Why does muti-display on 8 monitors and not 9?

why not put it on feedback
unity3d.com/feedback

Don’t worry Karl, he doesn’t expect you to do all that manually!

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oh wow… That was the very definition of tl:dr
I’d did read a bit at the top and the end though. There are some good ideas but it needs to go on feedback or it will be lost to the depths of the forum. I’ll probably have another read through when I’m not on my phone with 8% battery!
the versioning numbering makes sense, the reason we have patch version numbered different is because they do not go through the same level of qa as a standard release and so are considered more risky to use. We suggest only using a patch if you need a fix that is mentioned in the release notes for it. If not then wait a month(ish) for the next release which does go through our thorough qa testing. So anything with a p is a patch, a b indicates beta, a is alpha and r is release candidate. Without the letters you’d have no idea what the version actually is. E.g I would not suggest making a game with 5.5.0a1 but 5.5.0r1 should be fine
we will also be putting out more experimental builds in the future so expect some more interesting version numbers!

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still being decided. What we mean by there will be no unity 6 is that we won’t be doing major releases with loads of new features at once. Instead we release a feature when it’s ready and don’t hold it back for a big release.

Ouch. :\

I know a bunch of us developers try to take the time to be a part of the community (many of us came from the community) and pride ourselves to make people feel included and respected. I hope whatever negative experience you’ve had doesn’t continue to happen.

On the note of your list of improvements. I really love lists like this (hope I didn’t just make a ton of work for myself with people sending me lists directly). I’ll reply in-lined in my next post for things my team is responsible for (or things that I’m aware of). I’ll also hand this list off to our PM group who’s doing a bunch of good work collecting data from people so devs can better decide what makes sense to work on next.

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quote="" Have colliders be able to have different colors. Currently, they are all green even if 3 colliders are on the same object. There should be a color picker to choose the color of the collider so that you have different colliders with different colors. This should also change the color of the text in the inspector.
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We rely heavily (maybe too heavily, for accessibility's sake) on color to differentiate the different features of Unity. In research this has proven valuable for quickly telling apart similar looking gizmos (e.g. Sphere Collider vs Audio Source vs Point light) in the editor. We have icons to help differentiate, but in real world scenes, these gizmos and icons overlap a bunch making the icons less effective.

With that said, I believe this is really only beneficial to newer users and people who are not intimately familiar with the project they're working on. For power users, I agree, and think it makes sense to allow the colors of gizmos to be customizable per component.

quote="" If the previous is done with different collider colors, then also be able to bale the collider. In the inspector you could name a text field and then in the scene view, the collider name would on top of the collider in the right color. This way you could see what the collider is for. If no name is inputed, then no name would be displayed.
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I've seen the most people use custom icons/labels for "labeling" gameobjects in the scene view. (See the bottom of this page: http://docs.unity3d.com/Manual/GameView.html )

I could see value in providing custom text though, rather than just showing the GameObject name.

The console window needs love. Filtering, sorting, differentiating between Unity entries, User entries, Plugin entries, and more. It's on our radar.

quote="" I would like to see the primitives have a component script attached to them. We’ll call this script ‘scene gizmo’. This would be an additional script attached to all of the primitives. It would have a ‘activate’ button to turn it on or off. It would also have a ‘transparency’ slider to set the opacity. So, if a person want to set a trigger, he creates a cube and deletes the mesh renderer. Then he has to click on it to see the collision box in the scene view. This goes away when something else is selected. I’d like to see a new script attached to the box. When it is turned on, then the outline of the box gets shown in the scene view but NOT the game view. This way, it will always be shown in the scene view. Then, one could set the slider to set the transparency of the edges of the box from invisible to solid. This way, the user can set up a trigger zone and see its area in the scene view at all times and never have to worry about it in the game view. This would be great for kill zones and basically and trigger area. By having these come with the primitives would standardize it.
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Correct me if I'm wrong, but this sounds very project specific. In cases like this our approach is to do our best to expose as much functionality through API to allow people to extend the behaviour of Unity to match their needs in a project. It's an ongoing challenge to balance what we expose through API vs what we create whole workflows for in the UI.

Definitely agree that we need to expose API for extending the behaviour of the buitlin primitives though.


Looks like it's already fixed :) (Admittedly an easy one)

quote=""-“maximize on play’ do not work if it is on a second monitor. So if you have the game window on a laptop with it selected it will work. Now if you add a second monitor and move the game window to the second monitor with ‘maximize on play’ turned on, it will not maximize.
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This is a known issue. We're wanting to tackle this when we properly support fullscreen in the editor. I think the expected behavior for second mointor "maximize on play" is to actually go fullscreen and not have window borders or anything. Or do you actually want the game view to "maximize" only within the popped out window, like it does in the main window?


Agreed, it's on our roadmap. No ETA unfortunately.


I don't think it makes sense to have the backing data type for color to be limited to only 256 values. There are uses for color values with higher precision. However, I agree the common case is for only 256 values, this is why the color picker uses this as its input.

We've been playing around with ideas on how to improve quickly recognizing "types" of GameObjects in the hierarchy. One problem is that it's very project specific, but we want to be as little maintenance as possible for people. Anyways, it's been something we've been thinking about and discussing quite a bit. Nothing to show for it yet though.


The location isn't random. It is always in front of the last active scene view camera. Usability wise, this is super important so people don't lose track of their newly created objects and don't get confused about why a new object they just created didn't show up.

However, I can understand having a modifier key or something to place in the world origin. I've noted it in our feature request backlog for the Scene View.


Good idea! Noted.

If I understand you correctly, this is intended behavior. This is why we discourage using Alphanumeric sort in the hierarchy, because it hides important information about the actual order of transform children. Switching sort in the hierarchy is purely a visual representation change, not a data change.


Like I mentioned with having icons in the hierarchy, we've had many discussions about what we could do to improve the hierarchy. The things you mention have been points of discussion.


This is actively being worked on! See: http://forum.unity3d.com/forums/new-input-system.103/


I'd love to see something like this too. Uniform scale is super important for performance in many systems. Would prefer having a workflow where uniform scaling is the default.


Hmm.. I'm having a difficult time picturing when this would be useful for values other than scale. Do you have any examples?


Unfortunately, not a super simple thing to do. With values that are backed by floating point data (that is actually calculated for rotation euler angles), it's quite problematic to have sanitized values show up. We do a fair bit to try and approximate the intended value in the inspector. I think there's more we can do, but note that this will always be masking the actual backing data, because floating points like being difficult like that.


This kind of goes against the idea of preferring uniform scale that I mention before. In most cases, scale is actually not what should be modified (it's overused in many games). Instead there should be additional metadata on the object to describe it's size, so objects can smartly fill out the space needed (this is what RectTransform does for UI objects). Unfortunately, this is very object specific. I need to think a bit more about this.

Yep, it's in our backlog.

Hmm... the transform is actually always showing values in "local space". It just so happens that local space == world space when an object is on the root. I agree that this could be communicated better, but I'm worried about swapping local and world values, when the data you're modifying is actually always local.


This is macOS standard (being able to access the object's context menu with a dropdown button, not only right click, see Finder). In macOS human interface guidelines this is a gear icon still. Windows has no such standard. I'm inclined to keep the gear icon still, since we are not a mobile app, but we are a desktop app.


Making Unity's skinning more customizable/extendable is in our backlog. Until then, see the awesome work done here: http://forum.unity3d.com/threads/zios-editor-theme-support.411818


Save Scene already also saves the project.


That window menu needs a rethink. It's grown organically, and not scaled to the amount of possible windows that Unity has nicely. It's on our radar.


I feel like this is what tooltips are for. Having text next to all icons adds a fair bit of clutter and also easily breaks layouts in ways that weren't intended.

Yep, we're very aware of this pain. We have some plans to improve this. Nothing to report yet. Please note that this borderline offensive and definitely not constructive criticisms.

In general, public speaking is not something we're strong with, and it's been something I've personally been pushing internally that we improve.


This is not the experience that I've seen. These moderators are quite passionate and want to make sure that the community stays a safe & productive place to talk about Unity.

I haven't looked at your post history, but if you are taking this kind of tone on the forum that you are taking in the last two points, I guarantee that you will be shut down. I would do the same. There's a difference between being rude and having constructive criticism.


There are discussion about having more folders (other than just Assets) that can be seen in the project view. I understand the confusion though. I've made note of it as a usability concern in our project view backlog.

Hmm.. This is also very project specific. Not all projects have the same cardinal directions in the same axes. Maybe it makes sense to be able to change the name of the axes though. Need to think about it.


There's some work being done to improve this coming from the 2D team (it'll apply to 3D as well). Until then, you can actually change the snap intervals in Edit->Snap Settings. Admittedly, this isn't fully featured enough right now, but it helps in many cases.


We've experimented with this, but haven't yet found a good way of doing this without losing the immediate recognition of the various objects in the scene. Still more experimentation to be done.


I'd love these physical scene view tools too. :) (not my team, but I'll poke Physics team)


You can do this already with the "core" windows. (See the bottom section of https://docs.unity3d.com/Manual/CustomizingYourWorkspace.html ) This is why Hierarchy, Project View, and Project View have lock icons. Definitely want to make this more discoverable and usable though.

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Okay, so I agree that gizmos with resize handles (e.g. BoxCollider) should support uniform resizing, noted. But for transform, I can only see it making sense for scale.

I understand, in reality, the editor is actually just a fancy Unity player. All the same underlying engine with functionality added on top. Anyways, this is something I think we can improve, but I don’t think it’ll ever be perfect.

I’m more tied to making sure that there’s still a button that clearly communicates “Hey you! This UI element has a context menu!”. So if you have an idea for an icon that communicates that more clearly, I’d be open to suggestions. Unfortunately, Windows doesn’t really have this concept, so we’ve fallen back to macOS standard.

I always felt that “Save Project” was a bit of a hack workaround to force changes to be flushed to disk. Feels like this is something that should just happen, and you would never need to manually “Save Project”. Maybe there’s no good way to do this though. Have to draw the line somewhere about how often we write to disk.

Need to think about this more.

So I agree and disagree. I believe that there are some icons that really standalone quite well, but that is not the majority. (I personally feel that macOS human interface guidelines rely too heavily on icons, but that’s just my opinion) We’ve been doing a lot of icon redesigning lately (nothing shipped yet), and you’ll often hear “Really, the best icon here is text” in our design discussions. So maybe not exactly what you want to hear as the solution, but I think we’re understanding the same problem.

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Because users should have zero confidence in feedback?

The combination of the kinda horrible voting system and suggestions that linger for years without official responses means that I’ve got no reason to believe that putting anything on feedback will make any difference whatsoever.

By the way:

Stones and glass houses don’t go together like that.

Also, the mods are doing a fantastic job. These forums are generally well-behaved and orderly. The only things I’ve seen get moderated are toxicity and advertising. Also @Andy-Touch isn’t a mod, just a genuinely awesome person that works for Unity! Can’t just let you bad mouth the guy!

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A big problem with the automatic location is that the distance from the viewport is based on some internal value - it seems like it’s the same value that adjust how far the camera moves when holding down rmb and using WASD.

That value resets when you focus an object - the larger the object, the further out you’re zoomed, and the faster WASD moves the camera.

For our case, that value is pretty much always wrong. Every time I create eg. a cube, it’s spawned 20+ units below the level geometry, and 20+ units behind where I want it. The distance from where it’s placed to what I’m looking at is often about the same as the distance from (0,0,0) to what I’m looking at. I agree with you that the object should be created in front of the camera, but this could be much better.

The behaviour from dragging-and-dropping objects is much better - it seems to raycast from the viewport to the mouse, and place objects there. If the Assets/Create menu did the same thing, using the scene view’s center as the raycast origin, that would be a straight up improvement.

Adding a raycast for object placement in front of camera makes sense. Noted.

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<3 <3 <3! :slight_smile: Thank you Baste! Ill have to bring Rain Games some more Unity Swag next time i’m in Bergen. :smile:

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