What problems are you facing with Unity as a dev platform right now?

Hey!
I’m making apps for Unity, I wanted to get an idea of what issues you’re are facing with the engine and ecosystem right now which you haven’t yet found a solution for.
Cheers!

Unity has its quirks like everything else; I deal with them because I still appreciate it, flaws and all. I haven’t run into anything recently that would halt production of a game, so there’s that at least. Well, there’s a fairly big issue with rigidbodies and performance in this latest version, but this is not the place to discuss that. I am sure Unity is working on it and it’ll be taken care of the next update.

Edit: There are also some new performance issues with the particle system. Unity staff requested bug reports on both and I am fairly sure multiple people have obliged.

None. As a developer, and my role in particular, solving problems is my responsibility. If I can’t solve a problem, I wouldn’t have a job. As to the nature of the problems, 95% come from design choices we made as a team. The rest are platform / hardware limits or tooling.

Most problems can be worked around. Though I hope Unity get around to wokring in the multi core rendering more, like Vulkan and gfx jobs, people here often know I rant about those :smile:

Edit: vulkan is not experimental in 2018.2? Need to bench!

Great reply.
Also see this to give some guidance on how best to start a project.
I found it covers a lot of the issues I have encountered whenever making something in Unity.

Making sure Unity is actually capable of doing what you want to do via prototypes pretty much sums it up for me.

I do have one sticking point at the moment with my project in that Light Probes do not work as I expected when using Additive scenes.
If I’d have prototyped correctly I would have saved myself a load of time identifying this early on and chosen a different design to work around it.

Out of curiosity, how have you solved the performance hits everyone is seeing from rigidbodies in 2018.2? Did you just opt to not use them or decide to hold off until a fix?

2018.2 was released a week ago. It would foolish to use it in a production environment. A week isn’t long enough to effectively test a version, even if there is actual reason to upgrade. We have no plans to upgrade anytime in the near future.

This is the first post from the OP. I am guessing they are new to Unity. They will be downloading the latest version because that is the version that Unity has put front and center. And when they download and install, they’ll be faced with those same rigidbody issues as the rest of us; whether they decide to start with an Asset Store package, play with ones offered up by Unity, etc.

I’m just saying, ignoring the problems in the version that Unity is currently highlighting and saying solving problems is part of your job doesn’t really help the OP unless you explain to them not to use the current version; not using the current version seems to be everyone’s solution, but that leaves every single new user behind to deal with all the issues that all of the experienced users are ignoring.

Exactly. Unity is a tool, not a development partner. At the end of the day, they are not responsible or accountable for my game shipping. I can’t blame the hammer. Certainly unity will have bugs, and things that will have to be worked around, but as you said, prototyping and testing will help you determine those. You may need to write something, buy something, use a different version of Unity or even a completely different engine. I too have missed things in prototyping/testing, and it sucks. (sight… completely missed the prefab bug several months ago during testing… we lost a couple of weeks over it and to eventually downgrade.)

If they are completely new to unity, it’s unlikely they will crippled or impeded by a bug in the latest recent release. By the time they have built the skills to even understand it, it will be resolved. Regardless, making games is about problem solving, whether you encounter a bug with a tool, or are simply doing something that hasn’t been done before. If ones approach to game making is “[insert tool here] doesn’t do what what I want!!!” They have picked the wrong hobby.

Of course when there are bugs, you file reports, raise attention and provide as much information as possible to repro/isolate to ensure it gets addressed. If it’s a blocker and you are doing it professionally, you will have to find a solution. What else is there to do?

I don’t think the OP was asking whether or not their project will get crippled by the new bugs in 2018.2, they asked what the climate was like. And the climate is that Unity is very buggy and experienced devs tend to tell new users that any issues they are having are their own and they should learn to deal with them, use an earlier version, etc.

I don’t feel like I should have to problem solve something so incredibly important to Unity as a whole as rigidbodies; they are used constantly and right now they are ruining performance for any project that uses them. Countless users had their PSD textures suddenly change color with the new update, and Unity provided next-to-no heads-up on this nor any solutions.

I understand it is not Unity’s job to hold our hands, but it is their job to put out software that is usable, and 2018.2 is arguably not if you’re using a lot of rigidbodies and don’t have the extra specs to cover the performance hit until it is fixed.

Official releases are not supposed to be this buggy, that is what betas are for. You have already provided a lot more insight into the issues you face than your original reply suggested; you went from literally saying “None” to here are all my work-arounds, which is sort-of the point I was making. You aren’t finding solutions (at least not for everything), you’re making compromises, and those are not one in the same.

“None” was in response to the op’s question.

Every software release of all software has bugs. There maybe bugs that affect some users in any given release. But in terms of the “climate”, it is pretty darn good. Especially compared to the past. They have a release plan/strategy, they are communicating more with users than they ever have and are much more open with betas and previews. It was a pretty general question, and are far as the “ecosystem” there aren’t any major issues (game-breakers), again, as compared to the past. And a work-around is a solution, as the goal is to make a game.

My main issue with Unity is that setting up art assets and making them look half-way decent is way more convenient in Unity’s main competitor, Unreal.

I want to be able to flip normal maps inside engine, adjust texture files’ common values, make basic shaders without having to know c#, be able to control all lighting, PP, and anything related to that look development type of stuff in a single place… lots of individually minor things but add them up and its clear, Unity is seriously lacking compared to its main competitor when it comes to making the artist life easier.

Also, viewport navigation and object selection/deselection is kind of wonky. Lots of artist work is very tedious and time consuming. Being able to work fluidly is a pretty big deal. I have trouble working quickly in Unity, thoguh to be fair it is the program I have the least amount of time working in.

I am confused by this statement, what do you mean?

Heh… true. You don’t need to know any C# to write shaders. :wink:

And you’ve since shown that none was nowhere near an honest response. I don’t think the OP was looking for someone to tell them Unity is great. They specifically asked what issues people are facing, and you are obviously facing some of your own but instead decided to say “None.” I dare say it would have better to not respond at all rather than provide information that wasn’t informative and/or entirely honest.

There are a whole lot of members who would disagree with you on this one. I can share links to threads if you want but don’t want to hijack this thread. Unity has been dead-silent on some very important issues voiced by long-term subscribers.

I would argue that the current rigidbody and particle system bugs are gamebreakers. My projects performance has dropped by a ridiculous amount. I’m still on the fence about going back to 2017 or sticking it out since I won’t have much time to work on it in the coming months anyway, but to say there are no issues is laughable. To say there are no gamebreakers is laughable; maybe not in the version you are using what with all your compromises, but the OP is likely new to Unity and will be facing these very real issues front and center if they use the version Unity is currently touting.

Those two bugs are the biggest, but there are quite a few more, and I am not alone in experiencing them.

HLSL, c#, it’s all Greek to me. In Unreal, I connect noodles. That requires much less learning as it’s familiar to common 3d apps I am already using.

It’s all Greek to me too.

(I’m Greek)

Does the Physics engine cripple performance when you update to the latest version? If not, color me intrigued.

Edit: Would also like to know if it can handle particle systems. Asking for a friend.

I have no idea about either of those things. My experience in both engines is bringing 3d assets in, setting them up, and basic lighting and post process. In Unreal, dealing with a large volume of assets and tweaking them for the final look is very convenient and can mostly be done in engine. In Unity, it’s more problematic and almost always I have to go outside the engine to make even slight adjustments. Also, as I mentioned, in Unreal I can watch a few tutorials and be making my own shaders to fit my own specific needs in an afternoon. In Unity, I have to understand programming, and even if HLSL is pretty simple, understanding how programming works at even the most basic level requires a completely different mindset. In short, its just a lot more to learn.