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Unity 4 is here

unity3d.com

61–70 of 74 posts

Re: Unity 4 is here

#61

Anyone know if Unity has any plans to support WebGL?

I remember seeing an interview with the Unity CEO and he said that they had someone who was looking into (evaluating) HTML5 as a Unity target platform. I guess that would include WebGL, but also things like the Web Audio API and WebSockets.

My impression is that the web browsers aren't quite there yet, in terms of support for all the necessary functionality required by a modern 3D video game. For example, IE doesn't support WebGL.

Re: Unity 4 is here

#62
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Re: Unity 4 is here

#63

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…

If you complain about the lack of polish on existing features on the official forums you just get told to shutup by other users. It's sad.

Re: Unity 4 is here

#64

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…

This essentially seems like you're ticked off at one feature and everything else is beside the point. If you follow one of the links in this thread: http://feedback.unity3d.com/unity/all-categories/1/hot/activ... You'll find that the Unity folk disabled symlinks to avoid thorny edge-cases and are trying to figure out a way to give you what you want, including simply allowing sym links but generating a warning message…

What I'm saying is that after six years, there is still no support for something as basic as classpaths, which I'd consider part of the MVP to be using something like this full time.

It seems you disagree, but many people have popped up in this thread with the same complaint, and workarounds they should not have to be making.

I have no problem with the 3D rendering part of Unity, it's fully featured and works well. Especially for the price tag.

Agreed that age being bad is a nonsense metric. I was saying the opposite - it should indicate polished workflow.

Ticked off at one feature is not an accurate assessment at all. If lack of classpaths were my only problem, I'd be in love with the product.

I don't think it's a bad engine either. I was just expressing my concern for where they're choosing to spend their effort.

Re: Unity 4 is here

#65

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…

And why is 'engine age' a problem again? Unless there are major architecture problems, one should not need to rewrite everything every 4 years.

I'm not saying the engine is dated. The renderer is fantastic.

I'm saying that given the age of Unity3D, the basics should be 100% nailed.

Re: Unity 4 is here

#66
post #46
post #18

Earlier quoted context omitted.

Our teams share code by not coding in Unity projects. All the assemblies are added as plugins with a build script. The games have very little code actually accessible from within Unity. You lose the nice edit and continue, but for a big project with a lot of assets the Unity IDE explodes under pressure anyway.

Interesting. Is this process - plugin based game development in Unity - documented anywhere? I assume you lose browser support, are there other major drawbacks?

You don't lose browser support, since what you're dropping into the project is still .NET assemblies (they just happen to have DLL extension). So they aren't any different than what would Unity compile your C#/JS/Boo scripts into.

Re: Unity 4 is here

#67
post #2

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

What makes you think that? Unity uses: D3D9, D3D11 (new in 4.0) or OpenGL on Windows; OpenGL on Mac & Linux; OpenGL ES 1.1 or 2.0 on iOS, Android and NativeClient; libGCM on PS3; D3D-like API on Xbox360; Stage3D on Flash.

What is new in 4.0 is D3D11 support, which is kind of a big deal since it opens new GPU possiblities (compute shaders, tessellation etc.). But all the other rendering APIs are still there and fully supported.

Re: Unity 4 is here

#68

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…

The main reason I think it's really dumb for Unity to put more focus on high end features instead of polishing and improving what they have is because developers who want those high end features are probably using Unreal or UDK.

The way I see it, Unity's primary market are hobbyist developers or professional developers who are making casual / indie / 2d games, and usually those games are on Mobile. Those types of people want less headaches and they want to be able to do common stuff really really easily. They don't really care about the high end features.

Unfortunately, Unity has terrible built in support for 2d art. Unity also zero built in wrappers for common Mobile tasks like In App Purchases.

Jumping through hoops to get your source control setup properly is a huge knock against it as well. This type of thing should just work out of the box.

You can't cut and paste components between game objects. When importing sounds you have to change the import settings on each sound individually because they don't support multi-object editing.

I use Unity professionally as a casual / indie game dev and while it is the best game engine for me, I can't help but think it could be so much better.

Re: Unity 4 is here

#69

Anyone know if Unity has any plans to support WebGL?

WebGL would be extremely tricky for them -- they'd first have to port their OpenGL render pipeline to JavaScript, which would be "doable I guess" especially since they could just port their GL ES (mobile) render paths, that's mostly identical to WebGL. But they'd also have to port their entire runtime library to JS, which would exceed a major rewrite in terms of effort I believe. And then they're calling .NET / Mono APIs everywhere in their own runtime/core code, I'm sure. And then there's the thousands of Unity projects out there calling said APIs. And then, and then, and then...

Next, asset loading but since you're on the web, ideally you'd have smarter on-demand streaming of compressed assets, rather than a 10-minute-long "Loading Game Assets" splash-screen page...

Next, user code. Uh-oh... I give up.

Re: Unity 4 is here

#70
post #14

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…

On the other hand, Unity has implemented some basics, which are a real time sink in other engines, outstandingly well. Lets compare the coding workflow in Unreal Engine 3 and Unity 3: In UE3 you play the game, find something you want to change. So you shutdown the Game/Editor and go to the code. You code in some immature language called UnrealScript (I think there is a complicated way to use C++ too). Then you compil…

And by JavaScript you mean UnityScript
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