job. We have enough to worry about.
I’ve given up on sending bugs, I’m tired. I have a long list, Some are still not fixed, some are postponed, and the rest are fixed or ‘wont fix’ for whatever reason even though it’s an accepted bug. Usually it’s “too much work”, or planned rework in the future.
I reported a tessellation issue, and it’s wont fix because they intend to rework things related to how it works in the future which will also fix this bug, but they gave no ETA at all, so maybe 2023, maybe 2024, or even further away.
Seeing how URP still has no TAA, I’m not holding my breath. Does unity not have QA? How the hell do some seriously BASIC, and easy to find critical bugs go through with zero reports? When I tried tessellation in HDRP I found multiple issues and reported them, all accepted. How did it go for so long without internal reports? How is it that I’m the only one to have reported it. HDRP’s userbase is small compared to built-in/URP, and so many bugs go unreported by it’s userbase. It shouldn’t be our job to do QA for unity.
I’m being overly negative but honestly I just can’t be bothered to report bugs anymore, unless it’s a massive issue.
Every time I have to create a fresh project, setup an easy to reproduce project for the bug and send it over. Because if you don’t provide a reproduce project, good luck ever getting it through QA.
Some of my reports go months without a single reply, without QA checking it, so developers don’t even know IT EXISTS.
And then some of unity’s own internal QA don’t seem to understand HDRP. I have to explain basic HDRP settings to them.
I guess even QA isn’t enjoying SRP life.
a few of the bug reports I sent:
When setting shadow filtering to high, you will get some seriously annoying artifacts on meshes. The smoother the shadows, the more evident. And if you don’t use cascade blending, it becomes much worse. This doesn’t exist for medium quality shadow filtering.
It’s fixed for area lights but that’s it, not directional/punctual lights. Thus it’s now postponed until the other light types are fixed.
I reported this a long time ago, finally fixed. Just not sure how this got this far without anyone reporting it, or unity themselves finding the issue. It exists all the way back in 2020.
This one is a big issue. Still not fixed, although the developer responded to me in my fogbugz report and helped me find a workaround, which I do appreciate, but it forces me to use shadergraph, can’t use the lit shader. Also somehow not detected by QA.
Not all of it is doom and gloom, some issues are fixed fairly quickly and QA responds within 2 weeks, but the inconsistently is what’s painful - and unity’s QA feels lacking.
It’s like unity’s management doesn’t care much about HDRP/URP, even the team is smaller then you’d think.
If I go on a rant about URP this post will take over the next page, so I’ll stop myself here 