Unity extensibility : possible to implement custom renderer?

I’m wondering with unity implementing multiple render solutions (DX11 / DX9 / opengl variations), how are those implemented? Do you have an interface that we can code against to provide our own renderer or is this something only doable with source code license access? If the later, is there a straightforward way to do this for licensees or is it pretty specific/complex and each renderer has been done differently?

Well, there’s this.

Beyond that I think you need source code. I would have expected them to keep the architecture clean such that they can easily swap out the renderer for a given platform, yeah - with the number of platforms they cover it’d cause them maintenance hell otherwise.

Thanks for the link, definately seems to go toward yes it’s straightforward but no can’t do without source, good to know that it’s an option still!

Unless you pay a five-figure sum for the sources (of an existing renderer) to see what it actually does.

The problem itself is not the five-figure sum.

The problem is whom will you hire to competently make the changes and make the renderer?

I do agree that UnityGUI is an issue.
Did you look at MonoGaming GUIs which are somewhat compatible with Unity3D?

Actually i think it’s closer to 6 figure than to 5, but it was to implement my own renderer not have someone do it, another reason to add on the pro side of “purchase unity source license”, but still missing quite a few to justify the cost :frowning:

I’m not sure i understand what the GUI comment is doing here however?

What exactly are you trying to do?

I looked at your site -http://rt-informationtechnology.com - 404 ??

I don’t have a production website, if you add www you’ll end up on my development website which is not up for consumption yet and not related to game dev at all.
I’m not trying to do anything really, i was curious to how extensible unity would be on the rendering side, if it had been possible to implement your renderer without source access i’d have tried my hand at a replacement raytracing renderer but i can’t really say i “need” that, was more of a toy project.
The reason i’m considering a license is to add some features that seem to be low priority for unity and are pretty important to me, and some other features that aren’t likely to make it at all:

  • 64 bit editor
  • Very large import support (may be related to 64 bit), unity crashes for me on very large imports
  • Very large terrain support
  • Higher precision world coordinates to support larger areas
  • Much larger texture naive support (16K)
  • Larger mesh support (without splitting)
  • A few other things here and there

But at 100K to get a source license for that, i’ll wait a bit to make that jump!

ps: GUI wise i’m already very happy (using noesis GUI which is a dream as a WPF dev)

Let’s take it to private message.

This** link** is better. In the previous,the download link is not operant.