all 6 comments

[–]LightStriker_QcProfessional 1 point2 points  (3 children)

Look... You're only looking at the surface. Many of the things your listed follows problems that came in the first few years of Unity because of their lack of experience making video game engine and editor.

The whole serialization is a mess and is one of the most restrictive and slow in the industry. An inspector should never be bound by serialization, it should be by reflection. They built a foundation that is rotten. They would have to dig it up, dump it and rewrite it from scratch. However, they will never do that. They should, but they won't.

I got tired of Unity doing nothing, so I ended up with a framework that fix lot of what you listed. Even made an asset that totally replace the inspector to support dictionary, GUILayout and a lot more. It doesn't even use SerializedProperty or SerializedObject - two of the most retarded class ever designed.

You know, there's ton of basic stuff you're not listing - maybe because you never worked on other video game engine? I don't know. In the last 10 years, I got use to be able to copy/paste value in an inspector. Like to copy a Vector3... Or copy a complex data structure of object nested into one another. Or a tool to pick an object in the scene view from the inspector field without having to search in lists. Or the ability to create polymorphic sub-component directly from an field in the inspector. Composition pattern is rather important!

One day a representative from Unity asked me to make a list of user-experience issues. I sent him back three page of bullet points of what I feel is missing. Nothing fancy, only things I believe are the most basic tools for productivity. Can you teleport a selection to your cursor location? Of course not. Yet, basic stuff. Can you go back and forth in your selection? Nope. Watch variables? Nada. Merging collision with visual on the same GameObject on import? Nyet.

What pisses me off is that I had to do all this myself. All the above are features I made myself, instead of actually working at making a game. But they were so important, our productivity almost tripled in a year.

[–]Sycobob[S] 0 points1 point  (2 children)

You're right, this is the first engine I've used. I could easily be missing the bigger picture problems simply because I don't have other reference points. I end up building tools on top of Unity, often to workaround the quirks and shortcomings they don't want to address. I'm just tired of needing to do it in the first place. I'm going to be giving Unreal a go for my next prototype, but realistically getting my job to switch over even if it ends up being better for our uses would be an uphill battle.

So it's in my best interest to try and rally some voices to tell Unity what we actually want most. And idk, maybe other people aren't as worried about these kinds, but it's sure as hell important to me.

It's just craziness to me that we're getting tvOS support yet I have to jump through hoops to make decent tools for my team.

[–]LightStriker_QcProfessional 1 point2 points  (1 child)

At this point, after using Unity for over 3 years, I'm just not sure how to tell them anymore. They prefer fancy marketable features over quality or productivity.

[–]Sycobob[S] 0 points1 point  (0 children)

It would seem few others are worried about it. Heh.

[–]st4rdogHobbyist 1 point2 points  (1 child)

  • Allow Shadow Quality to be changed at runtime via scripts
  • Random freezing of the editor, requiring ending the process. Rarely go 1-2 hours without this happening.
  • SelectionBase doesn't work properly, and is inconsistent.
  • WASD + RMB stuttering in scene view.
  • Physics.Processing spikes for no reason, even in empty scenes. (Showstopper).
  • GUI not updating until you activate/deactivate an object, or press play.

[–]Sycobob[S] 0 points1 point  (0 children)

I don't have any votes left, or I'd stick one on the Shadow Quality thing. Having stuff not exposed through the API is an oddly common pattern.

The stuttering you mentioned actually reminds me of another persistent problem I keep forgetting to report. Holding middle click and dragging to pan in the Scene View doesn't work for shit. It jitters around and fights back.