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Arctous

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About Arctous

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    Newbie

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  • Role
    Game Designer
  • Interests
    Design
    DevOps
    Programming
  1. Unity3D dropped support of their WebPlayer a number of versions ago (many browsers starting blocking it, starting with Chrome). However, WebGL remains one of their target build platforms. Additionally, Unity3D has end-of-life'd their UnityScript support (the JavaScript-like language). They are going the C# route. With that said, they still support Java, C++ plugins.
  2. Arctous

    Unity dropping Monodevelop a let down for small indie?

    Happily, Unity3D has taken the majority of those headaches away, as well. The Xcode project is complete, including icons/images (both of which are configured inside of Unity3D) and libraries (added during the development process inside of Unity3D). Unity has been doing a good job of keeping up with the Xcode/AppStore requirements. I've only run into a couple of issues with the Unity3D->Xcode workflow over the years, but those turned out to be incompatible or poorly implemented assets from the Unity Asset Store (HockeyApp plugins come to mind).
  3. Arctous

    Unity dropping Monodevelop a let down for small indie?

    Strictly speaking regarding the Unity3D workflow options (and if you are not doing any Apple-native implementation that requires Obj-C/Swift) the only knowledge you really need to have about Xcode is the building/packaging/signing/uploading stuff. Everything else could be VS.
  4. Arctous

    Unity dropping Monodevelop a let down for small indie?

    The Mac is a fully functioning stand-alone development system. I use Unity3D and VisualStudio-for-Mac (formerly Xamarin) for design/development/debug/test. It's my entire development environment (including creating IPA and APK/OBB files). Git keeps everything flowing between team member's different development environments. No. As you probably know, Unity3D creates a fully signed, ready-to-go APK/OBB files for Android. For iOS, however, Unity3D creates a fully hydrated Xcode project as the output for Apple. You then have to launch Xcode to build and package the app. Initially, I was disappointed in this workflow, partially because it was an extra step versus Android (yes, I'm lazy...) but mainly I was unhappy about the Apple's workflow, in general. Apple was: Unity->Xcode->IPA_Stuff->AppStore_Upload versus Android Unity->APK/OBB->GooglePlay_Upload. However, since Apple has improved the Xcode workflow over the last couple of years it's much better. I can use Xcode to manage the IPA and sign/verify/upload it to the AppStore, as well. So, it's the same amount of steps.
  5. I have been using Orge3D for over 10 years and still have an active Windows desktop application that uses it. I have been super happy with the Ogre3D product and the community. However, I moved to Unity3D for the mobile development. The following narrative is the reasoning for the change. To start, let's move back to 2007. The team inherited an application (originally VS6, C++, XP, MFC, D3D7) that needed to be modernized and have a better/more-flexible/higher-level graphics system implemented so that the project could be moved forward and expanded. Also, we did not need/want to be "on the hardware" for the graphics system, so a higher level of abstraction (above DX and OpenGL) was desirable. After research, we chose Ogre3D because it had the features, flexibility and abstraction that were needed for the redesign of the graphics/object system. Additionally, the library architecture fit well with my personal past experience of using IRIS Performer and OpenInventor. We implemented Ogre3D and were delighted with the results. However, we still relied on MFC for all of our UI needs. Now, let's move move forward to 2015. The client wanted to add mobile to the project for both iOS and Android. We looked at many libraries and ways we could approach cross-platform development (neither Java nor Objective-C are in our wheelhouse). We also took stock of the areas of code that could be extracted from the desktop application. Unfortunately, only the graphics/object system put in place during the implementation of Ogre3D could be reused. There was no UI (it was MFC) or file management (it was also MFC) that could be leveraged. So, much of the application needed to be created from scratch. We created a few of proof-of-concept projects with the various offerings (one being in Unity3D) to test the development time and workflow. In the end it was decided that Unity3D meshed best with our needs and provided us a great environment for design, development and workflow. Also, it bridged a concerning gap by providing us with the tools to create the UI needed for the mobile apps (the new UI system is great). Finally, we were able to deliver the mobile apps faster than expected. I have been very happy with the choice of Unity3D for the mobile applications and I really enjoy working in the Unity editor. The progress that I have seen being made in Unity over the last 2+ years has been impressive and has helped us delivery great mobile apps. With that said, there are no plans to move from Ogre3D in the desktop application. Thanks for reading!
  6. Arctous

    Unity dropping Monodevelop a let down for small indie?

    Unity with Visual Studio on Mac works great! When VS and Unity started playing nice in the sandbox, I moved to VS immediately. I'll have to admit that I am used to using VS (have been since VS6) and other IDEs. I prefer to use a professional grade IDE over any other setup (e.g. make, vim, cc, etc... ~ all of which I have done plenty of times on multiple platforms). I'm also confused as to opinion of 1.5GB being "heavy". It doesn't feel too heavy by today's standards. Xcode is over 5GB. Android Studio is 0.5GB, but with the SDK/tools it's 2GB. As a note, Unity released a preview for a VS Code debugger extension with the latest release (2018.2).
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