[QUOTE=Richy19;40266865]If only.
[code]Subtotal £67.00
VAT£13.40
Subtotal w/ VAT £80.40
All Prices are in GBP[/code]
Still, beats the £1500 for the full edition, how bad is the watermark?[/QUOTE]
Oh right so it was still £80, rather sneaky of them using the ex-VAT price. From what I remember on Unity 3.x, it was a translucent thing at the bottom right saying it was made with the student version. It only appears when you export your game.
They do offer the student commercial edition for £489.97 (ex-VAT) which is perpetual, can be used for commercial games and isn't watermarked.
[QUOTE=Map in a box;40266868]Ironic considering a unity quit unity and started an indie project.[/QUOTE]
What quit unity?
[QUOTE=danharibo;40266906]What quit unity?[/QUOTE]
Unity founder, he missed a word there :v:
[QUOTE=Duskling;40266524]Unity definetly has some serious publishing problems... The launcher on standalone that you can't turn off as far as I can see, the really shitty splash screen ( Which looks like a game from 2003 ), no native steamworks support or an easy way to implement it.
They need to start working on that, instead of spending over a year working on the new GUI system.[/QUOTE]
I love this attitude. Do you seriously think everyone at Unity is working on the GUI system?
[editline]13th April 2013[/editline]
[QUOTE=SteveUK;40266752]Agreed, it has other stuff too like render targets and dynamic lighting that shouldn't be pro features. I had to buy this a year and a half ago for Uni and that was £80 for a 1 year license and it was watermarked. Surely if they wanted to encourage people to use and learn their engine then they'd have the student edition available for free (akin to what Autodesk do with their modelling products).[/QUOTE]
I don't get why you guys think you can dictate what should and shouldn't be pro features?
What's the point in buying pro if everything you want to use is in the free version?
[editline]13th April 2013[/editline]
[QUOTE=Map in a box;40266868]Ironic considering a unity quit unity and started an indie project.[/QUOTE]
Using Unity
[QUOTE=garry;40266959]
What's the point in buying pro if everything you want to use is in the free version?
[/QUOTE]
Instead of using Unity, I just use another engine. Unity does not have a royalty based licensing system either.
[QUOTE=SteveUK;40267053]Instead of using Unity, I just use another engine. Unity does not have a royalty based licensing system either.[/QUOTE]
So they should really release everything for free?
Here's a question for anyone that knows what they're talking about.
[B]FixedUpdate and Update.[/B]
In the manual it says FixedUpdate is there to update the physics blah blah blah. Doesn't this kind of make calling shit in Update the the delta time redundant? Shouldn't you just do everything in there?
[QUOTE=garry;40267212]So they should really release everything for free?[/QUOTE]
Essentially yes, and that's not particularly asking much when you have UDK and CryEngine 3 doing exactly that. It gives a chance for people to not only learn the feature set of their engine, but it also gives the opportunity to indie developers to use their engine when they otherwise wouldn't be able to.
It's troubling when you can [i]only[/i] pay for it up front and some indie developers won't be able to afford $1,500+ per seat. I think they're simply missing out on not having a royalty licensing system in place on top of their current model.
[QUOTE=SteveUK;40267256]Essentially yes, and that's not particularly asking much when you have UDK and CryEngine 3 doing exactly that. It gives a chance for people to not only learn the feature set of their engine, but it also gives the opportunity to indie developers to use their engine when they otherwise wouldn't be able to.
It's troubling when you can [i]only[/i] pay for it up front and some indie developers won't be able to afford $1,500+ per seat. I think they're simply missing out on not having a royalty licensing system in place on top of their current model.[/QUOTE]
It's how stuff works. Stuff costs money. Just because someone's giving it away for free it doesn't mean everyone has to.
I'm sure they're missing out on people installing and using it. But they're not losing out on making money - and that's the only reason the engine exists. UDK and Cryengine are byproducts of making a game - they're not made purely to profit from the engine.
I just really don't understand the entitlement you feel towards it. How DARE they charge for their engine that they made!? They're a business. They have a product. People are willing to pay $1500 for that product. How are they going to make money?
[QUOTE=garry;40267212]So they should really release everything for free?
Here's a question for anyone that knows what they're talking about.
[B]FixedUpdate and Update.[/B]
In the manual it says FixedUpdate is there to update the physics blah blah blah. Doesn't this kind of make calling shit in Update the the delta time redundant? Shouldn't you just do everything in there?[/QUOTE]
Source does it, CryEngine does it, Unreal Engine does it, etc etc
[QUOTE=garry;40267212]So they should really release everything for free?
Here's a question for anyone that knows what they're talking about.
[B]FixedUpdate and Update.[/B]
In the manual it says FixedUpdate is there to update the physics blah blah blah. Doesn't this kind of make calling shit in Update the the delta time redundant? Shouldn't you just do everything in there?[/QUOTE]
afaik FixedUpdate is called and all the physics get updated, then the graphics get rendered, then Update gets called. Update is called once per frame, whereas FixedUpdate is called none, once, or multiple times depending on your physics settings.
So anything you want to stay in-sync with the rest of the physics, call in FixedUpdate. If you call it in Update with the delta time, it might get out of sync if the frame rate starts chugging, although I'm not 100% certain on this.
To be fair to unity they did hand out serial keys for Unity 3.X and mobile game license. I don't know if it also gave you the pro features, I have the serial key in my email, I should probably check out the engine more.
[QUOTE=garry;40267382]But they're not losing out on making money - and that's the only reason the engine exists. UDK and Cryengine are byproducts of making a game - they're not made purely to profit from the engine.[/QUOTE]
Yes they are. Poorer indies won't be able to afford the premium so they go to someone else who actually offers that royalty license.
UDK and CryEngine 3 SDK are standalone products designed to advertise the engine and the engine alone - they are not there to promote games. They are not mod kits, they are for making standalone games. They are (almost) complete versions of the engines they are based on and don't sacrifice major features in the hope that you'll cough up some money.
They make money from sales of the games made with them, which is 20-25% depending on which one you look at, UDK also requires a $99 royalty bearing when you release. Unity are definitely losing potential customers they can make money from by completely ignoring this niche of the market.
[QUOTE=iPope;40267424]To be fair to unity they did hand out serial keys for Unity 3.X and mobile game license. I don't know if it also gave you the pro features, I have the serial key in my email, I should probably check out the engine more.[/QUOTE]
Those were for publishing with Unity Free for iOS and Android, the thing I like about Unity is that you can release a game for free and not have to pay them any royalties, and even if you want to use Pro features, you have two options:
1. Use workarounds, there are plenty available in their asset store for cheaper prices than a full license, or you can code them yourself.
2. Sell your game made with the free version, promise the buyers you'll add the other Pro features (dynamic lighting for example) in a future update, you should sell more than enough to buy a Pro license then and patch the game up with the extra stuff.
The great thing about Unity is that it has no royalties based system, if you use UDK or CryEngine, you have to pay them a percentage of all your earnings, but with Unity, be it Free or Pro versions, you don't have to pay them anything (except for the license for Pro itself), after that it's yours forever, for all future projects, with no royalties.
The only option I'd enjoy for buying Unity Pro features would be to divide it up into "pay for features" instead of "pay for Pro license" so I could just pay for dynamic lighting and leave the other stuff out until I actually needed it.
Afaik, one Unity Pro license is for two computers, or at least it was with 3.5, not sure about 4
I can see a 'microtransactions' model perhaps working.
[QUOTE=garry;40267212]So they should really release everything for free?
Here's a question for anyone that knows what they're talking about.
[B]FixedUpdate and Update.[/B]
In the manual it says FixedUpdate is there to update the physics blah blah blah. Doesn't this kind of make calling shit in Update the the delta time redundant? Shouldn't you just do everything in there?[/QUOTE]
Well you can't expect every user to render 60 (or whatever) FPS on the machine they play, and using variable for physics ends up making a whole lot of quirks. And not to mention, some users like even higher fps.
Here's a 6 year old article, but I've always been referred to it when the issue came up: [url]http://gafferongames.com/game-physics/fix-your-timestep/[/url]
What do you guys prefer: A separate loop from Update() or FixedUpdate() so you can easily play/pause your game, or setting Time.timeStep to 0 and handling things like sound pausing yourself?
I have a GUI.Button in OnGUI() for a hud element that is clickable. In my Update() I use Input.GetButtonDown("Fire1") to detect clicking anywhere on the screen. I want to bypass Input.GetButtonDown if I click on the GUI.Button but the GUI.Button gets called after.
[img]http://imgboo.com/i/sJ.jpg[/img]
I have come up with a few ideas on how to do this.
1) When setting up the GUI.Buttons, save the area to an array and check that array everytime I do Input.GetButtonDown("Fire1"). Doesn't seem like a good method but...
2) Put a GUI.Button behind all the hud stuff and use it to call what I am currently calling with Input.GetButtonDown("Fire1").
What should I do for long term performance in mind? I might have tons of buttons on the hud that are clickable.
[QUOTE=garry;40266959]I love this attitude. Do you seriously think everyone at Unity is working on the GUI system?
[/QUOTE]
Of course not. But it seems that's the biggest thing going on in the development right now. They even got angry at the community and made [URL="http://isthenewguioutyet.com/"]this[/URL] website. Heh.
Didn't mean to sound ignorant there.
[QUOTE=cani;40268300]I have a GUI.Button in OnGUI() for a hud element that is clickable. In my Update() I use Input.GetButtonDown("Fire1") to detect clicking anywhere on the screen. I want to bypass Input.GetButtonDown if I click on the GUI.Button but the GUI.Button gets called after.
image
I have come up with a few ideas on how to do this.
1) When setting up the GUI.Buttons, save the area to an array and check that array everytime I do Input.GetButtonDown("Fire1"). Doesn't seem like a good method but...
2) Put a GUI.Button behind all the hud stuff and use it to call what I am currently calling with Input.GetButtonDown("Fire1").
What should I do for long term performance in mind? I might have tons of buttons on the hud that are clickable.[/QUOTE]
You might want to use this: [URL]http://docs.unity3d.com/Documentation/ScriptReference/Rect.Contains.html[/URL]
You could have a boolean that changes value if a button rect contains the mouse and then you could check that value when you click.
[QUOTE=SteveUK;40267457]Yes they are. Poorer indies won't be able to afford the premium so they go to someone else who actually offers that royalty license.
UDK and CryEngine 3 SDK are standalone products designed to advertise the engine and the engine alone - they are not there to promote games. They are not mod kits, they are for making standalone games. They are (almost) complete versions of the engines they are based on and don't sacrifice major features in the hope that you'll cough up some money.
They make money from sales of the games made with them, which is 20-25% depending on which one you look at, UDK also requires a $99 royalty bearing when you release. Unity are definitely losing potential customers they can make money from by completely ignoring this niche of the market.[/QUOTE]
Who do you seriously think makes the most money from their engine?
[QUOTE=garry;40270248]Who do you seriously think makes the most money from their engine?[/QUOTE]
Epic? They get a whole bunch of royalties from the games made on the UDK in addition to their standard licensing to "AAA" developers.
Epic are probably printing money with how many commercial games use UE3.
[QUOTE=ben1066;40270353]Epic? They get a whole bunch of royalties from the games made on the UDK in addition to their standard licensing to "AAA" developers.[/QUOTE]
Their "AAA" licensing probably nets them the vast majority of their profits.
[video=youtube;BAKs1ZXTgaY]http://www.youtube.com/watch?v=BAKs1ZXTgaY[/video]
It doesn't even close. :v:
[sp]no sound in 480p?[/sp]
[editline]edit[/editline]
I'll have a longer video showing my entire game so far in a little bit.
[QUOTE=Pelf;40270654][video=youtube;BAKs1ZXTgaY]http://www.youtube.com/watch?v=BAKs1ZXTgaY[/video]
It doesn't even close. :v:
[sp]no sound in 480p?[/sp][/QUOTE]
I get sound in 480p.
Played with the animation stuff. Really fun!
I kept fucking up though.. I'd be animating it and click on something and all the animated positions would be applied to all the objects - so I'd have to move them all back. Grrr.
Are there a list of animation shortcuts? I was struggling to find a `play` button when using the editor. I want to play the animation after I edit values without clicking on the button every time.
You can see my pathetic animation by finding your soulmate in this game:
[url]https://dl.dropboxusercontent.com/u/3590255/Tests/Approval/0000003/full.html[/url]
Video of my game so far:
[video=youtube;TQCmaVBwgcs]http://www.youtube.com/watch?v=TQCmaVBwgcs[/video]
[QUOTE=garry;40271270]Played with the animation stuff. Really fun!
I kept fucking up though.. I'd be animating it and click on something and all the animated positions would be applied to all the objects - so I'd have to move them all back. Grrr.
Are there a list of animation shortcuts? I was struggling to find a `play` button when using the editor. I want to play the animation after I edit values without clicking on the button every time.
You can see my pathetic animation by finding your soulmate in this game:
[url]https://dl.dropboxusercontent.com/u/3590255/Tests/Approval/0000003/full.html[/url][/QUOTE]
I tried, I really did.
I found nothing.
I've been doing 2d work in unity
[img]http://filesmelt.com/dl/Animals.PNG[/img]
[img]http://filesmelt.com/dl/house1.PNG[/img]
[img]http://filesmelt.com/dl/houses.PNG[/img]
The only problem i've had is that a gameobject takes forever to load when you need to draw 5-6 of the same sprite and there is no good way of doing several spritedrawings on the same quad when using spritesheets.(That i have figured out atleast)
[QUOTE=Pelf;40271437]Video of my game so far:
[video=youtube;TQCmaVBwgcs]http://www.youtube.com/watch?v=TQCmaVBwgcs[/video][/QUOTE]
I'm really liking what you're doing. It's going to be like mount and blade you said?
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