[RELEASED] uNote: Comments for Objects


uNote is a simple, intuitive annotation solution. Add a note to objects in your scene, or, if you create your own scripts, add notes to your components to document how to use them, or what they’re for.

Website with support, in-depth feature breakdown
Support Forum
uNote on the Asset Store

Features:
(At a glance)

  • Full Unity 2017, 2018, and 2019 compatibility!

  • Rich Text Support

  • A simple, clean UI

  • Light and Dark theme support!

  • Scene view rendering. See your notes in the scene window!

  • A custom PropertyDrawer and PropertyAttribute. Add notes to your custom components!

And much more!

And the best news? It’s less than nine bucks ($8.99). In the words of MAD magazine: “cheap!”

More of a visual person? Here’s a few screenshots:

Question/Comments are more than welcome!

1 Like

uNote has been submitted to the Asset Store team, so it’ll probably take around 7-10 days before it’s available on the Unity Asset Store.

uNote 1.00 is now available on the Asset Store!

Any questions/comments are more than welcome!

uNote is tomorrow’s 24 hour flash sale – it should be live at 50% off in a few hours!

1 Like

Unity5?

Yep, it’s fully compatible with Unity 5!

Great looking utility. I look forward to using it. It will make it a lot easier to track my thoughts in my game, rather than separately in places that are easy to loose track of. Besides all of that, it’s priced to sell, hard to pass up.

Thank you kindly!

How does the NoteData object work in scripts? The readme says nothing and all I see above is an image showing the [Note] tag in a script but no real example. How should that feature be used?

When I import UnfinityGames.uNote and declare a NoteData variable, I get a ton of errors in Unity console.

@breakspirit thats the reason I didn’t purchase it. I was about too then I thought screw that, he cant be bothered to give an example so I cant be bothered to purchase.

Thanks for picking up uNote! If you have any question feel free to let us know!

What errors are you getting? It should be as simple as

[Note]
public NoteData note;

You already worked out that you needed to use the UnfinityGames.uNote namespace (which I forgot to put in the readme – sorry about that! I’ll rectify that when I get back in at the start of next week) so I’m curious as to what errors you get. You are using C#, right?

What kind of example would you recommend? I try to support our products to the best of my ability, so if you feel I’ve missed something important, please do let me know.


If any of you (or anyone else) has questions or comments, feel free to leave a post. I’m actually on vacation right now, so my internet connection is pretty spotty, but I’ll do my best to get back to you ASAP!

Hi,

I bought unote today and it looks great. I imagine teams would especially find it useful. I hope it has sold well for you as simple but totally practical tools like this are some of the best.

Having had a play around with it there is one function I think would help a lot. If it was possible I think it would be great to just have a button/dockable window (with uNote functions available) that could be clicked to assign a uNote to any selected object as opposed to having to go through the component menu.

Either way I am very happy with the asset. Thanks

Hey @docsavage_1 , thanks for picking up uNote!

I rather like your idea of a dockable button, so I’ll take a look and see if something like that is practical and/or possible (especially as uNote has to support Unity 4.32+ and Unity 5). In the mean time, I’ve found that the quickest way to add a note to an object is actually by clicking the button to add a component (the button should be at the bottom of your selected object’s Inspector) and typing in Note. It should bring up the correct script to add automatically. The bonus of this approach is that if you’re adding lots of notes to objects at once, that window remembers the name you typed in last, so you can skip right to the note component.

Thanks for your input, it’s very much appreciated! Don’t forget that you can leave a rating or review if you’re satisfied and have time – it really helps us out!

No worries:). Have not long done this but asset store said it was not accepting ratings at this time??? I will try again before bed or tomorrow.

I gave it a 5 as for the price and functionally it’s a top bit of kit.

Just had another thought. Do you think it would be possible to add a note to groups of objects along with individual ones? If you clicked on an object with no individual note but it was part of a group this would show up, and if you clicked on an object expecting just an individual note but it was part of a group then this would show up as well. Thinking about it notes for groups could prove really useful.

The Asset Store can be a bit finicky with ratings sometimes. It seems to work best if you’ve bought an asset, opened the store inside of Unity, downloaded the asset, and then try to give it the asset a rating. Thanks for trying, though, it’s definitely appreciated.

I like the idea of note groups, but I’m not sure how feasible it would be to implement. There isn’t a great way to ‘link’ objects together in the editor, especially when serializing and deserializing data. It’s also difficult to decide what is and isn’t safe to link, as the user can freely delete and add objects at random. (It can also be difficult to get serializable references to objects that would re-link up with the correct object when the project is re-opened. I had an issue with that a year or two ago with an early, internal version of our other plugin, U2DEX.)

I’ll add it to the roadmap, as it may be possible to come up with something after a bit of research. There are some other neat features I’d like to add, so I’ll see about groups (although they may come later, if they’re possible).

Thanks for the feedback!


EDIT: Actually, it might be best to just make use of Unity’s built-in parent/child system. I could look for a note on the parent object as well, and add that to the paginated list of notes if you’re on a child object. No messy serialization needed. You, as the designer, would just place your group note in a parent object and put the other group objects (either with or without notes of their own) under the parent object. I can definitely add that into the next update, and that should work until I can see if there’s another way to do note groups (or if another way is even needed after implementing that).

In Unity 5.0.1f1, if I add the following to a script that is used on a prefab and view that prefab in Unity, I get errors.

using UnityEngine;
using System.Collections;
using UnfinityGames.uNote;

public class NpcControl : CharacterControl {

     [Note]
    public NoteData note;

   ... the rest of the class...
}

The errors are huge but they start out like this…

Also, how are we supposed to add text to the NoteData object? The NoteData constructor does not take a string. If we’re supposed to be adding the text from within Unity, I can’t because the aforementioned error causes the prefab’s Inspector window to fail to load.

Thank you.

The [Note] PropertyDrawer does takes some arguments for setting up Notes via code, so you can give that a shot. I don’t think it’ll help with the errors, though, which means that the Inspector will most likely still fail to load.

The errors, however, are probably due to the prefab that your note is on. Unfortunately, as I mentioned a bit earlier, I’m actually on vacation and won’t be back to my work PC for another day and a half (which has all of my uNote files, and my test versions of Unity). Normally, I try to fix errors like this immediately, as I fully understand how frustrating issues like this can be, so I apologize for the inconvenience. If it would be possible for you to create a repro project, that would help immensely when I get back (and would speed up my debugging!). I can send you an email for the repro project once I’m able.

I’m very sorry for the issues you’re having, as well as the delay in getting it fixed. I’ll do my best to get your issue resolved as quickly as possible.

A quick heads-up for the night crowd: uNote’s 24 hour sale is rapidly coming to a close. Time’s running out to snag it at half-price ($4.50)!

I thought it was about time for a quick progress/status update, so here it is!

I’m back and have been crunching away at known uNote issues all day. The good news is that I’ve been able to reproduce almost all of them should be able to fix all of the ones I’ve reproduced. This should include the issue that @breakspirit mentioned. It will take me a little longer than I would like (as I’m having to work around a few Unity-related issues) but I should have a bugfix release ready to go in a day or two. Rest assured that I’m working on it!

If you are currently experiencing errors, please get in touch! (Either via email, a PM on these forums, or the forums on our website) Once I have a release candidate ready I’ll send out early versions of the bugfix release so users can see if their issues are resolved before I get things ready to submit to the Asset Store team (as Asset Store submission approvals can take a while).

I’d also like to take a moment to thank everyone who purchased uNote during the sale, those of you who have rated and/or reviewed it, as well as those of you who got in touch with comments, ideas and well-wishes. Thank you for the support!

I appreciate your work to fix my issue. I updated Unity and deleted my Library folder and am still experiencing it. I get the issue even when I put a note in an otherwise empty script on an otherwise empty gameobject.

Hey @breakspirit !

I do believe that I’ve isolated the issue, so I should have a small patch version to give you soon (either tonight or tomorrow). It won’t be final, but it should solve your issue. If you could PM me your email (or just use the contact form on our site) I’ll get the fix to you as soon as it’s ready.

Thanks for sticking with us, even after the short delay! I’m working through the reported issues as quickly as possible.