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Unity 5 released with upgrades, full-featured free version

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Re: Unity 5 released with upgrades, full-featured free version

#52

Unit is really easy and fun to use. Here are my three favorite tutorials. Takes around 1 - 2 hours to go through each one if you know how to program. http://unity3d.com/learn/tutorials/modules/beginner/2d/2d-co... http://pixelnest.io/tutorials/2d-game-unity/ https://www.youtube.com/watch?v=7dP7R-GbFkM I was able to put my high school friend in a platformer within a day. https://www.youtube.com/watch?v=RpiZF7bjQ3U&fea…

https://blog.mozilla.org/blog/2015/03/03/unity-5-ships-and-b...

Re: Unity 5 released with upgrades, full-featured free version

#53
post #17

Earlier quoted context omitted.

It looks like the list of differences is differences in tooling around the engine and/or licensing, not differences in engine features, though.

There is also the source code. Being able to take a look under the hood is critically important. (trying to modify is insane, but just knowing that you can see what is going on inside makes integration and bug hunting much faster)

Pro license doesn't give you source access, that's negotiated in their enterprise license, which had always been the case. Idgo so far as to say if you're not modifying the source having it available doesn't add much for you.

Re: Unity 5 released with upgrades, full-featured free version

#54
post #37
post #20

Earlier quoted context omitted.

The timing is really, really close, but it's hard to believe they were able to roll all of this out in a day -- it's a new version on top of the licensing change. I think it's more likely to be a response to Unreal Engine's earlier price change of $19 a month than a response to yesterday's news.

Yea, but they've been marketing Unity 5 for a long time now. Finally they just said "screw it and release it to public".

I doubt they just said screw it lets release. This week is GDC so both companies were likely to make large announcements during GDC IT just so happens that epic didn't wait for their keynote, meaning it's more like unreal said "screw it lets just go for free"

Re: Unity 5 released with upgrades, full-featured free version

#55

In my mind, the use case for Unity is mobile and other downlevel hardware. I still wouldn't try and target mobile or low-end PCs with Unreal Engine 4. That said, I'm still uninterested in using Unity because of the implications of having a black box engine that underlies your project. Being able to step into the engine code is too important to my understanding and my ability to debug problems, not to mention the poss…

You can integrate Unity with Perforce just fine. We started with the Asset Server, and then migrated over to Perforce at the last place I worked for. It did take a little extra effort to get it set up, but once it was, it worked great.

Re: Unity 5 released with upgrades, full-featured free version

#56
post #33
post #26

Earlier quoted context omitted.

Because most of them aren't? You're naming the hits, but it's a lot harder to remember the games that failed (or the ones that didn't even make it out of development).

Your observation is sort of predicated on the idea of a shipped game. Do you think there are mountains of shipped games in that market that made little or no money at all? I'm just not seeing that. What I see is some incredibly successful indie games where the niche is so narrow you can't believe it made money at all (think of a brutal puzzler like AntiRoom, which was another very successful one). I guess what I'm re…

Instead of checking Steam's latest releases, which are the games lucky enough to actually get onto Steam, check other markets, like Desura[0] or Steam Greenlight[1]. There is an overwhelming amount of indie games, most of them mediocre at best. You only remember the very few polished games.

[0] http://www.desura.com/games/browse/?filter=t&kw=Search+...&s...

[1] http://steamcommunity.com/workshop/browse/?appid=765&browses...

Re: Unity 5 released with upgrades, full-featured free version

#57

Unreal Engine comes with full source updated live on GitHub, that is worth its weight in gold, sadly not even the Pro Unity subscription version comes with that option.

Unity does license the source code to enterprise customers though, although I guess that is negotiated on a per customer basis?

I think that's the issue though, hard to compete with getting it all for free without any lawyers or needing to even ask, especially when you are a paying customer. It will take time but with the source for Unreal being on GitHub it has the potential of becoming an actual "open" standard of sorts given how much the community can contribute back. It also makes it a greater platform for experimentation for universities and students in addition to smaller shops that can't afford to license it. Usually when a company says that the source can be negotiated separately the price is of the form of: "if you have to ask..."

Re: Unity 5 released with upgrades, full-featured free version

#58

It seems this news is a direct reply to yesterday's move from one of their competitors, Epic's Unreal Engine 4 announced to be free* to use. link: https://www.unrealengine.com/blog/ue4-is-free

Unity has been free for at least a year but they didn't seem to advertise it until until Epic made their announcement.

Re: Unity 5 released with upgrades, full-featured free version

#59
post #17

Earlier quoted context omitted.

It looks like the list of differences is differences in tooling around the engine and/or licensing, not differences in engine features, though.

Technically you're right, and I almost mentioned that. It's kind of a stupid argument though. I.e., rendering engine != engine.

Right, but it is things like the profiler, which you didn't have access to in Unity 4 free, that are now included. As a unity 4 free user, this is a huge improvement. The chart understates the value of Unity 5 free to people not familiar with the old ecosystem.

Re: Unity 5 released with upgrades, full-featured free version

#60

In my mind, the use case for Unity is mobile and other downlevel hardware. I still wouldn't try and target mobile or low-end PCs with Unreal Engine 4. That said, I'm still uninterested in using Unity because of the implications of having a black box engine that underlies your project. Being able to step into the engine code is too important to my understanding and my ability to debug problems, not to mention the poss…

You can integrate Unity with Perforce just fine. We started with the Asset Server, and then migrated over to Perforce at the last place I worked for. It did take a little extra effort to get it set up, but once it was, it worked great.

You're right that you can at least use Perforce as the underlying database, but "worked great" is subjective.

The concept of version control is much more integrated into the UX of the Unreal tools, with things like visual diff/merge support for assets built in.

Additionally, one of Unreal's killer features for scaling collaboration up with larger teams is the idea of editing a map in multiple distinct layers which are composed at runtime. This means you can have someone working on audio in the audio layer, someone working on collisions in the collision layer, someone working on lights in the lighting layer... all in parallel. If you tried that in Unity, all you'd end up with is a binary blob with a merge conflict, and n-1 people having wasted their time.

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