[Feedback] Why are texture manipulation routines so awkward?

Unity devs come from 3D software, they don’t know a lot of things about 2D libraries, especially when it involves pixel manipulation.
I met personally several Unity representatives and higher-ups, so I can give you a simple example about how they handle things.

I’m asking them:
“I have two textures: a character and a background. I want to create a new texture with the character and the background combined.”

Unity guys: “You can use a shader!”

Me: “No, I want to create a new texture, by combining existing textures.”

Unity guys: “Hum… you can put your character texture on a 3D plane, your background texture on another 3D plane behind the first one, then use a render camera to take a screenshot of both texture.”

Me: “What about combining the pixels of the two textures to create a new texture?”

Unity guys: “Huh?!”

For 2D developers, this is the most basic stuff, but Unity guys seem to think only in terms of 3D software.
During the yearly 2016 survey, I wrote a lengthy version of the above description and I received the excuses of another higher up and his direct contact for any further question.
(I also told them that RPG Maker XP has a better pixel management than their SetPixel / GetPixel, which is true)

In the same genre, I had to ask a 2D library developer to add clipping before this basic functionnality still wasn’t there after a year of public release:
Orthello 2D Framework - 100% FREE page-7#post-984650

And here is another topic

I’m saying all of this to explain that the problem of missing pixel methods or inefficient routines is mainly caused by culture differences from 2D developers expecting 3D developers to create good 2D solutions… and lot of Unity users who don’t even understand the need for 2D methods, hence Unity devs not developing them.

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