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Search - "unity editor"
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OK< been a long time user of Unity.
Tried the latest update as I and others were enthusiastic about creating a joint project of gamers and developers.
As I was building up a started website and we were getting things with Unity ready...BOOM,. They Fuck up the installs.
Not just a minor thing here or there but not finding its own Fucking file locations where it installs shit. You try and say, Hey Unity you fucking twat, install here in this folder.
Boom again, it installs part of it there, and then continues installing shit everywhere else it wants to. Then the assholes at Unity give this Bullshit claim "the bug has been fixed."
Just reinstall.
Fuck you, its never that simple, You have to delete all sorts of fucking files to make sure conflicts from a previous corruption isn't just loaded on top of so it does not fuck up later.
So we did all that from programs, program data, program(x86), AppData Local, Local Low, and Roaming.
For added measure we manually removed all the crap from the registry folders (that was a pain but necessary), and then ran a cleaner to make sure all the left over shit was gone.
Thinking, OK you shit tech MoFo's we are clean and here we go.
HOLY SHIT BALLS, Its fucking worse with the LTS version it recommends and Slow as Fuck with their most recent version which is like 2020 itself, and insane piece of fucking bloated garbage and slower than a brick hard shit without fruit.
So we were going to all go post on the forums, and complain the fix section isn't fixed for shit.
Fuck us running backwards naked through a field of razor grass. Its so overloaded with complaints that they shut down further posts.
What makes this shit worse is we cannot even get the previous fucking versions of the editor before all this to work where our only option is without using the fucking Hub demand is just install 2018.
great if we started coding and testing in that. We cannot get shit where we were at back on track because you cannot fucking backward load an exported saved asset file.
Unity's suggestion? Start over.
Our Suggestion? Stop fucking smoking or using whatever fucking drug you assholes are on, you fucking disabled the gear options so we can resolve shit ourselves, and admit you did that shit and other sneaky piece of shit back stabby, security vulnerable data leak bullshit things to your end users.
Listen to your fucking experienced and long time users and get rid of the Fucking backward stepped hub piece of shit everyone with more brains than whatever piss ant pieces of shit praised that the rest of us have hated from day fucking one!
And while fixing this shit like it should be fucking fixed if you shit head bastards want to continue to exist as a fucking company, overhaul the fucking website or get the fuck out of business with now completely worthless SHIT.
Phew:
Suffice it to say....
We are now considering dealing with the learning curve and post pone our project going with unreal just because of these all around complete fuck ups that herald back to shit games of versions 3.0 and earlier.8 -
!multirant
1. MonoDevelop
Installed Unity for a game I'm working on. Realized I didn't reinstall VS when my SSD got corrupted. Didn't install VS plugin w/ Unity.
So now I have MonoDevelop. It's not a bad editor, but PLEASE. IF YOU ARE GOING TO HIGHLIGHT A FUNCTION WITH RED BECAUSE IT DOESNT EXIST IN THE CLASS, THEN TELL ME, WHAT THE FUCK EXISTS IN THE CLASS!
2. UnityJS
Unity's JS implementation is terrible.
First, let's throw basic syntax shit out on the window. string.toUpperCase? Nah, let's make it string.ToUpperCase to annoy the shit out of devs.
AND SOME OF THE STANDARD FUNCTIONS ARENT EVEN FUCKING WORKING!
Need to use parseInt(string, 2)? WELL GO FUCK YOURSELF, BECAUSE WE DIDNT IMPLEMENT THAT SHIT.
...or use C# I guess...
FUCK UNITY.
🖕🖕🖕15 -
FUCK YOU, UNITY.
The fucking UI lag causes mouse events in the editor to aggregate and act fucking weird when it's randomly reloading scripts and shit.
I just needed to move some assets into another folder. I control clicked a few scripts at the same time Unity decided to recompile them. It ended up thinking I was making a box selection and then, weirdly, some mouse combo that duplicates scripts (didn't even know that existed).
Okay, whatever, nbd. I just control clicked the other scripts (all with `1` postfixes) to delete them. No problemo, right click, delete.
FUCKING UNITY LAGGED, THOUGHT I BOX-SELECTED AGAIN, AND DELETED EVERYTHING IN THE GOD DAMNED FUCKING FOLDER. HOURS OF WORK. JUST GONE.
FUCK YOU UNITY. YOU'VE CRASHED THREE TIMES THIS WEEK AND NOW THIS. FUCK YOU.14 -
Fuck Unity.
Every single time I try to use Unity to develop my well-along-in-development video game, it finds some way of fucking itself up.
Be it from somehow failing to compile a DLL - which is something completely out of my control, the inspector failing to update itself when I select a new object every five minutes, to the engine managing to fail to load its UI layout because it somehow managed to lose a file responsible for containing the layout, the Inspector forgetting to include a scrollbar and as such trying to cram a bunch of components into one area, crashing in a certain area because I tried using reflections, crashing because I tried running the game in a place that always works, all the way to the whole thing closing instantaneously when I try selecting a new layout.
My experience with using this god-forsaken configuration of code and imagery has been one of endless torment; I've spent hours lamenting about the pain this piece of utter horseshit has caused me to those who'd listen.
I don't know what I did to this thing to deserve to be shown the absolute worst of this engine for the year I've been working on my game for. I can't even take a look at its source code to see if I can piece together things I'll pick up from alien code to fix obnoxious bugs myself because you cunts have it under lock-and-key for some dumbass reason.
Even updating my install of this engine is a gamble; I remember clear-as-day updating my project from 2019.3.14 to whichever one was most recent at the time, and everything breaking. This time, I got lucky and managed to update to 2020.1.4 with no issue on the surface, except I inadvertently let in a host of other issues that somehow made the editor worse than the older one.
There's little point in even bothering to report a bug because this shit happens so randomly that I could be just working on auto-pilot and the next thing I know Unity's stupid "crash handler" rears its ugly head yet again, or you people are probably too busy adding support for platforms no sane person uses like fucking Chromebooks.
There've been times where it's crashed upwards of three times in the span of 40 minutes of light use.
How is one expected to cough up hundreds of dollars a year to use a "pro" version of this horrid editor when every session of use yields a 50/50 chance that it'll either work like it's supposed to, or break in one way or another?
It's a miracle I even managed to type all of this out in one go, I expected the website to just stop responding entirely once I got past four lines.
Do what you will with my post, I don't care.6 -
Fuck Unity.
Today the version that those monsters call stable, decided to not render UI text (canvas) in a project I had to upgrade from an older version.
But it performs this practical joke (that stable software must do) only in the fucking editor.
How am I making sure that the text aligns? Ah, just moving the anchor positions, changing the font size, binary fucking searching for the right position for alignment by moving n pixels at a time, and exporting a webgl build and running it to make sure it's aligned
We're shifting to Unreal next year. I'll make sure of it3 -
>building the same app once again because of a bug
>look in the unity editor settings for android
>find "proguard"
>google it, find it might be useful to minify, obfuscate code and other stuff
>try to minify the shit of the app
>original app was 25.1MB
>minified app is 24.6MB
>minified app using "Gradle (Experimental)" is 24.5MB2 -
I'm very angry at C# 😡 (and java in some degree). Recently I decided to create huge project in C#. (It is my favorite launguage now because of great VS2017 its features, lib and such). I used windows form app in order to make pretty gui for this program. Everything worked fine, but i decided to implement some 3d rendering system in order to display grafs in 3d, oh how foolish was I.
Ok so what are my options?
1.DirectX9 -> abandoned by microsoft, they say its ded so nope.
2. DX11 -> great! i even can use sharpdx or simpledx to use it! oh wait, what is that? INVALID DX CALL
(in demo code)Damit!
3.OpenGL -> obsolete, lib non existent.
4. Library that comes with .NET -> WFP only sorry!
(i found some dogdy tutorials on yt for dx11 but they need .net 2.0 really?) 😐
In that moment i decided to swich to java. (because Java c#_launguage = new Java("microsoft");)
After 1 day of instaling eclipse and 2 more to install the newest jdk MANUALY i realized that java isn't that easy to use as C#, because:
- no dynamic type-> HUGE PAIN i cant use a single list to store everything buuuu!
-console? yes but its burried inside some random lib and its not consistent with every java version!
-gui editor similar to VS one? oh you need to create it from scrach!😫
Well at lest i can render things. So maybe java will render suff as another tool in my app? Nope pipes NON existent, we need to use sockiets! (unity pipe plugin was easier! worked but it was SLOW)
Ok so after few more days of struggling i managed to render simple graf using directx9 in my original C# project that works fine.. 😥 I only need to create a lib to wrap in and we are done!
Why can't companies create a laungage that will have ALL the features i need? Or at lest give me something like pipes that work in every laungage that will be helpful!
I know it is sometimes stressful to be a dev. But when your program works 😀 that is great feeling! Especialy when you learned to code yourself like me 😁. (student before a university, that lives in small abadoned town)6 -
What game engine would you recommend to an indie developer? The type who can't afford a fucking server to run the bloated and buggy unity editor but is actually a developer so isn't afraid of typing.
I've had enough of the improper sandboxing (will crash bc of game scripts), tempfile-based crash-unaware instance tracking (won't restart afterwards) and lack of UI scaling (seriously, that's like accessibility/retina support basics) that is the unity editor. If they had command line tools I'd use them happily.10 -
So I upgraded my project to a new version of unity.
And my character stopped jumping.
And then it started jumping.
And stopped.
And started.
After 2 hours of debugging I found out that the RigidBody2D editor fucks up physics.
WTH2 -
Has anyone used Unity for Linux? I was thrilled when I found out about it today, and everything seems to work really well. There's is one thing that's bothering me though. I can't seem to resize undocked panels, and docked panels cause a crap ton of lag when resized. Running Ubuntu 18.04.
Also, what editor do you use for Unity? VS Code is officially supported by Unity and is something I use on a daily basis.11 -
Ok, so, serious question.
How the frick do you time a music game properly?
IN C#?
...Ok, maybe in C# it's just impossible, isn't it? Because I've done a metronome, it kinda works, but it's... wobbly... Because the thread stops every time the music effect is being played.
And also how do you make the notes...? ...I should design an entire editor for charts/maps, I guess, but how do I make that in C#?
So maybe I should try in Unity?
What do you think? I want to make a music game so bad ;–;8 -
v0.0005a (alpha)
- class support added to lua thanks to yonaba.
- rkUIs class created
- new panel class
- added drawing code for panel
- fixed bug where some sides of the UI's border were failing to drawing (line rendering quark)
v0.0014a (alpha) 11.30.2023 (~2 hours)
- successfully retrieving basic data from save folder, load text into lua from files
- added 'props' property to Entity class
- added a props table to control what gets serialized and what doesn't
- added a save() base method for instances (has to be overridden to be useful beyond the basics)
- moved the lume.serialize() call into the :save() method on the base entity class itself
- serialized and successfully saved an entities property table.
- fixed deserializion bugs involving wrong indexes (savedata[1] not savedata[2])
- moved deserialization from temp code, into line loading loop itself (assuming each item is on one line)
- deser'd test data, and init()'d new player Entity using the freshly-loaded data, and displayed the entity sprite
All in all not a bad session. Understanding filing handling and how to interact with the directory system was the biggest hurdle I was worried about for building my tools.
Next steps will be defining some basic UI elements (with overridable draw code), and then loading and initializing the UI from lua or json.
New projects can be set as subfolders folders in appdata, using 'Setidentity("appname/projectname") to keep things clean.
I'm not even dreading writing basic syntax highlighting!
Idea is to dogfood the whole process. UI is in-engine rendered just like you might see with godot, unity, or gamemaker, that way I have maximum flexibility to style it the way I want. I'm familiar enough with constructing from polygons, on top of stenciling, on top of nine-slicing, on top of existing tweening and special effects, that I can achieve exactly what I want.
Idea is to build a really well managed asset pipeline. Stencyl, as 'crappy' as it appeared, and 'for education' was a master class in how to do things the correct way, it was just horribly bloated while doing it.
Logical tilesets that you import, can rearrange through drag-n-drop, assign custom tile shapes to, physics materials, collisions groups, name, add tag data to, all in one editor? Yes please.
Every other 2D editor is basic-bitch, has you importing images, and at most generates different scales and does the slicing for you.
Code editor? Everything behavior was in a component, with custom fields. All your code goes into a list of events, which you can toggle on and off with a proper toggle button, so you can explicitly experiment, instead of commenting shit out (yes git is better, but we're talking solo amateurs here, they're not gonna be using git out the gate unless they already know what they're doing).
Components all have an image assignable to identify them, along with a description field, and they're arranged in a 2d grid for easy browsing, copying, modifying.
The physics shape editor, the animation editor, the map editor, all of it was so bare bones and yet had things others didn't.
I want that, except without the historic ties to flash, without the overhead of java, and with sexier fucking in-engine rendering of the UI and support for modding and in-engine custom tools.
Not really doing it for anyone except myself, and doubt I'll get very far, but since I dropped looking for easy solutions, I've just been powering through all the areas I don't understand and doing the work.
I rediscovered my love of programming after 3-4 years of learning to hate it, and things are looking up.2 -
Unity Engine lures you into trying it out with its simple starting Tools.
But once you realize this is just a fassade - it's too late and the trap got you.
You're now in limbo of to simple code which isn't compatible with the more complicated features!
Oh you try to fix this bug here? Let me suggest you 6 year old solutions from Unity Version that are not supported anymore!
Sorry just have to say it: Unity is big pile of sh*t! I don't know who had the idea of making this frankenstein-monster!
Just to consider thinking not only making one monster - NO!
Lets do a whole bunch of iterations and versions of this monster and yes you guessed it: they are not compatible to each other!1 -
Is anyone able to recommend a decent game engine that has an editor for Linux?
I've had a look at Defold and considered Unity but neither of them have usable UI's on Elementary OS.
Just looking for something to keeo me occupied till I can actually begin work on my custom engine...8 -
Unity is such a load of shit. Why would you have every single tutorial tell you to instantiate a prefab with the Instantitate() method then have it break your game on build because you haven't loaded each individual asset inline. Isn't the magic of this whole process that the editor take care of that shit? Now the project I was sure would be finished by this morning is going to take me AT LEAST another day.1
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THANKS UNITY FOR FUCKING CRASHING ON EVERY STARTUP!!
I have a big problem my Unity Engine Editor crashes on startup with an error never seen in the forum's! GOOD TO HAVE THANKS.... I really needed to work this weekend on my game but noooooo 😑😑😑 if the support can't help me I'm quit Unity and start working with C++ !
"Error: initializing license system"
OH FUCK OFF2 -
Seems like everyone here is a web developer. As someone who had never made a website before (I do C# Unity things) except a hello world calculator in notepad, what's the best way to make a small website with a few pages?
It will be mostly to post my projects, like an online resume. I'd like to make look like material design on Android.
Should I just go and start experimenting with css and html in a code editor until I get something I like? Or are there any frameworks or tools to make the job easier?
Thanks.11 -
When using Unity on a Mac is it better to get the latest version of Unity editor or the beta apple silicone version?4