Can I use Unity to make a new Unity Editor?

Can I use Unity to make a new Unity Editor? Please. I need to know if I can legally do this. I’m so tired lads. Yesterday I spent all day trying to serialize a new mesh before some page 2 google search answer told me that I need to save it to an asset. Duh ya dingus. I’ve been using it for 8 years now and these moments are happening still. There’s just so much uggggggh about it you know? I want to start over.

So I need to know. Please. Can I make myself a new Editor using Unity?

No.

But you are free to develop your own engine.
Or use any other engine.

Should Unity use Unity to maybe make another Unity Engine?

No I’m not kidding here. With the release of Unity DOTS 1.0 I think it would be a good idea to start over you know. An Unity DOTS Engine made using Unity DOTS.

You can’t just create a new application expecting all of your problems to go away when the people who made those mistakes will be the ones making the new editor. We would need a new Unity Technologies to go with a new editor.

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Unity Technologies should hire tired and burnt out users of the Unity Editor to make the next Unity Editor using the Unity Editor then. Think about it. It’s genuious!

I wish you were kidding because if this was any more foolish a thought I’d swear it was an Arowx post.

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https://unity.com/legal/terms-of-service
It is explicitly forbidden by EULA.

16.2, use restrictions.

It is amusing, that they use “Offerings” as a term in the license, though.

We should rewrite it to make it more confusing and ominous sounding. In shaekspearian english, if preferable. Or something arcane-sounding.

The offering is bestowed upon the the followers in the good faith that such would be used to further the followers goal and naught to imperil the bestower through undue trickery or means wicked or vile.

… or something.

They’d lose about a decade of development time and gain nothing. There’s no point.

Most of the stuff unity uses can be serialized as an *.asset file, IIRC, using AssetDatabase… Some people used to upload character libraries with meshes stored as *.asset files, so this shouldn’t be new.

It’s not old english (or Ultima) if it hasn’t an enormous number of “thee” in it.

That’s shakespear english, not old english.

Old English looks like this:

(Sir Gawain and Green Knight, 14th century)

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Unity Technologies would get to prove themselves by making something in Unity for once.

They tried that already, then fired the whole team working on it before it was finished

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Just want to chip in that the team was not ‘fired’ but was actually ‘made redundant’. Different types of thing. :slight_smile:

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That’s fair - the team definitely didn’t do anything wrong.

What if instead of making current Unity a Frankenstein by adding SRP into old code base…they just created a new engine with SRP as core, just fresh code start.

“Proving” something is a waste of resources.

Also, they already had microgames and cinematic demos, like blacksmith.

Unity is a huge and incredibly complicated piece of software with an absolute ton of technologies in it. And with hundreds of highly professional developers working in it full time. Are you really contemplating “making a new unity” all on your own? Are you planning to finish it within 100 years?

You can certainly make other editors within unity but you can’t just “wrap” all of unity’s functionality and re-present it to people. You could make a system that builds games, I think, or a 3d modeler, or some graphic or animation software etc, but you can’t just make like a huge api that wraps unity api’s and pretends to be something new.

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It’s forbidden to write and publish your own editor, as neginfinity already demonstrated by citing the EULA, but you should definitely look in to editor scripting. Any functionality that you were planning to write in your new editor, you can probably write anyway using the editor API.

The editor is designed to be extensible and I’ve seen several professionals on this forum claim that it’s absolutely essential for a big project to build your own tools. This would seem to indicate that you’re not the only one who’s frustrated with the limitations of the Editor. It’s probably just a natural course.

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Yeah this is good advice.
Despite Editor Extensions (like CityGen3D) existing on the Asset Store there does seem to be lot of Unity users that are genuinely oblivious to the fact that you can add functionality to the Unity Editor itself for use in all your projects.

So if you have a good idea, take a look at the API and see if you can add the feature into the Editor.
You don’t need to write your own engine from scratch, that’s the whole point.
There’s even a store front for selling your work afterwards! :slight_smile:

This wouldn’t be so funny if it didn’t feel like that on ever major project I’ve worked on.

Sounds more like you’re overengineering what you think your solution should be.

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