Time to port to Unity?

I haven't checked their feedback site recently but that sounds like something which would belong there. I don't know if making this possible is on their roadmap, but one can give it a try. The forum for that is here, I haven't found the related suggestion yet.Fine tuning the input-update-render loop was one of my favorite things, that is not possible in Unity.
Good news, that is not true. There is pretty good networking available that definitely is good enough for the server -> client syncing that has most of the features we have and some we don't (transparent encryption, NAT piercing, only sending updates to clients that need them). Getting commands from the clients to the server is a bit awkward, though, and updates come at a fixed tick rate with apparently no good way to send updates right after a cycle turned.Z-Man wrote:What I do not like: Networking, because it is not there yet.
When I tried to make this Hall of Fame thing a while ago, I encountered the first problem (some megolomaniac pru leader wanted a 3d head representing each clan member and all that...). Maybe one can create some kind of template for the free version, or an AssetBundle generator...Z-Man wrote:Infuriatingly, however, there is no good way to support user created content, such as maps. None of their asset files can be just arbitrarily loaded from disk. The tech is there, it's just not accessible for business reasons. If it were available, someone could make a fully customizable "game" that essentially unlocks all Unity Pro features to everyone. If the users creating the content have Unity Pro, then one can use Asset Bundles. But that is obviously not an option. So what one needs to do to is develop custom formats for all the assets a user should be able to modify. And since you don't even have access to the persistence tech they use to save user script data (which can be a awkward to work with), your scrips need to support at least two persistence techs. And Unity scripts and standard .NET serialization don't mix well. Fun.