Unity 3: still some serious bugs

As much as I’d like to see Unity 3 released, I hope they don’t release it with the bugs that I see in this F series (if so I would say the F is for fail).

I know it’s still a beta, and some would tell me to shut my yap, but with these frequent releases, one might think that they’re pushing hard to release these buggy candidates.

I’ve been running into two major bugs myself, but one is a complete killer:

  1. Virtually impossible to connect behind two different WiFis (a very common setup these days). Server and client report Unhandled Message 73 exceptions in the editor. The public IP address is reported in the exception, so by this point, the public IPs have been resolved. The client never sees a OnFailedToConnect message/call. This issue is in Windows, Mac and iPhone. FogBugs ticket: 374946_pa6b51ug

  2. GUILayout.BeginScrollView and GUI.BeginScrollView broken in an iPhone app with stripping. This just started in f3. FogBugs ticket: 375726_bvhnmjpu

#1 could force me back to Unity 2.6 and iPhone 1.7, with their weaknesses. The older networking has its flaws, but still able to connect two behind WiFis most of the time.

Anyway before they push it out the door, I hope they take note of recent FogBugz reports and fix the glaring bugs. I’ve included complete examples. I hope they notice, because Unity 3.0 still needs some work.

Of course there are still bugs, and also serious crash bugs, in Unity.

Just because the number of fixes in the changes log get smaller, doesn’t mean that they somehow magically dissapear.

I sense that they just want to release it in the near future as they are pushing out new versions very fast and the number of fixes they do in these updates decreases as well. It’s like a living document…

No offense, but isn’t there a bug forum section that this is supposed to be in?

ahsodeska! thanks man, way to beta test; I had this too, and failed to grok the cause.

  1. had that one too or in an indirect thing, never had the time to nail it as I had to backport a whole project because the beta had a much more impacting bug (textures loaded from WWW ate 5-10times the RAM they would have needed even when they were created on the next pow2 square texture size … 12 480x320 textures crashed a itouch 3GS)

Well I’m happier about #1. It’s still a bug as I see it. OnFailedToConnect should be called but isn’t, among other issues. I seem to have gotten around the root problem by using a different port for the host: 50000+, and I added a feature to let the user set the host port as well. Maybe these WiFi routers don’t play well with the lower ports, hard to say. So the near-zero connectivity may not be a Unity bug, but the handling of it is.

#2 means I’ll have about an extra 6k of baggage in my iOS app, though I’m hoping for a fix soon.

Are you saying “ah, so deska!”?