- SpeedTree integration (and maybe bundled?)
- A GUI builder?
- native Openfeint or Gamecenter support?
- GPS support?
- 2D specific framework for sprites, scrolling, platform games?
what else? What do you think? Any info out there?
- convert to mmo button
- vst audio plugins
- web textures
- all features on all platforms
- build “webgl”
- physics importing
- cg shader to unity shaders
- text (not scaleform)
- more video codec support
- interactive textures
- dark purple theme for pro users
- stereo3d 120fps
- kitchen sink
- apply ‘playmode’ changes to attribute
- live visual code edit
- more pumpkin
-more awesome graphics
-directx12
-ninjas
-strumpy shaders integrated
-steal some of good UDK ideas
erm there’s a few improvements that need to be made,
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Building to Windows or Mac compiles the exe into machine code (currently it’s not hard for people to pull the code out of the built exe)
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Better out-of-the-box networking support (yes, for mmo’s!)
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A 64 Bit version of Unity
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Fix the constant CG errors random crashes on many systems
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Support for substances (Google it if you don’t know what they are)
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Plugins for many popular 3d modelling packages so we can seamlessly design our materials in our 3D apps
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Support for DX11, tessellation and all the other modern bells and whistles
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Better transforms (like the ones used in most 3d apps)
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A WYSIWYG GUI editor integrated shader editor to be more artist friendly
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Ability to greater customize the “choose resolution and settings” window
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Real time shadows for Unity free (only hard shadows!)
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A pay monthly (or yearly) subscription model for Unity Pro (makes Unity Pro more money AND more accessible to more people), this would include free upgrades to newer major versions
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Trial version of Unity Pro is unlimited in time BUT it cannot make builds (on any platform) and has a watermark when you ‘play’ in the editor
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Separate showcase subcategories (iOS, PC Mac, Android etc) on the forums, I’m pissed off with seeing great game released, awesome idea for YOUR FUCKING iPhone, 90% of people don’t have iPhone’s or iPads.
I like this one ![]()
- A one click MMO making wizard
Just do it yourself if you don’t like it.
Mono has a tool to make the JIT compile step offline on your machine so its end compiled for distribution, including the consequence of performance lose of the cpus that aren’t like yours (this “optimize to the end machine” part is one of the major benefits of .NET and JAVA over C / C++)
I’m actually looking for workflow improvements in the editor, not new features since lets face it, nobody in the world has fully even tapped the potential of the existing features yet. You ask for DX11? thats fine and dandy but you haven’t made the most of dx9 yet.
what benefit exactly? since you will be compiling with the target device in mind. It should be slightly slower due to overhead if anything.
In any case the development speed far more important than the execution speed. In unity there appears to be a function for everything I will ever need so no complaints here.
No its faster, cause the CIL is platform independent, its the framework on the end system that compiles it with parameter suited for the platform (especially math support and cpu pipeline depth which makes a major difference between p4, amd, core 2 duo and core i).
Its only the first startup that takes longer to perform that step.
As unity uses .NET only for the scripting, not the engine, the impact isn’t as large as on a pure .NET application, but with heavy maths you still see a fair difference if its opted wrong (if you cut p4 and then look for an average on pipeline depth + SSE2 targeting it should run reasonable).
On the editor its totally unimportant as the editor is near complete unmanaged, so it couldn’t be of any less use to care about it there.
I can assure you of this much: UT know very well what Substances are. And you won’t have to wait until 4.0 to see them. ![]()
(This much has already been announced officially. You’ll see threads on the topic in these forums if you hunt around.)
when is unity 4 coming out??![]()
convert to mmo button
:)![]()
- 64-Bit Support for the Game Runtime on the Enduser System!-
- Utilization/Parallelcomputing of Multicores on Windows and Mac-
People today having AMD64/EM64T 64-Bit Multicore CPU and 4-8 Gbyte RAM.
Such a System cost no 900 $ and absolute Standard this Days.
But i think we can wait a longtime… A Look in the Unity Folder tells me thadt
a bunch of 32-Bit 3rd Party Stuff works in Unity (FMOD, Pace, Beat e.c.t)
Any 3rd Party Stuff must be avaiable first in 64-Bit on Windows x64 Platform
before it can seamless used (without crapy 64 to 32 Marshalling slowdown everything).
Who led you to believe that to get any major benefit out of DX11 you need to be “capped” by DX9 already?
We already know DX11 is coming to Unity; it has always been their plan to stay with DX9 - skip DX 10 entirely - and eventually adopt DX 11, we just have no idea what their timeline for this is. I’d venture to say that Unity 4 is a fairly good bet here.
Your entire argument is incredibly strange to me actually. Why would I need to “fully tap” the potential out of the lightmapping system if what I really need for my project is a better GUI system? Why would I need to “fully tap” the existing image effects potential when what I really need is GPU skinned meshes?
Personally, I’m really just waiting for a new and improved GUI system. EZ GUI/SM2 is great, and I already have a license for them - but it’ll definitely be interesting to see what UT comes up with, whatever it is I’m sure it’ll be integrated much better into Unity - hopefully it’ll perform as well as Brady’s products.
Other than that, I’m happy with the feature set. The only thing I really, really want to see is support for Visual Studios 2010 so I can use it without having to convert my project every time there’s a file change in it.
Workflow improvement? I don’t see how can Unity improve something that is already over improved(awesome mind you). Unity is about ultra fast/easy workflow not about high end features. Thats why people are asking for other stuff, like GUI, AI, DX11, AA, GPU skinning, better shadows, HDR, eye candy stuff, etc.
Personally, I’m looking forward to see 64bits support and more rendering power, specially on the real-time side (like in CE3) as we already have very good stuff on the pre-baked side of things.
There is always room for more features. Robust tools for positioning objects in relation to other objects as standard. Alignment tools as standard. For example select one object and align to another based on 3dsmax style alignment tools. Fantastic. I should be able to do this and it is not available.
I would also look into having a unity javascript editor that is actually nested inside the actual editor. For many of us who rely on javascript, it is a pain having an external editor which requires me to shrink the unity window. An internal editor would also allow me to just click play, and the script would autosave. Over the length of the project development I would save a few hours right there.
@people confused at my “fully tap the potential” - you seem to be confused about exactly what DX11 would give you. It can’t actually give you better graphics. Because right now the bottleneck for 9 out of 10 things made in unity is the art. For DX11 you would need yet more shader know-how and yet more art in the form of tesselation textures and so forth. If you aren’t already pushing DX9 you will see no visual gain from DX10 or 11. You might have an all-in-one HDR lighting solution, but it isn’t something that will make your game look better unless you have already got great art, and frankly, nobody using unity right now is at that point from what I have seen in the showcase.
This isn’t me saying you’re shit - far from it - I am just saying I do not believe DX11 offers a very measurable visual improvement over 9. For example crysis 2 is using DX9 rather happily and you would be incredibly hard pressed to figure out how to improve it visually. DX isn’t everything either - for the mac you would need equivelent OGL graphics, and for the other platforms, nothing would change. The reasons for going DX11 must surely be “under the hood” to deal with far grander projects and graphics techniques such as Tesselated worlds. To me, this says DX11 isn’t a milestone that we will reach for many months yet bearing in mind windows isn’t the whole of what unity supports.
4? Shit, didnt 3.0 just come out only 7 months ago, and I hope to hell they dont do a jump to 4.0 soon.
Lets focus on stuff that needs to come in the 3.x cycle not 4.x.
This isn’t “entirely” true.
Though you are right that a virtual machine will preform faster on hardware that the the C/C++ code was not optimized for, if C/C++ code is written specifically for a certain platform, no VM will be anywhere near as fast since C/C++ is native code and compiles directly into machine code rather than Byte code.
I’m all for improvements to the scene tools. Vertex-snapping was a huge step forward, I could certainly see other areas for improvement here as well.
This certainly wouldn’t be in my list of desired features, and I doubt it would be on the list of many paying customers to be honest. Not that I’d mind having it as an option, I just don’t see it happening - not with them working on their own MonoDevelop so slowly already.
See, this is where you are misunderstanding the desire to have DX11 implemented. Is it going to be valuable for even most of the projects created using Unity? No, absolutely not. It’s not a feature for today, today most commercial products created with Unity are almost certainly mobile/web projects - where DX11 isn’t going to happen anyway. Do I see myself working on a DX11 project anytime soon? Definitely not. Do I see it as important technology for the platform? Absolutely.
UT is clearly trying to position their engine as more competitive for larger budget products. Today DX11 support isn’t integral for that, but Tessellation is going to be the super big-ticket feature for the next generation of games - Unity has to offer it to be competitive with the engines that already do. They’ve already said they intend to support DX11 though, so the entire conversation of why they should support it is a little moot.
If you really judge the entire Unity using community based on what you see on these forums, you are looking at one very, very small sub-set of the user base.
Neither do I. I also don’t expect Unity 4 to launch for many months.
If this were a thread about 3.X feature requests I would agree with you, there’s no room for DX11 in that conversation (I’d honestly be shocked if we saw DX11 before Unity 4).
But again, supporting a future where Unity includes support for DX11 and tessellation does not mean I’m working on a project today that requires it - or even that I expect to be working on one in the short term at all.