Unity to use User developed tools?

Why cant Unity Tech. use tools and software to make unity better, something like Steam Valve does with their game Team Fortress 2, users can model guns or miscs and submit to the workshop and just a month ago an Update that incuilded the awesomest stuff ppl submited. It would be nice to see Unity use user submited tools like the Strumpty Shader Editor to have it already built in, i know that more tools inside Unity means the bigger installation it is, but it would be cool to use a hige editor with a lot and a ton of resources to toy around with. That would be nice

I actually think we are very fortunate to have the system we do now. With the assets store being in place, providing amazing extentions as well as salaries to those people who make them, it help to continually drive innovation.

Two things.

First of all, they already hire people from the community to work on tools for them if they make things that enough people find useful. I’m pretty sure that the NGUI guy and the Strumpy Shader Editor guy both work for or have done work for Unity.

Secondly, this is the kind of thing that the Asset Store is meant to encourage. People making things that others can also benefit from, and sharing them within the community. I personally don’t want the default editor bulked down with a whole bunch of non-core stuff, but having a whole bunch of stuff only a few clicks away is really neat.

Enter the Asset Store

That stuff costs money so you can’t really “toy around” with it

Yeah, well if UT would incorporate that stuff into the engine, then the developers of that stuff would still want to get paid, thus more expenses for UT thus bigger price of Unity, and we wouldn’t want that would we?

Everything should be free

More features = more users = more buyers

I disagree. Only the assets that unity decides are worth purchasing for the feature set of the engine, or as default content should be made free for users, and then those should be distributed between free/pro versions depending on the assets.

People are allowed to give things away for free already, but they don’t.

No, I mean, everything should be free! You wouldn’t need to take money for any assets because everything you could buy with that money doesn’t cost any money! Best logic ever!

Your logic does not compile with the requirement that meal and quarters must be paid.

But those would be free too!

I like to use the OS analogy

Unity is like the “core” OS - it provides everything necessary for running your game,
the Assets are like additional programs.

while it’s cool that the OS comes with pre-installed stuff and stuff that can’t be created without direct access to the engine (whatever that means) - the vast majority of the functionality comes from the Assets

That’s why Unity adopting a 2d Sprite Manager would be useless ( unless for advertisement and saying - look here Unity Comes with 2d Toolkit!!)

  • the Asset store gives you just so many more options - while the Unity team should best focus on keeping the entire thing stable, adding new platforms, updating stuff like to DirectX12-13 when it comes out, etc)

I think Unity would become a big disorganized zoo if it started including a whole bunch of third-party stuff, because there would not be any consistency or sustained quality level etc… that’s why Unity takes some of the best ideas from the asset store and comes up with their own polished and highly integrated version of it. I prefer having the system be unified (Unity?) and clean and feeling like it all works together perfectly, than a big bundle of mishmash… I think what you’re asking for basically is a bunch of free tools thrown into a bundle… like a free asset store bundle… which by itself is not a bad idea, but I don’t think it should be locked into the standard system.

Look at this: Unity IS working with it: http://forum.unity3d.com/threads/153689-procedural-character-generation

They dont have too incluide all of the extensions, just incluide the most used, and i agree it would be disorganized zoo!

Some of those awesome tool, do cost as Zeblote said, and having everything free, would mean more inexperienced delevelopers, it would be absurd to have M2H Ultimate Networking Project or the Voice chat by fholm for free, that would produce more awesome games, but also young devs(as me) would really care anymore about actual learning!

But having the features already built in, could be a pro feature, sure it would be more expensive but more people would definately life it, since no other engine proveds built-in VOIP, or built-in Super networking like Photon or SmartFox. if it would cost 2000$ per pro license, that would tell people, “Hey why is it more expensive?” They would think Unity3D super inproved it! since people are more likely to buy expensive that works perfect as they wanted it to, rather than a cheap pro license that only has basic stuff that a indie engine could have, like the dynamic shadows for unity free already exist, so do the post processing effects aswell. So higher price = more features n stuff to toy and develop with = more buyers = more money for unity3d, easier development for users!

Just including a premade system is very different than a native implementation. The folks at UT would have to rewrite most of the “features” and implement them natively. Remember how people got mad at Unity for implementing half-baked features in 3.5? The same thing would happen. Also, why have a more expensive pro license when you could pay less and then spend the leftover only on what you need? Also, if you want them to include the features natively, it will take a long time to do so. Look at the new GUI. They got the NGUI guy to make a new GUI similar to his own, and it still isn’t out yet.There s extra effort on UT’s side and no real benefits on our side.

youre absolutely right, more feature for implementing is basicly more work, and the 3.5 was a stumble, but as of unity 4 and so on, features will have to be added, features that most people cant code( anything is possible) or too expensive to buy from Store(but still worthy), and if unity3d would have fholms voice chat implemented that could be cool. And i’ve actually havent notice the new NGUI insipired gui that UT is working on, or is it already built in? can u provide a link on that, and im hoping that new the GUI for the engine would be implemted, having the old gui rendering system is rather old (since 2.0) and NGUI does 1draw call, even with 3dobjects on it :slight_smile:

Indeed. Not only that, but many of the features brought up in this thread (voip, networking, etc) are ones that are specific and not common/usual needs for most developers. Packaging a bunch of extra stuff that most won’t use doesn’t make a lot of sense. That is the beauty of the Asset Store.

Adding more non-core stuff won’t sell more pro licenses, especially if the price is raised. And for people who want more free stuff to “experiment” or “play with”, there is a ton of free stuff in the asset store, including full projects. That is plenty for “learning”.