What 2.6 Feature are you looking forward to?

I personally am looking forward to any debugging support that’s offered. :slight_smile:

Debugging won’t happen for granted.
As you see on the uservoice, Mono 2.x won’t happen with Unity 2.6 due to incompatibilities between Mono 1.x and 2.x and debugging is a pure mono end feature. But I’m pretty sure we will see profiling.

What I’m looking forward are actually two things:

  1. Reintroduction of the animation editor
  2. Headless windows client mode (aka server mode)

Totally forgot about the animation editor.

I am most looking forward to the profiler. The animation editor and the headless mode (for windows) are also pretty cool. I am also going to like to be able to see the brush size when editor terrain.

That would indeed be nice but I can’t remember any confirmation on that so if its present its great but at the time I don’t expect it to be.

According to the feedback ( http://feedback.unity3d.com/pages/15792-unity/suggestions/163534-editor-display-terrain-brush-when-manipulating-terrain?ref=title ) it should be coming to 2.6.

Doesn’t 2.6 get native visual studio integration? In that case that’s what I’m looking forward to.

Official support for Visual Studio, to edit C# code with easy ( i think this is already planned ).
The animation editor + be able to call events on the animation timeline.
More rendering speed! :smile: I would like to cast shadows from all the vegetation, even from the terrain it self :smile:
A better GUI system :smile:
And the profiler of course!

Hehe … don’t want to see the loading time for the “visual studio script editing” :wink:

I’m most interested in the return of the Animation editor, although the Visual Studio support will also be extremely attractive.

1). Animation Editor (even though I don’t really need it since I can make all my animations in my 3d graphics program, it will make it easier to animate things that are Unity specific such as texture offset/tiling rather than programming it)

2). Anti-Aliasing works with post effects (even though I don’t own Pro, does this mean that we can change AA at runtime so we don’t have to restart the engine for the change to take effect?)

3). Profiler (even though my little games so far run well over 200 fps on my 8800GT :stuck_out_tongue: , it will be nice to know what gets spent where and improve the speed of my yet to happen performance intensive games)

I shall wait for the feature list to see if there’s anything else I will like. :smile: