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Where are you on support for the different consoles?
DH: The Wii we've supported for a few years.
Right.
DH: Xbox 360 and PS3 are in the works. We have customers on both, so we expect launches on both platforms early next year.
TH: They're still in development, but we're authorized middleware at this point for all three of them. It's just the Xbox and PlayStation... We announced Xbox officially at Unite and PlayStation at GDC -- or is that vice versa?
I think that you're correct.
DH: Yeah, the 360 first and PS3 later.
TH: It's nice to have all three.
DH: We're working on both; we've been working on both for quite awhile.
First, of course, it requires those people that want to build for those platforms to trust us. When we say we're going to do it, they have to believe that; fortunately, people have started trusting us quite broadly. The second thing is that, since Unity is so grounded, you can actually start using Unity even before you can actually compile for those platforms. Now, we're at a stage where we can actually compile for those platforms -- with bugs and rough spots, of course.
That's not being shipped out to people.
DH: Right now, people that want it -- we can invite them into the early release program and make sure that we have a few customers on both platforms, but not more than that, because we can't handle that right now.
At GDC you told me that there was a little bit of debate internally at Unity about whether to support those platforms or not.
DH: Yeah, we were not sure, really. That's really... I may have whispered it loudly back then when we were not sure... But now that we have announced both, no, it's no secret that we were not sure if we should really do it.
I think there's two reasons for it. One is that our developers -- our customers -- really wanted it because they did not like being held away from platforms they might want to target. Having the flexibility, even if you end up choosing only one console or no console, is still nice -- to have the opportunity should your publisher or some other thing arise. The other reason is actually that, with Unity 3, we've upgraded the technology so significantly that we actually feel that we can be quite competitive there.
TH: From an external perspective, we want to say it like this: "author once, deploy anywhere." That's where it's nice to have all these options available, even though the sweet spot of our customer base does tend to be on the casual side and whatnot. But, again, we're tracking a larger-scale customer now, that is starting to trust us more.

Your new default project/demo [Boot Camp] speaks to that too, in a sense. The case has been made for using Unity with platforms like iOS. I don't think that all people are aware at this point that it's a very viable option beyond that; this demo seems to suggest a broadening of the horizon.
TH: For sure. I think that, as David put it, the advancements that we've made are so significant. I remember awhile back, kind of puzzling about Unity 3, the first time I saw that feature list that we were going to go after, it just felt like we're taking a huge step forward. It wasn't just a small iteration.
[Higgins loads up the build menu] And just real quick to show you, this is the build settings menu that we have inside here. All of these options are shown to everybody so that the first time you launch it, even if it's the free version, it kind of tells you how far you're going to be able to go with this product.
If you're going to go to the web or to desktop, of course those are supported in the free version as well as pro. Then, as you do the á la carte add-ons, well, you know, iOS and Android sure enough.
We included the consoles [PlayStation 3 and Xbox 360] inside the build menu first because, look, I'm not in a build [of Unity 3] right now that supports it, but we at least want to let people know that, "Hey, this is an option that's out there" and let them see from the beginning that we cover you from small-scale casual stuff, desktop, Web, mobile, all the way through to consoles.
You want the people to be making the choices; not you to be making the choices.
TH: Exactly. The minute we decide that you're not interested in that platform, there's going to be some big customer with an interesting title that maybe wants to go there. At least now, we've got that full picture. Of course, more is on the way; we're not done with platforms. We've got efforts ongoing under the hood. We're going to continue looking at everything that's interesting.
It'll be really interesting to see if Windows Phone 7 takes off, I think.
DH: Phone 7 is exciting. Currently, they're in a state where they're only going to support XNA and Silverlight -- so, basically, only managed .NET. Unity can't run there because Unity is written in C++; it's a highly optimized modern engine.
So in the first iteration of Windows Phone 7 -- we won't be able to run. We're hoping they'll open it up later. They've shown interest in that, but there's no commitment from either side.
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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. :)