The advanced functionality of Unity is halfway required for this project, I am on the edge about leaving Unity for this project.
I could get away without Physx, the project doesn’t really need it, I was going to use it for some added ‘graphical fluff’ on the 3D portions, but I could do without physics.
Animations, the ability to have rigged meshes is something I’d like to keep available. This is for an archviz project, I was hoping to potentially take advantage of unity’s upcoming crowd simulation to have people walking around spaces. But that is also fluff and not really necessary.
Gamelogic is used pretty extensively. These enviroments are highly interactive, opening closing doors, rearranging of furniture, tweens all over the place, being able to rearrange models, reposition models, or contents of models. Assetbundles will be used extensively, and pulling content for the web.
Was hoping to take advantage of light probes in these scenes when 3.5 comes… Also wanted to take advantage of LOD and upcoming texture streaming. Those three things are actually very crucial for this project.
Really the thing that makes me so hesitant to leave Unity is the editor. What I am doing is something that requires a tool to set up scenes. Theres alot more information that needs to be in these scenes besides just vertices and textures. And I worry that if I go to something else I am going to have to invest alot of time to produce my own scene editing tools to set the scenes up properly.
I also worry about the dev time required to replicate even just innane tasks in Unity, like the projection shader.
These scenes are also going to be pushing the borderline of what the iPad2 can handle graphically, and I worry that other engines don’t have the level of optimization of Unity, and further than that, they won’t be able to keep up with the rate that Unity optimizes their engine. Performance is critical.
So I guess with all that said, I would like to know, is there any other options for a 3D engine that has, ideally, better performance than Unity. And perhaps has some level editing tools? If it comes with any form of texture or content streaming, thatd be very useful. I’ve been looking at all these open source options and some of them actually look really nice, but they appear to have no good editing tools that come with them. Just getting a 3D rendering class to import into Xcode, without any functioning tools to aid the creation of the content, will probably mean a considerable increase in workload for me to create usable tools to go along with the rendering engine.
This is for an enterprise application, and the thing about this specific project is, I can enforce hardware requirements, and say that an iPad 2 or iphone 4s is required. Then further, upgrade that to the iPad 3 as a minimum when thats released. So keeping the 11 mb in memory does not worry me too much, because an iPad 2 will be minimum. This company also I think would prefer a slightly dirtier solution internally, if it means they get a product even just a few months earlier… This is also a component of why I am leaning towards pushing Unity into this somewhat less than ideal usage.