After many years of steady decay, workflow in the editor has reached an all time low with this new “cornerstone” release and, without the many under-the-hood improvements, it would be worthless:
Rendering settings are all over the place
APV scattered in about 3 panels
combinatorial explosion of blocking conditions causing an increase in the number of info boxes, with zero fix button (XR excluded, good job guys!)
The new build settings is a turd icing on a poisoned cake, button scattered everywhere with zero logic or effort, turning a very simple idea into a convoluted maze
and the list goes on…
The editor’s workflow is an insult to the creative impulse of the original team and smells like design by committee.
What works is to have one public-facing person in charge who takes pride in their work, knows how productions work and what people need, and someone who can take punches because we ain’t stopping. More importantly. unafraid of entrenched politics, a ball buster who can motivate the good elements and get rid of the lame-o.
Solution: re-hire Nicholas Francis, like professor Falken in the movie Wargame!
The ‘settings’ and especially for the area covering all that goes into the ‘render pipelines’ have become an absolute mess. …sure it works… but damn is it a pain to figure out and use.
Just look at UE’s settings, I was like what’s going on Unity …edit settings didn’t used to be this bad infact there was an addon that made it look better until they changed the layout, broke that addon… and it’s just gone down hill ever since URP/HDRP pipelines entered the picture.
Your feedback on the latest versions is always pretty good. Unity 6 was just a rebrand in a lot of ways, I hope they have big plans to fix the stuff like the settings in Unity 7. I saw them mention it the other day so it probably won’t be years away.
I can’t find it now but it was a quote on a stock website. Nothing major, something like “we hope to continue focusing on our core products with Unity 6 and 7.”
Given the horrible publicity with the fees and all and the rebrand to 6, one would expect Unity product direction would be to provide a familiar, stable, flawless experience to exemplify the core philosophy of Unity.
Instead they broke every known workflow all at once, once more providing unstable early replacements out of nowhere.
This one more time shows that in Unity, teams are out of sync, they focus too much in their silos with no ways to differentiate quality feedback from trash, and things end up all over the place.
Surveys are no way to drive development… you need experienced user groups which Unity has almost completely dismantled. I am in three different such groups, none of them is having any activity for many months if not a year. I wonder who decided they offer no value. 20year old inexperienced interns??
Someone told me they want to completely get rid of Pulse too.
No wonder they have lack of resources as some staff have said, when they are working to change things NOBODY asked them to change.
It worked in the stupid alpha and beta, and suddenly it is broken for Preview, the version you literally used to knock-down the previous LTS as if we should try and use it in our production prototypes!!!
It is the only reason I’d deal with a royalty fee in the newly proposed pricing model, and yet this wasn’t e-----
Hold up, are they testing these releases prior to submitting the changes? Stop fixing things in newer versions and stop releasing broken versions.
Release versions in large chunks, that actually are stable, who is stating to the team “release this now! just tell them it is fixed in the next version!”
What?!
Just release the next version in bulk updates, Unreal does it, and you’re copying their royalty scheme, I think Godot does it as well.
Not trying to diminish people’s frustrations, but I just want to mention that Preview replaces Tech Stream, not LTS. If that’s not what you meant above, just ignore my comment.
They have never suggested we sould use previews in Production. Quite the opposite.
But it is a good opportunity to test isolated versions of real world projects and give them feedback. Because clearly most if not all their testing is with small versions of brand new projects that are typically less likely to present more issues than a transitioning project.
Having said that, I must say that Unity has given me the least troubled transitions I ever experienced using any engine.
And at the same time I would like to point out that the Tech stream was already out.
Unless you are ready to believe that because they rebranded, the work started from scratch
Lets not forget that some time back they had announced that “from now on” instead of 4 releases a year they would be going for 3 releases a year. Which is clearly not the case.
I assume the reason we see this DEV/PR/Product pirouette is because of all the negative feedback the Beta has received on UX/UI/Workflow updates and they decided to delay the release. Gives them a lot of time to redesign.
It is a good decision as long as it is driven towards the right direction.
You do realize 25% of unity team was just laid off? There’s probably a total of like 5 employees working day and night trying to piece the editor / ui together. And then they have to come on here and read your rage rants about a PREVIEW build. Why are you expecting perfection when they very openly advertised everywhere to stick with LTS if you want stable workflow???
Just an incredibly rude, obnoxious, and totally out of touch comment to make. Little ironic that you are doing the exact same thing of “insulting the creative impulse of the team” when you completely disregard the current very overworked and understaffed team.
There’s a right way and a wrong way to give constructive criticism champ
Random guess (I haven’t tried Unity 6), but is it related to some sharpness slider? I read somewhere that the sharpness slider behaviour has changed at some point.
So weird fact about the broken changelog. There somehow is two pages for that one specific release.
One link shows the proper changelog one doesn’t. Guess it was from a change in their autoformmatter for Unity 6 naming convention going forward. Here is a link with the correct release notes marked to auto scroll to it so you don’t have to scroll and search yourself.
Thank you community member bugfinders for pointing this out in another thread and giving the updated link.