Search Unity

We want your bug reports! With good reports, we can get the info we need to improve the quality of Unity for everybody. When your bug reports include a solid description and an attached project, we have a 3 times larger chance of reproducing the issue and filing a bug that can be fixed! But a lot of you are having problems attaching larger projects. This post shows three different ways you can get around that issue.

The bug reporter is accessible through the Unity Editor. Here’s a brief outline of what an ideal bug report includes:

  1. A project which reproduces the issue.
  2. Steps needed to reproduce the issue.
  3. Actual vs expected behavior.

If you report with the latest version of Unity, we’ll be able to verify right away that the issue hasn’t been fixed in newer versions. Currently, that would be Unity 5.4, until 5.5 is publicly available. You can also search for duplicates on the Issue Tracker. Voting on issues increases their priority.

image06

Attaching additional folders or files

Your project is attached to the bug report by default unless you remove it manually. There are buttons on bottom left corner to add files and folders. Attaching images or screen recordings can be very helpful. If you are having issues with size, then you should try using stripping tools to delete unused files and attach the stripped project.

image07

Repro Project wizard

This tool creates a new project with specified assets and includes dependencies. Textures can be downscaled to reduce size. Use case scenario would be to make a smaller repro scene inside your project and then export it using this tool.

  • After the package imports and the code finishes compiling, go to Window->Repro Project Wizard. You should see the following window open:

image03

  • Add a scene that shows the issue you want to include in your Repro Project to the Asset list at the top of the window.
  • (optional) If your code loads assets from the resources folder, please include them separately.
  • Select a path for the new project in the Project Path field.
  • If image quality isn’t relevant to your issue, you can choose to downscale textures to reduce the new project size.
  • Hit Create Project.

image05

Full documentation of the tool is on the bitbucket site.

Stripping tools

Let’s you select folders or specific types of assets and strip them out. All changes can be reverted back. We highly recommend using using cache server to improve importing times after reverting changes.

  • Make a copy of your project or create a new one with Repro Project tool.
  • Download and import Stripping tools package (wait for importing and code compilation to end)
  • Right click on any folder or asset in your Project browser window
  • You get a variety of options:
    image01
    image00First five options are selection wide and last two are scene view dependant.
  • If at some point you want to revert changes then select ProjectStrippingSession.asset inside your Assets folder.image02
  • Select the step from “Stripping steps performed” and click Undo selected operation. After selection you will see the asset list which were affected by the step.

Conclusion

All of us in the QA team love bug reports that are short and go straight to the point. They really help us pin down your problems faster. When we can quickly check your project to see the difference between expected and actual behaviour, even better. We hope this post has helped you see that attaching your project to a report is not as hard as it sometimes seems. If your project is huge, you can use the stripping tools and delete folders that are not needed. That should help to reduce the size a lot. Let us know in the comments if you have found other bug reporting tricks!

12 Comments

Subscribe to comments

Comments are closed.

  1. We decided to check all the components, libraries, and demos in C#, whose source code is available in the Unity3D developer team’s official repository.

    Find out about the results in the article – http://www.viva64.com/en/b/0423/

  2. So though this entire article it never mentioned the 1 thing that everyone thinks about…..sending full projects. No one wants to finish a project or nearly and send it to someone on the internet. What happens to the project? Who sees it? What garenttes ‘t be distributed. It sounds crazy to you all but that’s a big concern. So I am asking could you post the policy that unity has on this?

    1. You do not need to send your full game — simply a stripped back or example project that demonstrates the bug you’re reporting. Rest assured you retain all rights to your content (and we don’t distribute it in any way). Please consult our Terms of Service (https://unity3d.com/legal) for more details or contact our legal department if you have further questions.

    2. ^ This.

      I’ve worked on a bunch of projects and 90% of the bug reports I could have sent get scrapped because we would prefer not to send our project code to an unknown server. There needs to be a clear declaration ON THE BUG REPORT PANEL, and one that doesn’t point to the eula.

  3. What do you think about sending screen capture videos? Are they usually beneficial and productive in terms of communicating bugs? Do you prefer them over just text?

    1. Gintautas Skersys

      August 26, 2016 at 4:11 pm

      It depends. If you can get away with 5step example with expected/actual behavior then that is preferred.
      If you have complicated repro like 18steps then a video might be very helpful in that case.
      If it is something visual then a screenshot/gif is extremely helpful.

  4. Whew, nice set of helper tools to par down the size of projects easily and efficiently once you get ready for release.

  5. Didn’t know about the existence of the Repro Project wizard! It would be super useful to have it included built-in in future Unity iterations (maybe starting with 5.5 cycle?).

    1. Gintautas Skersys

      August 24, 2016 at 3:27 pm

      Can’t guarantee that it will happen, but this is on our list.

      1. Teku Studios Sofware S

        August 24, 2016 at 9:16 pm

        It’s nice to know you’re on it :) good to know! That would definitely improve the workflow, and having it built-in would definitely be super intuitive.

      2. Thanks for the answer. It’s nice to know you’re on it :) good to know! That would definitely improve the workflow, and having it built-in would definitely be super intuitive.