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Noddy92

Unity, yes or no?

43 posts in this topic

Many reasons, one of the more important ones being there is a $100 000 maximum annual income limit with the free version. Make more then that, and you have to buy pro. Also, since its the same download for both free and pro, having you log in is their way of telling whether you should have access to pro features or not.

 

There are other things, like access to the asset store, though you could argue that it should only require you to log in if you actually try to access it.

 

EDIT:

It's also a convenience feature. By having you log in, it can figure out all the licenses you have access too. Buy a new license for android? No problem, just restart Unity, and it will be there.

Edited by AdrianC
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This is absolutely not a marketing strategy which I would wish to enourage. That's actually a great example of why I don't give out my information.
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If Unity was scamming or doing something undesirable with the registration details they got, wouldn't we know by now from the thousands and thousands of other people who gave them those details?

I didn't even remember that I had registered with Unity until you mentioned it.  The only indicator of it for me was a couple nice emails I got from them, talking about Unity 4 and stuff.  I don't see why it's such a big deal.

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Engines like unity can be very helpful as they cut out a lot of the hard work for you. I think it will be fine making it with unity, the only thing is; although the software is free to download, I am pretty sure that you have to pay to publish your game - or at least on some platforms. Might be worth checking that out if your not willing to pay lots to publish it.

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The indy/free version is free to do as you please, but it has a short watermark for a few seconds when the engine starts up. There is a pro version that has some advanced features and no watermark. Then you van buy add-ons to let you publish for iOS and Android.

They are relatively cheap for anyone who is serious and is producing quality work.
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If Unity was scamming or doing something undesirable with the registration details they got, wouldn't we know by now from the thousands and thousands of other people who gave them those details?

I didn't even remember that I had registered with Unity until you mentioned it.  The only indicator of it for me was a couple nice emails I got from them, talking about Unity 4 and stuff.  I don't see why it's such a big deal.

 

It's my life and it's my information. I haven't accused them of anything or told anyone else what they ought to do. I just said my bit. It may not be a big deal to you but it's a big deal to me, so I'm not messing with it.

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It's my life and it's my information. I haven't accused them of anything or told anyone else what they ought to do. I just said my bit. It may not be a big deal to you but it's a big deal to me, so I'm not messing with it. 
You are over reacting.

You have an account at Unity. It ties into the forum, their Unity Answers system, their shop, and what official add-ons you have. It also lets them keep track of who their customers are, and how to best serve them with upcoming versions.

 

I'm not meaning to sound agitated. If they were to separate registration from the product I'd be far more likely to use it. I just don't like it when companies assume that I ought to tell them about myself as if it were just a given that they should know all about me. I've seen too many cases where either some random employee misused people's information or else someone just didn't dispose of records properly or there was a security problem and then all of a sudden thousands of people are at risk for identity theft, etc, etc, etc.

 

If they have some distribution support that's great (no sarcasm) but I'd rather it be seperate from the IDE, or a module within the IDE that you have to register in order to use, rather than having the whole thing as one monolithic package that extends requirements into places where they're unreasonable.

 

Again, though, this is just me, and I'm probably paranoid about this kind of thing.

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That makes no sense whatsoever. You are just being unreasonable.

Should G-Mail also separate signing up to use their service from the ability to send mail?

There are no separate modules in Unity. It's one big toolkit, and when you sign in, the extra features you ordered are enabled. There is no extra PRO version, or compiling module to download. It's all there. It's very convenient, and you can use what you paid for anywhere you sign in.

This is no different than when I sign into my google account on any android device to enable all the content I paid for. I sign out of the old device, toss is, and resume on the new one.

Other than a user name and password, Unity doesn't ask any intrusive questions. Just simple things like what kind of user you are, and what kind of employment you have.

These are reasonable questions to ask.

They are in the business of providing a complex technology product to a wide user base. Knowing who is using their product, and what they are trying to get out of it helps them make the right decision when budgeting their limited time, and money to extend and support their product.

If it turns out that the product is being used by small teams of hobbyists, they will prioritize their resources to best cater to that crowd. If the user base is using it for something else, they will prioritize that instead.

They aren't sending digital boogeyman to hide in little children's closets.
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Unity in my opinion is very good. The comments may differ, but if you implement it good, works like a charm. smile.png

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I was wondering, since I'm creating my game alone, how long would it take to finish it in Unity. I'm making a TPS.

So how long 6 months, a year?

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No one can accurately answer that for you, and your project will simply take as long as it takes. Exactly how long that is depends on many factors including how complex your game will be, how skilled you are, how much time you can put in, if you experience any setbacks and more.

An experienced Unity developer could make a small and simple but functional third person shooter within a couple of hours, whilst the very same game could take a beginner a week or longer. From there the times involved just get longer as the game gets more complicated; large teams of professional developers still often take a year or longer to produce complex AAA titles.


You'll just need to stick at it till your game is done.
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Where did you read that it was "Bad engine, avoid", or "Unfinhed engine"?


Here, check this out http://devmaster.net/devdb/engines/unity#user-reviews

 

To whoever said the terrain looks bad without any shaders, well that's a given. Nowadays, a lot of games that try to achieve an AAA look depend a lot on shaders for graphics. Textures and models are only half of the solution.

 

And here is an example of what type of lighting Unity can do in highly capable hands.

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It is a great engine and the latest version (version 4.x) has added quite alot of nice features (Unity2D, ugui, animator). In additional have a lot of unity plugin (free and paid) on assetserver. I developed the game using Unity for 2 years.

If you are a beginner, you can refer to the tutorial unity.

https://unity3d.com/learn/tutorials/modules/beginner/2d

I can learn by seeing the video and download source code from assetserver. It's free.

 

Unity engine significantly reduces the time to make a game. I only took a week to complete a simple game.

https://play.google.com/store/apps/details?id=jp.nestudio.flappylion

This game inspired from "Charlie circus" publish by Nitendo.

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