By all means, bugs should be fixed.
BUT …
Keep in mind that we are working with numerous 3rd party assets (especially any scripted tools) that often are the real issue, not Unity by itself.
Case in point: rather often you see editor scripts that trash editor performance by doing something like this:
- create an asset
- mark it as dirty
- save ALL assets
- Refresh the ENTIRE AssetDatabase
- and possibly doing this in a loop or in a frequently called event method
In my 10 years of experience working with Unity the clear majority of issues came from within the project itself, not actual Unity bugs. Of course those exist too.
I agree that in recent years we‘ve been treated too often with obnoxious issues like warnings or errors getting spammed to the console even in new projects. Things like where you only need to have an array field in the Inspector causing a nullref when that object is selected. Or frequent „native memory leak warnings“ after installing DOTS packages using only the recommended versions and doing a simple enter/exit playmode in a sample scene.
Perhaps this is also just my perception because I keep upgrading to the latest versions, I created or opened hundreds of projects last year in every major and minor version of Unity so I‘m more likely to see those. If on the other hand I had been working with one or two projects most of the time, and an issue occurs „out of the blue“ (ie a Unity version or package upgrade/install was not involved) I would definitely first look into possible causes from within the project.
There is a high likelihood you‘ll find one of two causes:
- something (possibly non obvious) broken in your project, specifically scripts and how they use the Unity API
- something (possibly obscure) triggering an actual bug in the editor, with a chance of finding a workaround (eg changing a setting, or organizing the mesh differently)
The painful part here is that it‘s our job as developers to narrow down the causes. I can assure you, almost every time you can either fix or work around it. In the remaining case you‘re likely to end up with a repro project that you can submit with the bug reporter.
Most of the complaints however come from developers who do not analyze these issues, and they keep working with them and blame Unity until, eventually the pressure builds up enough that it needs to be vented in a public post of frustration.
I‘m not saying that this is the case for you specifically, it‘s more of a general observation. What is notable however is often the lack of detail in such posts, and yours follows that scheme. You vaguely mention one issue that seems critical but we have no info on that, yet you claim it has existed for a long time and is getting ignored. Perhaps for good reason? You also mention many other bugs, but don‘t even say what they are.
If you could provide more details about these issues, maybe we can even get some of these resolved, or you learn that this has been fixed in a newer version, or tips on how to analyze these issues. Again, I bet at least some of these issues that are plaguing you and your project could be resolved right now and forever.