Workflow Case Study - Show us your pain!

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Just made a thread before noticing this one, but all of my pain can be summed up in 1 image:

It goes behind my taskbar, I don’t even know what’s down there, nor can I click them.
Nearly nothing should be outside of a submenu. Here’s an example of how it should look:

If possible, a string array allowing us to override the context menu
Ex:

Basic Stuff/Folder
Basic Stuff/C# Script
Shaders/Unlit Shader
Shaders/Material

Then those options would be moved into these new paths. This would also enable us to set new menu paths for plugins, sticking them all in 1 context submenu if we wanted.

Or even hide away things we’d never use in another submenu, like:

Unused/Playable Behaviour C# Script
Unused/Lens Flare
Unused/Lens Flare (SRP)
etc.

Possibly even just support through scripts. Modify/remove existing menus the same way we can add to them.

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Can we have an additional icons(or other marking) on assets miniatures indicating what type of asset it is.
Everyday I got this problem that I try to drag wrong asset type to wrong field.

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Here’s another workflow drag: unlike many of the other issues, it’s not a UI problem but a functionality problem, and it’s a problem that didn’t exist in earlier versions of Unity. Unity no longer pinpoints the line where a range error occurs, instead pointing to the end bracket of the function where the exception occurred. This is dramatically less helpful, and results in hours of wasted time tracking down the offending line of code.

@Sinister-Design It works for me with these settings:
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Though I agree that it was broken for several releases or at least I couldn’t get it to work.

Opening Unity on a Monday morning. Exiting ‘Safe Mode’ because of some script errors from last week, Unity decides to reimport the entire project for no reason, and just when it reaches 100% after 20 minutes, crash.
Open Unity again, assets are reimported, phew! Change 2 lines of code, Unity reimports the entire project…
At this point, starting Unity is my biggest pain point.

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Not sure if anyone from Unity’s still reading this, but here’s another one.
Seems like they swallowed the ‘hide everything under the dropdowns and icons’ pill completely (started with Terrain tools) and in the upcoming 2021 version they overhauled the top toolbar that now became a part of the scene view which makes it much harder to access certain very common options like Pivot modes and Gizmo settings because:

  1. I first need to decipher what the icon means
  2. click on the icon
  3. read the options
  4. select the option
    when the previous flow was to just click the button.

Also, some of the options are just unaccessible now without scrolling when the scene tab is shrunk a bit. All the while there’s a huge empty space just above it where these settings previously comfortably resided.

Here’s my tip for your UI designers, Unity:

  1. icons are not universally better than plain-old labels, especially for the most common items, as the time to convert the icons to the meaning adds up a lot, while scanning the text is instaneous. (here’s an article on the subject: Icon or label? | by Adrian Narloch | Prototypr).
  2. hiding options under a dropdown, especially when there are only two of them, is a bad UX practice that again leads to more developer time being lost.

P.S. did you hire interns to design your UI or something? If so, I would understand that you let them practice their UX skills at your expanse, but please leave the option in the settings to revert to the previous layout while you’re at it.

4 Likes

While I am not Unity, I can address/tell you the reasoning behind some of the changes.

While I understand that this may be a bit annoying/confusing. It over all is a good idea, and here is why. It moves all things related to a specific window (in this case the scene window) to be in the window that it affects. This helps keep things consistent and contained to the scope that they affect.
This is especially helpful when taking in to account other tools than just the basic ones. For example ProBuilder, it can how integrate in with the default transform gizmos instead of having to work around them. You will be seeing a lot of both Unity tools/packages/components moving to take advantage of this new system over the next few versions. I know Cinemachine’s latest 2.9 beta already has started some integration along with the new Spline system using it fully.

I agree with you too a point, but part of it is like with anything, it just takes a bit of time to get used to/learn. Also, if you dragging the pivot item out and right click and set it to “pane”, you get the names back (Though it cannot be in a side/title bar). Or if you right-click it in the titlebar and select “collapse” you get a dropdown button that gives you the text when clicked on.

The great thing about the new system is that you can either hide the options you don’t need, rearrange them, or move them to somewhere completely different (the sidebar?).
While it may feel more inconvenient now, the previous system was simply not maintainable as Unity continues to grow. Things like asset store tools were already overlapping each other sometimes in the scene view. And Unity is only getting bigger and adding more tools, ProBuilder, ProGrids, ProPainter, Splines, new Terrain system, etc, etc. that of course is not including all of the great tools that are on the asset store.

They are aware of that, they are looking to add workspaces and may add them there, or possibly even just remove that space all together (that is what they said in one of the threads about the new overlay system some months ago).

You and I both know this isn’t true. It is just needlessly rude and harsh. I understand if you don’t like a UI/UX decision that they have made, and want to express that but it is uncalled to insult the people working on it. I for one vastly prefer the new system over the old one. And even if you don’t, there are still very valid reason for why they made the changes they did, even if you don’t like all the things they changed.

Here is my pain: I pointed this out 14 months ago and nothing has been done. All you have to do is add a scroll bar, how hard can it be.

Does Unity3d actually care at all, or is this simply a thread where people ventilate about their problems and then go back to accepting it in the ass?

3 Likes

ive been using this ever since found it,
https://discussions.unity.com/t/701051

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The perfect example for why we need a selection history, posted by the official unity youtube channel:

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https://assetstore.unity.com/packages/tools/utilities/selection-history-184204

Until there is an official selection history you can use this

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About as painful as it gets. Tired of having to kill all the Unity processes…

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WHYYYY is unity so slow lately?? These windows keep coming up for minutes on end.

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Don’t know if it is a bug or a “feature” but since upgrading to 2020.2 unity select the element furthest from the camera when selecting UI elements instead of the foremost one. Kinda annoying as I have to click countless times before it actually click what is under the mouse.

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So much time wasted waiting for reloading assemblies in 2020 LFS.

(can’t work out how to post log well so Csharp code format will have to do).

RefreshProfiler: Total: 39.834ms
- Completed reload, in 145.454 seconds
Domain Reload Profiling:
    ReloadAssembly (145455ms)
        BeginReloadAssembly (143866ms)
            ExecutionOrderSort (0ms)
            DisableScriptedObjects (36ms)
            BackupInstance (0ms)
            ReleaseScriptingObjects (0ms)
            CreateAndSetChildDomain (142ms)
        EndReloadAssembly (1548ms)
            LoadAssemblies (143695ms)
            RebuildTransferFunctionScriptingTraits (0ms)
            SetupTypeCache (154ms)
            ReleaseScriptCaches (1ms)
            RebuildScriptCaches (83ms)
            SetupLoadedEditorAssemblies (568ms)
                LogAssemblyErrors (0ms)
                InitializePlatformSupportModulesInManaged (4ms)
                SetLoadedEditorAssemblies (0ms)
                RefreshPlugins (1ms)
                BeforeProcessingInitializeOnLoad (112ms)
                ProcessInitializeOnLoadAttributes (441ms)
                ProcessInitializeOnLoadMethodAttributes (7ms)
                AfterProcessingInitializeOnLoad (3ms)
                EditorAssembliesLoaded (0ms)
            ExecutionOrderSort2 (0ms)
            AwakeInstancesAfterBackupRestoration (411ms)
2 Likes

I am just now getting into the scene workflow. Before this everything was done in one scene.
Switching between scenes… (I think a previous scene toggle has already been requested)…
…I am dumbfounded to see that the hierarchy tree closes, pretty much losing the way everything was.

That is very inconvenient.

Is auto refresh completely broken in 2021.2.2f1?

I have it disabled but:

  • Unity will randomly decide to do the refresh without me asking
  • I can hit Ctrl-R several times and nothing happens, and then when I start the game in edit mode it does the reload
  • I can hit Ctrl-R several times, start the game, and the changes aren’t reloaded

The first problem is the worst because it can really eat in to my time doing unnecessary reloads.

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I have auto-refresh turned off and Unity keeps deciding to do little auto-compiles and updates and refreshes as well. There are also times where Unity refreshes every time I create a new C# script, or when I create an .asmdef file.

Unity: “hey moat, heard you were trying to work. Well, I’mma let you finish but… [COMPILING]. did you want to do this… [COMPILING]… and I [COMPILING] thought that [UPDATING] you might want to work on some [IMPORTING] files and maybe [UPDATING] get into the groove [HOLD ON…] or a zen work mode state, but instead I’m _[COMPILING]_just going to _[COMPILING]_chop up your _[HOLD ON…]_time into little _[UPDATING]_teeny bits and _[COMPILING]_interrupt _[HOLD ON…]_you constantly.”

chillytorniaerismetalmark

Could we have a hotkey toggle to turn off all these overly aggressive and disruptive updates where I can create new C# files and .asmdefs and new textures and then when I hit the hotkey, it turns all that crap on? You can even make a little red light turn on that says: “pending changes…”, and if I hit the Play button with pending changes, then it does all its imports and compiling and obnoxious updates.

3 Likes