[casual_games] Unity 3D

Adam Martin adam.m.s.martin at googlemail.com
Thu Aug 26 12:54:36 EDT 2010


Ouch. I can see that being a showstopper for a lot of studios adopting Unity.

(we've considered it and done the eval 3 times now, and each time
found showstoppers that meant we couldn't take it further - NB: we
were only evaluating for use on iPhone/iPad)

On 26 August 2010 17:19, Juan Gril <juangril at jojugames.com> wrote:

> No, you can't. That's why we are complaining about it.

>

> On Thu, Aug 26, 2010 at 8:14 AM, Adam Martin

> <adam.m.s.martin at googlemail.com> wrote:

>>

>> Can you offline export to a mergeable file format and use a mainstream

>> version-control system instead?

>>

>> IME, you should never use a VCS if VCS isn't the vendor's main

>> business. Too much pain, too much lost time, too much missing

>> performance or features.

>>

>> On 26 August 2010 16:03, Juan Gril <juangril at jojugames.com> wrote:

>> > I agree 100% with what Jeff and Grant are saying are the biggest hurdles

>> > with Unity right now. Here at Joju we have one project in development,

>> > and

>> > we are having a great time with it, despite those flaws. The devs in the

>> > project are quite happy because of the fact that they don't have to work

>> > with Flash :).

>> > We may start a mobile game in a month, and if we do we'll use it too.

>> > Cheers,

>> > Juan

>> >

>> > On Thu, Aug 26, 2010 at 7:35 AM, Iestyn Lloyd <iestyn at gmail.com> wrote:

>> >>

>> >> Yeah, lack of Scene merge is quite a pain..

>> >>

>> >> On Thu, Aug 26, 2010 at 3:33 PM, Grant Shonkwiler <gshonk at gmail.com>

>> >> wrote:

>> >>>

>> >>> We use it here at Megatouch Games. We love it, the biggest problem we

>> >>> are

>> >>> having is with the source control (Asset Server) it doesn't really

>> >>> want to

>> >>> play well with more than one or two people working on a game. Also

>> >>> there is

>> >>> no scene merge, hopefully they will fix this soon because it is

>> >>> crippling if

>> >>> you are trying to make a project with a big team.

>> >>> Let me know if anyone has found a work around for this, we just all

>> >>> have

>> >>> our own sandboxes in each project and hand merge stuff.

>> >>>

>> >>> Grant Shonkwiler

>> >>>

>> >>> On Thu, Aug 26, 2010 at 10:10 AM, Jeff Murray

>> >>> <jeff at psychicparrotgames.com> wrote:

>> >>>>

>> >>>> Hey iestyn,

>> >>>> I've been using Unity for 3 years now and I think it's an incredible

>> >>>> engine. I've produced browser-based games, desktop apps for Mac and

>> >>>> PC and

>> >>>> iPhone games (if you have an iphone, I built the skateboarding game

>> >>>> MikeV:

>> >>>> Do or Die with Unity iPhone).

>> >>>> Up until Unity 3, its biggest failing was not having a debugger ...

>> >>>> since that's now a part of Unity 3, in my opinion, the biggest

>> >>>> failing right

>> >>>> now is that it doesn't exactly handle 2d (UI included) very well.

>> >>>> Sure, you

>> >>>> can make 2d games and UI but there's no dedicated 2d framework to

>> >>>> make it

>> >>>> easier on the devs. It's always 3d pretending to be 2d, if you know

>> >>>> what I

>> >>>> mean. There were plans to have a fast 2d framework built in to Unity

>> >>>> 3, but

>> >>>> it didn't make it in. That's my only major gripe, tbh.

>> >>>> The amount of positives totally outweigh the negatives. I get tempted

>> >>>> to

>> >>>> check out other engines every once in a while - and I do - but I

>> >>>> always end

>> >>>> up coming back to Unity.

>> >>>> Cheers!

>> >>>> Jeff.

>> >>>>

>> >>>>

>> >>>> On 2010-08-26, at 8:36 AM, Iestyn Lloyd wrote:

>> >>>>

>> >>>> Hi List,

>> >>>> How many people here are using Unity for game dev? I've made a couple

>> >>>> of

>> >>>> small web games now, and started making an iPhone/iPad/Android game,

>> >>>> and I'm

>> >>>> extremely impressed. The beta of Unity 3 is absolutely *amazing*...

>> >>>> Anyone care to share their thoughts on Unity?

>> >>>> Cheers,

>> >>>> iestyn

>> >>>> --

>> >>>> http://iestyn.net

>> >>>> http://twitter.com/yezzer

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