What's your biggest problems/missing features with Unity ?

What’s your biggest problems/missing features with Unity ?
From engine to editor, UX, code, etc.
Let it all out.

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Closed Source. Even if only for pro users, full source code would be nice. Especially considering enormous performance issues with things like moving transforms or (when first released) a completely broken UNET.

Having to rely on Unity means you have to pretend the feature doesn’t exist or the issue will never be fixed. i.e. You cant rely on them. It could be years until a fix comes. You cant make games on an “if”.

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Terrains and caves. I think the current terrain system is the oldest feeling part of the engine.

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Ability to connect inputs to animations without the need to code. :wink: Though Playmaker makes this a moot point.

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Thought this was an Arrowx thread when I clicked on it

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Unity isn’t technically ‘Closed Source’. You can actually buy read or write source-code, for an amount of $$$. And there are areas that have been ‘Open-Source-d’ (UI System, Cinematic Image Effects, etc) via our BitBucket (https://bitbucket.org/Unity-Technologies/) in an effort to move more areas, that users want to modify and change, to become more accessible.

And which fixes have taken years to come? :smile:

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You can already do this if your input is EventTrigger-based. Just bind the EventTrigger input to an Animator and set what you want it to do. :wink:

Although, even writing basic input (Click a Keyboard Key, Click a Mouse, etc) is very simple to hook into Animator, using C#.

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If this would have been an Arrowx thread, it would have been called ´ All the things Unity sucks at and refuses to fix´

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This type of stuff is so easily learned. If people spent half the time learning C# as they spend learning tools to avoid learning C# they would be much better off.

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Unity is pretty great to be honest.
Sure, there are tons of things that are pretty shitty at the moment, but it is whining at a (very) high level!

  • .NET Runtime and C# Language Version upgrade

There’s an experimental preview and some Unity dev said on the forums that its a matter of months not years until this is finally done. But I’m still anxious about the possibility of more delays and I’m not sure if they higher ups really get just how important this is…

  • Performance

In the game we’re developing we constantly have to worry about performance, the main problem here is how invasive pooling techniques become when you really want to get performance out.
For example when you want to pool polymorphic classes, you have to add some something like public abstract void ReturnMeToTheCorrectPool() otherwise you can’t make use of generics to let the language infer the right pool (because the type is dynamic).

Also coroutines allocate. I know why they do that and Unity should automatically pool and reuse enumerators and c# generated statemachines. I believe this is an issue that Unity should take care of because we can’t (since we have no control over the runtime and how coroutines are implemented)

All in all im extremely happy with Unity, but the scripting side of things and performance have some pretty deep problems.

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More stuff for 2D. Especially build-in tool for 2D animation.

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whats wrong with the existing animation + animator windows? Not saying there isn’t a problem, I’m just curious. (I don’t even use 2D at all except for the UI :slight_smile: )

This could be the first response and the thread could then be locked as “Answered” as far as I’m concerned…

I miss skeletal animation (+IK) and sprite deformation.

Relevant to your Interests:

https://blogs.unity3d.com/2016/12/02/unity-expands-2d-offerings-with-anima2d/
https://blogs.unity3d.com/2016/06/13/2d-experimental-preview/

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Thanks, I have read about anima. I am waiting for this tool as build-in solution, because I don’t have trust in external tools :roll_eyes:

No need for something like this:

I’ve never had to write code like that and I use pooling extensively for 4 years (in fact we wrote our own plugin for it). Can you explain why you’d need to do that? PM is fine. I’m actually hoping that our plugin handles that better than whatever you’re using, and if not, I’d hope to be able to add that so you don’t have to code it.

I’m gonna say Unity should have its own included visual programming thing, “like” Playmaker but not necessarily an FSM. Maybe something like NodeCanvas or Blox2 are better / more versatile.

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Disagree - people are better off specializing in there chosen field instead of trying to be marginally good in all fields.
If people wasted time learning someone elses craft they would not be as good at there own craft - as evidenced in marginal quality content from those who try to do everything themselves.

Don’t assume it is easy for someone just because you find it easy yourself. I think character rigging and animation is easy - I don’t assume it is easy for others. :face_with_spiral_eyes:

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We are working on it! :smile:

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