Know Issue List Long?

Beta 5 out and list is growing, whats the plan?

To fix them, obviously? What is the point of this thread other than just taking a jab at the devs? :stuck_out_tongue:

Well I was wondering if they plan to reduce the list in each beta or wait for one specific build

Not really a jab at the devs, just wonder how they work on bug fixing, is one beta specific to fixing one type of bug, this seems to be the case, as before some betas for example just included Animation fixes, some sound fixes etc… never really a random list… It makes sense to group bugs together.

They really trying to push the VR/AR stuff out…

I definitely agree with OP here, the beta release pattern has changed a lot, previously beta releases had a lot less regressions with each release.
But I guess it’s August - vacations time so team is short on human resources.

Anyway beta 2 comes with a Retina Support for mac os standalone builds so it’s pretty important for everyone. I hope things will get fixed sooner so I could test that thing out, right now it’s too raw.

1 Like

From time to time I imagine betas well have rough seas. They’re there for you to test with, never to deploy with or depend on.

Do bear in mind that you do not use betas for bug fixes. You go to betas to find bugs and contribute to the fixing. For example maybe someone is curious about VR stuff and wants to do some early testing, maybe feed back. That’s what it’s for.

For production you can only rely on release builds.

Even release versions ship with a bunch of known issues.

Beta 6 is out and it’s really light on fixes for a second beta in a row. I feel like they are preparing for RC and that big Known Issues list worries me a bit. We’ll see.

^
Same

I don’t think I get what the deal with the Knows Issues list is. Unity has thousands of known issues as you can find in the Issue Tracker and they release updates every week that as well contain thousands of known issues.

I suppose the Known Issues on the beta page are just the bugs with the highest user pain? I think it was a good step to make those issues more prominent on the beta download page. In earlier betas (prior 5.6 maybe?), the Known Issues section were mostly non-existent, yet the build was often not functioning well.

I imagine the Known Issues section was added to set customer expectations, aka if you download this version we know it’s broken to some degree and now you do too - so use carefully, and as a shield to not get bug-reports for perhaps the obvious things.

I believe I observed in earlier betas that Known Issues reduced to almost zero upon release. So it should be just a matter of time :slight_smile:

1 Like

I often wonder what Unity’s codebase actually looks like these days vs the old days.

LOL… scary thoughts

1 Like

They seem to be making a lot of large internal changes these days to make room for the HD renderer, the package manager, etc, etc… so it’s not too surprising that there’s lot of issues

If anything it’s just a sign that they’re working on some major stuff

1 Like

Yeah well it’s all trash! I want my game maker button, bright, glowing and rendered with path tracing.

3 Likes

The editor is very unstable for me, I get a crash probably every 15 min (Beta 6 & 8).

I worked briefly with 2017.1 and it looked fine, but I experienced crashes often when recompiling my external dll’s.

I moved to 2017.2 to take advantage of the assembly definition files, and it seemed to reduce the crashes on recompilation, but actually introduced a slew of other bugs/crashes. Just filled a bug report on crash during prefab apply :slight_smile: .

I would love if next few builds focused on overall stability of the Editor:sweat_smile:.

4 Likes

Do you have any bug # we can follow up on for the crashes?

The prefab apply crash I reported is under (Case 943962). Just checked Beta 9 and it still occurs.

The did not bother yet to report crash on recompile as I was unable to identify reproduction steps yet.

1 Like

Just echoing the constant crashes with the editor in b8. It’s probably about 25% of the time I apply / save prefabs or save the scene, so I assume it’s serialization-related. It’s a huge annoyance, to say the least. I really hope this case is getting some attention, because it’s a constant, major hindrance unlike some of the very minor known issues.

For reference, Windows 10 64bit, and these crashes occur with no editor extensions in a fairly simple project.

The error still occurs in beta10, it has been like this for at least 4 beta’s already.

I’ve been informed it’s a duplicate of a known issue, so I would assume it’s been worked on for a while now. Hopefully it will get fixed soon, but if not, is there any workaround?

Wonder if particals.Play() ever will be fixed.

Is it broken in 2017.2?

1 Like

rastlin, the prefab apply fix is definitely on our radar and indeed being worked on

1 Like