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Substance Integrations - Unity - Re: Consistent updates?
on: December 31, 2018, 05:59:04 am
I have reported that even with .net set to 3.5, the plugin crashes Unity on importing a substance file. Unity 2018.3.f2
I have a yearly subscription to Substance for 2 years already, but I could hardly use the plugin or its content. The only way I can use it is to load the substance file into Substance player and then export bitmaps manually. But the Substance Player doesn't have any texture packing feature, so I have to manually edit the maps in the photoshop to combine metal and gloss maps.
This is just... not acceptable.
Having said that, I am beginning to like Quixel more over Substance just for its pure easiness on working with it. Their mixer program and bridge seems to work really well in Unity. Their bridge plugin for Unity also had similar problem for Unity 2018.3 with .net being 4.0 but they quickly patched it so now I can use it. I know it is not fair to compare one product to another because they each have pros and cons. But at the end of the day, if I can't make use of the tool like how I wanted it to ( within what it say it does ) I just don't have any choice?
I am pretty sure that Allegorithmic has more "resources" than Quixel... so it is pretty hard to understand and keep the patient up.
I also wanted to say that Unity in general, does lack behind UE4 for almost every needed 3rd party asset support such as SpeedTree 8 as well. Probably for the similar reasons that Allegorithmic is facing. Then when you look at Unity, it focuses its efforts on non gaming development trying to gain its footage on other fields to increase their subscribers. Which is understandable given its business nature. But as for the core game dev community for Unity, I am pretty sure that everyone is feeling a bit (and more) feed up now...
I have a yearly subscription to Substance for 2 years already, but I could hardly use the plugin or its content. The only way I can use it is to load the substance file into Substance player and then export bitmaps manually. But the Substance Player doesn't have any texture packing feature, so I have to manually edit the maps in the photoshop to combine metal and gloss maps.
This is just... not acceptable.
Having said that, I am beginning to like Quixel more over Substance just for its pure easiness on working with it. Their mixer program and bridge seems to work really well in Unity. Their bridge plugin for Unity also had similar problem for Unity 2018.3 with .net being 4.0 but they quickly patched it so now I can use it. I know it is not fair to compare one product to another because they each have pros and cons. But at the end of the day, if I can't make use of the tool like how I wanted it to ( within what it say it does ) I just don't have any choice?
I am pretty sure that Allegorithmic has more "resources" than Quixel... so it is pretty hard to understand and keep the patient up.
I also wanted to say that Unity in general, does lack behind UE4 for almost every needed 3rd party asset support such as SpeedTree 8 as well. Probably for the similar reasons that Allegorithmic is facing. Then when you look at Unity, it focuses its efforts on non gaming development trying to gain its footage on other fields to increase their subscribers. Which is understandable given its business nature. But as for the core game dev community for Unity, I am pretty sure that everyone is feeling a bit (and more) feed up now...