I think we need better feedback on the status of reported bugs on FogBugz. Simply having a status of either Open or Closed is not good enough, especially when some Open bugs have actually been resolved in some way.
Submitting a bug report can sometimes be time consuming - when you go to the trouble of creating a simple standalone project with repro steps that demonstrate the problem. Sometimes you’ll create new scenes and assets, and write new scripts just to achieve this. You go to all this trouble and then you don’t even know if someone has even looked at the bug. And if they’re all being looked at but mostly ignored then I’d like to know why. Can’t they be reproduced? More information needed?
Here are my bug reports from the start of the year.
Only 2 of 20 are marked as closed, yet I know a few others have been looked at, and some of those have been resolved. We need more status levels, e.g. Viewed, Reproduced, etc.
Over two thirds of all bugs I’ve reported (since 2011) are still ‘Open’.
It would be nice, not as an impractical concession to needy users (which is the light that has been cast on this suggestion in the past) but as a way to reinforce continued bug reporting. I confess that I feel demotivated to report further issues when my custom coded repros disappear into the night. It doesn’t encourage good behavior when making a hubbub on the forum is a better way to provoke official confirmation.
Yeah, I have to say the same. I’ve gotten to the point where Unity throws internal errors or crashes everyday and I dont feel as if it’d make a difference if I reported them, because none of the others have been dealt with in any manner.
I have had alot of stupid stuff with 5.1. Try spending two hours to solve a lookAt controller bug in code and tracking it across scripts and change a few dozen items and then close and open the app and it works just fine and now have to go back and uncomment everything and revert code back to the previous state. Or Animator Triggers shooting off twice for no discernible reason and causing double jumps for no reason…or the character or other rigidbody always veering off to the right for no reason. This is getting frustrating. I should be well ahead of where I am… Or the big one this week. The toolkit I made using Syphon though fine as a standalone ran at 6fps due to IO bugs and it was not used for last weeks concert. So they did not pay me my final 1000 bucks. Unity 5.1 came out a few days later and I recompiled and it does its thing in Syphon to Resolume at 60fps. But they were calling me incompetent saying I needed to have fixed the bugs…yeah…right…there were no bugs and the framework was highly optimized as proven in the recompile.and still ain’t paying me even though it was an internal bug in the rendering and IO pipelines…and proven by simply recompiling in 5.1…which is buggy. I should have completed my Katagon IK toolkit this weekend. I have been struggling against this all day. Double triggering…avatar veering right for no reason all of a sudden…spamming the console till I close and reopen…not passing KeyDown presses…reverting to previous modes when the keyDown is supposed to toggle it to stay… I am gonna go homeless because of this crap…Why bother posting bug reports. I had physics bugs shitcan two games in 2011 and they still were not fixed in 4.6. I love and hate this app. I hate it when it gets in the way of my rent and food and knocks my dollars per hour price down and down on fixed price contracts. I love it when it works as advertised in the API.
First of all, I’d like to sincerely thank all of you who provide great bug reports. They are huge help to us.
I’ll try my best to address all of your questions and concerns.
Currently our biggest issue is the huge number of incidents reported, much of which are of low quality and take our time of actual good bugs. We recently performed an incident bash, where we checked random 500 cases, only around 10% of these were actual bugs.
We are aware of this problem and have number of improvements to the bug reporter in the pipeline, more exactly:
give you tips on what might be missing to dramatically increase the quality of your report - thus increasing possibility of your cases to be looked at
restrict reporting of empty or almost-empty (non-crash) reports, which simply flood the incoming
help you find if the issue was already reported or possible solutions/workarounds
We are also considering the possibility of something similar to karma system, where we would focus on reports of people who already have good bugs, so every good bug would make all other more likely to be looked at.
As with example with of issuetracker we are also trying to be more open about current bugs and their status as usually a lot of issues you will be facing have already been noted and added to database.
Also we are constantly expanding team responsible for handling the incoming cases. If your case was looked at by any of them, you will get a response informing you about it’s status.
I appreciate that, I was working on an MMO project about a year ago and they up and left because they had a PhysX bug (obviously fixed in 5.X) that fell into a black hole. They did upload the project and give a LOT of detail, so not sure what happened.
I had some bugs in since 2013 (now fixed around a year or so later), that were quite critical as well. The Beta service in 5.X was a lot more promising, I got some decent feedback so things are improving from my standpoint.
Anyway, it might also be better if you can opensource as many sub-systems as possible. I understand you can’t release anything with middleware integrations due to licensing. But anything you can put in our hands will stop more experienced people getting frustrated and cuts the pressure on you.
@SpiriTx have you managed to make any improvements in the 4 months since this post?
I see you’ve reset my case list so I only have bugs listed for Unity 5 now, which I started using last month.
I still believe there needs to be more Status levels with ‘Open’ only for bugs that have not yet been looked at, plus something more informative than just ‘Closed’.
From the emails I have received about 4 of these bugs there should be at least be status levels for:
Closed as duplicate (732265).
Reproduced and sent for resolution (720412).
More information required (731047 - which I did and haven’t heard anything since)
Resolved as postponed (729170).
What worries me is that any that haven’t been looked at will be likely ignored once the next Unity update is released because you prioritize bugs for the latest version which is frustrating especially when I’ve taken time out to create a repro project.
Nobody has managed an incident data base before? The intention is to get as many reports as possible. You then identify trends, themes, and major problems.
The intent never should be to respond to each individual incident. That way lies insanity.
If you are a Pro user - please grab 5.3, it has improvements to bug reporter including offering you results based on your bug title. Feedback on it is very welcome.
We are limited by fogbugz for that as it only shows those 2 stats for public, but that’s why QA responds to you via email. And for cases which you’d like to track later on you have Issuetracker if you allowed them to be public
We didn’t perform any resets, I’ve just checked and those are all the cases in database with that email. You might have used different one earlier.
@Kiwasi described it perfectly, it’s impossible to handle all of them, but they still provide data.
Also I’ve went through all of your cases just now, and the ones without response had lower rating of (3-4), all the 5 rated ones were looked at, so at least that part works as intended.
I know it’s a small convenience thing but I would like a tab on the Unity editor that showed the bugs I’ve reported. That would remind my to do more investigating of those bugs myself.
Issuetracker only showcases bugs (cases confirmed by QA to be a bug) as those are most important and have long resolution times.
For rating 5 - project attached and good description.
I like it, it goes along with our idea of using same Unity account for bug reporting instead of any posted email. That would allow us better stat tracking and more info both for users and us, but it’s in further future as it will take us a bit to sort everything out and implement it.
In a lot of cases, people assume that their project is not relevant, but it actually is. For example you might think that the scene view widgets disappearing is nothing to do with anything in your project, but it turns out it’s because you have linear colour space or MSAA turned on or something like that. Submitting a project is the best way to ensure that we’re looking at exactly the same thing as you are, even if the project is empty.