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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

#141

Earlier quoted context omitted.

I've seen this type of comment before but usually in the context of someone that already knows either C# or C++. As someone that doesn't know either what factors make you want to learn C# over C++?

C#'s tooling and ease-of-use really blows C++ away. Plus there's the safety, where it's rather difficult to introduce a memory-safety issue into C# code, vs C++ where we see vulnerabilities every week due to this problem. I doubt people use C++ if they have another choice. The big problem is that C#'s implementations do not handle memory well enough. The default for them is to heap-allocate most objects, then leave i…

> Though MS is starting to hint that they're gonna up their JIT story, but they've got a long way to go.

They aren't hitting at it, they are releasing RyuJIT and .NET Native on .NET 4.6.

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

#142
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!

I've seen this type of comment before but usually in the context of someone that already knows either C# or C++. As someone that doesn't know either what factors make you want to learn C# over C++?

> As someone that doesn't know either what factors make you want to learn C# over C++?

If you want to try a job at the game industry start with C++. Besides Unity, C# tends to be mostly used for tools. In what used to be a domain of MFC/C++ and Qt/C++.

This might change with .NET Native now coming into the picture.

If you rather want to learn a language for a job at the IT industry at large, start with C# which alongside Java has been taking C++'s place, specially in Windows shops.

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

#143
I just tested the WebGL export with a very simple 2D scene. It produced a 24MB compressed JavaScript file. I'm guessing it's the entire Unity engine that's portable to WebGL compiled with Emscripten. I wonder if it's possible for them to leverage the Closure compiler to strip out the parts of the engine your project does not use.

Anyone from Unity here who can comment on this?

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

#144

Earlier quoted context omitted.

What does 'tfwgf' mean? I tried Googling that and it lead me to some weird places, but still no answer!

>tfw is typically "that feel when" So i can assume it means "that feel when girlfriend". No idea why having a girlfriend would make you work nights? This would make more sense in the context of "that feel when no girlfriend"

I interpreted it from the perspective of the girlfriend. That is, her feelings on the the significant other being gone essentially the entire day.

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

#145

Earlier quoted context omitted.

Would you suggest making it harder to develop games? Nintendo tried that with the Nintendo 64: Yamauchi took a different approach with the SNES' successor the N64, however, which was released in 1996 at least partly to distract attention away from the disastrous Virtual Boy. Yamauchi admitted at the 2001 Space World event that he had deliberately ordered the N64 be difficult to develop for. The intention behind this…

I don't. It Unity's goal to enable as many potential developers as possible. It's also their curse.

What you're saying is true, but it doesn't matter. Good games with good performance float to the top, get featured, get shared, get popular. Not so good games fade away, and hopefully the developer learns something and tries harder next time. It's all good.

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

#147
post #80
post #21

Earlier quoted context omitted.

What about version control? I remember you had to have Unity Pro in order to be able to use version control with other people in a sane manner.

It's super trivial now to set up your own version control at the command line. One check box in editor preferences and I was up and running with my own private free mercurial repos on Bitbucket.

I remember this being the biggest pain in the ass with unity, so much so that I did want to use it for team development, so this is huge if they solved it.

Do you happen to have a link to which setting to switch?

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

#148
post #80

Earlier quoted context omitted.

It's super trivial now to set up your own version control at the command line. One check box in editor preferences and I was up and running with my own private free mercurial repos on Bitbucket.

I remember this being the biggest pain in the ass with unity, so much so that I did want to use it for team development, so this is huge if they solved it. Do you happen to have a link to which setting to switch?

Here you go!

"This is done by selecting Edit->Project Settings->Editor in the application menu and enabling External Version Control support by selecting Visible Meta Files in the dropdown for Version Control. This will show a text file for every asset in the Assets directory containing the necessary bookkeeping information required by Unity. The files will have a .meta file extension with the first part being the full file name of the asset it is associated with. Moving and renaming assets within Unity should also update the relevant .meta files. However, if you move or rename assets from an external tool, make sure to syncronize the relevant .meta files as well."

http://docs.unity3d.com/Manual/ExternalVersionControlSystemS...

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

#149
post #66
post #36

Earlier quoted context omitted.

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,…

hex wargames are: 1) not so small of a niche 2) a great marketing decision - just like space sim, this genre has amazing potential revenue per customer. That's proven empirically, as for a reason - I would hypothesize that main market for that sort of thing are nostalgic middle-aged tech specialists, which is a market with amazing "size * disposable_income" potential. That doesn't only make the whole pie larger, but also drives AAC (allowable acquisition cost) up, which makes marketing so much easier.

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

#150
post #6

I absolutely love unity. I've been playing with it on and off for the past few years and it has been surprisingly easy for me to pick up. The free version has a pretty spectacular feature set. I've had a lot of fun with 2d mode- as a learning project I recreated the Monkey Island I Melee Island scenes with mixed sprites from Monkey Island II. Such a blast re-creating a game from my childhood. I really need to find mo…

The problem with Unity from game-player POV is that it's too easy. It means that anyone can make games, and I've seen too many games now that have beautiful art and crappy play experience. The games feel slow and controls sluggish. It seems that developers assume that Unity would take care of everything and they do not have to consider performance of responsiveness at all. Whenever I see Unity splash logo I'm getting…

it's not so much about Unity or other beginner-friendly engines, it's much more about Kickstarter, Greenlight and Early Access (and probably Patreon a bit later down the line, don't see devs using it right now, although some modders do). All of those delegate the task of sifting through piles of crap to end users, whereas before publishers used to take those risks. Yeah, publishers - they actually did serve a function.
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