Yeah I also wouldn’t want them dropping linux editor despite not having touched it yet… its there for the day I abort windows as a desktop completely ok…ie the day I’m forced to use windows 10 instead of win7 at home, and linux desktop variants have finally matched old windows xp in features, stability, security and software eco system lol… ok well that might not be happening that fast those linux idiots seem to want to remove desktop icons now, so just hope amd, intel, nvidia hardware all sorta work on win7 for longer… or have workarounds to get new hardware working.
Also Unity are already dropping stuff out of the editor… like An Update on Substance Format Support in Unity albeit the replacement is meant to be ready by the time 2018.1 is out… so maybe ok.
I don’t think they should remove much already in the editor though… its pretty bare as it is personally …even if you don’t use half a dozen different things like lightbaking, 2d, 3d, particles etc in a project. Though I think 2018 will have some much needed editor improvements… But until they actually have the better plugin system added and all the features/bugs added and ironed out from that… and people inside unity and asset developers start using it… so it can be community tested, then dismantle everything in the editor and into a plugin based system.
Because otherwise it would be a bit like those morons at Google/Mozilla etc pushing industry direction like removing support and pushing plugins like Unity web player, flash etc out of the ecosystem when the replacement technology webgl was still in its infancy and pretty much shit… and it still is…while inferior Javascript garbage infests the web even more. Really was it worth it… nope the benefits of doing it were clearly for the likes of Google (and big media companies etc) while they preach about security and protecting users… from what? organizations that suck up user data and infest the web with javascript and tracking tech? great improvement not… want to make a website or application that works in browser with a rich user interface that isn’t dumbed down garbage and forces developers into having to use shitty javascript frameworks for the frontend and ergh worse backend… and forget making a browser game that isn’t gimped with halfdozen tech limitations.
…nevermind offtopic rant
… back to topic… personally isn’t much unity could remove from the editor …its more like what should they add because is plenty they should add imo (so far they keep adding things I don’t use and I’m fine with that…this is the year they add stuff I do want to use right), seems they just want to split it all up internally to have even more preview versions of things being developed at different rates that aren’t reliant on other parts all being in sync for a release… I think its a nice idea… yet also think it will probably be an on going headache for the end users (as you juggle things to get working with a project and find new bugs with various configuration setups) maybe some unity teams like the idea and will be able get more users actually testing their features if everything is sort of decoupled and they can release it as plugin… but to me 2017 was the year of tech previews for unity with even the actual releases being previews of most things… 2017.1, 2017.2, and 2017.3 all kinda working and not working for weeks on end… and dozen other preview builds that require downloading an entire editor build for specific in development features… so its got potential positives and potential negatives, but they should definitely have the plugin system out and being used by asset devs first personally and maybe a few unity preview features if possible.
I don’t see that happening, but they could do what they did last year with making Textmeshpro available to all users and raising the bar of ugui text quality… Doing something like that with the already existing scripting inspector3 asset, but then they were also supposedly working on visualscripting editor(s) for things. Still I wouldn’t mind seeing a built in improvement to source code viewing/handling that doesn’t require additionally opening another ide for the project… but its also one of those things that doesn’t have a big payoff…a visual payoff like TMP brought where unity games released on the marketplace can all use better looking text instead of bringing the overall quality down of unity made games by those who don’t buy the extra assets to make things not look as ugly. I never realized unity text handling was pretty bad until trying TMP. So it did have the intended benefit.
I’d like to see them making better and more feature rich ugui components like a tables/treeview with all the bells and whistles like column sorting and search filtering… they did sort of with the 5.6 treeview api but its not greatly documentated with examples, rarely seen it used in any sourced projects, is completely useless out of the editor and I never liked how you have to use it, awkward api.
yeah you can’t think of it as dropping certain teams and moving them to other projects, I don’t use cloud build, or advertising features yet, but its not like those teams are all going to have people who would be making the best voxel terrain and editor systems for it. Drop all VR/AR projects and so we can get nested prefabs faster right… or does that setback the release another year? ![]()
Remove the particlefx editor…JK … it seems to be one of the few things in unity that does get new features and improvements at every release… shocking… seeing as alot of other features already in unity sort of get developed and dumped and left for years without much more in improvements or features… just bug fixes at times and maybe the asset store might have some improvements or additional features for things… except not a great ugui datagrid table like system it seems.
Well you could look at SabgreCSG which has been free for a year now (though no updates) or the still updated and developed … [RELEASED] Realtime CSG - level design for Unity
Dunno why it comes to mind…but find LogicalError and offer him bonuses to move him from whatever project he’s already working on at Unity so he can focus on more RealtimeCSG stuff …Maybe then we will get more HL2 clones and eventually one of them will be released and we can think of it as the HL3 game we never got from Valve (starting to think Valve couldn’t even make a decent game anymore)
Anyway improved modelling/mapping tools in Unity has been requested a lot, and it would definitely make it easier for developers to offer modding toolkits to use with their game to make maps and levels where texturing can be done aswel. I can’t help but think that is an inherent problem with the engine not really supporting it better (pipeline made easier for developers to make it possible etc allowing users to use assets from the game with the toolkit), and not just a dlc profit motive of the game developers. Because no developer invested in the longterm success of a game would ignore a community mapping/modding scene that can possibly extend the profits of a game people still buy years later because of the community content.