Unity 2017 and the agony!

Everytime a new version comes out we have to suffer from bugs for days and days if not weeks!
Just to list few for this so called Unity 2017.

  • None of the major new features are beneficial for a coder, only for artists! So major update with nothing of use, but huge load on the cpu, gpu and computer in all.
  • Of course, lightmapping nightmare, having to go and lighmap every scene specially in major projects, is everyone’s worst nightmare.
  • Oh yeah, since it’s a new version, reimport my huge project please and take a full day to do so!
  • Freezing of Unity Editor left and right, yuppy , force quit, launch, and do it all over.
  • building first time, you are asked to replace, second time, you are allowed to Append, logic tells, that next builds, would allow Append, nope, third build, you are only allowed to replace. Of course, you choose replace, then next time, allowed Append, then the one after, only Replace. huh! why?
  • Not to mention, having to go through fixing all kind of new errors in Xcode and searching for days to find a solution of each error.

Honestly, i would hope that Unity team would concentrate on fixing Unity bugs, improving it’s stability and to include features that makes our life easier, such as bulk scene lightmapping, multithreading and so forth.

Instead of trying to be a big show off, and competing against well know engines, which i am sorry to say, it’s not your field, your field is mobile dev, so if you stick to it, it would be more beneficial for you and for your loyal clients.

Oh yeah, i tried 2017.1 and 2017.1.1 and yep went through the stuff above twice, not once!
My production time is much less than expected, hours and hours are lost on a daily base tying to coop with this circle of agony! Hurry another version of Unity!

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Sorry that this is causing you so much trouble. I feel your pain.

After losing hours on my first upgrade to 5.6.1 while in the midst of development, I now have a policy that no upgrade will be made until after a projects release build, and only if there is a compelling reason to upgrade.

Be well.

actually that’s kinda what i do, but problem that i faced after getting Xcode updated to version 9, is that Unity 5.6 was giving errors when building including but not limited to missing modules and such, when modules where existence in the project, so it drove me crazy. That’s when i decided to upgrade my Unity to 2017.1
Doing so, those weird errors in Xcode where gone, however i was faced with tons of things to deal with, but at least not giving me a missing module when the module is right there in front of my eyes!

I sure hope that Unity would give this a thought over and we would see change in their current direction, maybe going on the z axies toward forward, instead of going backward!

The texture import stuff really blows… if it makes you feel any better beta testing these releases is more a stupid with texture conversation crap taking place every release, even when there are no changes to the internal texture pipeline.

The other breaking stuff yeh there is a lot of annoying things.

“- None of the major new features are beneficial for a coder, only for artists! So major update with nothing of use, but huge load on the cpu, gpu and computer in all.”

I beg to differ. .Net 4.6, the ability to manually update (or pause) Physics, the ability to split code files into different packages so changing one line of code no longer rebuilds all source files, Deferred Rendering in iOS, there are a lot of little improvements to coding. You’re right that the big feature of 2017 was the Timeline system for creating cutscenes or animations that would normally be very System-intensive, but 2018 tilts the scales the other way, with its big feature being the multithreaded job system.

My macbook pro is at it’s knees even with the 16g of ram and SSD storage.
Add to the list random freeze when trying to build and just discovered that upgrading my mac to 10.13 broke something with Monodevelop so it’s no longer available. Work around is get Xarmarin, which breaks things with plugins so they no longer can process their files to Xcode. Just added pain to an open wound.

So yep, have to patch, and to patch you have to reinstall the whole thing over again, then do all the stuff mentioned above again. Why is it called a patch again? just call it a release.

Really, i care so much right now about those little improvements!

Steady and solid developing environment i think is much more important than little improvements here and there.
If Unity to concentrate their efforts on having a solid experience and build ontop of that, it would be more beneficial than getting new features build ontop of shaky environment.

I would be so happy to hear that Unity this upcoming year is working on making their engine a solid environment instead of announcing new features.

I think we are the ones to suffer until the day that they are hoping for, when they become a real competitive to solid game engines out there. Until that day, say goodbye to peace of mind.

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MonoDevelop, Xamarin, and Visual Studio for Mac can be a bit slow on older hardware (running 2012 Retina Macbook Pro, 16gig ram here). Try VSCode - it’s lightweight and a pretty good editor, and every now and again the debugger even works as well. There are plugins for syntax highlighting C#, shaders, etc. and debugging.

How does Xarmin work? I have the smae problem, my MonoDevelop does not open also a whole host of programs since the Sierra update.

update to 2017.1.2 monodevelop problem is gone.
New errors though, it’s been 4 days, which is about 32 working hours thus far wasted! I can’t get a straight build with no errors and still counting!

each new release or what so called patch comes with new errors and broken link with plugins and so forth, unfortunately.
We buy plugins to end up having to go through it’s guts to fix such problems.

I don’t know if this is worth it anymore, specially with that Tim Cook, and his unclear and not so thoughtful approach toward the App Store and indie developers.

We miss you Steve!

All of the things you’re experiencing are normal for developers that stay “bleeding edge” on product versions. If you continue to upgrade for new features and bug fixes, that’s going to happen. If that’s unacceptable, you do what most established project teams do, and that’s stay on a known good version and only upgrade when you actually have to. If you’re upgrading to fix a bug, you have to weigh the pros of that fix against the cons of all of the things you mentioned (and introduction of new bugs or reintroduction of regression bugs). In most cases, your best bet is to work around the bug and stay on the version you’re on, or wait until a solid patch release and only incrementally upgrade to that patch release instead of constantly trying to stay on the latest version.

Then don’t update until you’re able to deal with the problems you’re running into. There’s a reason studio’s impose version locking.

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Wish it’s that simple, i updated because Unity 5.6 which i think was doing great until Xcode 9 came. I tried to stick to 5.6 but couldn’t hold much more and not because of the new features of Unity 2017 at all. That’s why i am saying that Unity need to concentrate on making their engine solid, instead of looking for new features. Because really comes to it, what a developer needs most is a solid engine that does the basic instead of an engine with lots of features (which mostly, most of us don’t use)and has so many problems.

Faced with another issue regarding plugins, specially ones from Prime31, none of his plugins get included in the build and simple moving of files doesn’t cut it. Add to that the guy behind Prim31 is a nasty a-hole, so trying to get him to update his plugins is another process that requires lots of patience!

Why, why does Unity have to put us through all that!

Again, your choice, your problem.

Your personal issues and disputes with random asset publishers is definitely not Unity’s problem.

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my choice, my problem!
You are a person that likes to blame himself for other’s mistakes.
It’s my choice, that’s true, my problem, of course NO!

It’s their problem that they need to fix and if we have a strong and loud enough voice, then they will listen, but as long as we have people such as you, that blame their own self and put them selves down over other’s mistakes, then Unity will continue on their way not looking at anyone’s suffering from their wrong strategies.

Personal issues and disputes with random asset publishes, again, blaming ourselves for other’s mistakes.
That plugin has been working for years up to Unity 5.6. Only in Unity 2017 that those errors appeared. So again, stop being so negative about us developers. Which reflects your same character problems.

Own hate and blame for everything.

https://www.youtube.com/watch?v=0tdsL4kvp_I

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wow you went all the way to find a chartoon video and post it, that’s just great!
It says at the end of time the ignorance will spread widely!

@hippocoder - might be getting close to thread lock time. Getting personal and ranty.

yeah might as well. Not getting anywhere with this.