The current features for Unity are:
- Replication of:
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- Hierarchy replication including parenting, naming (not order)
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- Adding, removing, changing transforms on gameObjects
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- Changing gameObject properties
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- Adding, removing, changing the properties on gameObject components
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- Changing scene properties
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- Terrain edits, sculpting, painting, details
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- Lock-on-select, where the object locked is highlighted and only editable by one person at a time
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- Loading, unloading scenes
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- Tags and layers
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- Lighting
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- Properties comprised of large arrays of data
Basically, we replicate everything except for things we don’t have access to (Unity’s internal ID system, Unity’s prefab defaults flags), neither of which are critical.
Support for assets that are not yet present in the scene (we show a ?, until you receive the asset, then we put it in)
- Cloud backend, so no configuration, no maintenance required, and anyone can work together from anywhere out of the box
- “Post-it” notes that allow you to put message on objects
- Camera indicators showing where your teammates are
Upcoming features include:
- In-editor real-time chat with camera sharing (complete internally)
- Ability to follow a team members camera (complete internally)
- Optional team editing while users are in play mode (ie. I’m playing, I can still see edits that others are doing, and they persist. Should help to make level optimization faster) (almost complete internally)
- Activity tracking (in progress)
There are more features planned on the Unity side. We want to bring as many as possible to Unreal.