From the blog, “There will be more releases coming after 3.2 very shortly that adress GUI, Pathfinding and have a ton more awesome stuff. We’ll talk about those on the blog soon.”
That just made my year.
I was thinking of switching over to UDK for the longest time, but this is just awesome. With these two issues out of the way unity will a truly phenomenal package.
Very soon is always such an open thing.
Going by MS / Adobe scale thats 18 months, going by apple scale its unknown till the day of release, …
Path finding might be Path as AngryAnt released the Path 2.0 beta last week / early this week which would only make half sense if another solution is on the way which he likely knows more about than we
Interesting infos about those two features indeed:
I have only one thing to say about that navmesh generation tool: it shouldn’t be limited to the editor, if possible. As soon as dynamic and/or player-made levels are involved, it becomes very handy to have.
As Dreamora mentioned, I would be inclined to believe that they will just be bundling path/behave by angryant with Unity, as he is a UT employee. It is of course a navmesh based system.
At this time, we have no plans to integrate my work hosted at AngryAnt.com directly into the main Unity product. More information on mentioned features will be available later in the year.
Kind of a bummer on one hand; on the other hand, we just purchased EZ Gui and SM2 like a week ago - so at least we’ll have time to get our moneys worth before Unity comes and replaces it
I’ve heard before Unity3D might implement sprite management akin to SM2-- and soon.
Is this true??
If so, I can wait and avoid purchasing SM2 and GUI, because honestly it’s extremely expensive. And if Unity is going to bring something that helps us with both sprite management and GUI controls-- I’d rather wait.
We’ve had no announcements about such a feature. Of-course we’d like to expand the editor and runtime capabilities of Unity as much as possible, but as mentioned, the feature you refer to has not been announced as work in progress.