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Geek Culture / Unity Indie 2.6 - FREE

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Sid Sinister
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Posted: 29th Oct 2009 03:57
http://unity3d.com/unity/download/

Gamasutra article: http://www.gamasutra.com/php-bin/news_index.php?story=25840

Heard about this here at Polycount.

Just thought I would let you know

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)
AaronG
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Posted: 29th Oct 2009 04:05
Nice! Now if I only knew how to code...haha.



Seppuku Arts
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Posted: 29th Oct 2009 04:07
THIS...MAKES...ME...HAPPY!

And saves me $200 on a product that was on my "to buy" list. Good thing I'm pulling an all nighter (figured, no point sleeping as I've got to get up real early)- I think I'll fully play with this thing.

I think when I can spare the cash, I'll nab Unity Pro in tribute (and for the extra features. )

Jeku
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Posted: 29th Oct 2009 07:29
I was almost going to purchase this yesterday for my birthday, and today it's free. Cool


Senior Web Developer - Nokia
Seppuku Arts
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Posted: 29th Oct 2009 07:32 Edited at: 29th Oct 2009 07:32
Happy birthday - I suppose it's a nice surprise. I just need to find the project I was working on in the trial version.

Works fine in Windows 7 btw (for anybody curious) I had one or two crashes though - nothing major.

Thraxas
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Posted: 29th Oct 2009 09:17
I have been looking at this for a while, but I couldn't afford it. So this is great.

Probably a little too complicated for my meager brain though

Irradic
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Posted: 29th Oct 2009 11:47
I've been trying it out before. It's fun working with the interface once you get a hang of it. Wish DBPro had such an editor, well minus the components. I'll definitely spend some more time with it, now that it's free.

Aertic
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Posted: 29th Oct 2009 15:00
Brilliant, now I can see what my textured models look like in a good quality game engine. :3

draknir_
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Posted: 29th Oct 2009 21:08
Great move by the Unity guys, I've spent some time with this for my work and it's really a fantastic tool.
Aertic
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Posted: 29th Oct 2009 21:26
Quote: "Great move by the Unity guys, I've spent some time with this for my work and it's really a fantastic tool."

Agreed, the most fun I have ever spent on a particle, is in unity.

Zotoaster
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Posted: 29th Oct 2009 21:47
Totally downloading it. It's funny how releasing something for free will probably make them more profit. And, I say more importantly, a more reputable company. Good work!

"everyone forgets a semi-colon sometimes." - Phaelax
BearCDP
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Posted: 29th Oct 2009 22:58
This is great!
Has anyone worked much with Unity's audio? I've been learning FMOD, Wwise, and UT3's systems and they're all rather nice and flexible, and I'm hoping that Unity has the same level of flexibility. (I know, download it and RTFM, but I'm on a slow connection--it's gonna take a while).
Fallout
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Posted: 30th Oct 2009 17:08
I read the site and read all the blurb all these companies put down about "lighting speed" and "millions of trees" etc. but is it actually as super fast as they say?

Jeku
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Posted: 30th Oct 2009 17:30
Well there are hundreds of games available to download and play made with Unity-- try them out.


Senior Web Developer - Nokia
Aertic
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Posted: 30th Oct 2009 22:14
<3 Unity, all I can say, it may be crappy for me right now, but I still love it.

BearCDP
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Posted: 31st Oct 2009 05:06
In terms of speed, I'm impressed that I can run a little stunt track driver physics demo game as a widget on my mac.
greenlig
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Posted: 31st Oct 2009 05:14
Unity is great. It has a few funny crashes now and then, but for the most part, it is a brilliantly integrated dev environment.

@BearCDP2 - The audio capabilities are rather weak from what I have heard. There is an FMOD plugin, but it isn't that well documented, and it's buggy. The sound designer in my team found that getting the audio to fit her design inside Unity was very difficult. Something about Unity not able to work with sounds/seconds. Basically, it wouldn't cue the sounds at a regular interval - over time the sounds would get out of sync.

Interesting stuff, and now that it's free - worth it!

BearCDP
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Posted: 31st Oct 2009 20:29
Hmm, that's sort of a bummer. Maybe I'll try looking into that FMOD plugin. It definitely is a ton of fun to work with though, I for one lost a few hours last night playing around with it.
General Jackson
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Posted: 31st Oct 2009 22:07
Sweet!
I'm downloading it, cant wait to see what I can do with it.

greenlig
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Posted: 2nd Nov 2009 13:53
I probably didn't say it right. As far as I know, the sound stuff is GOOD, and works well, but we happen to have a Sound Design Honours student doing all our audio, and she didn't like the limitations. Me being the audio noob that I am, thought it all sounded good. I appreciate good audio, did 2 semesters of audio design at uni, but must admit I don't care for coding it much.

Greenlig

BearCDP
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Posted: 2nd Nov 2009 15:47
I saw on their site and in some of the examples that they have the fundamental stuff like 3d positioning, adjustable rolloff with min & max volume, pitch adjustment, but all that's sort of just the bare minimum for modern game audio. Where's the reverb and parameterized automation? I guess I'm just picky Did your sound designer mention anything specific she thought it was missing?

Yearcut
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Posted: 3rd Nov 2009 13:35
Downloading it... BTW, Happy Birthday Jeku.

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Seppuku Arts
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Posted: 8th Nov 2009 07:18 Edited at: 8th Nov 2009 09:16
Just as a note, this works really well with EVOLVED'S MapScape.



I didn't even need to reimport the textures.

What you need to do:

-1 Export in Mapscape as .x into your Unity assets folder (the textures will be saved also)
-2 Import into Lithunwrap and save into the folder as a .obj file (.obj works best)
-3 Drag into your scene and voila! Your level - with textures loaded too. But no lightmaps (sadly)
-4 Then you'll need to click on the drop down of your object in the scene. You'll notice the objects are all separated by their textures used rather than individual meshes. For each one apply the 'Mesh Collider'.
-5 Then if you want you can change each material to include normal maps.


Get Lithunwrap here:
http://files.seriouszone.com/download.php?fileid=198
And MapScape here:
http://evolveduk.googlepages.com/MapScape_Download.html

Seppuku Arts
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Posted: 8th Nov 2009 21:39 Edited at: 8th Nov 2009 21:39
Sorry for the double post - playing with the 30 day trial of Unity3D Pro as well - it's much better having the extra shader capabilities - I might be tempted to get the Pro version at a later date.

Here are just a few shots - the maps were made in Evolved's MapScape

Shaders used: Glow (in the 1st 2), glass, water, SSAO, Soft Shadows






Unity3D I'm finding is really nice for getting content into a scene - though I've not tested animated objects yet.

Uthink
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Posted: 8th Nov 2009 23:53
I suspect many people are going to be short on sleep as they migrate to these awesome engines!

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson
Lemonade
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Posted: 9th Nov 2009 03:46
I'm not so smart with these engines....what do they do exactly? Do you code in it, make graphics in it or what? Can you make an entire game in an engine? Sorry, but I'm clueless.
Seppuku Arts
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Posted: 9th Nov 2009 05:58
You can code an entire game in it - they are game engines, so they're the driving power behind the game - so the main components are there - graphics, physics, audio, level editor, GUI editor etc. and it's just up to you to customise your levels and use scripting to program your game elements - so you might have a script for health - a script to make a gun shoot, a script to control there play and an AI script for the enemy.

My advice would be, download Unity3D and follow the Lerpz Tutorial on their website - it is a VERY good tutorial and really helps you get to grips in learning how to make a fully playable complete 3D platformer - including GUI, a main menu, health, enemies, power-ups, a goal etc. It even offers components for you to create your own levels after the pre-built one.

Lemonade
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Posted: 9th Nov 2009 08:13
Quote: "You can code an entire game in it - they are game engines, so they're the driving power behind the game - so the main components are there - graphics, physics, audio, level editor, GUI editor etc. and it's just up to you to customise your levels and use scripting to program your game elements - so you might have a script for health - a script to make a gun shoot, a script to control there play and an AI script for the enemy.

My advice would be, download Unity3D and follow the Lerpz Tutorial on their website - it is a VERY good tutorial and really helps you get to grips in learning how to make a fully playable complete 3D platformer - including GUI, a main menu, health, enemies, power-ups, a goal etc. It even offers components for you to create your own levels after the pre-built one."


Thanks for the info. I think I get it now.

Wow, that's quite an extensive tutorial. But tell me, why is unity3d better than the unreal engine? Are they two different creatures entirely?

One last question. What's the difference between using an engine, and say, programming in XNA?

Thanks for being patient...I feel very ignorant.
Seppuku Arts
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Posted: 9th Nov 2009 08:54
Well, Unity3D is designed to suit indies more I think - I've not really had a chance to play with the Unreal engine - my laptop is having an over heating problem - it's fine with Unity as it takes up fewer resources. Unreal, of course on technological ground is a superior engine and it has had a lot more money behind it and until now, it was very expensive and completely inaccessible to bedroom coders and is something the big studios use - hence Bioshock, UT3, GoW, The Last Remnant and so on. Unity3D was designed for the bedroom coder and maybe, it'd satisfy them more. I imagine that UDK perhaps has a more difficult learning curve - it's something they teach on University game design courses and they have books on it. The modding community has been using the Unreal Kit to mod Unreal Tournament for years and Gears of War - they might get quite a kick out of the release, but say, if I wanted to make an RPG, I think it might take a lot more work with Unreal than Unity - but anybody is welcome to correct me where I'm wrong. I wouldn't call one better than the other. I'm using Unity and am itching the try out Unreal.


The difference between an engine and XNA is that XNA is a library.

I think a good portrayal might be that an engine already has all of the game elements you need built it - you just need to tell it what to do and stuff like XNA has all of the commands to make building those elements easier for yourself - and use the elements to make the game. Maybe a similar comparison can be between DBP and FPSC.

But there are also game engines built on top of XNA, like TorqueX.

Hope that helps?

Uthink
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Posted: 9th Nov 2009 18:55
I think the coding in Javascript is easier.
I also love the ability to create a web version.
And it's relatively cheap to upgrade to an iPhone version.

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson
fallen one
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Posted: 9th Nov 2009 19:30
Id like to see the cell shading and toon type shaders they have, pitty though shaders dont work with the iphone version, unless I am wrong.

tatts
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Posted: 9th Nov 2009 21:07
Unity I think is definately better for the average indie developer. The main reason is that Unity supports more object and texture formats than Unreal does.

Unreal is developed more the big game industries, which is why it supports only one object type which is .ase. So far I found that only 3ds max, Maya and Blender have exporters for it. They are 3rd party plugins that can be found on the net free. I have figured out how to export/import a static mesh but I think I may get hung up on animations, I havent got that far yet. But so far in all, Some things about the udk are a little confusing at first, but once you have it figured out, you realize how easy it really is. I've spent one full day with udk and have learned almost everything that's reaquired for making the maps. I even learned how to create new materials with it. IMO it is very easy to use.

I have played with Unity some and actually really like the terrain editor, But really have not done to much with it yet.
Uthink
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Posted: 9th Nov 2009 21:18
I was going to ask if UDK had a terrain editor? I really like the one in Unity.

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson
YavinB
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Posted: 9th Nov 2009 21:23
I downloaded the trial before, can't find out how to get the collision to work.

If it involves money I'm in. (only if it Benefits me)
tatts
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Posted: 9th Nov 2009 22:29
Quote: "I was going to ask if UDK had a terrain editor?"


Yes, it does. And also you do not need to know how to code to make the simplest of shooters. I've just learned how to add a bot that shoots at you and chases you . This program is what I would call the Ultimate FPS Creator as most stuff works by drag and drop.
I think I will be sticking with the UDK for awhile.

However I am still going to try my hand at Unity as well. They both are great programs.
Uthink
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Posted: 9th Nov 2009 23:14
Well, it's tempting to play around with both. But I actually want to get something done. So I'm going keep using Unity and hopefully I won't run into an issue that will make me switch. I wish there was a tutorial on getting models from FPSC into Unity!

"Everyone has a plan 'till they get punched in the mouth" -- Mike Tyson
Seppuku Arts
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Posted: 10th Nov 2009 06:41
Quote: "I downloaded the trial before, can't find out how to get the collision to work."


Really simple - take the mesh you want collisions to work on - go to Components -> Physics -> and choose a collider of your own choice - Mesh Collider is good for static objects,, capsule collider is good for player objects.

Nomad Soul
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Posted: 11th Nov 2009 00:52
@tatts

Can you give me some pointers on getting a bot into UDK that chases and shoots you. I've been trying to figure this out but can't find a tutorial and getting stuck?

Thanks
fallen one
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Posted: 11th Nov 2009 01:18
Nomad, wrong forum, this is Unity

BearCDP
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Posted: 11th Nov 2009 02:25
Oh how silly, people mixing up their amazing free game engines

How long until Virtools becomes free? Are they even around? When I went to virtools.com last week their site was broken, and now it seems they're marketing toward a wider market than games.

Aertic
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Posted: 11th Nov 2009 17:09
Thanks for the great tip Seppuku!

heyufool1
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Posted: 11th Nov 2009 21:17
Hey, I just though that I let ya'll know that I'm planning on switching over to Unity now. Since to me it's a whole bunch better then Dark GDK (no offense to TGC), so If anyone wants to join me in making a game and learning the ropes send me an email! Sorry if this shouldn't have been posted but can't cause much harm

Your bedtime story is scaring everyone
If found my very own Fail!: http://cheezburger.com/View.aspx?aid=2712171776
feiting shadow
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Posted: 16th Nov 2009 09:19
I just came by after a long while to make this post, but it seems someone found out way before me, lol.

I'm switching too, but the only reason I'm throwing in this bump is to remind TGC that they still have a huge market... "budding developers" I suppose. DBPro's a great learning tool, and a great commercial tool too, but with Unity and Unreal avail... I don't see why I'll be using DBP anymore . I do find the TGC community amazingly helpful and upbeat, and have been away simply due to busy - ness.

Besides, it still requires OO knowledge, and DBP doesn't, so I believe there's a place for DBPro. Perhaps a similar product to FPS creator would make it competition-worthy, for other styles of games. Glad everyone's doing well. I've been thinking of rewriting Norris jokes to IanM's coding ability... but decided not to. If anyone else wishes to do that, go ahead...

Shadow

Signed
------
Sid Sinister
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Posted: 16th Nov 2009 15:40
Quote: "I'm switching too, but the only reason I'm throwing in this bump is to remind TGC that they still have a huge market... "budding developers" I suppose."


Agreed. They would have a bigger market if they came back from being AFK and brought some things up to speed. Can't really complain now though since you're right, the big boy tools have been released. If I wasn't so overwhelmed with classes, I'd be knee deep in UDK.

"If I have seen a little further it is by standing on the shoulders of Giants" - Isaac Newton
Current Project: http://strewnfield.wordpress.com/ (Last updated 06/11/09)
nnndohh
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Posted: 29th Nov 2009 15:30
wondering if 3d gamestudio will do this too with the commercial edition
Quik
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Posted: 2nd Dec 2009 15:57 Edited at: 2nd Dec 2009 15:59
this engine looks really cool quiet powerfull too it looks like^^ too bad i cant code =/

Quote: "Agreed. They would have a bigger market if they came back from being AFK and brought some things up to speed"


agreed


[Q]uik, Quiker than most
Outscape
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Posted: 5th Dec 2009 22:27
it says
Full Version
and
Unity Pro TRAIL


me thinks this is just a ploy to get people to download, then my this pro thing lol, good tactic.

im gona download and see what it is though and edit this



Seppuku Arts
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Posted: 5th Dec 2009 22:54
Well yes, though you don't have to, but after playing with the pro demo, I think I might in the future want the extra graphical features.

It's a good idea to me: ability to make game - don't pay, start selling game, use money to buy Unity Pro. Make game look nicer.

nackidno
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Posted: 5th Dec 2009 23:56
The post processing and image effects seem really nice, though I have heard some bad things about the realtime shadows in Unity. They're supposedly very badly optimized from what I've heard.

Seppuku Arts
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Posted: 6th Dec 2009 00:15
Hmmm...from trying the demo I've not noticed any poor optimisation from the shadows...I'd know, as at the moment my laptop is having serious over heating problems...it has no problem with Unity what-so-ever. It even has problems with Half Life 2, so if that's a fair reference?

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