features for next unity release?

just read this at the Intersteller Marines forum

never seen anything about this in the unityforum. something I’ve missed?

Possibly :o

There was a secret 3.0 feature page that was found by google but it has been removed including the google cache

Ahh I see. Well very intruiging anyway :slight_smile:

I’m more hoping for IDE startup sounds or different fonts for the docs.

This, will lift Unity to a whole new level, somehow.

I hope your joking :slight_smile:

I’m holding out for a helpful anthropomorphized paper clip to offer timely tips.

“It looks like you’re building a MMORPG. Would you like help?”

–Eric

taumel’s never joking.

I would try to guess features of next big Unity release, but you wouldn’t believe me.

I don’t really want too much.

I’d like to see all the shaders updated to shader model 3.0 with multiple lights in a single pass if your GPU supports it, and fallbacks to the current shader 2.0 shaders which do one pass per light.

Update physx so we get all the modern features and optional GPU physics. (not sure if this is likely because of cross platform and web player).

Auto batching like iphone for small meshes sharing the same material.

Vertex painting in the editor and some nice vertex blend shaders.

Occlusion planes, and negative occluders that show holes in occluder planes. Was great in another engine I used a while back. Had automatic sorting for the closest 4 in the camera frustum on xbox and PS2 to keep the CPU load down.

You just scaled planes and placed them in large chunks of scenery like cliffs, large buildings and everything behind the plane wasn’t drawn. The negative ones were used to put windows in a large occluder for things like cave entrances and doorways.

I’m quite new to coding and Unity. I find the rigid body physics callbacks nice, but the character controller doesn’t play nice and seems quite limited in comparison. Being an artist this might just be my limited coding abilities though :slight_smile:

Those are the things I’d like to see in 3.0.

Oh forgot to mention. Please fix the rotations of imported meshes from maya and 3dsmax, possibly others. seems that unity uses a different handedness than most 3d apps so they all import into the editor with their rotations wrong.

LOD support Manual LOD’s or auto LOD set by % and distance (similar to Ogre3D). Seems the latter could work quite well with Unity’s editor and easy to use realtime preview of camera settings :slight_smile:

Thats not a bug, thats just the common workflow an artist has to go through on export - on any package, for any engine that does not use an own proprietary format.

What Unity though could offer (or any unity user that writes a small script) is an import option to apply a corresponding transfer through a single button. But you would still have to do it yourself, cause it depends on the application, exporter and if the model was created with the target usage in mind or not

I think the coordinate system thing is incredibly sloppy. Other engines like Ogre don’t have these problems. The FBX export dialog from 3dsmax even offers a Y or Z up feature but as far as I can tell Unity ignores it.

It really isn’t common anymore. I haven’t seen this problem elsewhere in years.

A solution might be just to add a checkbox in the FBX import component/section of the UI to swap between left and right handed coordinate systems. Or a setting in project settings to set it for the entire project.

As it is Unity already tried to compensate for some of the problems by importing everything rotated 270 degrees and scaling everything to a default 0.1.

All quite messy and not a good solution for an otherwise very nice engine that was designed around ease of use.

Wrong it has them too, but their own exporter to their proprietary format handles it.
Unity was smart enough to use standard formats so you can use more than 4 modellers for working with Unity.

The problem also is not Y up or Z up. The problem is that 3DS Max and a few other tools are x handed while unity is y handed (z into screen vs z out of screen axis difference).
Depending on what you did the solution thus is a simple scale -1 on the z axis + rotation 180° on the Y axis

The 270 degree rotation you mention later sounds more like you modelled with the “3d modelling” axis directions where z is up, which is incorrect for realtime usage. Realtime expects Y up and Z either into or out of the screen. Only very few realtime engines break with this basic axis alignement (as these are the DX / OGL standard ones)

No idea what engines you used that used standard formats that didn’t have axis handedness enforcements.

Any engine that use X format that I’m aware of is having these problems as 3DS Max as many modelling apps use the OpenGL handedness by default while most 3D realtime engines that are not OGL only use the default DX handedness at least to my experience

Thats what I would like to see basically as a solution or added functionality

Seems like something you could handle with AssetPostProcessor.

This made me laugh out loud. :smile:

I lol’ed at y’all… Just sit back and wait for official news, something like a formal 3.0 announcement wouldn’t happen without some sort of thread here on the forums (in Announcements, almost certainly started by me :wink: ).

Hehe yeah likely at least.
Though the 2.6 changelist as well as the secret 3.0 feature page leaked to the almighty Googlo-racle, so it seems like UT wants us to search or someone is testing google trackings on pages that shouldn’t be google indexed yet :wink:

It’s true I use proprietary exporters for engines, some cost half as much as unity pro itself. So it isn’t quite the same as an off the shelf format like fbx. You also have an advantage in discussing this since your a programmer. I can only discuss it in artist terms and my experiences elsewhere.

On the other hand, there are several simple solutions that the unity team could implement to make model import a lot more user friendly in line with the rest of the engine.

I only brought it up because people post with problems relating to the coordinates at least once a week, sometime 2 or 3.

Over the last couple of months I have gotten used to having to manualy edit every single mesh that comes into the engine.

Either from within 3dsmax or in unity. It shouldn’t be necessary to do that. Hopefully for the next version they will address it somehow.

There’s no point arguing about it, they either will fix it or won’t. But I do feel it was worth mentioning it somewhere where someone might notice, like the dude with the hat on a couple of posts up :stuck_out_tongue_winking_eye:

Your absolute best place for that sort of thing is to post here:

http://feedback.unity3d.com

Yes, posting here on the forums can and should be done over time as it keeps the topic bubbling up, but the feedback URL above allows us to gather more concrete and quantitative data to use as part of our planning. So make sure you go post there too if you haven’t already!