• Unity 5 is now free!
    112 replies, posted
... kinda! Also Unity 5 is out! [url]http://www.theverge.com/2015/3/3/8142099/unity-5-engine-release[/url] [quote]Unity has released the latest version of its cross-platform game engine. At the 2015 Game Developers Conference, CEO John Riccitiello announced a final version of Unity 5, which is now available on the company's site. Unity 5 was announced in mid-2014 and released in beta last October, and it offers some notable updates over the past iteration, including upgraded animation and physics, a new lighting system, and more audio options. As one might expect, founder and CTO Joachim Ante calls it a "massive release" that touches just about every aspect of the engine. Besides promised improvements in graphics and efficiency, Unity 5 now supports a newer version of the PhysX physics engine, and there are more tools for mixing audio. [...] The engine comes in two versions, [B]Pro and Personal: the latter is free, and the former costs $75 a month or $1,500 for a perpetual license.[/B][/quote]
Wonder how this happened. How is UE4 on licensing anyway?
Not even surprised lol
[QUOTE=SCROOGE]FREE ENGINES FOR EVERYONE!!!!![/QUOTE]
[QUOTE=KennyAwsum;47251180]Wonder how this happened. How is UE4 on licensing anyway?[/QUOTE] Undercutting unreal and trying to maintain its current multiplatform supremacy. That said kerbal space program is one of the most recognisable games built in unity and its at the point where the engine is holding it back. Also they have a lot of competition coming including source 2 which will no doubt become a major compeditor
[QUOTE=Sableye;47251198]That said kerbal space program is one of the most recognisable games built in unity and its at the point where the engine is holding it back.[/QUOTE] no idea why a game as big as kerbal hasn't been shifting to unity5 already. i've been developing on unity5 for like 4 months ish
As far as I'm aware Unity: You must buy the pro version ($1500) after making $100,000 UE4: You must pay %5 GROSS income after making $3000
Now I wait for Crytek to announce that CryEngine 3 is going to be free soon. The same thing happened when UE4 went subscription model first, Unity and later CryEngine went sub too.
[QUOTE=Sableye;47251198]Undercutting unreal and trying to maintain its current multiplatform supremacy. That said kerbal space program is one of the most recognisable games built in unity and its at the point where the engine is holding it back. Also they have a lot of competition coming including source 2 which will no doubt become a major compeditor[/QUOTE] I wouldn't count on it. Source 2 will probably just mean more up-to-date technology for Valve games and Source mods, but I highly doubt they'll be releasing development tools anywhere near the level of organization and ease of use as Unity and Unreal.
[QUOTE=ChestyMcGee;47251218]no idea why a game as big as kerbal hasn't been shifting to unity5 already. i've been developing on unity5 for like 4 months ish[/QUOTE] I always thought it was a stability issue, though I think they announced a while back that they were switching [editline]3rd March 2015[/editline] [QUOTE=srobins;47251230]I wouldn't count on it. Source 2 will probably just mean more up-to-date technology for Valve games and Source mods, but I highly doubt they'll be releasing development tools anywhere near the level of organization and ease of use as Unity and Unreal.[/QUOTE] True but steam and its distribution systems have come a long way since the height of sourcemods and source as an engine
Just as a clarification: no more limits for personal users. You can use the crazy shaders and GI and stuff, but it's more or less just to keep you from earning a ton of money without a license (and a couple other niche features such as debugging or cloud build) [t]http://i.imgur.com/Lr0icl8.png[/t]
[QUOTE=Thlis;47251219]As far as I'm aware Unity: You must buy the pro version ($1500) after making $100,000 UE4: You must pay %5 GROSS income after making $3000[/QUOTE] Unity sounds better tbh in terms of cost considering that
Battle of the game engines starring Unreal 4 and Unity 5.
Does this mean the free version will support shadows and HDR? It always supported GUI. It's the bloom lighting / HDR / shadows it didn't support (and some other things)
[QUOTE=Svinnik;47251303]Unity sounds better tbh in terms of cost considering that[/QUOTE] UE sounds good for the small developer like me that likes to develop experimental shit.
[QUOTE=Helix Snake;47251315]Does this mean the free version will support shadows and HDR? It always supported GUI. It's the bloom lighting / HDR / shadows it didn't support (and some other things)[/QUOTE] yes, plus Global Illumination and all the new features that made Unity 5 special, see [url]http://unity3d.com/5[/url]
[QUOTE=Svinnik;47251303]Unity sounds better tbh in terms of cost considering that[/QUOTE] That's if you luck out and make a hit. If you're just making games that might be hit-or-miss in terms of success then the "free until you make money" model is better, as you don't have to pony up for a license on top of the over-head for your (likely small) development team, so it's more accessible to very small dev teams with no real budget I'd assume.
[QUOTE=Svinnik;47251303]Unity sounds better tbh in terms of cost considering that[/QUOTE] Unity is a great game engine if you want all of the hard work in your games done by someone else; however, there are some features that require you to completely re-implement parts of the engine if you want them. For instance, lets say you want the amount of force/pressure on a physics object; the Unity engine does not give you access to this, so say you want to implement something breaking when it has a certain amount of force on it, you either have to do a hacky and inefficient workaround or you have to re implement the ENTIRE physics engine from scratch. There's a reason Unity is used almost exclusively by indie developers.
[QUOTE=Helix Snake;47251350]Unity is a great game engine if you want all of the hard work in your games done by someone else; however, there are some features that require you to completely re-implement parts of the engine if you want them. For instance, lets say you want the amount of force/pressure on a physics object; the Unity engine does not give you access to this, so say you want to implement something breaking when it has a certain amount of force on it, you either have to do a hacky and inefficient workaround or you have to re implement the ENTIRE physics engine from scratch.[/QUOTE] i'm currently making a heavily physics-based game in unity5 with a lot of destructibility based on force and weight and this isn't true??
I can't help but wonder if this version has better Win32 64bit support. The previous version of 64 bit Unity released was an unstable, glitchy fuck once applied to KSP, and that is quite the frustration. [QUOTE=ChestyMcGee;47251218]no idea why a game as big as kerbal hasn't been shifting to unity5 already. i've been developing on unity5 for like 4 months ish[/QUOTE] It's pretty simple. Squad does a LOT of tinkering under the hood that makes swapping over to a new version of Unity a tad bit more difficult than normal.
[QUOTE=Sableye;47251233] True but steam and its distribution systems have come a long way since the height of sourcemods and source as an engine[/QUOTE] It's also up to Valve to actually want to distribute Source 2, and knowing Valve they'll do something weird or not at all outside of a few devs. Only about a dozen games were released on Source 1 that weren't Valve games or previously mods over the 10 years it was available.
Do they allow educational institutes to use it yet?
[QUOTE=TestECull;47251372]It's pretty simple. Squad does a LOT of tinkering under the hood that makes swapping over to a new version of Unity a tad bit more difficult than normal.[/QUOTE] actually yeh when i consider that those guys have programmed in lift and drag physics n stuff from scratch i can totally get why it would take them possibly years to shift from one engine to the other
[QUOTE=Helix Snake;47251350]Unity is a great game engine if you want all of the hard work in your games done by someone else; however, there are some features that require you to completely re-implement parts of the engine if you want them. For instance, lets say you want the amount of force/pressure on a physics object; the Unity engine does not give you access to this, so say you want to implement something breaking when it has a certain amount of force on it, you either have to do a hacky and inefficient workaround or you have to re implement the ENTIRE physics engine from scratch. There's a reason Unity is used almost exclusively by indie developers.[/QUOTE] You couldn't be more wrong, sorry. You can get the velocity and mass of a colliding object Plus there's plenty of hard work left to do in Unity. I'm getting the impression you've only scratched the surface of Unity's capability if you've even scratched at all
Deferred rendering in the free version???
It's a pity that the dark interface is not available in the personal edition. Then it would have been perfect.
[QUOTE=Helix Snake;47251350]Unity is a great game engine if you want all of the hard work in your games done by someone else; however, there are some features that require you to completely re-implement parts of the engine if you want them. For instance, lets say you want the amount of force/pressure on a physics object; the Unity engine does not give you access to this, so say you want to implement something breaking when it has a certain amount of force on it, you either have to do a hacky and inefficient workaround or you have to re implement the ENTIRE physics engine from scratch. There's a reason Unity is used almost exclusively by indie developers.[/QUOTE] I've worked on some games based on Unity and just about all of that is BS.
[QUOTE=ImperialGuard;47251504]I've worked on some games based on Unity and just about all of that is BS.[/QUOTE] Helix makes funny Skate videos but damn he is ignorant and misinformed on that statement.
All I want is Kerbal Space Program that loads parts as they're needed instead of all at once at startup, and keeps them in RAM until you close the game. Because a game like KSP has potential for infinite content, and a stupid engine limitation prevents you from making KSP's folder more or less 4Gigs in size or it won't work
UE4 still seems like the best deal. Also I fucking hated working with Unity in college. Maybe it's just because I've only worked with Unreal and Source, but Unity was just painful for me.
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