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Feedback Editor UX

Discussion in 'Editor & General Support' started by Orimay, Oct 13, 2020.

  1. Orimay

    Orimay

    Joined:
    Nov 16, 2012
    Posts:
    304
    We currently have the project view, where we have all our models, textures, prefabs, and scripts all over the folders. It seems the only way to interact with assets and feels so wrong, just as if we had color presets inside our folders and needed to search for them. Sometimes, we need prefabs with big previews, sometimes -- just a list of script names. We never-ever need both at the same time.

    We need separate views for different workflows. And it's preferable to get them to switch as soon as we switch our goal. If we need to model, we need to switch over uModeler panels and scene view. If we need to manipulate scripts, we don't need the most of the files. We don't have a panel for materials, nor panel for prefabs. If we have different packages included, we don't want them in the project view where we try to manipulate our own project. It'd been great if assets added by packages or asset store packs were added to the corresponding libraries of sounds, textures, VFX, and weren't messing up in a single all-in-one pile of a project.

    The worldbuilding process needs attention as an integral part of the game engine. For instance, for the world building we need different prefab sets with the ability to rotate each preview and not just drag to the scene, but have it as a placement preview. Also, prefab placement presets should have options to vary their size, rotation, set up their pivot offsets, tiling options, etc.

    I dream of somewhat like Octave3D-Level Design, but integrated better:


    I wonder why Unity doesn't have anything like this, except for terrain, it's brushes, textures, and decals.