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Unity 4 is here

unity3d.com

21–30 of 74 posts

Re: Unity 4 is here

#21

Lots of impressive headline features. DirectX 11, detailed animation system, Linux support. The trouble is, these come at the expense of the basics. Not so impressive is that the only supported method for sharing code between projects is copy and paste . The engine is six years old. I'm not kidding. Unfortunately, frustrations like that are common. I adopted Unity expecting to be there for the next few years at least…

Version control on Unity isn't as bad as you describe. Go to Edit > Project Settings > Editor, then set Version Control to Metafiles. If you have a Pro license, also set Asset Serialization Mode to Force Text. The downside is that this litters your project with .meta files, but that lets you work with external version control pretty easily. Edit: You should also exclude the Library folder from your VCS, because with…

You're responding to an argument I didn't make. Version control works fine.

The problem is that there is no method to build libraries and share them between multiple projects, since all the code needs to be under the Assets folder of each project. There is no support for classpaths.

If you update the code in one project, you have to copy the file to the other. Or have some equivalent method of doing so outside of Unity.

Prior to Unity 4, people were using symlinks to accomplish this, but Unity 4 disabled them on Windows to match the OS X behavior (this is described in the post I linked).

Re: Unity 4 is here

#22
I am an ex Web developer who got into game programming with Unity over the last 3 years. Its been amazing, i have learned a ton by using C# and actually needing to apply Math knowledge to a real world project. Unity is awesome but also has some issues, but as i havent really worked with the other big engines, i guess these have similar issues.

* Version control is a pain. We used Git (with Github) all the time but unitys meta files like to screw things up from time to time. Unity also uses alot of binary files (eg. prefabs) that could easily be replaced by some kind of JSON based format, making version control much easier

* its not cheap. If you want to use their killer multi platform features you will need licences for all platforms per seat, which adds up to quite a lot if you have several developers. When they release a new major version once a year, you will need to upgrade all your licenses (granted for a reduced price). Its a nice customer lock-in...

* its not very stable. At least under Windows it crashes alot on big projects

Re: Unity 4 is here

#25
post #2

No OpenGL support at all? Isn't Unity used for mobile games, too?

There has to be, unless they have ported direct x to Linux.

They are just not bragging about it on the sales page.

Re: Unity 4 is here

#26

Earlier quoted context omitted.

Version control on Unity isn't as bad as you describe. Go to Edit > Project Settings > Editor, then set Version Control to Metafiles. If you have a Pro license, also set Asset Serialization Mode to Force Text. The downside is that this litters your project with .meta files, but that lets you work with external version control pretty easily. Edit: You should also exclude the Library folder from your VCS, because with…

You're responding to an argument I didn't make. Version control works fine. The problem is that there is no method to build libraries and share them between multiple projects, since all the code needs to be under the Assets folder of each project. There is no support for classpaths. If you update the code in one project, you have to copy the file to the other. Or have some equivalent method of doing so outside of Uni…

Can you just checkout a subrepo into your assets?

Re: Unity 4 is here

#27
disclaimer: I spent the last three years making Unity.

You can share code between projects by having seperate visualstudio projects that create a managed library. just put the managed library into your assetsfolder. it live reloads as smoothly as when you edit just one script.

While I'll be the first to admit that we have some things that you can consider basic that don't work as well as they could yet, the perspective from inside the development team is that we have an enormous focus on improving what we have, and do not do "jump on new feature, and quickly move on and forget about it".

@reitzensteinm, We would love to fix your crash! If it happens in Unity4 as well, it would be great if you could file a bug, or give us some way to reproduce the problem. While we think using our serialization system makes a lot of sense for most games, we will always support people wanting to do things in their own way, and serializing your data with json should not be a problem. obviously, you crash and there is a problem, so we'd love to get our hands on that and fix it!

Bye, Lucas Meijer

Re: Unity 4 is here

#29

Earlier quoted context omitted.

You're responding to an argument I didn't make. Version control works fine. The problem is that there is no method to build libraries and share them between multiple projects, since all the code needs to be under the Assets folder of each project. There is no support for classpaths. If you update the code in one project, you have to copy the file to the other. Or have some equivalent method of doing so outside of Uni…

Can you just checkout a subrepo into your assets?

Yes, this is the only way the handle it. Git subrepos make this a hassle though, in our experience. It's the one thing that SVN would do much better.

Re: Unity 4 is here

#30
post #5

I would be curious to see how Ouya will fit in there, yes Android is supported, but at what point will Ouya be supported or not by Unity 4?

How about never? The Ouya is a pig-in-a-poke at best. There's nothing compelling about it that you couldn't do with an ARM evaluation board (in fact, it's more limited), the average console gamer opinion regarding it is 'meh' and it will be obsolete the moment it arrives as what you can buy for $100~ in the ARM SoC space is getting crazier every minute. The Mali-400 on http://www.hardkernel.com/renewal_2011/products/…

There is rather a big difference between a board and a consumer product. Most people are not keen on building their own system from scratch - and so far there isn't another 99$ game console out which is pretty much what OUYA seems to be about. Not to mention a console specific software stack. The fact that there is really hardware already around for that price makes me rather optimistic that OUYA isn't just the dream that never can come true which was my biggest fear for it so far (although I worry more about it's software stack).

Maybe there will be Asia clones ones it's out and a success, but so far there aren't. Someone has to be first...

And if it can get even cheaper in the long run with that hardware - that's also not exactly something speaking against it.

You got maybe a point with the games, but even there I'm not too worried. I don't need lots of good titles for a console - give me a handful of fun titles and I'm fine. Even playing supertuxracer on TV would already be enough fun for me to consider getting it :-)

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