Why I can no longer recommend Unity

So, a while back I started playing with the new UI in 4.6 beta, which was a nice UI implementation, so I started converting my project to use it after an eval period. Few weeks later, the editor just started crashing in weird places, then crashed when loading a scene. Even after rolling back to previous version of my project, I met the same results. On other machines, crashed differently, but almost as cripplingly. When the official 4.6 version was released, same problem.

So I decided to try to convert to 5.0, as my bug submissions were met with the sound of crickets. Of course, 5 is a beta version, and has bugs as you’d expect of a beta version. Today’s bug was, after 6 or so hours of shifting crap around, I found that some prefabs, for no apparent reason, now have to be loaded AND within camera frustum in my loading screen or else Unity will destroy the material, turning my object black in subsequent instantiates. All told I’ve lost well over a man week of time on just pure unity bugs, and without U5 beta being available, I’d be unable to do anything at all (without rolling back lots of work and hoping it doesn’t happen again). It’s not only highly frustrating for me since it’s very tough for me to get the available time to work on personal projects these days, it’s likely an easy to fix unhandled null deference that has cost me a week.

As a professional game developer, I only use closed source software when I have no other reasonable choice, because if I have the source to an application, no bug is a show stopper. When I started using Unity, there was no open source option, now there is, and it’s at the very least a comparable product. I will no longer recommend Unity until it’s fully open source. Sadly at the company I work at I’m likely the most knowledgeable Unity user there, and was asked to do a presentation on the technology, but my honest recommendation right now is not to use it, even though in most regards it’s the model of a top quality engine.

Unless we know what the crash was related to (this is all one project, right?) we have no idea if what you’re taking about is relevant to anyone else.

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What is the open source alternative?

lol… blender?? (its open source) … uhh… maybe? … i read they now added the ability to compile the game as an .exe … it was possible before, but work was needed… now i guess the ability is built in… lol but blender really isnt for making games, but its possible… lol… interestingly, in blender you can use mesh colliders on moving object… i guess you cant in Unity? … and blender has soft body physics, and other things like that… but yeaah… i wouldnt recommend blender for game making, (at least from when i used it) but its a possibility i guess?
… oh and unity has “prefabs” system … but i guess in blender youd have to code your own solution to that… but i guess i dont totally know entirely…
i had looked at blender and started learning it to make a game with before i looked at unity, but i didnt get very far
blender has code blocks though… so it might be better for some that cant code…
but really, all you can make easily in blender is small games… and unless they made major improvements, its ALOT slower than unity… like you have to make less polys and stuff

Most likely it’s that other game engine that also starts with the letter U that made a big splash a little while ago. :wink:

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oh unreal is open source? … i assumed it wasnt… i didnt really care for it… its best for FPS isnt it? … i guess i dunno… i heard it takes alot more effort to use so i didnt care to look into it much
but yeah… i was looking into comparisons like… uh… 2-3 years ago?

oooh yeah and it has a percentage from your profits they want… that i didnt like the idea of

Without telling us more specifically what the bugs are, we can’t help.

Actually, I don’t even know what kind of reaction you’re expecting. I read what you posted twice, and all I can recall from it is, “I used beta software and I came across bugs”, which is… uhm… yeah.

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Yes, Blender has a game engine and you can build an exe. However, it’s not a serious game engine - it’s used more for physics simulations (or used to be) than for games in Blender. There isn’t much reason to use Blender when a certain other (real) engine is free. :wink:

Sshhh!

Mods don’t like the U-word around here. :slight_smile:

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In so far as the source is available to all licensees, yes. It’s not an FOS license.

  • Test your project on your machine, problem
  • Test your project on other machines, problem
  • Other people are using Unity right now without this issue

Your deduction?

Nothing wrong with your code, Unity is broken.

Top of my head:

  • Unity will crash if any editor script has a non-terminating loop.

Right there, I just provided more useful information about solving your problem than you have in three paragraphs.

Edit: Also, seriously man. It’s game development, not a mass grave.

It doesn’t have to be an editor script. Any MonoBehaviour can do it, especially if you’re using ExecuteInEditMode, OnDrawGizmos, or playing with serialization, and probably a few things I haven’t thought of just now.

There are plenty of ways to crash Unity if you’re not careful.

But to crash it in the editor, you need skill.

Assuming you’re capable and knowledgeable enough to open the source and make the necessary modification to get beyond the supposed bug that exists.

Not that Unity doesn’t have bugs, but it is quite possible to crash Unity without it being at fault.

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All major engines crash. All of them :slight_smile: It’s the nature of the beast as engines tend to tax everything and (with your code especially) be vulnerable to all manner of memory leaks, plus pressure on cpu, gpu, drivers, etc…

OP answered his own question: if you want total security you’ll need to write everything open source. If you’re submitting valid test cases as bug reports these things won’t be met with the sound of crickets. If you didn’t send a repro, it’s likely crickets are possible since they can’t reproduce it.

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Ogre was always open source and it existed before. Did you try rebuilding your project using reimport all. It seems me like your data got corrupted.

yeah… i just mentioned blender cause only thing that came to mind for open source game engine

I understand what you are saying, I think this is not a long term issue…
Recent builds of Unity have been buggy for both 4.6 and 5 beta, but they do warn us so you cannot complain.

Only bad thing is 4.6.1 is buggy also, the amount of Android issues, QA fell asleep on this one big time.

I suppose it depends what the issue is, in TETWNBN (The engine that will not be named), some bugs you think seriously? How could anyone miss something so silly? Also there is a difference between alpha and beta, you’d expect at least a useable product with some “odd” behaviour due to some strange bugs.

But then again you should be backing up work like no tomorrow and keep old versions hanging about if you’re using beta, literally you should duplicate the project and leave one completely intact with the old version of Unity. Because there will be some bad bugs that can cause horrific issues.

But I can see the OP’s point, if you had the source with a team you might be able to sit down and fix it. Then send the fix back to Unity to include into the main branch.

What do you expect when you’re using a beta version?

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