[Official] Request for Unity OS X standalone platform feedback

Hi all!

We would like to hear your thoughts about our Unity OS X standalone platform i.e. Unity OS X player. Please take a moment to answer the following questions to help us make Unity OS X standalone player the best it can be. We want to get more context for your feedback, so please also answer the questions about who you are, what games you make targeting this platform. Please talk about things which are specific to this platform: it could be some issues specific to this platform, some features missing in OS X standalone player and even some functionality needed in Unity editor related to Unity OS X standalone player.

The intent is to use this information for our future roadmap planning.

Who are you?
What kind of game are you trying to build or would like to build?
How does OS X standalone player fit into that? What use-cases do you have?
What are the GOOD things about OS X standalone player that you like?
What are the BAD things about OS X standalone player that you dislike?
How can we make it BETTER? What use-cases, features, workflows would like to see?

Thanks for your time providing this feedback and helping us to improve Unity.

Vilmantas

cough OpenGL 4 cough

Hey,

ok, Open GL 4 +1. So who are you ? What games do you make ? What specific Open GL 4 features you would use ? Can you answer the questions i posted above ?

Kind regards,
Vilmantas

Okay okay I’ll do the questions

Who are you?
Part of a two man team making indie games, as well as doing some contract work.

What kind of game are you trying to build or would like to build?
Currently, for standalone, a RPG and a city builder

How does OS X standalone player fit into that? What use-cases do you have?
Multi platform is one of Unitys strengths as I see it, when releasing for desktop we’ll always want to release for all desktop platforms, Win/OSX/Linux. So feature parity for all desktop platforms is important to us.

What are the GOOD things about OS X standalone player that you like?
Fast and easy building, neatly packaged in a ā€œ.appā€ for distribution.

What are the BAD things about OS X standalone player that you dislike?
Nothing special about the OSX standalone, but for standalone in general, input rebinding and graphics options are cumbersome to do.

How can we make it BETTER? What use-cases, features, workflows would like to see?

  • New input system with better remapping support
  • Feature parity with DX11 for OSX and Linux

What specific Open GL 4 features you would use?
Compute and tesselation shaders

I have the same uses as my post in the Windows Standalone thread but altered to be appropriate for the Mac platform.

Who are you?
Indie dev who has worked on released Mac App Store apps in the past.

What kind of game are you trying to build or would like to build?
Small simple 2D and some 3D games that are highly portable from mobile to desktop.

How does OS X standalone player fit into that? What use-cases do you have?
We would like to target the OSX player as a 1st-tier platform for all of my apps.

What are the GOOD things about OS X standalone player that you like?
I like that it generally works pretty well out of the box. It seems to function properly in terms of code porting and graphical displays. I like that there are full screen option setting. I like the no fuss configuration dialog concept.

What are the BAD things about OS X standalone player that you dislike?
The process to make a Mac app store version of the app is convoluted.
No good way to properly brand or change the functionality of the the setup dialog.
No way to change/add command functions to the menu bar.
There are problems with command-tab working properly in Fullscreen window. (A popular Hearthstone issue)
The icons generated by Unity doesn’t do a visually correct sin3 resize of the icon texture. It produces aliasing artifacts on the icons as they are shrunk from the default icon source. (this is a problem on all platforms).
Editing the info.plist can be annoying every export.
The size of the export is pretty large in comparison to some of the other platforms.
Unity projects tend to have problems with Steam’s content delivery app.
The export size of the app is relatively large compared to the overhead associated with iOS for example. Could we also get some stripping options for OS X as well?

How can we make it BETTER? What use-cases, features, workflows would like to see?
A big help would be to get an XCode export of the project as an option that could append/replace similar to the iOS deployment platform. This would allow us to code sign and sandbox using Apple documented XCode processes. As part of this give us the .xib for the configuration dialog as well as the menu bar so that we can create custom handling of these? This would also include the ability to alter the plist file via XCode.

With the state of most Mac OS and computing, I feel that you could drop the 32-bit app from the export options.

Work with Valve to make sure that the app goes through their ContentPrep.app without any tweaks or modifications.

Fix the automatic icon generation so that the texture can be resized without artifacts automatically without the need to set the sizes manually for every platform.

Improve the fullscreen functionality so that command-tab works properly in fullscreen window without using the fullscreen with dock and menubar?

If I think of more, I will edit this post.

EDIT1: After working on another project that is primarily PC/Mac/Linux standalone I have some additional suggestions/wishlist items.

Better retina/hDPI screen support as well as general runtime fullscreen display options. Currently, the capture full-screen display mode is the only display mode that recognizes high-dpi screens. Unfortunately, this comes with some side effects that users tend not to like (such as not working well with Command+Tab or blanking out their second monitor). Other fullscreen options do not recognize the OS’s scale property and will only display the windows as 1440x900 instead of the 2880x1800 that it should allow the users to display. Also, having this as a build setting is really poor as users may want one functionality or another, and we can’t give them both options because it is a build setting on the player. Having a runtime option for screen display mode would be excellent, allowing users to pick the best option for their machine and purposes. Something like Windowed, Borderless Window, Fullscreen (Capture), Fullscreen (Windowed). The problem is that with fullscreen windowed, I do not want the dock or menu bar to display at all, but others may want that functionality, so having runtime APIs to enable/disable these functions would also be ideal.

2 Likes

That already exists: Contents/Resources/ScreenSelector.nib.

–Eric

Who are you?

Indie developer. Some games I made/worked on : Krautscape, Plug & Play, Drei. Normally working on a Mac.

What kind of game are you trying to build or would like to build?

Mostly small, sometimes experimental games for different platforms (standalone, mobile, web).

How does OS X standalone player fit into that? What use-cases do you have?

We use OSX standalone builds for gameplay testing and if a game should be released on Steam.

What are the GOOD things about OS X standalone player that you like?

  • Just works
  • good performance in general
  • fast export

What are the BAD things about OS X standalone player that you dislike?

  • Many fullscreen bugs since 4.5. External hdmi screens on mac don’t work properly (636309, 610129) and the native resolution is not always used for fullscreen (if set in player settings).
  • Bad Game controller support, platform differences. This is a problem on all Standalone platforms.
  • ugly icon downsampling (this also applies to Windows Player)
  • Steam integration/publishing could be easier.

How can we make it BETTER? What use-cases, features, workflows would like to see?

I’m pretty happy with it, but I’d love to see the old bugs & problems mentioned above fixed.
A nice thing would be if it was easier to publish builds for steam, which is our main use case for standalone builds. Ideally we’d have an option to build standalone builds for all platforms on cloud build and push it directly to steam.

Who are you?
Recently founded development house, focused on utility software. Long history in software development although newbie in Unity.

What kind of game are you trying to build or would like to build?
Visualization tools.

How does OS X standalone player fit into that? What use-cases do you have?
We want to differentiate from others solutions thanks to the multiplatform capability of Unity and OS X is one of the platforms we want to support.

What are the GOOD things about OS X standalone player that you like?
Simplicity.

What are the BAD things about OS X standalone player that you dislike?
Not sure why, but it seems I cannot customize the menu bar associated with the app. For instante, I cannot substitute the About window, to include copyright and license info from my end. It shows up Unity Player logo (?)

How can we make it BETTER? What use-cases, features, workflows would like to see?
Allow to customise the Mac menu bar both from design and runtime. Allow to link Mac top menu bar commands with UIBehaviour through delegates or listeners for instance.
Still trying out though. Will get back to this forum after our first release.

You can, by editing the MainMenu.nib resource. (Note that you’re not allowed to remove the existing copyright info though.)

–Eric

Thanks Eric. I think there should be some guidance on this, not just for the technical how-to, but also for legal. For instance, can I replace the UnityPlayer logo with my app logo? And in this direction, what else could be altered?
It would be great if Unity UI allowed us to customize the metadata for this screen (player settings) so this gets included alongside other copyright stuff.

As far as I know you can’t replace anything, only add to what’s already there.

–Eric

Founder of narayana games which currently is a one man indie game dev studio that has a few assets on the asset store (Editor Extensions) and several games and applications in development (and some contract work completed).

Multiplayer lightcycles-style games, puzzle games, 2D games, RPGs … and non-game applications (built with Unity).

It happens to be the platform why I chose Unity in first place (back then, there were a few available that only targeted Windows). I was really upset that you stopped supporting Dashboard widgets a while back … but I guess Dashboard widgets aren’t really that hot anymore.

Not sure what exactly a ā€œuse caseā€ for a platform is supposed to be but … Mac App Store and Steam are definitely the primary target markets for Mac OS X standalone builds, so this should be supported really well. Aside of that: It should work, and it should work very similar to Windows and Linux and as much as possible similar to mobile devices / consoles. As I’m developing on the Mac, this is particularly important because every issue I only find out when testing on Linux/Windows costs me a lot of time.

That it works? That I can do builds?

The startup screen we have on Windows, Mac OS and Linux always seemed a little odd, so I usually disable that one. This, however, leads to users not being able to set up input … which leads to one of the biggest issues with Unity: You need to fix the InputManager. That’s obviously not specific for OS X standalones but really the worst thing about desktop standalones IMHO.

I haven’t recently tried pushing things built with Unity on the Mac App Store or Steam - but that’s the one thing where I feel there might be trouble. Aside of that, of course, getting the best out of available hardware and drivers / graphics libraries is always welcome (but I’m not really pushing those limits). Oh, and support for VR devices like the Oculus Rift is really important - so I’m very much looking forward to that build target once it hits Unity 5.x. Ideally, I’d like to be able to create an OS X standalone build that can either run without a VR HMD, or with various different VR HMDs (whichever are available at the time).

I’m not a Unity developer yet (trying to become, though – doing tutorials), but I came here only to share muy frustration about this issue as an occasional Hearthstone player. This ā€not being able to command-tabā€ out of fullscreen is really frustrating in the OS X version of Hearthstone. It has been like this for too long.

A Blizzard employee writes:

Depending on the version of Mac OS that you’re running, the Unity engine (that Hearthstone is built on) doesn’t have functionality for a full-screen Command+Tab on a Mac. While our Mac Team has looked at many possible angles for making this happen, it’s a limitation that can’t be overcome until Unity provides an engine-update that makes this possible.

http://us.battle.net/hearthstone/en/forum/topic/14277127669#5

More angry users here: :slight_smile:

http://us.battle.net/hearthstone/en/search?q=cmd tab&f=post&forum=10881288

The funny/interesting thing is that the issue can be ā€curedā€ (until the game is restarted) if doing the ā€hit or missā€ workaround I’ve posted here: http://eu.battle.net/hearthstone/en/forum/topic/9952096067#12

In other words this taken from the Unity Documentaion isn’t correct:

ā€On OS X 10.7 and newer, it is possible to switch to other Applications using trackpad swipes or Cmd-Tab.ā€

http://docs.unity3d.com/ScriptReference/MacFullscreenMode.FullscreenWindow.html

At least not for the game Hearthstone.

Who are you?

Aaron Fothergill, Lead Coder and CEO of Strange Flavour Ltd. Long time Mac and iOS games developers.

What kind of game are you trying to build or would like to build?
All sorts, but typically small but beautiful arcade games.

How does OS X standalone player fit into that? What use-cases do you have?

We’ve switched to Unity to start doing OS X games based on our iOS games. We’ve got one game (Fast Fishing) in submission to the Mac App Store with all sorts of Unity based problems being wrangled and another (Tiny TrackZ) in development.

What are the GOOD things about OS X standalone player that you like?

It’s fairly simple to take the iOS version of our project and add to it for the OS X version. Runs pretty well across various machines. Fairly quick to develop.

What are the BAD things about OS X standalone player that you dislike?

Actual build process for the Mac App Store is abysmal. As Unity doesn’t expose bundle ID, signing, entitlements etc. we have to do all those post build manually and the Mac App Store submission and entitlements process is geared around using Xcode which handles those automatically.

There isn’t a separate OS X platform thread in the forums, so finding help on any OS X standalone issues is really tricky.

The About box for the game isn’t customisable in Unity. If we’re paying for a pro license, we should be able to replace this with an About box for the game, not Unity Player.

How can we make it BETTER? What use-cases, features, workflows would like to see?

Either make OS X Builds go via Xcode for final build (like iOS) so permissions, entitlements etc. can be properly set up or add in the full sequence of selectors for them that Xcode has. I’d love to simply be able to set up my bundle ID, dev and distribution certificates, entitlements etc. in Unity the same as in Xcode and make a packaged build ready to submit to the Mac App Store.

Add an OS X Platform thread to the forums :slight_smile:

Make the About Box in the OS X Player able to be customised/replaced.

Oh and one more request. Stop being ā€˜democratic’ in allocating resources for fixing bugs. I noticed that bug fixes are prioritised based on how many users vote for them. Problem is that means the platforms that don’t have as many active users on the forums never get bugs fixed, however bad the bugs are. Also it tends towards bugs that are popular with the mass of inexperienced developers getting higher importance. (Prioritising bug reports from Pro users is a good start there).

You’re supposed to be the experts in your code. You decide what needs fixing!

I’m the lead developer in AtomicTorch Studio, our current project is VoidExpanse (~1.5 years of development, release is coming soon).
I have only one request - please add correct Retina/HiDPI display handling, as currently HiDPI resolution is supported only in fullscreen mode, but publishing game in this mode is a real pain as it disallow switching to other applications (so user can’t switch to firewall window and allow a network connection for the game).
Regards!

2 Likes

It also blocks using Game Centre and StoreKit windows so you have to avoid capturing the display if you need any overlaid windows.

  1. Matt Radford, Visual Effects Artist Naughty Dog

  2. Squad Based RTS

  3. I develop on a mac, I use a mac, i play games on my mac. I do not own a windows machine. It is currently my only target market

  4. that it exists

  5. i dislike the weird options screen that comes up letting you map keys and resolution… that has to become customizable in alot of ways.

  6. PLEASE PLEASE PLEASE let us access several of the currently DX-11 features on OSX. Personally I require compute shaders and 3d Render Textures. My area at work is volumetric rendering and i’m dying to try and experiment with new things for my project at home with unity. But its terrible to not get access to this stuff just because i’m on OSX. I spend all day on windows and hate it. I know it sounds amateurish to just love OSX but in 2015 with Macbook Pros as saturated as they are its ridiculous to not be able to use OpenGL’s newer features. But I’m not the expert you guys are. I’m sure you have compatibility reasons here… but don’t shaft ALL OSXusers. Why not an option (DX-11 and OSX 10.7+) ?

This is what i really need

pleaaaasseee please pleaseeeeee

1 Like

Who are you?
Solo indie developer, working on various projects but trying to focus on one game at the moment.

What kind of game are you trying to build or would like to build?
Mainly 2d at the moment but maybe 3d in future. I have a puzzle platformer and a shootemup in progress, but also have some other interesting projects in testing phases such as 2d terrain-based games and

How does OS X standalone player fit into that? What use-cases do you have?
I work on a mac, love mac, will build and distribute for mac. I guess maybe steam is the best outlet for that, or my own website. The relatively limited amount of games available for mac I see as an opening in the market.

What are the GOOD things about OS X standalone player that you like?
It works. Can quit easily with Command-Q. Resolutions work. Seems fast.

What are the BAD things about OS X standalone player that you dislike?
Mostly it seems kind of invisible, I mean, you build and it runs… how it should be…

How can we make it BETTER? What use-cases, features, workflows would like to see?
I would definitely like to see support for at least some kind of geometry shaders, DX10 or whatever, SOMETHING! OpenGL 3 or 4 or whatever is needed. Surely mac is capable of this by now? Some kind of compute shaders would be cool but not sure what the support is like.

I would also like that the windows and mac and linux players be able to be built to a screensaver… you know, one that actually works without all kinds of hacks and stuff… supports the proper 64-bit interface… lets you have a menu for settings, shows a proper preview that works with the operating system’s interface… launches automatically… easy to install… and works with whatever ā€˜theme’ system the platform has, like windows has this whole thing about bundling screensaver + resolution + other settings as a theme etc, without creating whole new theme just because you chose to use the saver. So you can just say ā€˜build to screensaver’, choose mac (or windows/linux), and whatever is build can be a proper screensaver that runs with all the proper features and integration. I know Unity can already be embedded into a window with HWND on windows… that’s only a small part of it. I made a pretty sophisticated asset for the asset store to do all of this but it was so hacky, getting it to support window’s complexity was difficult, and making it work with themes was difficult, so I axed it.

1 Like