The Best and the Worst of Unity 2012

Here is my personal year-end round-up of the best and worst things about Unity for 2012

Firstly, the Best Stuff about Unity

Everyone here already knows Unity is a great tool. And 2012 brought us Unity 4, a pretty significant upgrade.

Graphics
The introduction of DX11 was a great step forward. Unity already has strong deferred rendering, a fairly sophisticated way of handling the insane complexity of shader<->engine coordination, and of course probably one the easiest ways of handling post processing effects I’ve ever seen.

We set out to create a title for Microsoft that had that AAA look to it this year, and we found ourselves limited by the talent of our artists, not the engine. Incidentally, our artists were also totally up to the task. :slight_smile:

Editor
Th e best thing about the Unity editor is the fact that, using the same tools and techniques, expand its capabilities Either in a general way, or in a way that is specific to your game. We make custom inspectors and tools for every game we make now. It’s not only easy, fun and effective… but I’d say downright addicting. As tool expansion goes, the implemention in Unity cannot be beat. Sure one might want more documentation, examples, or even a feature or two… but there isn’t much you can’t accomplish. And the Asset Store is full of examples (mostly with source) to help you figure out how to roll your own.

Asset Store
I love the asset store! There’s so much good stuff in there, especially when it comes to new systems, editor tools, and what not. Expansion elements like NGUI, 2D Toolkit, and their like are invaluable and easy to find and install. And even things like art assets, for which this feature is named, has gotten some really quality stuff. A lot of it is production ready and complete enough to make games from, but even if you don’t intend to use the assets in your final game, its a tremendous way to have pretty high quality stand-ins for prototyping ideas. I never start up Unity anymore without spending time looking around in there and checking out what’s new.

Mechanim
I was pretty vocal about Mechanim being far less useful than it should be when it was originally proposed. This was because it could only handle bipeds, and ones with no extra bones at that. This seemed ridiculous to me given the small subset of games this would apply too. Fortunately by the time it was released these restrictions had gone away. As an animation tool, it’s pretty darn spiffy, I gotta say. As cool as it is already, I can see that this is just a starting point for a lot of new features around character animation.

Multiplatform
Obviously the abiilty to emit games to multiplatforms is not new for Unity, but every release makes it better. This is a monumental key advantage for game developers and I know its a ton of hard work to maintain this on the Unity side. Unity has done a fabulous job here.

Best Thing for Unity not by Unity

Without a doubt, this would be the Prime31 plugins by Mike Desaro. Sure there are other great plugins, but in just shere quantity (and quality), Mike is the most productive plugin dude on planet Earth. And his contribution to making Unity shine on so many platforms cannot be understated.

Now for the Worst Things about 2012

The worst thing about Unity is… nothing.

Despite how it may appear, that is not a cop-out. The reality is that Unity is as damn near a perfect system for creating games of all types, that run on the widest assortment of platforms, that has ever existed. Is it perfect? Of course not, what is? But when you consider the difficulties of making a tool designed to try and please a zillion different needs, Unity delivers in a way that is really hard to beat. There are other competent tools, but none that create reliable, working titles on so many platforms. And that’s a huge accomplishment.

And, fundamentally, most missing features of Unity can be addressed by third party plugins that are conveniently available in the Asset Store.

I say this as a guy who’s been pretty vocal on this group about things I thought needed fixing or improvements. The fact is, most of those things did get fixed or improved! And the rest seem to be in the works. Even though I admit to sometimes being an obnoxious SOB… a clear failure of mine… it is only because I care. That I want Unity to be spectacular, and in large part, that’s exactly what it is.

The reality is, how much can I real complain about? The fact is Unity has enabled me to create titles that have generated millions in revenue in just this year alone. I’ve gotten more titles to market faster, and can prototype new ideas at a rapid pace.

So, really, Unity is just an amazing product, produced by an amazing team of people. And the road ahead looks pretty outstanding as well… I’m looking at you Mr. New Way Of Handling Prefabs!

Great job guys!

David
Critical Thought Games

Can the moderators please delete this thread due to no room for community contribution or move it to another section. He is also inviting a flame-war/engine comparison which we are all sick to death of reading.

then do not contribute to this thread in the first place …and I love flame-war…this community is very good at it …going to be an entertaining thread I am sure :smile:

  • The failure to deliver GUI.
  • The debacle over Unity Upgrade pricing.
  • The ongoing debacle over Unity EULA.

Not exactly a perfect year for UT.

What drugs are you on, and where can I get some?

Oh, the irony! :wink:

Android and iOs for free.

No.

This is the correct section.

Well, that’s not really going to happen…no flame wars please. :slight_smile:

–Eric

the worst is nothing? then why this post with this name?

Other people can post their own opinions about best/worst.

–Eric

Best of this year .
Flash support
Worst of this year,
No way to test flash support without dropping 400$( at least)

I’d partially agree with this. In the end though, $400 is incredibly inexpensive. Even combining all of the different platform licenses for Unity (Unity Pro, iOS Pro, etc.) its MUCH less expensive than most other engines; especially engines of comparable power, versatility and user-friendliness.

I still think the worst thing is there is no gui even in unity4 when they promised it would be added in 3.5

To be fair they never promised it for any particular version. Some people read “we’re working on it” as a promise, but that’s not how it works.

–Eric

I do love Unity as well. I would chime in on some ‘worst’ things though

A: No built-in shader editor… as computers and ‘devices’ become more powerful the graphics improve and complex shaders become more of requirement than an added extra. UDK has a real nice material editor. Strumpy’s Shader Editor was awesome until he discontinued development on it now we are left without a usable shader editor for 4.x and this makes me a sad panda.

B: The terrain system, they did add normal map/shader support which I am eternally grateful for however the system is still quite outdated and could use some more love. The tree system, tree creator and grass shaders could all use updating.

From what I read here:
http://blogs.unity3d.com/2012/12/07/three-ninja-camp-vii-projects-at-a-glimpse/
Ninja camp added in a shader editor that hopefully will come in the 4.x cycle.
I would also agree that the worst was not putting in the GUI system, as I’m holding off
on complex GUI until it comes out.

I have thought of one thing that is bad about Unity, Although the basic one is offered free, the help is absolutely TERRIBLE. If you don’t already know what your doing then its almost impossible.

Oh, necromancer of long-dead posts, why must you show?
When a post loses interest, please just let it go.

Yet every single person who uses Unity now was once a beginner and seems to have managed it - and the help, and learning section of this website are better now than they used to be.

Learning game development is always going to be a long process, and it’s going to be painful and require a lot of patience. If that’s a situation you cannot accept, find a more relaxing hobby like fishing.

Since this thread was necroed, I gave it a re-read and I must concur with Seth Green on this one. I always run into snafus when trying to do anything with shaders. A more streamlined system for them would be nice.

Apparently by adding two lights and doing something special with them you can have baked shadows and normal maps on your terrain in free.

Welcome to the real world son. :roll_eyes: