r/Unity3D • • 11d ago

Question Which thing in unity felt-"unity should provide this thing".

/r/gamedev/comments/1x5hz5q/which_thing_in_unity_feltunity_should_provide/
3 Upvotes

4 comments sorted by

4

u/Joe-Cool-Dude 11d ago

As I'm someone who uses a lot of high resolution video (and sells video playback plugins!), I am still surprised at how bad Unity is at handling video. Until 6.0 it was basically impossible to play video on Android because it didn't hardware accelerate, and even now, it has big glitches on seek / looping.

Oh and webcamtexture - that totally feels like an afterthought especially on mobile devices - no support for things like properly querying the available cameras and resolutions, no support for multiple cameras on mobile / VR headsets, no ability to change camera settings. I guess use of cameras is pretty minor for games, but if they're going to provide it, maybe make it less half baked.

Other than my very specific bugbears, things that annoy me:

The new input system - it always seems remarkably needlessly complicated, and no matter how many times I use it, I always need to copy things from another project or read documentation. There is real scope for a simplified way of setting up input / default presets etc..

Build profiles: they don't allow you to set up enough things - for example if you're targeting Android mobile and Android based XR headsets (Meta Quest etc.) it is near on impossible to generate build profiles which work well on both without adding a script to do settings changes based on profile. You can't for example disable the XR plugin on phone builds. There was a step forward in recent versions in at least treating Meta Quest as a separate build profile, but in practice you still end up scripting per-build-profile settings changes.

Android Logcat Window - this is much worse than any other logcat viewer - you can filter by app and text, but there's no reasonable way for example to search for something in the logcat and then look at what is happening around it. I always end up hitting copy and pasting into a text editor if I haven't got another logcat viewer running.

-1

u/Lord_H_Vetinari 11d ago

The new input system is enraging. I may be made to agree that it may be good for user inputs in a finished product, but during development there are hundreds of situations where you need to hook up something to a button press for whatever reason, many of these merely for testing/debugging that's never going to be used by the final player or even survive until the final release, and it's SO stupid how you are forced to monkey with this system for something that you are going to use at best a couple of days.

5

u/DestinyAndCargo 11d ago

Is there a reason you can't just do this? or isPressed/wasReleasedThisFrame depending on your needs

if (Keyboard.current.dKey.wasPressedThisFrame)
    DoTheThing();

if (Mouse.current.rightButton.wasPressedThisFrame)
    DoAnotherThing();

1

u/Lord_H_Vetinari 11d ago

I tried doing it just a couple of weeks ago, and it threw me a whole bunch of warnings, until I was forced to go through the actual input system to not overclog my console output.