Hello Readers I had to ask if you could change
One thing about Unity What Would it be?
I would change the editor so it could have a sculpting mode.
What would you change if you could?
Hello Readers I had to ask if you could change
One thing about Unity What Would it be?
I would change the editor so it could have a sculpting mode.
What would you change if you could?
Having sculpting in Unity makes no sense whatsoever. That’s why dedicated sculpting apps such as ZBrush or Mudbox or even 3DCoat exist. Having Unity hire dedicated programmers to start and maintain sculpting tools is a huge task and will cost a lot of time and money which is spend better otherwise. Industry professional use ZBrush for a reason. Those apps are used by many artist and I don’t think there is one AAA game that doesn’t make use of these apps these days.
A mobile profiler included with the entry level iOS and Android licenses, render to texture in free.
SRAA for a good deferred rendering Anti-Aliasing method.
Also cone traced global illumination.
I wish Unity would give use what they promised when I gave them $1250 this last summer. GUI, etc.
In their defence, they never promised when.
OOOhhh… some of us could slap you with a certain roadmap…
lol.
Hey, don’t slap me with it. There are far more productive people to slap in regards to that.
I’d make it friendlier for 2D work eliminating much of the clunky workflow that just doesn’t apply well to 2D. Umm… I supposed, Unity 2D.
I think having a whole new GUI, wrapped up with a solid 2d sprite/animation system would be cool for the folks that want to work in that style of game. Stop trying to hammer a 2d game into a 3d world and just have the whole thing GUI-based.
For example I am testing my new Android Project on a Samsung Galaxy Nexus, which has a resolution of 1280x720. I am pretty sure the closest 16:9 resolution that their Game View provides is 854 x 480. Super annoying even with Unity Remote.
A little bit more examples, and in depth explanations in their documentation could go a long way for a noobie like me. They seem to just list the most lazy examples possible that have no relevance to most game projects. Whereas on the forums the same questions might get asked over 50 times because they don’t explain something that tons of people need to know.
This might be another noobie suggestion, but I really wish they had some kind of global scaling thing built into the engine so that porting a game to all the different Android devices would be easier. Maybe this is not a big issue (I haven’t even tried or researched too much yet), but I have only been designing my game for my phone right now and I am not looking forward to these conversions.
Too expensive to get Unity Pro, Android Pro, and iPhone Pro. Honestly for $1500 you should be able to have it all in my opinion. Or lower the individual prices significantly.
It seems like the forums are extremely restrictive when trying to advertise your game, collaborate with new people, or hire people for work. For example I have gotten multiple posts deleted when trying to make contacts here. I am not allowed to have a post in collaboration and commercial work at the same time. And my work in progress PC Game thread got deleted too because I mentioned I was going to start focusing more on my Andriod one until I become better with art or find an artist…
I thought this was a place to be able to easily communicate with other Unity Members. I do not understand why they seem to think using more than one section for one person is considered “spamming”.
A lot of these complaints may just be that I am a new programmer. Maybe if I was already experienced BEFORE I came to Unity it would be a lot better. All that being said, the more time I put into it the easier it becomes. And I have no intention of trying another engine any time soon ![]()
@Ryan,
You can report your deleted posts and discuss why/how such things happens.
I like Unity how it is, i don’t need to change it, however I really like to see ninjas improving Unity even more. Not by adding more features but by improving existing features. Some of them are half-baked and useless. Better multicore support, 64-bit editor support anything thats improves performance (editor/player). Once the current features of Unity are on their peak performance then add new stuff.
We have a new learn area coming soon, hopefully in March, we know it’s been a long time coming but we are making it as top notch as possible.
It’s interesting you think that, we are aware that the docs are weak in areas, I will forward this on to the docs team.
Sorry to hear this happened but we generally only allow one thread per topic, and that will have to be situated in the appropriate forum.
@Aurore, have you guys considered polling the Unity Answers resource and creating a curated resource from that? If you’re considering expanding the docs or creating a “recipes” style resource you’d be hard pressed to find a tighter feedback loop than what real users are asking for and working on “in the wild”
As a long time user of Unity and working on a game that requires my attention to visual details, here is one thing I would change:
A node based material editor: This is one tool that since strumpy has been extremely helpful in getting the look for my game, and I REALLY REALLY REALLY wish Unity had this out of the gate for Unity 4. It would also have to be a self optimising editor too, especially if you are making shaders that do so much… Honestly, if this engine is supposed to be artist friendly, then we shouldn’t have to program shaders…
A node based editor that works for both desktop, tablet, and phone without having to make multiple versions (the editor should be smart enough to know if it’s going toward a phone, maybe with a check box). And this should also be able to work on the terrain…
The ability to use mesh as a terrain. Personally, I am not a fan of the Unity terrain because when lit with Beast it looks way off, and I love having the terrain to match the details of the objects…
Also in game view, it would be nice to switch the detail view such as shaded view without diffuse, and a wireframe overlay. My background is CG, and I am usually looking at my models when I am designing them and I want to see the details.
I think a change that needs to come to Unity is to add an Undo History panel that would allow us to choose delete the history of the layer and everything that occured in the layer to the end of the current timeline without deleting everything else.
Let’s say for example your building a scene and an error occurs way back at the beginning of the scene that was not present later on in the scene building but has now effected the entire scene.
Normally we would have to delete all of the good scenes just to erase the bad scene where we would have to rebuild the scene all over again.
Basically the undo function would be similar to fixing a broken pipe that is deep underground. First the bot travels down the pipeline to the broken connection to indentify exactly where the problem occurs. Then the repair bot is sent and fixes the problem so that information can flow freely without destroying the rest of the piping system that is not problematic which would result in spending more polycounts on tearing the build down and building it back up.
I change my mine if I could change something it would be the animation system so
the animation system would work like Blender 3d… ![]()
But then what would be the point for Blender 3d
so really nothing I would change for now…
I have loved unity since version 2 (the first i’ve used).
But what i really miss is some good documentation examples, maybe after the explanation show some images with the result or images explaining the result, it helps allot.
I think, the next big thing for Unity is automatic asset streaming (loading/unloading) on demand. I would pay an other 1500 bucks for only that. ![]()