Shader node editor There are some assets on the Asset Store offering this, which is quite useful, but it would be nice to have this included into Unity, because: - When using those assets, developers become dependent on future updates of those assets, which may or may not appear. - If UT was to develop a node editor, it could be made sure to run on all platforms, hopefully including some platform specific optimizations like the Standard Shader does. UI floating point issues This is a bug, which has been reported quite a while ago, but it's really time consuming to work with. So fixing this would be a major improvement towards a fluid workflow. So far, I had to use a workaround on literally hundreds of UI elements. It's just time that I could use focusing on actually developing the games. What I am talking about is the way duplication works for UI elements. If you duplicate a UI element, it's likely to include floating point imprecisions. This is bad. For example: A UI image set to 50, 50, 50, 50 (distance from borders), then duplicated, it may show 49.99998, 49.99998, 49.99998, 49.99998. This even happens with scale values. So if you're unlucky, you have to change a lot of values manually on each UI object. It's a nightmare if you're working on complrex UI. This issue has already been dismissed by the developers, but I encourage you to take another look at it. Also, for reference, take a look at those topics: https://forum.unity3d.com/threads/d...produces-slightly-different-transform.272908/ https://forum.unity3d.com/threads/why-are-these-bugs-not-fixed-yet-angry-face.456474/ ( issue 1 ) Gizmos lines too thin The issue is described here, including images: https://forum.unity3d.com/threads/collider-lines-are-way-too-thin-5-3-5-4-on-mac.418873/ Dark UI in Unity Personal This has more than 10000 votes on the feedback page. It has been requested since 2011. It's 2017 now. Just for reference: https://feedback.unity3d.com/suggestions/editor-dark-skin-theme-in-free- Besides a node based solution for shaders, I do agree. But mostly because learning to actually write code isn't that much more difficult than learning how to use a visual scripting solution efficiently. To me, it just seems like a waste of UT's resources to develop and maintain such a feature. When it comes to shaders, I do think a visual solution could be nice, because then developers don't have to update custom shaders anymore. If there are changes in new Unity versions that need to be addressed in shaders, UT can deliver those changes along with an update to the shader node editor.