Hi, guys,
I’m a very old Unity user from the 2.0 days and I recently start using Unity again and I think there are some serious usability issues with Unity that still hasn’t been fixed.
In short, Unity is really fun to use but at the same time, it is very painful to use in many ways. I had to mention it here because it seems that no one(in Unity) really cares enough about it, otherwise, how could it be the same still after ~10 years? I really hope that something can be done about it. The following pain-points are something I can get around if I implement something or find some assets that do similar things. But it’s fundamental feature for any editor and if everyone can benefit, Unity should have it built-in to save many users from the pain looking for solutions or workaround.
Unity started with “Simplicity” in mind, but Simple doesn’t mean it’s Easy. Simple editor with Simple project works quite well but with the advent of many new features lately, putting everything into the dropdown menu and one gigantic Inspector will no longer work. Focusing on Performance is good but Unity should focus also on Ease-of-Use equally as much. I think the good example is Unreal. It’s not a Simple engine but they are much Easier to use in many ways and things work much more as expected. The followings are my biggest pain points and I hope someone who is responsible for the Editor workflow, will take a look and do something about it soon rather than another 10 years later.
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Camera Speed Control. Now a days, we are working on large scene with small objects in it. Camera speed control in fly-through is a must to be able to move around the scene. The way it’s currently designed is simply utterly unusable. Dunno who designed it but I can only think that he/she never developed a large scale game him/herself, otherwise, it’s impossible to come up with such an unintuitive solution.
Here is the Feedback with 600+ votes.
https://feedback.unity3d.com/suggestions/editor-camera-speed-must-be-configurable?page=1
This will require a couple of hours of implementation.
Please save yourself from the shame and support this feature. -
Multiple Inspector(This is my biggest pain points). Having one global Inspector for all windows is simple not acceptable anymore. Again, this is for days when you have a simple project and don’t need to CopyPaste/Compare objects side-by-side as much. In the ideal editor, each window needs to have its own custom Inspector. Dual monitor is pretty much common nowadays and we can afford a lot more screen space now. If each windows having its own Inspector is not easy to implement, please consider Inspector to support Context Lock. Instead of the current Locking system, you lock to the context. The context can be either Object or Window. If you lock to an object, the inspector will respond to the changes of the object and its child objects only, but not outside of the parent object. Likewise, if you lock to a certain window, it will respond to changes to that window and nothing else. This is way it better than the current Lock systems when you manually lock an object to compare side-by-side. First of all, I don’t really understand why you have to lock. When you have two Inspectors up, you can make the last active Inspector repond to selection, not both of them at the same time. Who needs to see duplicated contents on the two Inspectors?? This way, we don’t at least have to lock it to have the two Inspectors to show different content. We can save lock for the more permanent lock where you want to keep it locked for a long time, not for a temporary side-by-side comparisons. This once again, I don’t think the developer really have developed a game using his/her own inventions. Anyway, having each window its own Inspector will reduce the mouse movement a great deal and we don’t have to constantly go back and forth between the object for CopyPaste. Speaking of going back and forth, here is my next biggest pain points.
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Support Forward-Backward key (mouse forward-backward key). The only way is to go back is by Ctrl-Z but it’s Undo not really go Backward. Current Unity workflow requires many go Back and Forward because there is only one global Inspector, having Forward-Backward key mapping will help a little. Please view the editor as a browser system. When you already have Undo, go Foward-Backward would be easy to implement. I really cannot understand why no one raised a flag within Unity. Is there anyone who is in charge of Editor workflow? He/she should be ashamed of him/herself not eating his/her own food.
There are more I can list(I have quite few things to say about Animation and others) but I want to focus on something everyone can easily benefit first.
Unity has gotten much better in term of Engine but as an Editor, it’s pretty much the same as 10 years ago. In terms of the workflow, it is not well designed and many seem like WIP, yet it stays that way forever. You make a simple design change, like a dockable window or something and it’s becoming a part of keynotes. It’s very laughable and I expect Unity, as a big company, should do a lot more. Please focus on Ease-of-Use and making it more intuitive to use. Please remember Simple and Easy are not the same. People commonly misunderstand that it is easy because it’s simple. I agree when you are making a simple game but we are not. I hope Unity is not also confused and I really hope Unity one day start making on a large scale game themselves to learn where the pain points are. If not, there are tons of good suggestions in Unity Feedback. If you are not going to read, why bother asking for feedback? It’s easy to say “please give us feedback” but if you are not going to do something about it, why bother?
I know it sounds pretty harsh, but I’m not the only one who feels this way. Well please think it as I really care. I really like Unity and hope it’s the only Engine I have to use.
Cheers!