Just wondering if there are any people out there that have made something in unity3D. What was your experiences with it? Did you find it met you needs missing the features of the pro edition?
How did you export your game? Stand alone? Web? or 360/ps3
I've used it before. It's a decent engine. There are some limitations on the free edition, but you can get a significant amount done with it. The biggest issue I had with the free version is that you can't stream terrain, as the commands are a Pro-only feature, but altogether it's not bad. I mean it's a game engine; you can do pretty much everything with it that you can do with any other game engine.
If you give more details as to what you want to do, I could tell you about it's strengths/weaknesses (or other engines).
I've used it before. It's a decent engine. There are some limitations on the free edition, but you can get a significant amount done with it. The biggest issue I had with the free version is that you can't stream terrain, as the commands are a Pro-only feature, but altogether it's not bad. I mean it's a game engine; you can do pretty much everything with it that you can do with any other game engine.
If you give more details as to what you want to do, I could tell you about it's strengths/weaknesses (or other engines).
oh no, Im just wondering about overall experiences, theres nothing I want to "do" so to say. Im gonna be messing around with it for a project, so just kinda wondering peoples thoughts.
edit: how did you publish your games, as standalone or web?
The learning curve for Unity is steeper than other engines (say, ShiVa, which is fairly easy to pick up but is really weird, never liked Shiva that much. The terrain editor is a huge pain in the ass, but can be somewhat effective if you have a heightmap; or UDK, but that may be because it has a very vast amount of information on it), and doing some basic things can be more time consuming (like setting up cameras).
not what I mean. You have to choose your form to distributed it. Via the unity web browser, or a standalone (installation/.exe file) or for consoles.
But yeah the terrain is the kind of feedback I was looking for.. Im forced to use unity for this project, so just wanted to get an idea of where I may run into issues.
I saw a pluggin for unity that says it makes terrain easier to work with, I may have to give that a closer look then, thanks for the info.
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Unity terrain is fairly typical. Import a heightmap, and use the basic carving tools (raise/lower, smooth, noise, etc). There are a lot of things in the Asset Store (pathfinding, water shaders, AI scripts, a few models, a couple destruction simulators that really don't work that good, but they're not HORRID, there's even a voxel system that's kind of neat).
I think I know what you're talking about specifically though, it's a procedural terrain generator? It's not that great - it's essentially like any other procedural terrain generator, it works but with minimal control over it so you're going to have some trouble getting exactly what you want.
And it compiles essentially the same way for whatever you distribute on. It's not a very complicated process.
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Just wondering if there are any people out there that have made something in unity3D. What was your experiences with it? Did you find it met you needs missing the features of the pro edition?
How did you export your game? Stand alone? Web? or 360/ps3
let me know your thoughts.
I've used it before. It's a decent engine. There are some limitations on the free edition, but you can get a significant amount done with it. The biggest issue I had with the free version is that you can't stream terrain, as the commands are a Pro-only feature, but altogether it's not bad. I mean it's a game engine; you can do pretty much everything with it that you can do with any other game engine.
If you give more details as to what you want to do, I could tell you about it's strengths/weaknesses (or other engines).
oh no, Im just wondering about overall experiences, theres nothing I want to "do" so to say. Im gonna be messing around with it for a project, so just kinda wondering peoples thoughts.
edit: how did you publish your games, as standalone or web?
You compile it.
The learning curve for Unity is steeper than other engines (say, ShiVa, which is fairly easy to pick up but is really weird, never liked Shiva that much. The terrain editor is a huge pain in the ass, but can be somewhat effective if you have a heightmap; or UDK, but that may be because it has a very vast amount of information on it), and doing some basic things can be more time consuming (like setting up cameras).
not what I mean. You have to choose your form to distributed it. Via the unity web browser, or a standalone (installation/.exe file) or for consoles.
But yeah the terrain is the kind of feedback I was looking for.. Im forced to use unity for this project, so just wanted to get an idea of where I may run into issues.
I saw a pluggin for unity that says it makes terrain easier to work with, I may have to give that a closer look then, thanks for the info.
Unity terrain is fairly typical. Import a heightmap, and use the basic carving tools (raise/lower, smooth, noise, etc). There are a lot of things in the Asset Store (pathfinding, water shaders, AI scripts, a few models, a couple destruction simulators that really don't work that good, but they're not HORRID, there's even a voxel system that's kind of neat).
I think I know what you're talking about specifically though, it's a procedural terrain generator? It's not that great - it's essentially like any other procedural terrain generator, it works but with minimal control over it so you're going to have some trouble getting exactly what you want.
And it compiles essentially the same way for whatever you distribute on. It's not a very complicated process.