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Do you eye your competition in terms of other engine packages and worry about the features they're implementing? Again, you're moving to territory where you might be competing with Unreal and Flash and XNA. It's a complicated question.
DH: We watch everything and look at everything; we're curious, technical guys, so we are always curious about how people are approaching different problems. But really, we're in a luxury situation where we're profitable and growing really strongly. In that situation, the only thing that you can really do is look at your customers and your potential customers and just service them incredibly well. It's a bit different if you're maybe trying to bootstrap something from nothing and still losing money and so one, but we're in this amazing situation where we just think about adding value.
TH: I think that's where other companies may have failed in the past; they spent too much time looking at and worrying about the competition instead of acting on your own vision.
I think that's where we've had this nice thing from the start; I think that, when these guys created this company, they laid out this path and said "This is where we want to go, and this is how we want to get there."
We stayed on that path. We haven't been pulled away from it because, "Oh no! Company X did something different," so maybe we need to rush off to that. As he said, we're curious technically; we've got to keep eyes on the competition because you need to know who's doing what.
But we've got our own vision, our own path, and staying on course there has been successful for us. I don't see us deviating from that.
But, you know, yeah, we look around. We've got a good friendship going with the CEO over at StoneTrip just from seeing him at conferences and whatnot, just kind of comparing notes, but we're on our path, so we're going to stick by it.
Is one of the main priorities for Unity 3 to just make things convenient?
TH: Well, I think that's always a goal for us. For editing, we want the tool to kind of recede out of the way as much as possible so you're just focusing on content design and development. The more you have to think about the tool, the less you're thinking about the game you're making. So yeah, that's always a goal; that's been the design from the purpose -- easy to get into; productivity's always a focus; that sort of thing.
DH: One thing that we're really proud of about Unity 3 is that we added all that functionality without making it more complex. It looks exactly the same. I think that we added like two buttons or something. (Laughs)
TH: It's about more than just keeping it easy; a lot of people think, when you keep it easy and make this easy-to-use tool, "Oh, that's for kids, then," like somehow that doesn't mean power.
I think that people are coming around on that, though.
DH: I think that the EA announcement kind of drove that in if people were in doubt. Those guys can have any technology they want; they have many engines in-house, and yet they adopt Unity in a really broad move.
 WolfQuest
Can you discuss your priorities in extending Unity's functionality?
DH: Yeah, our focus is really making -- we're just a tool-maker, right? So our focus is of course in just building the primitives that people can build on top of. As you may have heard, the whole Unity editor is written in Unity. Everything you see there -- the Inspector and everything -- is actually written in scripting. The cool thing is that you can basically extend with new panels and functionality, and there's a whole plethora now of neat extensions.
TH: There's things like GUIX, which is UI development tools. They become first-class citizens, so inside the editor here you can kind of drag-and-drop all these panels around to get the layout that you want. So you can have a split-screen like this. Anybody's third-party extensions get the same handling and treatment inside the editor as our own. So once you make these kinds of extensions, whether it's your own proprietary one...
Three Melons, who made the Star Wars Quest for R2-D2 game, made a little tile-map editor tool. They did that in like a day and a half to two days; they made this tool that ended up saving them countless days of having artists come in and snap things together whereas they can sit there and tap a few buttons and build it out. It's nice because they do become, again, the same as any of our own editor windows, so, to answer the question "How good of a UI can you do or how deep and involved?" you just point to the editor and go, well, that kind of UI is what's possible, so.
Do you curate these in any way on your site?
DH: It's just the community, so people find them themselves. Sometimes we speak of them and point to them, but we don't actually aggregate them in any way.
TH: Yeah. We do things like, as they come up and available, we can post that on Facebook or Twitter to just give them a little lecture and some highlighting, but the community does a pretty good job of just promoting content itself.
Has it gotten to the point where it's become viable for people to develop extensions of Unity and license them?
DH: Mm-hm. There are businesses doing that.
TH: Unity iPhone Enhancement Pack; that's one that's been out. Rob Terrell's the guy who makes it, and he's always trying to stay a few steps ahead of us. It's like a hot $99 add-on for our iPhone product, and he's had a pretty steady business going for a year and a half now or something like that. GUIX is another one.
CMUNE is one of the companies; they did Paradise Paintball. They've got a Facebook integration platform you can use. There's dimeRocker up in Canada. There's a bunch of these that are coming up that are serving on either you buy it and license ir or kind of as a service, ongoing. Prefab sites are selling ready-made content for use in Unity. All across the board is a kind of ecosystem.
DH: Some of those are doing fairly well; it's still early days in that sense, but I think everyone who is doing really good extensions in Unity is starting to sell them successfully. Then, in a way, it's a waiting game for them for us to grow, and we are growing; so I think everyone will catch up. It's really healthy. The books are out; there's magazines as well -- and of course services businesses like Unity training, Unity development for others; so there's a bunch of companies kind of making a living on top of us.
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You asked several questions about platform support for consoles, Windows Phone 7, and the 3DS but didn't think about asking if they plan on implementing the most requested feature from current and potential users?
Seriously, I would be all over Unity if they had at least player support for Linux.
The most requested feature is actually better 2D support (which was solved by the community via cheap plug-ins).
There are around seven loud and annoying nerds clamoring about Linux support.
How many other games work on Linux anyway?
This release rocks and to me is probably one of the most innovative products on the market.
My biggest reason for not using Unity is that any games I do create, my family will not be able to play. We are a Linux house.
As for games that work on Linux, you will not find many if any in the retail market. Most games that are made for Linux come from the indie community. I bought the Humble Indie Bundle when that was being promoted and continue to use Linux support in my purchasing decisions.
Maybe someday, sure. I mean, Android itself is based off a modified version of the Linux kernel. But your proof-by-example notion of "overwhelming requests" doesn't hold water to the fact that game developers have yet to find a way to make profit off of Linux end-users when they can distribute a Windows binary and have it work on Linux through Wine.
As for Wine, how many game companies offer support for customers using Linux/Wine combo for gaming? None. Those gamers are left on their own to get their games running. It would be simpler for those gamers to have a native binary.
So how are game developers going to learn whether Linux isa viable platform if they are unwilling to create a Linux market and instead lump all Linux gamers in with Windows users? Answer, Its never going to happen in the AAA game space. Yet again, the Big developers and publishers are leaving the true innovation to indie game developers.
Wolfire's Humble Indie Bundle is in no way an indication of a viable gaming market. Of the$1.2M in revenue, only a quarter of that was Linux, and that's split among 6 games. If the most successful example of a Linux gaming market you can name is netting the developers an average of half a million, that's pretty terrible. On top of that, what is the TOTAL revenue of the linux market? Games, like oil, have infrastructure costs, and you don't chose your dig site simply based on the profit margin.
It's not that developers haven't "learned" that Linux isn't a viable platform... if it was viable then the financial incentive would be there. These incentives are even MORE important to the indie game developers, who don't have the capital, energy, or capacity for risk that the big dev/pubs have. It is not in their interest to develop for Linux given a world with as many more fruitful SKUs as there already are.
Wine = Demand for games that run on Linux
Humble Indie Bundle = Demand for games that run on Linux
The problem is we have relatively few developers providing the supply to meet that demand.
Plus why spend anything on Linux when the community itself provides WINE? WINE is also a great example of how much demand there is... the total downloads as estimated by the guys there is about 3M, which isn't much. If the mere 3M Linux gamers already have a solution for 90% of the game out there, where's my incentive to develop for Linux?
As folks have commented on already, Linux hasn't yet measured up for us just yet in terms of ROI compared to the other work that we've done. Does that mean it offers no value at all? Absolutely not, it's a growing market that we're keeping a close eye on, both in terms of the commercial general user market and the embedded systems market. So it's definitely on our radar, but we're not ready to commit to anything publicly.
As I was quoted saying in the interview, we're aiming high and aiming at an "author once, deploy anywhere" goal, and part of "anywhere" would eventually need to be at least a Linux player. As time rolls on and the balance between Windows, Mac and Linux continues to shift we'll constantly keep our eyes and ears open and make the move when the time is right for us.
I'll keep an eye out for replies and answer any follow-up questions y'all have, or you can drop me a line direct at tom-at-unity3-dot-com, follow me on Twitter (@HiggyB) or find me on Facebook, LinkedIn and more. :)