Howdy guys,
First I hope this thread doesn’t get locked but I just wanted to discuss what is Unity’s target market when it comes to 3D ?
You see there are few things that have got me confused and it’s mainly to do with the 3D potentially AAA side of the engine.
IMO, I feel the way unity is marketed is fragmented when it comes to 3D facilities and some 2D and visual scripting facilities, or they encourage fragmentation. What I mean by this is asset authors are having to step in to bridge the gap and to me this is bad because we can’t rely or assume these assets will be supported in later versions of the engine.
To give an example, is sonic ether’s SEGI which I’m sure most of you have seen. It looks great, sure it’s never going to be as optimised as say cryengine, but it’s a big step forward in getting a better GI look and feel.
Why aren’t unity simply recruiting these people to develop side by side in the engine.
Or is it more complicated than that, I realise unity is supposed to run on all OS, clearly SEGI is limited to direct X, microsoft systems with decent graphic cards, these fancy additions come at significant performance costs and OS restrictions.
The other thing, is @zenGarden mentioned the need for a simple SSS shader, which to be fair there is one on the asset store, but again it is not part of the core engine and therefore encouraging fragmented workflow again.
Additionally, I’ve seen the showcases such as the Adam demo and the more recent real time emissions which did look impressive, but again this seems an ice age away from making it into a recent unity version. Years even.
Is it a clever marketing ploy? A restriction in making it cross platform compatible and performant, or just my nativity, I’d love to know, because I’m stumped.