I'm just getting into Unity, and the little annoyances are what bugs me the most. That it just throws objects into the scene wherever it feels like it is weird. The fact I still can't get decent results with the built in shaders is more than frustrating. The way they handle spec, AND transparency in the Alpha channel of the textures, at least in the shitty default shaders. The fact I don't know where my view is in the editor world half the time. I don't know, maybe it's me, but I'm more annoyed with the little things like that
What do you mean "It throws objects into the scene wherever it feels like"? Are you talking about when you drag and drop a prefab or whatever in the scene it places it not at [0,0,0] but sort of where you left your cursor? If so, yeah; that is annoying.
The default shaders do suck indeed. That's why you write your own or use commander_keen's ShaderFusion.
All those little naggly bits aside, I personally still believe Unity is the most artist friendly commercially available engine out there. Anyone claiming otherwise simply never used it.
I made 2 boxes last night, just from the menu, game object stuff, and without changing view angles, or view ports, it put one box at one point, and the next box almost out of the view. It was weird. The drag and drop thing for objects, I kinda figured it would be weird since I'M placing it, not necessarily the engine. But straight from the menu, it put 2 boxes in two vastly different places. Weird.
I didn't know about commander_keen's ShaderFusion. I will look that up immediately. I just REALLY want my art to not suck when it's in Unity. It looks a million times better in Max's viewport with xoliul, or 3PSS. Then into Unity cause I think it looks good, and pffffffffffffffbbbbttt...
@Jeremy-S Sounds more like a glitch than anything. As for the shaders, you can always write your own, buy some from the asset store, ask others, check wiki or use "Strumpy" shader editor which gives you all the power you will ever need.
As for the placing objects. Unity always places objects based on where you are looking at from a virtual camera. So it's always good to zero out the placement or if you have an imported mesh, drag it into the "hierachy" panel and not directly into the viewport cause that way it will keep the meshes origin.
I think you would be positively surprised if you give Unity a bit more love and time.
Oh don't get me wrong, I'm gonna be giving it a lot of time. I wanna learn it, and maybe make something at least kinda cool with it.
I got Strumpy's, but I can't seem to get it to work with even the most basic functions. I know it's all my fault, but trying for ages, and still not getting anywhere gets old.
So far I've found Unity to be a great engine, looking forward to the next couple of releases. Being able to send skinning to a separate thread is going to be a huge performance boost.
All those little naggly bits aside, I personally still believe Unity is the most artist friendly commercially available engine out there.
This is nice to hear as I've just started looking into Unity as my first attempt at creating a game of my own. Need to get up and running on it's art implementation side before I dig into the more technical aspects of game mechanics and code. Glad the update is looking good.
Replies
Really some big leaps forward.
Lots of nice stuff in there.
The default shaders do suck indeed. That's why you write your own or use commander_keen's ShaderFusion.
All those little naggly bits aside, I personally still believe Unity is the most artist friendly commercially available engine out there. Anyone claiming otherwise simply never used it.
I didn't know about commander_keen's ShaderFusion. I will look that up immediately. I just REALLY want my art to not suck when it's in Unity. It looks a million times better in Max's viewport with xoliul, or 3PSS. Then into Unity cause I think it looks good, and pffffffffffffffbbbbttt...
http://forum.unity3d.com/threads/56180-Strumpy-Shader-Editor-4.0a-Massive-Improvements?highlight=strumpy
As for the placing objects. Unity always places objects based on where you are looking at from a virtual camera. So it's always good to zero out the placement or if you have an imported mesh, drag it into the "hierachy" panel and not directly into the viewport cause that way it will keep the meshes origin.
I think you would be positively surprised if you give Unity a bit more love and time.
Thomas P.
I got Strumpy's, but I can't seem to get it to work with even the most basic functions. I know it's all my fault, but trying for ages, and still not getting anywhere gets old.
I'll remember that object placement tip, thanks.
This is nice to hear as I've just started looking into Unity as my first attempt at creating a game of my own. Need to get up and running on it's art implementation side before I dig into the more technical aspects of game mechanics and code. Glad the update is looking good.