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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

#61

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.

Free version was pretty limited until this release.

Now free version is fully featured and pro version just has some team features and lack of revenue restrictions.

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

#62

Earlier quoted context omitted.

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 ar…

That's an excellent feature. the scenes in unity are binary and not merge-able. That feature alone left me considering other options when I was looking at game engines.

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

#63

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…

> I still wouldn't try and target mobile or low-end PCs with Unreal Engine 4.

Agreed. I'd rather use Unreal Engine for lots of reasons. The technician in me prefers UE4, but the businessman in me made me choose Unity. Here's why.

I absolutely must deploy to Android and iOS. Last time I built the Tappy Chicken sample in Unreal, it was like 900 megabytes and made my phone hot enough to melt, and only ran on very high end Android devices.

I thought that after a year or so, Unreal Engine would get more serious about mobile. Maybe their idea of mobile is just different from mine. I'm not trying to deploy a pocket version of Battlefield 4 onto a phone. I'm trying to do fun little games that make money, and I want to deploy them This Year.

Unreal Engine just doesn't seem like a safe bet for my requirements. Which is too bad, because I love it so much. I wish I could use it for my products. I keep posting that little rant above every few months on the Unreal Engine forums, hoping that someone will explain to me how mistaken I am, and how UE is really getting their act together on mobile, and I keep getting disappointed.

I am delighted with Unity's announcement. And I've upgraded my main project to Unity 5, and it looks much more beautiful, and I'm excited. But I'd be even more excited if Unreal Engine made announcements that show they're a serious contender on mobile.

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

#64
post #7

I was debating over trying out Unreal vs Unity last night. Unreal was looking more capable in its free version than Unity 4 Free, but I would prefer to learn C# over C++. This release makes it an easy choice to give Unity a whirl!

Unity does support Clojure (sorta) https://youtube.com/watch?v=tJr_TD1BtF0

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

#65

Earlier quoted context omitted.

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.

Are you sure about that? I didn't have a chance to look at version 5 yet. I thought the profiler was "Game Performance Reporting," which is not included in the free version. They mention "Unity Analytics Pro" separately (also not included in free). Either way, you're right, it is an improvement.

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

#66
post #36
post #33

Earlier quoted context omitted.

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…

Just check out the new releases list on Steam: http://store.steampowered.com/search/?sort_by=Released_DESC&...

I think my question probably seems overly naive or provocative (it's being down voted, after all). I'm really just trying to divine the source of your cynicism. Possibilities include:

1. There are too many games; it's as hard to get noticed in this sector as it is on the app store.

2. You don't stand a chance if you can't make a polished game, and a polished game is going to have a $100,000 budget (or let's just say, way more than "I think I'll download the free version of Unity" can afford).

3. Most games are mediocre at best, and yours probably will be too (because the designers of those hits really knew what they were doing, and you probably don't).

Am I getting this right? All of the above? Some of the above?

I've seen lots of indie games that I think are mediocre become hits. I've rarely seen a game that I think is a gem go completely unnoticed. Part of it, it seems to me, is that a really tight niche game can become a hit within that niche and make a surprising amount of money doing it.

Take "Battle of the Bulge" by Shenandoah (which is an iOS game). $20,000 ask on Kickstarter for a game that is going after people who are into hex wargames. I'm going to guess that that game did considerably better than $3000 a quarter. They're making more, after all.

Similarly, there are people out there who love side-scrollers and will basically buy any side-scroller that looks even remotely good. If it is good, is it really going to be a financial bust?

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

#67

Sadly, you still have to fork out the full $1500 for the dark UI skin ;) Having full access to render textures and framebuffer stuff is a godsend though. Looking forward to experimenting with the audio as well. They also seem to be setting up a discount program for the Asset Store, as well as a cloud build system (for mobile/web only so far, though).

> Having full access to render textures and framebuffer stuff is a godsend though.

I haven't used Unity, but I've written my own game engine. Unity didn't used to expose the GBuffer textures?

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

#68

Earlier quoted context omitted.

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.

Are you sure about that? I didn't have a chance to look at version 5 yet. I thought the profiler was "Game Performance Reporting," which is not included in the free version. They mention "Unity Analytics Pro" separately (also not included in free). Either way, you're right, it is an improvement.

Ya, totally sure! Stuff like Profiler, Occlusion Culling, Render-to-Texture, and Post-Processing Special Effects are all now included. You can see it all this page, where they list all the "Engine Features" which are now the same for both versions. I think Unity should have listed some of this on their main chart, but perhaps they are trying to emphasize the value of Pro, because they don't want to lose pre-orders.

http://unity3d.com/unity/engine-features

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

#69
post #27

I really love that these game engines are doing this. As a hobbyist game dev with a day job and a night-shift (tfwgf), one of the biggest hurtles that keep me building on html5 instead of on desktop was the demand that I had to pay $$ upfront before I have any idea if I can even finish what I'm building (much less how the market will receive it). I mean, I don't mind paying the engine company their demands if I can m…

As someone who played Sierra city builders almost exclusively when I was growing up, please do. Hasn't been a good game in that style in ages.

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

#70

Earlier quoted context omitted.

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 ar…

That's an excellent feature. the scenes in unity are binary and not merge-able. That feature alone left me considering other options when I was looking at game engines.

I am legitimately surprised they're using a binary format for scenes. That is very anti-source control in general. The only binary blobs in the entire project should be assets (e.g. textures, sounds, etc). Everyone loves to whine about XMl, but I'd happily take XML for scene layout over a binary blob.
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