sbox-scenestaging
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Inconsistencies with Unity and general behavior observations
I figured I would just make one issue with all my grievances that I can update as I find more stuff, otherwise I'll never get around to making individual issues for each of them:
- [x] Duplicating objects doesn't give them a unique ID (despite there being code to do so running over duplicates, which doesn't function properly), so any changes you make to a duplicate will usually revert on play.
- [x] OnEnabled function shouldn't be called in edit mode by default, only in play mode, if you need something done in edit mode probably add an [ExecuteInEditMode] tag to a function like Unity does it. This would also give us Update to use in Edit mode.
- [x] General instability: sometimes the editor will just randomly stop working, I've gotten both a null reference and a random "stuck in await" type error where I guess some async function never finished? I think these generally came after hitting save.
- [x] Undo is inconsistent: I would expect undo to revert any action I take, which includes rotation undo and selection undo, rotation undo is especially important because:
- [x] Rotation gizmo is bullshit: you have to grab the exact line of the axis you're trying to rotate instead of your cursor selecting it based on being inside the circle like I would've expected, making mis-clicks frequent and easy to do, and there's weird gimbal lock(?) at 180 degrees of rotating causing it to snap back.
- [x] Can't save new scenes: if you try to save a new scene it gives you a weird file type error and doesn't let you save it, I worked around this by duplicating existing scenes but it was initially a pretty annoying hurdle.
- [x] The scene doesn't render properly if there is no Camera in the scene. This also counts for prefabs you're editing.
- [x] Some sort of audio listener component to make sure sound is heard from the correct gameobject/position
- [x] I would like to be able to right-click anywhere in the hierarchy to get the new object context menu not just by right-clicking on the scene "root" in the hierarchy.
- [x] Any kind of way to get a trigger "collision" event like OnTouch and such but with less-shit names like OnTriggerEnter, OnTriggerStay and OnTriggerExit(I had to write my own solution for this with bbox which was kind of shit)
- [ ] Setting a collider to trigger doesn't give it a "trigger" tag
- [x] Character controller's walk trace does not ignore trigger tag
- [ ] Grid snapping is ESSENTIAL for making prefabs that are supposed to act as level parts, not having it makes putting together map-like prefabs extremely tedious.
- [x] Multi-select barely works and doesn't let you parent multiple objects to one parent by dragging them into the others in the hierarchy, nor does it let you edit multiples of the shared components between objects in the inspector or move things with an editable transform that's either averaged and rotates/translates everything as if it was parented to one thing in the center or move/rotate things based on their own positions and a swap between that and pivots.
Missing components:
- [x] Animated Model (Skinned mesh renderer in Unity)
- [x] Particle
I'll update this a bit as I go along and find new stuff.