We are full-time Unity developers, respectfully requesting a spotlight-focus on editor performance/stability for the sake of our sanity and for the future of Unity.

Unity has features - and now has client performance - there is very little you cannot do. However the editor is barely stable without enough QA agents to inspect editor issues; it is simply not scalable when a project becomes even medium-size, even when following standards.

As your active Unity clients, we humbly request the following to have a focus for 2020:

"Smart Refresh", by default (Multi-threaded?): Make Unity Scalable. Every time you save, finish playing, alt+tab and return, add a new file: Unity refreshes. This is potentially a good thing: If Unity limited the scope or multi-threaded this task:



Even mid-sized projects can take up to 30 seconds on a powerful PC; 60 seconds for less-powerful. This is considered unacceptable, as every save/refresh/new file will refresh the entire project for changes - even outside your scene, reaching to non-applicable scopes that do not require immediate refreshing.



Instead of scanning the entire project, potentially hundreds of thousands of files for saving a single a single item, please limit the scope.



It's understandable if you have a scene open with requirements, but what about outside those requirements? Perhaps Unity could run this in a background task?



If Unreal can refresh within seconds for massive projects, so can Unity. More quality assurance between stable versions. There are numerous bugs that have existed for years that remained unfixed. New versions often have simple mistakes that could easily have been circumvented (5.6 accidentally disabled FB SDK on standalones by looking for the newly-implemented FB Gameroom; 2019.1 had numerous and common TextMeshPro issues; numerous false-positive warnings/asserts). So many mistakes that could easily have been fixed by more QA.



This can be emphasized a step further by mention a single word: UNET, who had only two developers for an paid enterprise module and not a single QA dev to test for them that eventually got abandoned.



Unity is currently known for having "unstable stable" versions. Let's change this in 2020! More focus to prevent editor Async loading/unloading bugs. There has been a bug reported since 5.6 where interrupting an async load within the editor will prematurely load the next scene, causing your tests to fail. Async unloading will often fail if loading something different at the same without a "buffer" scene. In fact, simply REFRESHING (#1 above - refresh caused by almost anything you do within the editor) will trigger this bug. Many devs have to have refresh turned off completely (to a manual trigger) if working with async scenes. Every project in 2020 should be async loading scenes - this is important. [PENDING ACCEPTED] Remove stacktrace spam for the Debugger, itself

Originally reported in 2011, have you ever seen this in your player logs?



"Some err msg"

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 48)

"Some debug log"

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug.bindings.h Line: 48)



Specifically, every other line? Stack traces and debug logs impact performance of both editor and standalone -- not to mention they are spammy and beyond-annoying when trying to read the lines for what's important. This is just a small thing, but it was reported so long ago and it would have such a big impact when reading countless logs that may be hundreds of pages long.

These 4 requests -- not simple, but doable -- will vastly improve the Unity experience and make the editor scalable for even medium+ projects. You've convinced the world that Unity is great for beginners. Now, please focus just a single update on medium+ projects with these fair requests that Unity needs to do at some point, anyway.