Editor UI and Texture Rendering (Issues and Suggestions)

1. Certain windows should retain their absolute dimensions upon resizing the editor. If I snap my window to a half-screen size or if I go into windowed mode, when I return to the full-screen mode my whole layout is messed up. Instead windows like Scene View should be flexible, while Inspector, Hierarchy and Project View (one column) should retain their absolute size. Returning everything to its previous state is very inconvenient, especially due to how slow windows resizing is (that’s the next point in this list). And using layouts to restore my UI is far from perfect solution.

2. Resizing windows is very slow, it stutters. Really bad feeling every time I have to do it. Maybe my very old graphics card is the reason, but… it’s bad. Maybe there can be just the outlines of the new layout displayed while resizing, for better performance? Like orange thick orange or grey lines? And then when mouse is released, windows would get resized.

3. Custom editor windows have number of issues with drawing cameras. First of all a bug that I’ve submitted a few years ago and was told by one of the Unity developers that they would take a look. That but bug still exists and is reported many times by many people. Handles.DrawCamera() draws camera without depth buffer, all objects are just rendered on top of each other.

And here is what it supposed to look like:And when I use any DrawCameraMode as athird parameter of Handles.DrawCamera, it doesn’t draw anything at all.

5 Another camera drawing bug in the editor is a GUI.DrawTexture() drawing texture with gamma corrected colors (or something…), when my project is in linear color space. When I’m working in gamma space, my game looks the same on camera itself, it’s target texture, and GUI.DrawTexture() when the target texture is drawn in my custom editor window, but in linear space this is my Target texture:

And this is my editor window:Not a big deal in my case. I don’t really care how it looks as long as I can see what I’m doing. But it does seem like a bug. Should I submit a report?

7. Access to project settings is too complicated considering how often they are needed. They probably should have their own menu on top of the editor window.

8. The names of the windows are not informative. If I have multiple settings tabs hanging around I can’t tell which is which because they all are called Inspector. Maybe at least a distinct icon could be displayed next to inspector with settings, or better yet - name of the settings window with the inspector (i) icon.

9. Inspectors with project settings locked, or any locked inspectors are currently going blank after Unity restart.

So I have to redo my layout every time by selecting inspector tab (1), clicking Edit menu (2), moving down to project settings (3), moving to needed settings option and clicking (4), then locking my inspector (5). then repeat for any other setting window I want to persist.
Alternatively I need need to perform 3 step or 3 click operation each time I need to go to settings. And sometimes I need to do that dozens of times when tweaking some settings, or when setting up layers and physics.

Maybe there is a better way to organize the project setting windows, maybe by making them a whole separate thing. Or at least by giving tab names of the settings windows and making them persistent.

A response from devs would be great. Just let me know if you got this. I’d hate feeling that my feedback and work could be just a shout into the void. There is a lot of posts here, easy to miss, I suppose.

Hi, I sent it over to the team last week when you first posted. People have been away on holiday so it may take them a bit to respond.

Thank you very much.

I would also like to know about issue 5, linear space with GUI.DrawTexture and DrawTextureWithTexCoords issue.

Same here…