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Official What assets would you like to see on the Unity Asset Store?

Discussion in 'Assets and Asset Store' started by caitlyn, Mar 18, 2011.

?

Which assets would you like to see on the Unity Asset Store?

  1. Art Packages - Mobile/Web

    24.0%
  2. Art Packages - Desktop

    35.1%
  3. Complete Projects - Mobile/Web

    18.0%
  4. Complete Projects - Desktop

    23.5%
  5. Scripts/Script Packages

    44.6%
  6. Extensions

    36.9%
  7. Shaders

    28.3%
Multiple votes are allowed.
  1. Anythink

    Anythink

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    To be honest, everything that is *High quality is welcome

    More high quality Art would be really great,

    Would be awesome see some sort of pages~list like wikipedia, where everyone can edit, and send Arts that would fit together in same game and have 2 tiers Tier 1 -> Instant compatibility, Tier 2 -> Little modification required

    Obviously someone well have to accept no one can simple mess up the list, that would be good for artists because they could make assets to complete other artists and have a higher chance of selling because now each artist is pointing to each other, and since there is enough material to make a basic project it would be most likely to sell,

    Sometimes i see great artwork, that is definitely top quality, but i can't buy because would be useless alone, and too expensive to hire someone to finish the game even with the identity already defined.

    I think i will make a thread/post about it, what you think?
     
    RicochetWitcher likes this.
  2. Harold_83

    Harold_83

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    Hello everyone,

    I would like to know what 3D quality art assets you would like to see on the asset store? I was wondering what type of props devs would like to see that is of a high quality that they don't see as much on the asset store. I'm making time to design assets on my free time for the community.
     
    Last edited: Oct 24, 2017
  3. Anythink

    Anythink

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    @Harold_83 One of the problems with art for me, is that usually there is good content, but they are so different in styles, and you can't simple buy a few from each artist and glue it together in a good game,

    I would recommend see what assets are selling/ many good reviews, and what kind of things they are lacking and making assets on the same style, for instance
    https://assetstore.unity.com/packages/3d/characters/toon-character-pack-6698
    https://assetstore.unity.com/packages/3d/environments/fantasy/tower-defense-and-moba-28234
    And some great that doesn't have many reviews like
    https://assetstore.unity.com/packages/3d/characters/cartoon-character-weapon-pack-80297

    Those are great assets, but you can't really make a game, i always like buying the basic arts for a game, so its much easier to just show the artist that i will hire what kind of "vibe" and visual identity i want to my game, make their lives much easier too

    than you could simple add your graphics, and graphics from others artists in one list, it would make of developers like me who are not good at art much easier
     
  4. DerDicke

    DerDicke

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    @Harold_83

    Right now I'm looking for animations and the packages I find on Asset Store go a wrong way here. What you find are usually pack with 100+ animations for 40+ bucks.
    But what I really need are a few specialized animations, but complete, e.g.: carry overhead pickupFromFloor/pickupFromTable/idle/walk/run/throw/putdown/putToTable. One could sell only these anims for male and/or female and charge around 10-20 bucks for each package.

    Just don't give us 100+ animations of which we need only 3, which are incomplete. Specialize on humanoid and anims will work quite well on most characters.
     
  5. AkiraWong89

    AkiraWong89

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    Hello guys. I realized I can not click on any assets on recommendations column below main asset info on new Asset Store. Does other have this issue too? If so, hope Unity Asset Store Team will fix this. Thanks.
     
  6. syscrusher

    syscrusher

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    What I would like to see on the Asset Store: An art asset with professional/corporate/craftsperson character art in a realistic style suitable for archviz and simulation work, or computer-aided training projects. Criteria:
    • Variety of characters, diverse in ethnicity, gender, body type, but in a unified artistic style.
    • Tend toward medium-high realism, poly count in the 10K to 30K range (or could go higher), with clean topology so tools like SimpleLOD can be used for busy offices or other heavily populated scenes.
    • Attire suitable to their occupations, be it white collar or blue collar. Please, stop putting female professionals in miniskirts and similar skimpy attire while the men wear suits.
    • Mecanim character rig compatible with off-the-shelf animations, character controllers, and animation tools (e.g., Skele and FinalIK). Characters posed in standard T-pose or similar.
    • Basic body and clothing without pre-attached props, which I will add as needed.
    • Extra credit for facial blendshapes to support expressions and phonemes, and *big* extra credit for easy integration with assets like Lip Sync Pro and similar. Not all archviz projects need this, but for those that do, it would be a huge plus.
    • PBR materials, ideally built in Substance Designer to allow design-time customization by the purchaser. Big extra credit for providing Substance Designer *source* and not just archives, because then it could be customized easily with things like embroidered corporate logos. I'd love to impress a customer by having a render of their workplace where employees wear lab coats with their own logo displayed. (Yes, decal tools can solve this, but it's an extra step.)
    • Included animations are NOT a high priority; I'd rather have good, compatible models and add my own animations.
    • A few included wearable props like eyeglasses and wrist watches might be useful, but again not a high priority. Maybe offer this as a separate accessory asset.
    The more customization was allowed by the package, the fewer number of discrete character models would be needed. The asset doesn't need to be inexpensive, just reasonably priced in proportion to the quality and quantity of assets. :)

    As an alternative, a comprehensive workplace clothing and hairstyles pack (using PBR materials) for UMA2 would also be useful. In fact, it might even be better than a set of premade models because it would solve the character diversity issue with respect to skin tone, body shape, and gender, and even allow random generation of crowds. But, as with premade models, the occupational clothing items (e.g., lab coats, firefighter turnout gear, factory coveralls) need to be cross-ported to both genders equally.

    One can obtain character models of this general category from TurboSquid, DAZ, and so on, but the problems I've seen are:
    1. No single artist seems to offer a full set with a unified style. Even if you shop by a single artist, they will do a handful of characters in this category and then move on to make alien monsters, goblins, or galactic assault marines. :)
    2. The women all seem dressed for a party or dance club and not a workplace.
    3. To some extent, the men and women often look like stereotypes of their supposed occupation, not like real people. I recently encountered a male character who was supposed to be a computer engineer like me, and he looked like a caricature from a bad sitcom. I hypothesize that this is because a lot of occupational characters were probably designed to be walking NPC set dressing in games (they're the "civilian bystanders" in FPS games, etc.).
    4. Obtaining the assets one-by-one limits texture sharing, and the combined size of the assets bloats the project. A unified set could share the textures for clothing.
    Thanks for reading!
     
  7. Yannick_Stoot

    Yannick_Stoot

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    Taking notes here. I'm not a publisher who does characters but thanks for making such a list. Lots of value. How would you like to see the Substance file be implemented in a Unity package? Sending it with the package is too much data I have found.
     
  8. syscrusher

    syscrusher

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    Substance files are actually really small. I'm talking about Substance Designer, not Painter. (I love Painter, but it's a different animal.) The actual character textures would quite possibly need to be conventional textures, although I plan personally to experiment with this in my Copious Spare Time (tm) because I think I know a way to do them in Designer by way of careful UV unwraps of the models. What I mainly was thinking for Substance Designer would be the *clothing* textures, especially for example t-shirts or other items where the Substance Designer file accepted an arbitrary external texture to overlay onto a garment as a corporate logo.

    If you ever decide you want to pursue this deeply, feel free to PM me to talk about details and maybe some PoC collaboration. I'm decent with Substance Designer (though still a novice at *Painter*), and I'm willing to put up some effort on my end if someone with deeper character modeling skills is up for collaboration. I am pretty good with Blender for 3D modeling of objects, but I'm no expert with rigged creature/character models.

    The more I look at what UMA 2 has become in recent months, the more I am concluding that this is the right direction to go as a baseline and add on what I need to a working system. I fooled with UMA 2 about a year ago and couldn't get it to do what I needed, but the codebase has really matured a lot recently and deserves a fresh look.
     
  9. Yannick_Stoot

    Yannick_Stoot

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    Well thanks for the offer but I really suck at characters so I don't think I will be a great choice. To get an impression of my type of work I do you can visit https://sketchfab.com/TheCloudCreator/models. So it is mostly props with the addition of some unique objects.

    I have it the other way around. Starting to become good at Painter yet Designer I still suck at a bit. Going to dive into that beast somewhere in the next 2 month.

    About the collabing, going to send you a PM. I might have a project that still needs a magic touch.
     
    Last edited: Nov 24, 2017
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  10. Zymes

    Zymes

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    I would want a building system that works like Software Inc. game.

    This would be an insta buy for me.

    You click and drag buildings in 3D environment from a top down perspective. You can mount props on walls, make doors etc. Support multiple floors and pathfinding for agents. Assign rooms etc.

    See it in action here:
     
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  11. redmugstudios

    redmugstudios

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    A few cheap alternatives for mesh deformation tools would be awesome.
     
  12. TeemuMV

    TeemuMV

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    Does anyone know of a very technical drawing asset that would work runtime? For wiring/component diagrams.

    If not, I'd like to see one of those on the Asset Store.
     
  13. Yannick_Stoot

    Yannick_Stoot

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    Can you elaborate on this? With what purpose/application?
     
  14. TeemuMV

    TeemuMV

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    There are tons of assets for visualizing design/concepts/logic/etc in the editor, but almost none that then does the same runtime which would be the main point, opening up a lot of potential for interaction or gameplay.

    My use-case would be electric/hydraulic/logic diagrams, but I couldn't find a proper robust diagram asset at all so I think one in general could be useful to many.
     
    Last edited: Dec 27, 2017
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  15. syscrusher

    syscrusher

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    Are you thinking of something that is more like Visio, or more like a CAD program? I'm asking because I spent over a decade designing industrial control systems. We used a general-purpose CAD system for both electrical and mechanical drawings because the company wanted a single standard for all, but if I were doing that kind of work now, I'd want a very different tool for electrical schematics vs. mechanical systems, and even within the electrical sphere drawing a wiring schematic for machinery controls is quite different from designing a circuit board. Visio is very different from any of the CAD or CAD-like programs.

    I think you have an interesting idea, but making something that could fit all those use-cases would be challenging -- witness the fact that AutoCAD isn't the tool of choice for every CAD situation even though it *can* do all kinds of drawings.
     
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  16. syscrusher

    syscrusher

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    Second question: What are your requirements for data import/export from other systems, and for round-trip engineering workflows with other tools? That could also complicate things.
     
  17. TeemuMV

    TeemuMV

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    Yeah I'd personally be more interested in (simpler) diagrams similar to Visio/Dia, not so much CAD level stuff, but that's just me. I'm sure both would have their own niches.

    Direct workflows with existing software would be up to the asset developer, I'd personally be fine with just a drawing API initially, any decent data can be converted with a little effort after all.

    My very basic requirements would be something like:
    • Runtime API & Build support.
      • Again, not interested in just an editor asset (would be simpler to just use an existing tool in that case.)
    • Component system
      • Custom prefabs for components.
      • Any amount of inputs/outputs in custom positions.
    • Connections between components.
      • Some decent logic for connecting components, and/or allowing custom pathing so more complex diagrams don't end up a mess.
      • Line styling (straight/curved/cornered line, with colour/width/labeling)
      • Overlap handling for lines for legibility (line going over/under another visually) would be nice.
    I know it's a bit backwards wanting to do so similar stuff in a game engine runtime instead of just using a diagram software beforehand, but it'd allow some nice visualization and interaction (component animations, component picking for info, visualizing current/pressure/logic moving around in the diagram, allowing player to make own diagrams for gameplay etc.)
     
    Last edited: Dec 28, 2017
  18. cubrman

    cubrman

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    What I wanna see:
    1. Unity's save/load scene system for runtime use.
    2. Unity's native nested prefabs.
     
  19. DerDicke

    DerDicke

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    1.) High Quality Artwork.
    2.) standardized Pbr render pipe.

    Stuff like you can buy in UE Marketplace, like this:

    I just want to have art of this quality level and would be happy to pay UE Marketpace prices for it. Additionally I need an idea how to make it look good in Unity, if this is possible at all.
     
  20. cubrman

    cubrman

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    @DerDicke, well, I have some good news, and some bad news for you. The good news is: this level of graphics fidelity is already possible in Unity with the help of only a few not that expensive plugins. The assets of this quality can also sometimes be found (https://www.assetstore.unity3d.com/en/#!/content/93317), maybe not too often. Another good news is that the standard PBR pipeline has long since been implemented. Models in Unity look exactly how they look in Substance Painter, which is the very definition of PBR.

    The bad news is, the stuff you put in does not immediately look as good as Unreal's stuff, and if I understand Unity team's vision correctly, it will never look as good as Unreal's stuff out of the box. There might be something like a 'preset' that enables some sort of HQ settings, if you want, but not right out of the box. And guess what? It is a good thing, you know why? Because if you wanna use this kind of beatifying power in a real game / 3d visualization or really any type of content that requires the use of the game engine, you need to take your time to learn how these things works. Not professionally, but to at least be able to understand that the video you just showed has an HQ bloom, screen space reflections, some form of anti-aliasing (most likely temporal, because that's what UE4 uses and that's what's best for their deferred pipeline), SSAO (properly configured), depth of field (which also has a ton of controls to configure) and motion blur. On top of that the video features HQ assets, which can be bought in UE4 marketplace and used in Unity for your commercial game, just contact the developers of this demo! Or you can make even better models in SP yourself (it took me around 3 to 4 months to learn how to do it in my spare time, having ZERO modeling or texturing experience, just use Blender and Substance Painter). Moreover, last time I checked UE4 global illumination solution is way worse that Unity's.

    So yeah the moral of the story is this, you've made the right choice by picking Unity, just dig a bit deeper into it, and you will find that UE4 is not that far away.
     
  21. syscrusher

    syscrusher

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    To some extent, Unity's corporate strategy is to build not just a product but also an ecosystem, allowing asset publishers to enhance the engine. The new 2018 versions of Unity are moving even further in this direction with a more modular base architecture for the editor.

    There are some tools in the Asset Store that can make a large difference in Unity's rendering quality and performance, and the good news is they are not horribly expensive. I have had good results with:
    • UBER Standard Shader https://www.assetstore.unity3d.com/en/#!/content/39959 -- These shaders are slightly more complex to set up than the Unity Standard Shader, but those extra options allow you to create amazing PBR materials. The UBER Shaders bring options for parallax occlusion mapping (POM), refraction, simulated subsurface scattering (an approximation of real SSS that is faster to render), wetness, triplanar mapping, and a host of other eye-popping effects. Combine the UBER shader with PBR materials from Substance Designer and Substance Painter, and you can achieve amazing things.
    • Anything by the author of the above. The guy is a shader-programming wizard. Click his name in the UBER page to list his other assets.
    • Amplify Occlusion https://www.assetstore.unity3d.com/en/#!/content/56739 -- This is a full-screen camera effect that significantly improves ambient occlusion (AO) rendering in screen space. One of my colleagues is a professional architectural rendering specialist, and his critique of my first learning project was that I had bad AO. After I added Amplify Occlusion, he said it raised my render to pro levels from amateur. This is a tool you don't know you need until you have it, and then you can't imagine living without it.
    • Other assets by Amplify. (Again, click their name on the Amplify Occlusion page to see the list.)
    I also use a tool called Beautify (https://www.assetstore.unity3d.com/en/#!/content/61730) by Kronnect. It gets excellent reviews on the store. For my specific scenes I don't use it as often as the ones I listed above, but I do like it. There is some overlap of functionality between them, so you'll find which tool you like for which function.
     
  22. DerDicke

    DerDicke

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    Well, point is in UE, you just buy a few nice assets, put them into the scene, and they will look good from the get go. Some more tweaking and it looks just like the video. Hell, even the start tutorial scenes with cubes look better than anything Unity.
    Yo only need a limited understanding of their graphics pipe. And more important for me as a coder, you don't need any skills in making art. You just get good stuff in Marketplace and use it right away.
    People tell me all the time that Unity can render stuff like this. I just don't see it anywhere except Unity's self made stuff.

    I'm not a beginner in game dev, I worked in the industry for 15 years as a coder, made my own engine and what not. I'm not afraid to set up Unity to render stuff like this (if it's possible at all), even if most of my knowlegde is from the N*L time of graphics. But I just can tell you that I'll never be able to produce high quality art because it's a profession of it's own.

    If I can buy it in Marketplace and make it work in Unity it's all good. But I doubt it. Point is,why do graphic artists offer their stuff in Marketplace only and not also in Asset Store? With a little more work they could gain double. Also there must be a reason that no third party Unity game looks good. We only get showoff stuff from Unity itself.

    I choose Unity because of it's great underlying design and because it is great for coders. I fumbled with UE before and it smelled so much like the stuff I did myself for much of my life (overly complicated C++ code, long compiling times... whatever). I just didn't enjoy it.

    Unity must simplify the usage of their quality rendering and be easier compatible to UE artwork wise (if they are not already), so that Marketplace art packages can be used without too much hassle (and thus people start selling their high quality art in Asset Store too). Else they will end up cornered more and more in 2D and "engine for small games". I wouldn't like to see that coming.
     
    Last edited: Jan 18, 2018
  23. DerDicke

    DerDicke

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    Yeah, if you just do it as a hobby and want to know how game dev works, it might be fun to invest half a year of lifetime playing with these tools, seeing what all the pretty checkboxes do.
    But if you want to achieve some results you are looking for which part of competence you are lacking and how to replace it with a tool.
    Also if you want to go commercial some day graphics matter. If I'm just not interested in how all of this work because I already know or don't want to know I just can skip the whole graphics part by dragging a prefab in a scene and place some lights in UE instead of researching for years to figure Unity's graphics engine out.
    But thanks for the info. No offense.
     
  24. syscrusher

    syscrusher

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    No offense taken. I evaluated UE myself before selecting Unity. I'm doing archviz work and programming, and graphics matter a lot in archviz. I think UE is an absolutely outstanding engine. However, I chose Unity because:
    • The programming environment is more friendly to my skill level. I don't need/want a visual programming tool like Blueprints, even though I concede that as visual tools go Blueprints is excellent. I'm proficient in coding languages, and so I prefer to code manually. In Unity, I can do that with a higher-level language (C#) whereas in UE if I want to write code, it's in C++ at a lower level. I can code in C++, but I don't really want to.
    • For me, UE falls in the category of spending half a year of lifetime fiddling with checkboxes. The lighting settings are more out-of-the-box in UE, but I found the animation tools to be much harder to learn for someone like me who is not an animator as my specialty.
    The tools I mentioned in my post, I learned within just a few hours. Amplify Occlusion was up and running in my scene in minutes. The total time for all the tools was not more than a couple of days, a far cry from half a year.

    I didn't choose Unity because it is "the best engine." I chose it because it is "the best engine FOR WHAT I NEED TO DO." You should choose your engine for the same reason, based on your own needs and where your skills match best to what the engine delivers.

    You said no offense, and I take you at your word. I say the same (sincerely) in return. There is room in the world for more than one game engine. I have the one I want, you are free to choose the one you want, with my sincere best wishes. :)
     
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  25. cubrman

    cubrman

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    @DerDicke in two words, you have no idea what you are talking about. I am a complete amateur in Unity and even for me it is clear that you've spent way too little time researching both engines. I understand you have a considerable coding experience, but coding experience does not immediately transfers into understanding a 3rd party game engine and asset store.

    "it might be fun to invest half a year of lifetime playing with these tools, seeing what all the pretty checkboxes do."

    A) Like syscrusher said, UE4 is the one that better fits this description.

    B) I had coding experience before I started using Unity, I built my own engine (XNA 4.0) before I started using Unity, guess what that experience transferred into? A deep understanding of what tools on the Asset Store to use and what are the requirements they should meet. And what kind of check boxes they have. And what those check boxes do. Some of your words clearly don't match.

    "Unity must simplify the usage of their quality rendering and be easier compatible to UE artwork wise (if they are not already)"

    Stop saying that, you have no idea what you are talking about. There is a standard way of creating assets right now and both engines are using this very same standard. 3d Models were standardized a long time ago, now the textures are standard too. There are two ways to describe a PBR material: metallic way or specular way and both are supported by both engines.

    "Point is,why do graphic artists offer their stuff in Marketplace only and not also in Asset Store? With a little more work they could gain double."

    Here you imply that this means Unity is inferior.

    A) Many professional teams who make HQ assets for sale actually mirror their releases on both stores - do your research I will not search examples for you.

    B) Here I am speculating but still, I believe that many AAA companies of the past worked with Unreal way more often that with Unity (Unity was objectively worse than UE in the past) and their current/former employees which now create assets for sale are more familiar with Unreal than with Unity.

    "Well, point is in UE, you just buy a few nice assets, put them into the scene, and they will look good from the get go. Some more tweaking and it looks just like the video."

    While your statement about the simplicity of the set up holds true, if you were truly ever involved in making a game, you should understand that via "putting some assets together and making them look good" you will never make anything but a generic, boring, copy-paste student project. Creating a more or less serious game will always require a deep understanding of how most of the check boxes work. Because if you don't you will most likely be screwed performance-wise by one of those check boxes, which was set up for you by default to ensure that S*** looks good. With Unity's component-based approach you are semi-forced to learn what those components and check boxes do, which gives you huge benefits in the long run.

    I did not research UE marketplace in depth, maybe it has a plethora of HQ assets like you say. My guess - it does not. Or even if it does, most of those assets have various problems. I can agree that asset store could use some more of HQ assets, but I can also agree that there are gorgeous assets on it right now, which you don't know about because you did not research it well enough. In any case ANY game would require custom models and custom animations and here is where your other statement comes into play:

    "But I just can tell you that I'll never be able to produce high quality art because it's a profession of it's own."

    Guess what? You are wrong. That might have been true before Substance Painter came out. Now everyone can produce HQ art. That room in the video you showed? I can make every single model you see there by myself without loosing quality. I estimate it would take me around 4 months of evenings and weekends (not even full time). That stuff is hard surface modeling it's the character that are hard, not hard surface stuff. How much experience I have in modeling and texturing? 4 to 6 months. 4 TO 6 MONTHS!


    The moral of this post is simple, do your research before being assertive in your judgement. Unity is not perfect, but as long as we can agree that Unity and UE4 are the only 2 viable solutions on the market, Unity is waaaaaaay better than UE4 in the long run and it does not lack in graphics if you put the necessary and unavoidable time into it.


    P.S. People, please stop saying "no offense". A) if you are afraid to offend someone on the internet - don't write anything on the internet, some people get offended by your very presence! B) Forums are the place to learn and arguing is necessary for learning, if you get offended by stuff you read on the interned you need to grow up.


    P.S.S. Silly me I am officially holywaring for Unity now :). I guess it was inevitable.
     
    Last edited: Jan 19, 2018
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  26. cubrman

    cubrman

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    @syscrusher

    "even though I concede that as visual tools go Blueprints is excellent"

    I have no idea how you made that judgement. I personally think that Blueprints is a trap for people who don't understand how simple coding is nowadays. Blueprints is one of the most time consuming tool in the history of humanity and though it might make some people feel empowered for a little while it will trap their brain in an endless timeloop if they ever consider building anything more complex than Pong using them.

    Seriously I think that eating steroids to get buffed is a way more prudent decision than using visual scripting for coding.
     
  27. cubrman

    cubrman

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  28. cubrman

    cubrman

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  29. syscrusher

    syscrusher

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    Very simply, I used UE4 and Blueprints to actually create a project. As I was selecting an engine, I evaluated about six candidates. I narrowed it to Unity and UE4 through various criteria such as build platform choices, target platform choices, availability of third party tools, quality of documentation, etc. Having narrowed to just two options, I took the time to actually build a small project in each (in other words, doing real research exactly as you -- correctly -- assert is the right way to gain authoritative knowledge).

    I created code in C# in Unity, and in both C++ and Blueprints in UE4. My comment in this thread about Blueprints was intended to be read very literally. I personally do not like visual programming. I agree with you that for me it is extremely inefficient. However, I happen to have over 30 years of programming experience, including writing code in C, C++, Java, and other languages in a realtime industrial controls context, which is a very similar problem-domain to game programming. In other words, compared to many mid-career professionals approaching gamedev as a new discipline, I have a large advantage.

    I was not commenting on whether I think visual programming is a good or bad idea. For me, and apparently for you, it clearly is not. My comment was on the quality of Blueprints as a visual tool compared to other visual programming environments I have encountered in both gamedev and industrial programming. If one has decided to program visually, Blueprints is in my opinion a good tool. That's not the say I choose to program, however.
     
  30. DerDicke

    DerDicke

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    100% acc. Didn't want a war on engines. I use Unity for the same reasons as you do. Just being a bit frustrated about the lack of good artwork available.
     
  31. syscrusher

    syscrusher

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    To return to the original purpose of this thread (and away from engine wars)... One of the issues I have found about art assets outside the Asset Store is that many of them are very poorly structured for game engine use (or sometimes for general use), regardless of what game engine is used. I am talking here about 3D models from TurboSquid, CG Axis, and similar sources.

    For example:
    • Polycounts that are just way too high for anything but a static render.
    • Topologies that are poorly designed and don't lend themselves to automatic (or even manual) LOD generation. I've seen 3D assets that have high poly counts on areas of the model that are basically flat, or very slow curves, where a much lower poly count would have been visually indistinguishable even at 4K screen resolution.
    • Scenes exported as a single gigantic mesh, sometimes with sub-meshes and sometimes (worse!) no sub-meshes. When these are imported, they are really hard to use in any way other than the exact scene that was presented as-is.
    • Duplicated materials, for example the same material used in different sub-meshes but exported as if it was different. This costs extra rendering resources in the game engine.
    The 3D models in the Asset Store typically are much better than this, although I've seen a few where the creator probably came to the Unity environment from elsewhere and didn't attend to the issues I've listed above.

    I'm not knocking TurboSquid or CG Axis and their peers -- some of their models are quite good. I just find that one has to be careful and not just assume that a model intended for static renders will work well in a game engine.
     
  32. cubrman

    cubrman

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    Yeah you are totally right, I just expressed my hatered for visual scripting and nothing else. If people like it, it always means it's worth existing. The purist in me just wishes they were warned of consequences of a long-term use :).

    To summarize what I was trying to say: you should not be scared to learn modeling and texturing when you are truly committed to making games. That is an essential knowledge and nowadays it is easier than ever to create hard surface stuff (basically everything that is non-characters). Hell even animation can be learned and done on the highest level with stuff like Mixamo and basic Blender knowledge. And guess what? Even for monsters! This knowledge will help you find easy answers to most of the complains and questions you posted in your last few posts. When you know Blender, you can cut out a model out of a large conglomeration and quickly edit its UVs. When you know Substance Painter, fixing a model's funky texture becomes a breeze. And I am serious, it does not take as much time as you think. Learning coding is a challenge, learning hard surface modeling, skinning and animation is like a few months worth of evenings.
     
  33. syscrusher

    syscrusher

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    We agree on the essence of this. I do in fact know Blender and several texturing tools pretty well. I know Substance Designer well and am in the process of learning Painter. Nonetheless, while splitting apart a badly-structured combined mesh in Blender is not difficult, it is often tedious, and would have been avoided if the original creator had done a better job of planning. I don't so much mind this for a free model, or one for which I paid only a token amount, but a couple of years ago I encountered this on a model that was pretty expensive, and it took hours to split it apart in Blender. Not only were the parts not modular (even though they were identical in some cases), but also the creator had sub-meshes at different local scales and axis orientations. It was a disaster.

    Same for UV and texture fixes. Replacing a texture in Unity is trivial, but UV mapping done right takes time and patience on any complex model. (Maybe I'm just very picky about this...) It's not that I can't do this -- I can. It's that when I've paid a nontrivial amount for an asset (again, I'm talking about pro-level archviz assets here, for instance), I expect that the original artist had done this work during asset creation. Again, for free or very low-cost assets, I have more patience with defects than for expensive ones.
     
  34. Dai-22

    Dai-22

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    I would actually like a better camera movement function when editing the work space. Currently i find the drag and swivel method quite slow. I prefer a "connected" option. Though i'm new, so there might be one, I can't find. Lock view onto item or area, then drag all around for orbiting, like blender, much faster for selection. Maybe I just can't find the hotkeys :)
     
  35. syscrusher

    syscrusher

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    If you like the way this action works in Blender, there's a free asset that will do that for you:
    https://www.assetstore.unity3d.com/en/#!/content/18546
     
  36. cubrman

    cubrman

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  37. chingwa

    chingwa

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    I want to see Asset Store 2.0 removed and put back into beta development, this time with design and functionality improvements that have been suggested to Unity actually implemented or considered.
     
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  38. Supergeek

    Supergeek

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    The Store 2.0 is so slow as to be frustrating to use, even on a gigabit fiber connection. I went back to the old store.
     
  39. ron-bohn

    ron-bohn

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    I want the new store to be fixed.
     
  40. Dai-22

    Dai-22

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  41. syscrusher

    syscrusher

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    Fair enough. :) It's worked well for me, but everyone's preferences differ. The nice thing is that it's a free asset, so anyone can try it without risk.
     
  42. b15h09

    b15h09

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    I'd like to see the return of 24 hour sales
     
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  43. chingwa

    chingwa

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    Yes me too. 24hour sales always gave me a reason to check the store on a daily basis. These days, despite actually selling products on the store, I have little reason to check in daily, and usually only watch the store once a week as crazy as that sounds.
     
  44. syscrusher

    syscrusher

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    Lately they had been going to 7 assets on sale for 7 days. I'm guessing that was because people didn't have time to check the store every single day (think about, for instance, if you're traveling on a particular day). It's always sad if the asset you'd been waiting for went on sale for the one day you were offline doing Real Life. :)
     
  45. b15h09

    b15h09

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    Understandable. I lost interest with the 7 day sales, as they seemed to have a lot of smaller, niche assets, and after a few rotations of nothing I found interesting, I kind of fell out of the habit of checking unless I needed something specific. I found the dailies were better at keeping my eyes on the store.
     
  46. CyberInteractiveLLC

    CyberInteractiveLLC

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    I don't wanna make a new thread so i'm just gonna ask here... it's been well over 1 week since i submitted my asset, any ideas how can i check the progress of my submission ?
     
  47. Yannick_Stoot

    Yannick_Stoot

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    Sep 17, 2014
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    Hey man! I guess since your not familiar with the progress that you are new to the uploading process. The area where you uploaded your asset (publisher log-in) is also the area where one checks whether it is checked or not. The Unity guidelines say it will take a max of 2 weeks to get submitted. This has not been the case for the past weeks though since they are working on the asset store 2.0.

    So my advice to you is to be patient, it might take a while. In case it gets denied do not worry, you will not need to wait as long on the re-upload then you were in the first upload.

    When it gets accepted you will get access to the publisher's forum section. In here you will find most questions answered related to wait times, uploading, sales etc. since almost everything has been asked before. Hope this helps!
     
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  48. CyberInteractiveLLC

    CyberInteractiveLLC

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    May 23, 2017
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    Hey Yes it's my first asset, and thanks!

    i'm also guessing i can't edit my submission right? only after it gets accepted/denied i can reupload new one?
     
  49. Yannick_Stoot

    Yannick_Stoot

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    Sep 17, 2014
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    You can, just re-upload the package using the package upload tool. The latest version and/or file will be the one that is being checked as your submission. This will not reset your position in the queue.
     
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  50. syscrusher

    syscrusher

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    @Yannick_Stoot said it very well. As an additional data point: I also am a new asset store publisher, and to give you an idea of the timing, I submitted my asset on November 30, and it was approved January 5. I am told that the store team are backlogged not only because of the new web site, but also because of Unity's deprecation of JavaScript and the need for a lot of older assets to be upgraded to C#. Apparently a lot of developers waited until the last minute.