@ArenMook,
I agree that Unity has created lots of opportunities for enterprising developers to make a good living from the asset store. You took the right approach and created a successful solution for others to use. One thing I have to disagree is that I'm not comparing apples and oranges with NGUI and Noesis. In the eyes of the buyer, they are both GUI solutions for Unity. Of course there are differences in pricing and features ( one is $95, the other $270, one is sprite based the other is Vector, etc.. The bottom line is that they both belong to the set of GUI offerings for unity. Whenever someone needs a GUI, Noesis and NGUI are in the GUI comparison matrix. In regards to complaining, I am making a point that NGUI came at a time when there were very little competition in the GUI market, times have now changed and to illustrate this point, Noesis was used as a comparison, we can also include Daikon.
I know that you are first and foremost a very good game developer and would not prefer to be supporting a GUI product. The problem is that that the success of NGUI has created a product and business entity in itself. As a product, it can be compared with other products in its category and what it has to offer. In my opinion, NGUI is too bare bones and other products are offering a lot more features. As for your advice of creating plugins for NGUI or create my own system, my interest is only from a perspective of a customer and do not have this inclination. This is like someone who buys a car and just wants to drive it, as oppose to a mechanic who buys the car and turn it into a dragster. In the same way, I want to make games and not write GUI plugins.
@Nicki,
Apple is much smarter, they also make lots on the hardware. "Apple breaks iPhone and iPad sales records in Q1 201, 51 million iPhones and 26 million iPads bring Apple record revenue"
http://www.theverge.com/2014/1/27/5350106/apple-q1-2014-earningsI did mixed Unity and NGUI a bit too tightly. Perhaps it's because Unity picked up NGUI as their GUI solution.
A for Unity and the Asset store situation. First of all I definitely agree that the asset store will always be one step ahead of Unity. What then would be the implication of this. For example, let's take the case of FinalIK, it's an amazing IK solution that is far superior to mecanim's IK, or shader forge. If the unity community ask for these two packages to be included in the engine, what do you think would be the incentive for unity. At the moment, these assets are making quite a lot of money for Unity, why would they include it for Free in their engine?
If we step out of the Unity ecosystem and look at UDE or CryEngine, some of these popular paying assets are already included in their engine. One could argue and say comparing these engines is again apples and oranges because of price or features. Times are changing quickly, what used to be apples ( only the big league studios) can suddenly become oranges ( engine for the masses).
Another potentially serious side effect of the asset store is that "Missing Features" of the engine is "Remedied" by outside developers. Instead of filling the missing features themselves, Unity is encouraging any developer who can fill the gap to jump in. This works great for Unity, they don't have to do the work, they make money and the asset maker makes money, it's a win-win situation for both.
For users of Unity, the story is a bit different. Upon the discovery of a missing feature ( there are many), we have to try various packages and buy one that fills the hole. Great, but this means that for each project, we are becoming more and more dependent on 3rd party plugins, each with it's own way of doing things and with varying degrees of quality and support - most of which are not near as good as NGUI. The bottom line is that with each missing feature, we pay to fill it and we invite in a new foreign code base that we will have to maintain with the help of the maker or do it ourselves. I've had bad experiences with assets which have become abandon-ware.
Edit: Forgot to mention the Source. This is correct, NGUI offers the source and Noesis doesn't. This is because Noesis is an engine that parses and renders XAML - which is a language in its own right and which can be used in conjunction with C#. So having the Noesis Engine source in C++ is not really necessary in the same way that we do not need Unity's C++ source. However, the sources for all of the built-in components in XAML together with their C# codes are all available.