beside this there are few things i hate about unity
1) supported 3 languages, some noobs love it, said it was revolutionary. have them realized that unity is tiny compare to other platform like flash? and this tiny resources is further divided to 3 languages...
2) api not compatible between pro and free version. lot ofresources are not run-able on free version just because some pro only api is called, crap. this make learning process is even steeper
3) proprietary and binary file format, this make version control extremely tedious, even with their expensive asset server. crap
4) polling method everywhere, ui use polling, asset loading use polling, crap
i'm really hope adobe could do something about flash. 3d web still doesn't has a clear market leader. search is still going on...
8 comments:
1) "supported 3 languages, some noobs love it, said it was revolutionary. have them realized that unity is tiny compare to other platform like flash? and this tiny resources is further divided to 3 languages.."
This is nonsense. Unity supports Javascript, c# and Boo (like Python). Javascript support is useful for new users. C# support gives more experienced users functionality like sockets. Boo is kind of a strange animal. You can MIX all the languages however you please. Unity's integration with MONO/.NET further makes it powerful. You absolutely CANNOT compare Unity to Flash's lame actionscript.
2) "api not compatible between pro and free version. lot ofresources are not run-able on free version just because some pro only api is called, crap. this make learning process is even steeper"
Unity Free and Unity Pro are COMPLETELY cross compatible. If you have a Pro project and open it up in the free version, that functionality is simply ignored. Don't be such a huge baby when you get something for free, anyway. It's not like Unity hasn't worked hard on this and deserves giving away the best functionality for free.
Poor you!
3) "proprietary and binary file format, this make version control extremely tedious, even with their expensive asset server. crap"
Again, poor baby is all I can say. And with the latest version of Unity, you can simply use SVN if you dislike the asset server.
4) "polling method everywhere, ui use polling, asset loading use polling, crap"
Not qualified enough to comment here.
Also, unlike other free versions you can create and publish games and make money with Unity Free without paying the company a single cent.
POOR BABY! I'll call the WAAHMBULANCE for you.
1) This is nonsense. Unity supports Javascript, c# and Boo (like Python). Javascript support is useful for new users. C# support gives more experienced users functionality like sockets. Boo is kind of a strange animal. You can MIX all the languages however you please. Unity's integration with MONO/.NET further makes it powerful. You absolutely CANNOT compare Unity to Flash's lame actionscript.
>> that's not what i rant about, it is faster than actionscript i agree with that, but my point is: 3 languages divided the tiny resources (such as tutorials, examples, codes) into even tinier bits
2) Unity Free and Unity Pro are COMPLETELY cross compatible. If you have a Pro project and open it up in the free version, that functionality is simply ignored. Don't be such a huge baby when you get something for free, anyway. It's not like Unity hasn't worked hard on this and deserves giving away the best functionality for free.
yes, is the "simply ignored" make pro version example doesn't work on free version.
thanks for your comments anyway, but hope you respect my right to comment on the software i used
>yes, is the "simply ignored" make pro version example doesn't work on free version.
Your Pro projects will open up and work in the free version. You want Pro functionality features? Pay for it.
ah, you just don't get it. please try the character customization example, just because of some async asset loading the entire customization example become not working. and avatar customization is hardly a pro feature.
Much like you don't have to code in the style of the examples on MSDN when coding for .Net, you don't have to use polling in Unity just because their examples do so. You can use complete multithreading and event driven semaphores if you want to.
Also, check out Unity 2.6. You can use subversion if you use their option to move the meta-data files into the asset folder. This is a new feature.
Also, I don't see the absolute need for asset packages. They're nice, but I'm running pro and am loading separate scene files instead.
Really all you're missing by not having pro is the ability to use c/c++ code for rendering, and you can't use a render texture to make nice reflections. Give it another shot sometime.
I have started a blog this year at http://www.unityessentials.com/blog/ to help c# and flash developers transition to Unity. If you have any topics you would like me to write about, shoot over an email! If you're looking for an excuse to complain, feel free to do so, but I personally think you're missing out.
The favorite project I've build for a client so far in Unity is a mini-Second Life clone for the web for sales people to give tours to prospective data center clients for a new data center going live in Phoenix in April. I have a demo at http://www.gsdsoftware.com/3dvirtual-phoenixnap.html.
It is a bit of a bloated download though, mainly because of a short development schedule and the client's desire to embed some large video files in the main scene. I hope to take care of these with another iteration of the project.
Hi Scott, thanks for your explanation, but i don't get most of your statements, for example:
??? "Much like you don't have to code in the style of the examples on MSDN when coding for .Net, you don't have to use polling in Unity just because their examples do so."
the polling codes weren't introduced by me or articles in msdn, it is from the framework of unity. have you seen this code before?
void OnGui(){
if (GUI.Button(...)){
}
if (GUI.Button(...){
}
}
this is the perfect case of polling, i have to poll for each controls when OnGui is called.
??? "You can use complete multithreading and event driven semaphores if you want to."
have you read this
http://gamehobby.blogspot.com/2009/11/crushing-of-unity-with-multithread.html and this
http://forum.unity3d.com/viewtopic.php?p=251113
and this
http://forum.unity3d.com/viewtopic.php?t=26714&highlight=multithread
and my personal experience, create a GameObject in network's callback crashed my application every time, unity is not thread safe. and i just discovered unity web player is very crashy on chrome browsers, i suspect it is due to multithread support as well.
??? "Also, check out Unity 2.6. You can use subversion if you use their option to move the meta-data files into the asset folder. This is a new feature."
do you mean that we could export the binary unity scene to a human readable text file? if not it will be equally tedious for merging.
??? "Also, I don't see the absolute need for asset packages. They're nice, but I'm running pro and am loading separate scene files instead."
asset packages and scene loading are two very different things, could you use scene loading for avatar customization? technically yes if you don't care about your customers
??? "Really all you're missing by not having pro is the ability to use c/c++ code for rendering, and you can't use a render texture to make nice reflections. Give it another shot sometime."
what about asset bundle creation, async loading, video streaming, post processing effects...? but it is fair enough, since i get it for free, what i dislike was it makes unity (free) beginner have a hard time to learn the technology, since most of the examples and tutorials contained some of the pro features and rendered the entire example not workable on the free version.
your project looks interesting though, i'm trying to achieve the similar goal as well, could you share your experience with me? I would like to how much man hours needed to get the similar project done. thanks.
obvious troll is obvious
"move along citizen, there is absolutely NOTHING to read here."
Go search for people enjoying what they get for free...
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