If you could get Unity and upgrade it by adding features from other game engines and updating certain things within the Unity engine what would you do to it and why?
What upgrades do you think Unity needs?
It's hard to think of anything to add to the pro version. Unity is pretty comprehensive. I'd really just like to see the free version get better- render to texture/postprocess functionality foremost.
I would kind of like to see it support more syntaxes in the script, like C++, not like it's very hard to port. And in pro you can make plugins. So, that's not a big issue.
I think I'd like a more powerful material editor. I've watched people fiddling with Unreal's material editor and bringing something like that into Unity would be really cool.
I completely stoped using unity as it missed what i needed most : 64 bit editor to avoid crashing with out of memory exceptions. Seems it's fixed in V5 so as far as i'm concerned, it's not missing anything "major" anymore.
I love the asset store and how it enchances unity, but i think they should buy off some of the projects and integrate them in the engine as a core feature when something amazing makes it to the store and makes sense for a lot of people (like TC particles or noesis)
Not the ones it needs, but the ones it deserves.
"I AM ZE EMPRAH OPENGL 3.3 THE CORE, I DEMAND FROM THEE ZE SHADERZ AND MATRIXEZ"
My journals: dustArtemis ECS framework and Making a Terrain Generator
The only thing that has turned me off is the fact that I'm spoiled by the latest versions of .Net and C#, which I now take for granted. Having to go back to Unity's version of these kind of makes me cringe, so I'd say getting those up to date would be removing the biggest obstacle to me giving Unity a go.
The only thing that has turned me off is the fact that I'm spoiled by the latest versions of .Net and C#, which I now take for granted. Having to go back to Unity's version of these kind of makes me cringe, so I'd say getting those up to date would be removing the biggest obstacle to me giving Unity a go.
What are you missing? Honestly past linq nothing has changed that much and you get that in unity
The only thing that has turned me off is the fact that I'm spoiled by the latest versions of .Net and C#, which I now take for granted. Having to go back to Unity's version of these kind of makes me cringe, so I'd say getting those up to date would be removing the biggest obstacle to me giving Unity a go.
What are you missing? Honestly past linq nothing has changed that much and you get that in unity
So your very valid question forced me to challenge my own preconceptions about Unity and I discovered that C# in Unity is more up to date than I thought. That then led me to wonder why I still have an aversion to it and the thoughts that come to mind are that I read an article somewhere stating it doesn't really play well with version control (outside of Unity's own proprietary add-on solution?) which bugs me a lot, as that's something I like control over. I'm also very picky about visuals and only the as-yet-unreleased version 5 has shown lighting that lives up to my own unreasonable standards. And then there's the fact that I like to reinvent the wheel. Guilty as charged.
I haven't tried some of the new enhancements (e.g. 2D support and revamped GUI) so I won't comment on that. I appreciate the indie version but still feel it has too many juicy features cut. In particular lack of support for render-to-texture, poor navmesh support, many graphical/optimisation features missing, poor audio/video support, etc. I would personally prefer limited versions of features than totally missing features. This leads to a forking of approaches, for example using external solutions for navmesh, faking reflections, etc. And therefore the upgrade path from indie to pro can be a bit rocky for large projects.
I'd love Unity to have more multi-threading support. The scripting sure doesn't. I think source control needs some work. When I last used it there were some oddities about which renders get batched together and how parameters are passed to shaders. Overall there were many awesome plugins for Unity which I think were ripe for buying out and integrating. As a developer I found it annoying to relearn how to use the wheel for each project because there were no industry-standard options for certain things. Also I love the Asset Store but felt it needed a bit of work, e.g. searchability (including within Assets you'd bought). Often I'd create a scratch project just to import packages (that I bought a long time ago) into to figure out what they did or to figure out which one had that nice horse model as an included demo asset. It would be nice being able to remove an imported package to combat project bloat, including finding what references assets from that package. And the asset store itself needs some multi-threading, I've lost count of the number of pseudo-hangs because it was busy when I just wanted to go back to browsing the store.