We are adopting a more open approach about when we announce upcoming features for Unity. I have just blogged about the near term Unity Roadmap. Right below ReJ has a blog post on what we are working on for Unity iPhone specifically.
This is great news.
Awesome news, thank you so much all the team
Wow, can’t wait to play with all these new features!
It’s great to see that you are working on Perforce/SVN integration and the debugger!
I have a question about the SVN integration you are working on. If you plan on making Unity work with SVN/Perforce, won’t that mean everyone who has bought and is going to buy the unity assets server kinda getting screwed since the assets server is basically Unity’s own “SVN” application?
Excellent roadmap, all the critical things I’m currently missing are on it (profiler, debugger, SVN). Unity is already so good, but it’s going to become godly
Thanks for the info!
I have been pushed away from game-making for far too long, but will be returning to Unity again very soon! Can’t wait. Hope I’m not too rusty…
Sounds awesome guys. I love the openness. high-five
I’m happy that folks are enjoying the road map information so much!
I can’t speak for anyone else, but for me the roadmaps are really about the business nature of using Unity. Almost all businesses have a need to understand where their core technology investments are going (I suspect you do keep an eye on where Mono project is headed). While personally, the details are interesting tech points, knowing what You (the Unity team) are focusing on, helps me plan and budget/target my time.
Folding in lessons learned from fusionfall is huge if I am looking at networked games! Knowing you’re adding better animation tooling helps me decide if I need to get another tool for animation right now, or wait and perhaps spend the money differently.
All in all, I think these roadmaps are fantastic, and I thank you for taking this approach.
Thanks,
Galen
Want to second that question.
The license fees for the Asset Server are definitely not nothing (500 per user seat, not per company), so I would like to know what the plans are for those who invested the $500 into the Asset Server support, which was mentioned several times to be in development and get more common features.
Is it fair to assume, that for fairness, the possibility to use SVN and Perforce will be restricted to those owning an asset server license?
Regarding SVN/P4/Unity Asset Server, there are a few approaches being considered but we’re not public with those just yet. Suffice it to say we want to introduce things in a way that avoids making people feel “screwed” in any way.
Great stuff, and kudos for the new push on dev visibility and openness.
Looking forward to future releases.
-Jeremy
thank you
Not that I assumed that that is the idea
Do you already have an idea when we will see updated PhysX libraries in Unity?
Other than that, great with the openess and sharing the info with us. Greatly appreciated!!!
Concerning Visual Studio Integration:
I ran away from Windows screaming at the gods vowing never to return. Now that your embracing the beast please don’t forget to give some love to your Mac developers. We are also in need of a good script editing tool (code folding, auto-complete, etc). Don’t forget your roots 8)
-James
I am sure when MonoDevelop becomes stable enough they will do their best to support it as well, but the fact is that VC# is the best IDE for C#, and there is currently no comparable solution for the mac (yet).
-Jeremy
I read around here that doing an upgrade to that and Mono isn’t simple at all, so I wouldn’t expect it before 3.0. But… I love to be wrong about stuff like this!
The openness is very much appreciated.
I felt like making gambles to anticipate features was not a healthy way to develop (like ‘client side caching of webplayer assets’, or ‘Unity networking on the iPhone’).
Having an idea of what is on the roadmap helps with planning projects and will save time.
Joachim,
This transparency is great, and very welcome.
Cheers for changing a core UT policy to make life easier out here in the wild.
Most appreciated,
AaronC