Help me define which features have been abandoned.

Hello everyone,

As the title suggests, I need help defining which features in unity could use some attention, or get none at all.

Please drop a message below with a feature, here’s a few of the ones I have so far:

  • Wheel collider
  • Cloth
  • Fog
  • Terrain
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Terrain, terrain, terrain, terrain, terrain * 5.465456e+23 lol.

But honestly - all of them, but terrain would be nice.
But besides from that,(LIGHTS) - volumetric lighting would be nice :smile:

There’s a guy on here somewhere that is making Volume lights,
and they actually perform FASTER than Unity lights!
Might wanna get with that guy and see if you can outsource it or something for a nice paycheck lol.

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Although volumetric lighting is more of a feature request as we don’t have it, I am fortunately making a feature document too, so I’ll append it there :slight_smile:

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Oh yes - terrain, probably. I don’t use it that often myself but it really seems that it’s been too long with too few updates over the last few years.

Yeah I kinda figured it was LOL. But when I remembered they were faster than the standard Unity lights (Point, Spot and Directional I beleive they were).
Like not a little faster, I mean faster lol. That made me come to the conclusion - they could be optimized way more + volume :slight_smile: lol.

But that would be so cool to have volume lighting.

Thanks man!

Yeah terrain definitely seems like abandoned feature. There was a huge official feedback thread for it like 2 years ago but seems like nothing has really changed past 2-3 years in terms of features or usability?

The current system feels like it’s years behind compared to many other things in Unity.

Input manager

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Cheers for the feedback guys, but we’re aware of the terrain issues and I am pushing to try and get something from it. So any new ideas would be appreciated! (that aren’t already listed.)

We actually have people working on a new Input system; you can see it on the roadmap here: https://unity3d.com/unity/roadmap

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Thanks for the link; it’ll be great to bring up in my next meeting :slight_smile:

@Matt-Roper - there is something else.

I feel abandoned. I need a job! I can change the world of Unity LOL.
(Sorry I had too). lol.

But on a serious note, Water4! It’s like unusable for years!
Now matter how much I have ever tried to scale Water4 I just can’t do it.
So perhaps Water4 should be worked on a bit as it’s just been bleh for like years lol.

Unless it was never made to be used and only as a learning example, which if that’s the case, ultimate fail because I can easily read C#, but not that crap lol.

I have noticed with everything y’all release like for learning and stuff, is generally much more sophisticated than things need to be.

Like the Character controller(I’ll never in my life use it), it’s like what thousands of lines of code and I can remake a Rigibody controls in like no more than a couple hundred lines to do the same exact thing lol.

So that goes to a second thing I suppose - fixing Learning material for beginners (I can generally make anything I want) but when it comes to reading y’alls scripts - almost impossible lol - Only because I can’t determine in which order the classes were made as it’s generally all just bunched together with code filling the entire screen where you can hardly read it lol.

Which I understand isn’t Abandoned, I mean I really don’t need them, but things could be much much more clearer and written in a way that’s readable and understood by a beginner.

Sorry I’ll shut up now lol.

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SkinnedMeshRenderer really needs better error messages and better documentation for those trying to do more abstract things with it. There’s a lot of “gotchas” when working with it at runtime.

Another thing, is the whole shader situation. There is a really weird divide between ShaderLab and CG/HLSL vert/frag shaders. I wish we could just go with the industry standard CG/HLSL. Again, there is a significant lack of help from Unity with getting off the ground with shaders due to poor documentation.

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Shaders e.g. Integrated shaderforge or something. All I keep hearing is how UE4 looks better out of the box & how unity can look that good but it takes extra assets or your own shader scripting

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Inline image in text. The Quad tag for text has been broken for a very long time (see link) and there hasn’t been an official fix as far as I know? I ended up using TextMesh Pro but a fix (or just officially integrate one of the user solutions) will be good for others.

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terrain on the top of my list which is one slot list on top of everything!
under that:
-text UI quality
-json support for list array dictionnaries

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Terrain, and a shader editor.

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Navigation mesh

Either generate them at runtime or somehow allow us to combine multiple so we can build rogue likes that work out the box.

Enter the guenon is the number one game on steam right now and it used unity, roguelike

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I think terrain is probably the most behind feature right now. Terrain can get some basic results and does a decent job as is but it could be way better. Tons of plugins on the store try to improve on the terrain system and they’re all big sellers.

If you’re going to revisit terrain (there was an official topic on suggestions from users for this a while back) I would suggest Horizontal Displacement mapping. The reasons are pretty obvious and its definitely something I’d like to see happen more commonly in modern tech. There’s lots of other miscellaneous things that could be done to the terrain system as well and I think a lot were mentioned in that older official topic about terrain so I won’t get into them.

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Well you have to have a proper terrain before an updated wheel collider makes sense to spend time on so the wheel collider and various other colliders should be handed over to the terrain group or maybe there is a higher levels physics group?

Of the others fog is in need of the lights being finished and up to speed and really should be handed over to that group.

So that leaves cloth that should be assigned to this higher levels physics group or if there is no such group on it’s own although you could make a case for the Mecanim group handling cloth. I’d like to see cloth given a lot of attention.

Those 2D tools that got delays, like tilemapping / smart sprites. Got so excited only to see them get delayed.

Another vote for Terrain and shader editor. I would really love a nice shader editor actually.