Unity 5 releases have been a mess

I think there’s been one version of it that hasn’t had random crashing/freezing. Now with 5.2.0f3 I can’t even open the editor before it crashes.

What is the use of limiting the 5.x betas to pro users only if it’s going to be free anyway? They are a small sample size and clearly aren’t hitting any of the major bugs.

3 Likes

I back to 5.1.3

1 Like

I personally have had no problems with the upgrades.

The main reason for restricting beta access was because the beta bug reporting system got totally flooded with useless bugs during the 4.6 public beta. Many of these were from free users and were related to user error, not anything to do with the actual beta.

Still, it’s pretty trivial to revert versions if you have an issue. Just throw in a bug report and go back to the last version thr was stable for you.

3 Likes

We can’t go back to previous versions if that has other basic networking bugs, but the version that fixes that has random crashing. Even basics like the colored outlines of Colliders are broken.

There should at least be a forum for public bug reporting. I don’t want to use the Bug Reporter every single time.

1 Like

Thanks for blaming the pro users.

There are 31 pages of beta issues, 15 of which are still flagged “active” ie. unresolved.

http://issuetracker.unity3d.com/product/unity/issues?utf8=✓&status=&category=&view=hottest&unity_version=5.2

Furthermore the quality of the bug reports from pro users is of a higher level than those from free users:

Source: http://blogs.unity3d.com/2013/10/28/bug-reports-incidents-and-some-bashing/

Also, read the comments:

3 Likes

Who else is to blame? These aren’t non-obvious problems. These are problems I find within 10 seconds of opening the editor of every new 5.x version.

Yet they still release a new version with a big announcement email to everybody? How about fixing them first?

1 Like

Simply having access to bug reports does not guarantee they will be solved prior to release.

2 Likes

Could you explain what those issues are exactly? I am a little surprised because I didn’t have those kind of issues at all.

I didn’t find any problem updating each time. This is possible because testers just make general tests and can’t test all features.
You know , if you used another 3D engine like Unreal 4 it has been really worst than Unity with more frequent crashes as crashes but they have improved things.
Perhaps you should use stable versions only ?

I had a Unity Free 5.2.0f3 crash yesterday. Unity ought to create a crash investigation tool that makes a short concise report on the crash and sends it to Unity with permission. More than likely it will be enough as it’s being reported to folks that actually design & code Unity. If it’s not enough they can always use the email address to ask us for the project, although it’s not likely to be in the exact state at which the crash occurred when they asked.

I don’t report crashes because of the megagigateragooglesize of Unity projects because of the way assets work you are forced to import so much as truthfully, a library, not a project asset. Now if they ever redesign how they handle projects and your asset library then we can send small concise projects & core dumps to the Unity team.

Anyway, I think my crash was related to deleting and reading the skybox the GI Bake code might of been busy with in the background or all those Chrome/YouTube errors from browsing the Asset Store.

Registering platform support modules:

Platform assembly: C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0\Boo.Lang.Compiler.dll (this message is harmless)
Platform assembly: C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0\Boo.Lang.Parser.dll (this message is harmless)
Platform assembly: C:\Program Files\Unity\Editor\Data\Mono\lib\mono\2.0\UnityScript.Lang.dll (this message is harmless)
Registered platform support modules in: 0.0705012s.

Native extension for OSXStandalone target not found
Native extension for WindowsStandalone target not found
Native extension for LinuxStandalone target not found
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Load scene 'Temp/__EditModeScene' time: 230.911774 ms
Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.121725 seconds (Nothing changed)
Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.113624 seconds (Nothing changed)
Unloading 1397 Unused Serialized files (Serialized files now loaded: 0)
System memory in use before: 430.4 MB.
System memory in use after: 429.7 MB.

Unloading 56 unused Assets to reduce memory usage. Loaded Objects now: 9034.
Total: 11.784208 ms (FindLiveObjects: 1.516901 ms CreateObjectMapping: 0.454865 ms MarkObjects: 9.752094 ms  DeleteObjects: 0.057884 ms)

Load scene 'Temp/__EditModeScene' time: 159.296799 ms
Enlighten scene contents:   98 geometries.   259 instances.   7 systems.   0 probe groups.   0 cube maps. Scene is up-to-date.
GI output for inputsystem: 88f441d25e22c52879361b27b634807c (2fa7d9728cc83e6e8f899a8b5fd591fd) is missing.
(Filename: C:/buildslave/unity/build/Runtime/GI/Enlighten/EnlightenRuntimeManager.cpp Line: 1481)

Refresh: detecting if any assets need to be imported or removed ... Refresh: elapses 0.109285 seconds (Nothing changed)
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Hashing assets ... 0.002059 seconds
----- Compute hash(es) for 2 asset(s).

Refresh: elapses 0.168408 seconds
Updating Assets/Standard Assets/Holiday/Halloween/Jackolantern/JackOLantern_D.png - GUID: 11b13bfe6e8603140bb3c8fd87abc5a8...
done. [Time: 613.876587 ms]
Updating Assets/Standard Assets/Holiday/Halloween/Jackolantern/JackOLantern.fbx - GUID: 44b1a965e05714342ba41709f2837eb2...
done. [Time: 329.074371 ms]
Refreshing native plugins compatible for Editor in 3.98 ms, found 0 plugins.

----- Total AssetImport time: 1.123029s, AssetImport time: 1.037583s, Asset hashing: 0.002233s [0.5 MB, 232.969742 mb/s]

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Cleanup mono
Unloading native extension module for target: Metro
Unloading native extension module for target: WP8
Unloading native extension module for target: iOS

Unity log show no indication what it was doing when it crash but I had recently change Android Build to use ILCPP and had added the paths for Java, SDK, & NDK for the Android targets.

3 Likes

It’s not all moonlight and roses in the Beta forum either you know. Pro users have been asking questions too.

Beta going into final mode → Really??

Each public version has a fixed release date whether or not the known issues have been integrated. For 5.2 it was September 8th and according to the roadmap Unity 5.3 will be released on December 8th.

I guess the point of a public release is a feature cut-off at a scheduled date. Bug fixes are important, but bug fixing will just continue after the public release in the form of patches.

So in the Release Notes for 5.2 they’ve decided to dedicate a bigger section to Known Issues, announcing the fixes in the upcoming patch release. Maybe a consequence of me losing my shit: Why does the fullscreen bug have no priority?

1 Like

I don’t agree that Unity is a mess on each release, but I’d also like to have a separate forum section to discuss each new release. Like for example in 5.2.0f3 all my colliders have black outlines instead of green. I don’t remember reading anything about this in the changelog, so it might be a bug, but I’m not 100% sure.
Also I wanted to ask a question about the new VSTU integration but didn’t know where to post.
I think there needs to be something like the beta forums, but for stable releases.

Related? http://forum.unity3d.com/threads/multicolored-handles.351381/

Ok, I was able to fix this by deleting the library folder and have Unity rebuild everything. The colors are back to normal. I’ll post this to that other thread you linked. Thanks.

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I like that idea. One sub-sub-forum for each release should be made, and a very clearly labelled menu link (and possibly a button in the welcome window) should link to the current version’s forum, just to be on the safe side.

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Indeed, the tool is our bug reporter. We do realize we can improve it (and we’re planning on it), but that is the point of the tool.

We’ve done a hack week to consider swapping all heavy/large assets with placeholders for bug submission, but the trick is that some bugs require specific assets to exhibit. So, it’s really case by case. Our QA does have some standard practices of cutting down sent projects, but it’s still not a one-size-fits all process. I’ll ask them to see if we can share out some of those practices.

How would that work? We’re releasing a version per week during beta, and they do tend to overlap. It might be easier to consider tagging the subject? Could discuss that option with Aurore.

(As for the line handles colors, we’re still not getting a repro in house, but the work around seems to work for many people…)

It doesn’t make sense to make a separate section for each patch release, but have it for every minor release (5.2.1) or at least major release (5.2). I just think that there needs to be a general support section (with colored tags for categories such as Graphics, Script, Editor, etc) as the current large forum categories don’t get enough traffic and a lot of threads get no answers.

Thanks very much. I will report future bugs and leave out the project but is a mini-core generated? No need to answer, I will check next crash I get before I send report.

I think that Unity ought to create the concept of an Asset Library that is would function like a WebGL project for sanity checking assets in the Asset Library. It doesn’t import cleanly in the Asset Library then it can’t be put in the asset library. Unity’s own asset store would find that valuable help. That way we can import all assets once into the Asset Library and then, when we go to make a new project with multiple deployment targets it uses also the valid assets need for that project and it’s current target. Then a Unity Project will better reflect what the project is and not what the library is which will make for a much more concise bug reports, save oodles of disk space and switching target platforms, much more concise project folders, and so on. Of course projects, build targets, and all those things would need a lot of changes in how Unity handles them currently. Basically you’d build your individual projects by building scenes with assets from the new WebGL asset library concept and including them in build targets and saving as a new project & Unity would go off and do some folder creation and house keeping magic for the project. It would also CM much more reliable and concise. What’s being passed as CM repeatable in Unity would never have flown by any CM organization I was a subservient peon to in my programming jobs.

The one crashbug I had with the Unity 5 beta was fixed, so I have no issues with that here. Overall I’d say 5.2 has the best feel of the 5.x series. I was never entirely happy with 5.0 or 5.1, but 5.2 is pretty comfortable. It’s unfortunate if someone has a problem with crashing, but it’s quite possible that having more beta testers wouldn’t have made any difference, since it could be related to just the one specific project.

–Eric

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