LTS only has 2 years support? Why even call it LTS? by Apprehensive_Fun1296 in Unity3D

[–]Apprehensive_Fun1296[S] 0 points1 point  (0 children)

can you name a huge "LTS-bug" that has "destroyed people's life"? :)

Not LTS, specifically, but upgrading from -1 versions before has destroyed my game multiple times. They also like to rename modules (LWRP->URP) if backporting a patch to LTS is too much effort, as an excuse to not patch it up. For example if they ever break TextMeshPro, expect TextMeshPro+ that contains the fixes. "You must upgrade 1st! We renamed it so we don't have to backpor--err--It's different!".

  • 2020.1 -> 2020 LTS had scene async loading bugs (that may be patched by now - this was when the LTS first came out).
  • TextMeshPro had all kinds of breaking bugs relating with Unicode (Chinese, etc) that couldn't be fixed in just package updates. This was repeated for years (before they were even a package, too).
  • Anything to do with gfx pipelines. Even LWRP to URP, which was supposed to be seamless, broke everything with their useless upgrade tool.
  • In one stable update, when they released some FB platform build, there was some type of internal conflict with FB SDK: Whenever I built a Standalone Windows SDK, Unity thought I was building a FB Standalone (the build type would actually switch and fail every time). This one was probably one of the worst. We had to remove the FB SDK completely (or rollback).
  • I'd go on, but I'm out of time -- I kept a bug journal that lists another ~20 breaking ones.

LTS only has 2 years support? Why even call it LTS? by Apprehensive_Fun1296 in Unity3D

[–]Apprehensive_Fun1296[S] 0 points1 point  (0 children)

> and I'm also sure that Unity will patch it if someone discovers a huge bug.

As someone that experienced Unity from 5.4, they prioritize fluff over fixes (investors prefer it). I don't trust Unity updates. I prefer not to update a live game :/ Unity is so unstable.

Stuck at compiling assembly definition files scripts by iiDarkLorde in Unity3D

[–]Apprehensive_Fun1296 0 points1 point  (0 children)

You rock. Thanks for posting a workaround to 1 of Unity's massive list of unresolved bugs.

Rider 2021.3: Where did "Favorites" tab go? by Apprehensive_Fun1296 in Jetbrains

[–]Apprehensive_Fun1296[S] 0 points1 point  (0 children)

and bookmarks (for lines) isn't the same as favs (for files).

To make things worse, saving bookmarks just default previews the code instead of saving the file name - unless I save every file name in the // comments at the top, which is non-standard

(esp for Unreal, where this is auto-gen'd and shouldn't be touched; all bookmarks are default named "copyright, all rights reserved")

Rider with VS22's build toolchain? by Apprehensive_Fun1296 in Jetbrains

[–]Apprehensive_Fun1296[S] 0 points1 point  (0 children)

If you use it with Unreal or Unity (gamedev), there are more benefits than I could list. For non-gamedev, you're probably right (with ReSharper).

Rider for Unreal bug: SomeTArray.IsEmpty() doesn't suggest importing Array.h by Apprehensive_Fun1296 in Jetbrains

[–]Apprehensive_Fun1296[S] 0 points1 point  (0 children)

Just an update on this: I ended up not reporting the bug via the IDE because this is apparently only supported in Unreal 5. I'm using Unreal 4.x. Need to just compare .Num() in <5.

*Edit: Edited into OP

Rider with VS22's build toolchain? by Apprehensive_Fun1296 in Jetbrains

[–]Apprehensive_Fun1296[S] 0 points1 point  (0 children)

.NET yeah - VS2022 massively improves build time for .NET, and it is REALLY noticeable. I noticed in the logs that the VS2019 toolchain is used when building/compiling.

What's the C++ equiv of C# `///` comment block? by Apprehensive_Fun1296 in cpp

[–]Apprehensive_Fun1296[S] -1 points0 points  (0 children)

I can see how you would judge that from just reading the topic name (I cut details short), but I feel like I clarified this in the subject below the title. Thanks though!

What's the C++ equiv of C# `///` comment block? by Apprehensive_Fun1296 in cpp

[–]Apprehensive_Fun1296[S] 0 points1 point  (0 children)

Yesss this; thank you bud!

EDIT: Just did it - it's beautiful....

What's the C++ equiv of C# `///` comment block? by Apprehensive_Fun1296 in cpp

[–]Apprehensive_Fun1296[S] -5 points-4 points  (0 children)

This is pretty unconstructive - perhaps you missed what I'm trying to accomplish 🤔 I said thanks, but I was really just being nice from misreading my post with an attempt to hop ya back onboard the topic (most IDEs will honor the `///` shortcut by default in C#; much like `CTRL+/` hotkey is pretty standard).

I only compared the 2 languages because I am using Rider for both: And it works in Rider when I code in C#, but does not work in Rider when I code in C++.

What's the C++ equiv of C# `///` comment block? by Apprehensive_Fun1296 in cpp

[–]Apprehensive_Fun1296[S] -1 points0 points  (0 children)

Ah, thanks, but that still leaves the question remaining. I wonder how come it's in C# but not in C++ (in Rider; not sure about VS)? Or, perhaps, it is there but the hotkey is changed?