![]() ![]() Build new "engine" using the new node-based authoring tool, so shuriken systems can easily be ported to VFX graph.Have a button to turn (old) inspector based systems into node based systems ("port to new interface").Add node based authoring interface to Shuriken.The way I would expect this to work in an authoring tool like Unity: It's a true nightmare because basically, Unity has turned from a unified tool capable of lots of different things into a chaotic toolbox where you need to work with completely different tools, to achieve the same results, depending on what other tools you are already using. PostProcessing is another "great" example, so are the render pipelines, or networking. TL DR We should mark certain platforms such as mobile and Oculus Quest as "preview" and other platforms such as desktop as "verified" in order to prevent developers from spending a lot of time using a tool thinking it is "verified" for all platforms because it is marked as "verified" in the package manager.Ĭlick to expand.Unfortunately, like so often in Unity in the last few years, the approaches between Shuriken and VFX Graph are so fundamentally different that moving back and forth between those systems is not really an option. It's just frustrating to spend time on something thinking it's out of preview but it's not. We are very excited about the VFX Graph and very much enjoyed what we have used it for so far. That way it would prevent teams such as ours from spending time using it for mobile development (or VR as other people have pointed out) just to find out that it isn't yet supported on that platform.ĭon't misunderstand me. That or maybe in the description of the package flag certain platforms as "preview" and some as "verified". Would it make more sense for the VFX Graph to be marked as still in "preview" then? At least for certain platforms. Click to expand.Hey, thanks for getting back with us on this. ![]()
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