A list of puns related to "Unity (user interface)"
https://github.com/cemuka/Quill
Is there a reason for the "Forced alt-tab window focus in the middle of compile"?
Video explain: https://youtu.be/gmP5tWyqfiA
I like to be editing my scripts while compiling. Forced alt-tab window focus means less coding for me and a frustration vector.
Dear Unity, please stop force alt-tabbing window focusing us when the compile bar shows. It hurts hundreds of hours of productivity daily and raises frustration levels. Three cardinal sins of Ux were broke here: Time/Frustration/Assembly Line
And its bad style too. You want your devs to focus less on loading bars, but you ensure they are forced to stare at them. You'd save dev time, lower frustrations, raise productivity and have less people complaining about these loading bars if you didn't FORCE them to stop coding and look at them.
UX rules:
Intuitive
Time
Frustration
Assembly Line
Mistake Proof It
Intuitive: -Know what it is & what to expect before using.
-How to hook new users. No one likes to read a manual. They like to do and feel good :An analogy is Tolkein's The Hobbit. Designed for young readers, it makes you feel like you're an English Professor because Tolkien explains the big words he ...uses in the sentence. Only a master writer can make the unstudied feel like they're also a master of literature. Only master interface designers can make new users ...feel like veteran users without studying or reading FAQS.
-Proper design is to give the easiest and most essential options up front, and bury at the proper depth the more advanced functionality :If a designer says,"Hey, the advanced feature is there. The user will just have to web search how to use it from the community or watch a how to video", your designer is failing at proper Ux. -Instead of having the user find out for themselvesd, :If a designer says,"Well we'll put all the features a new user might want in one giant advanced settings menu and only there.", your designer is failing at proper Ux
-Guideline: Use other familiar interfaces/hotkeys - Benefit for humanity to not reinvent hotkeys for every different company's application : When upgrading Interface, keep them same familiar interface/hotkeys as last version. : This results in "The Designer's game": Keep old interface/hotkeys while building increasingly better functionality. aka: Designing is easy, until you need to deal with active interfaces then the legac
... keep reading on reddit β‘Look, I just spent 2 days trying to figure out why internet facing IPs weren't translating properly to internal devices.
Why? There was a misconfiguration (more accurately the IP wasn't bound properly when configured through the old interface or was overwritten by the new) from where I had to do some of the work in the User Interface (aka Legacy) and some in the New interface.
I've been running your equipment for about a year now at 4 sites with another coming online this week.
We, the community, need a single, full-featured "New" interface that is 100%. Not 92% Not 98% ... 100%
Recommend that you dedicate a focused test team to take the time to walk through every function and make sure it is in the "new" interface.
IMHO, this should be your highest priority in the new year. It doesn't matter if you have the best hardware at a fair price. If I can't trust it to work reliably it isn't a solution.
P.S. Also, please fix whatever is going on that I can't do a simple port forward and trust it to work without resetting the UDM.
On Ps5 it goes like this but itβs the same thing regardless of platform
When you are in the loadouts screen if you want to customize a weapon you hit (Square) but then if you go over to the weapons screen you have to hit (X) Itβs the same thing customizing anything. Itβs one button on one screen and a different one on another.
This is basic objective stuff you donβt do. There is no, βI likeβ or βI donβt likeβ about it.
Ok thatβs all been being to bitch about this for a couple months
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