Unity 5 released with upgrades, full-featured free version
51–60 of 152 posts
Re: Unity 5 released with upgrades, full-featured free version
#52Unit 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…
Re: Unity 5 released with upgrades, full-featured free version
#53Earlier 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)
Re: Unity 5 released with upgrades, full-featured free version
#54Earlier 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".
Re: Unity 5 released with upgrades, full-featured free version
#55In 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…
Re: Unity 5 released with upgrades, full-featured free version
#56Earlier 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…
[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
#57Unreal 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?
Re: Unity 5 released with upgrades, full-featured free version
#58It 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
Re: Unity 5 released with upgrades, full-featured free version
#59Earlier 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.
Re: Unity 5 released with upgrades, full-featured free version
#60In 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.
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.