Unity
Do you have an idea? Do you recognize a good idea when you see one? We want to hear from you!
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Platforms: Linux Player / Web player Support
Create Official Linux Support. So the ability to make games for linux that run naturally on linux. Standalones and Webplayers. This would push Unity Waaay over all those other engines (make it for indie linux). And ability to run unity3d on linux.
10,971 votes -
1,948 votes
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Terrain: Voxel-based terrains
Voxel-based terrains would allow designers to create tunnels, caves, and overhangs without using tricks like portals. CryEngine 2 uses voxel terrains. Unity should too.
1,475 votes -
Platforms: 64-bit Unity Editor
Unity needs a 64-bit Editor version.
64 bit standalone players are possible since Unity 3.4, and unofficial 64 bit Windows Web Player is there: http://blogs.unity3d.com/2011/07/28/unity-3-4-web-player-for-64-bit-windows/1,362 votes -
Graphics: Decal system
Built-in system for decals (e.g. bullet holes, blood marks, ...), i.e. small "splats" of geometry that stick to the existing geometry.
1,296 votes -
1,145 votes
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Editor/Graphics: Fully-featured 2D system
There are many games using Unity that are 2D. However, there is no real built-in support for 2D games so people tend to 'roll-their-own' systems. A fully featured 2D system for efficient layered sprite rendering, parallax backgrounds, 2D component-characters driven by fbx animation etc.
1,044 votes -
Editor: Nested Prefabs
When nesting prefabs inside prefabs, connections to the nested prefabs are lost, and new unique prefabs are created. As a result, you can't change the old prefabs and make the changes carry over to the nested prefabs. This is a pain in the butt, and seems counterintuitive -- nesting prefabs inside prefabs is logical and intuitive but does not work. Help implement this feature! Thanks!
905 votes -
Editor: Scaleform-like Flash Support
Add some sort of Flash support (via Scaleform, direct Flash plugin or other means).
With solid Action Script support and two-way communication (Unity to Flash and Flash to Unity)
808 votes -
Physics: Destructible meshes
please add the ability to create destructible objects using the physx and procedural mesh fragmentation. something like unreal's http://udn.epicgames.com/Three/PhysXDestructibleReference.html
754 votes -
Graphics: built-in Morph Target support
There's no built-in support for Morph Targets (a.k.a. Blend Shapes or Vertex Level Animation).
Of course it's possible to do some of that manually (e.g. MeshMorpher script), but having native support for both importing and runtime functionality would be great.
729 votes -
Input: Webcam/Mic Support
Like flash webcam suport but much better as it's Unity!, video and sound sent through Unity, Prehaps the video will be handled like a movie texture....but Live Action!
652 votesstarted ·
AdminShawn
(admin, Unity) responded
Started, but no ETA… yet…
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Licensing: VCS Support for Everyone
I am not a professional Game Developer, so I can't spend 1000$ on a tool like Unity Pro, but I am a professional Programmer, not being able to do version control on my projects or even work on one project with a friend makes Unity very inconvenient to use.
633 votes -
Editor: Ability to save tweaked scene values in "play game" mode
Who has not hit play in the editor and tweaked some parameters - and wishing for an ability to save those specific tweaked values. The editor resets all parameters to pre-play values again
611 votes -
Terrain: Road/River splines
We need road and river splines, like in CryEngine and Torque.
That would allow us to modify a simple spline, which would modify the terrain to form around the road.
Or for water, we need to be able to have water physics, and flow, like in Torque. That would be really good for making more realistic terrains.
607 votes -
Platforms/Networking: Headless Server on Linux
Unity needs a Linux headless server build to open very wide possibilities for the indie multiplayer games.
The task seem to be not complex at the first glance (I'm a developer myself):
1) Introduce a NULL rendering device (in other words, Unity3D will not render anything, this could be a trivial task, but depends on how tight OpenGL is integrated into Unity code, first version may use a dummy OpenGL driver to ignore the OpenGL commands, the more robust approach will be to not calling render scene methods, just update the world/physics, no sound driver either)
2) Compile code on… more551 votes -
FBXImporter: Correct orientation, and without GameObject hacks.
FBX imported meshes are rotated 270 on X, yet are still incorrect. We need FBX imported mesh to be correctly oriented, and without requiring hacks like GameObject rotation. Many formats actually use an FBX conversion during the import process (max, blend).
An alternate solution would be to allow us to configure the defaults for this aspect of the importer however we want, for scale and orientation. I realize we can change these values per-object, but what we really need is the ability to change the default values so that we don't have to manually modify the import setings for each… more543 votes -
Editor: 3D mouse (e.g. SpaceNavigator) support
Support 3D mice in the editor (e.g. 3Dconnexion SpaceNavigator).
526 votes -
Editor: Visual Logic Editor
I saw a post about visual GUI editor and shader editor. They are all nice but missing one important visual editor, it's visual logic editor.
Right now there is no easy way to create cut-scenes without scripting, moreover, easy way to visualize what's going on in the scene setup. Scripts are all hidden from the scene and it's hard to navigate through the scripts to find connections between it.Comparatively speaking, I think shaders are better designed by programmer but creating simple game logics or cut-scenes are better desigend by artists. But once we have game logic editor, similar interface… more
501 votes -
Scripting: Expose Input Manager settings
This has many benefits: for one, if you could read the input settings, in-game tutorials would be far better. Right now you have to use awkwardness like "press whatever key you have set to the fire button", or else go through the pain of making your own input manager just for this purpose.
Or in those cases where you don't have the built-in input manager and have to write your own anyway (web players, widgets), having access to input settings would allow the continued use of GetAxis and GetButton while being able to allow players to set keys, instead of… more
482 votes