Yay Unity has a great new UI but...

Yay Unity has a great new UI but…

What if Unity worked on providing a larger out of the box toolset of gadgets, code, template and frameworks?

What gadget, template or framework would you think Unity should bundle as a standard asset?

E.g.

  • Object Pooling/Recycling System
  • FPS Counter
  • Weather effects
  • Procedural Destruction of Meshes
  • Doors
  • Elevators
  • Homing Missiles
  • Bullets
  • Turrets
  • Guns
  • Options Menu
  • Main Menu
  • Hi Score System
  • FPS Template
  • Platform Template

What would be your top ten gadgets, templates, frameworks or assets you would like to see added to Unity as standard?

2 Likes

All of it of course!

None of those. The Asset Store exists for every single item in your list. I would much rather see them implement better ways to handling certain aspects of their engine. Such as a visual material editor rather than forcing us to learn shader coding.

13 Likes

Pretty much all of the items you listed are likely to be specific to each game developer and his/her project. But Unity can’t do everything for the game developer.

By the way, UT has made a new version of the Standard Assets, called Sample Assets - and it includes a lot of neat examples and tools. Also, a lot of the things you listed can be found in the sample projects that UT has up for free on the asset store.

5 Likes

Yes they do. Good stuff too.

I’d like to see an asset creates dll files that allows asset developers can release a demo version of their product without worrying about giving c# code away, kind of like hoe Rain Indie file setup is.

1 Like

But what if Unity had those assets bundled so that you could import an “FPS” assets package or Genre specific assets instead of having to download a tutorial project and then build your project out of it.

I just think Unity has a great component based system but then it fails to make it easy for people to quickly build games within known and understood genres with gadgets and components that could make it easier for people to throw together prototypes and make games faster and better.

What if Unity asked you if you were building an FPS, Platformer or Twin Stick Shooter and could set you up with components and prefabs and a default scenes that provide a generic main menu and game scene in that style.

I just think that Unity could provide people with a quick and easy way to start developing their dream games and then with tutorials show how to improve, extend and customise the basic ‘game templates’.

And those templates could provide really good development approaches e.g. Object Pooling, Mechanim FSM, Particle Systems that make the best use of Unity’s tools and features.

Then you can still have the asset store to customise, enhance and improve these but with common well developed good base projects the quality of Unity projects should go up a notch by default.

Unity could even take it further by adapting these ‘templates’ to work as Showcase Examples of what Unity can do and write tutorials of how they took their basic template up to the showcase level.

2 Likes

Unity’s Asset Store has a template section. What advantage would Unity bring if they develop or bundle their own solution that isn’t already handled by third parties?

https://www.assetstore.unity3d.com/en/#!/category/99/page/1/sortby/popularity

2 Likes

They are probably trying to avoid undercutting asset store publishers. Possibly.

I hear you though.

2 Likes

Thats not really useful or possible with .net in a good way since you can easily decompile the dll’s anyway or browse it around for specific code.

No they don’t need to cater to your laziness.

4 Likes

I would see it more as giving the Asset store authors a leg up, with common templates and components that they can rely upon then they should have a stronger foundation to build upon. In theory this could act as a seed for more diversity as the basics are covered.

Actually have this in one form or another.

Have no idea how well this works. Not something I need to do.

https://www.assetstore.unity3d.com/en/#!/content/10237

Cheers

You’re quite right, I would like to be able to do less work to get more game with Unity, damn it is lazy of me! But if I can get more done in less time that makes me more cost effective, and Unity a better game development tool! :stuck_out_tongue:

1 Like

I don’t want them to waste time on any of those suggestions, except Pooling.

3 Likes

You’re not lazy you’re efficient! :slight_smile:

They already are are in their documentation examples and tutorials they are doing this work. If I was the tutorial guy I would love it if common tutorial components could be added as default assets then each tutorial that adds to the component library can do more in the same amount of time.

Or what if the documentation examples also had link to common useful assets and their examples and associated tutorials.

Admittedly it might take a bit more work to bundle up and componentize elements from the tutorials but once done they can more easily be re-used and improve the tutorial and game development efficiency of Unity.

Probably this. I don’t even want to think about how many people gave up on making a procedural asset after unity made a free one that showed all kinds of crazy things you can do with procedural creation and manipulation of meshes. The asset has examples of sculpting, cool effects with procedural particles and animated surfaces. A moving texture offset is probably better performance wise, but if that was the feature being shown off you can get as close as you want to the mesh and still see it from every angle :smile:

1 Like

OK use case example I begin an FPS project with Unity. It provides me with a build FPS template option. But the bare bones template option appears alongside FPS templates on the asset store as well as other asset store products that match that genre.

So in theory a few clicks later and after paying for any purchases I should have a Basic FPS built using a common template that automatically incorporates the styling assets and models I have selected with a Menu and one or more example Scenes.

Compare that possible experience to the current one!

1 Like

@Arowx I see the point you’re trying to make, but it doesn’t get more barebones than a character controller, a script to handle ray casting and moving the camera and an object to destroy when hit by a raycast. I don’t think Unity would spend their time on such a thing simply because it’s really that simple :stuck_out_tongue:

Why not set that up on a prefab and then save that prefab to a template folder? Without the knowledge of setting up the basics, the game isn’t going to go very far. With basic understanding, you can expand upon your template later.

1 Like