I have another idea that I don't know would be too much to request, but I have a vision of many games out there that use multiple scripts and instantiated objects to communicate (using multiple public functions and static variables that would be hard to 'keep track of'), and a new feature that is just as 'attracting' as the profiler, but it would visually show what functions got called during the runtime of the game through what objects and scripts (on what looks like a 2D graph that developers can move up, down, right and left on to scan). Perhaps they could see what (in a 2D graphic chart) all the objects that called what function at what time, along with what variables got changed at what time through what scripts and functions. What do you think of this idea?... that AS the game runs, a 'flowchart' is developed?
Your opinion counts
Help us make things better. Share your great idea for improving Unity or vote for other people’s.Log in to post a new idea
- Unity 2017 Sprite Atlas uGUI bindings
- Particle System: allow drag and drop multiple sprites in Texture Sheet Animation
- The API Resources.FindObjectsOfTypeAll also get Editor Object
- Camera override Options
- Open Source Character Controller Component