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Unity 3 Launches With '100-Plus' New Features
Unity 3 Launches With '100-Plus' New Features
 

September 27, 2010   |   By Leigh Alexander

Comments 17 comments

More: Console/PC, Programming





The increasingly popular Unity 3D development platform makes its third version today, Unity Technologies announced.

Now serving 200,000 users, according to the company, the five year-old Unity engine has benefited enormously in recent years from the explosive growth in browser, social, mobile and online game development.

As it unveils Unity 3, it's celebrating a new honor: the Wall Street Journal has awarded it its Technology Innovation Award in the software category. Unity lists Bigpoint, Cartoon Network, Coca-Cola, Disney, LEGO, Microsoft, NASA, Ubisoft and Warner Bros as major clients -- along with Electronic Arts, with which the company just signed a significant multi-year license deal.

Unity claims that "100-plus enhancements" have been added in Unity 3 -- including what it claims is an "up to" tenfold performance boost. New features include a unified editor intended to roll out changes to any supported platform project in a single editor, lightmapping from Beast, and deferred rendering available for web, consoles and stand-alone.

Unity says it's also added a new Umbra-backed PVS solution for occlusion culling, a new source-level debugger which includes variable inspection, audio filters for ambiance effects with integrated editing, and post-filters for lens effects.

"This audacious dream of building a truly unified platform for game development is coming to fruition,” says Unity CEO David Helgason. "With tens of thousands of teams of every shape and size using Unity, across every genre and all major platforms, across all parts of the game industry as well as most other industries, economies of collaboration and sharing and scale of stunning dimensions are being realized."

Unity 3 doesn't bring price increases for new seats, and Unity says it will offer discounts for users who upgrade existing licenses. The company also says its iPhone and Pro versions have seen "significant general and platform-specific improvements."
 
 
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Comments

Martin Crownover
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Not sure if I missed it (and not trying to complain), but a link to Unity's website in the actual article would have been nice!

Martin Crownover
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I know what the link is, but I felt that it would have been helpful for people who don't.

Evan Moore
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Deferred lighting and occlusion culling...MMMM plus new audio support and line-by-line debugging? The Unity Team is doing a crack job, and you want to know why: because they have a real passion for it. They clearly aren't doing this for the money, as the license is only $1500...although a lot of people will buy it, so yeah they're going to be making money. But I really believe that while money is important, the Unity team is more concerned with improving the quality of games and lowering the barriers to entry into the industry.

Dan Saundberg
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That is total BS. Most people are using unity to produce iOS games, and now Android games. So your license is going to cost you 4K.



If you want to produce for the PC only you have the UDK from EPIC, the most popular AAA engine in the Biz. So stop saying that unity costs only 1500! One engine that actually does deliver on the buy once deploy anywhere is Stonetrip Shiva3D. So yeah it's all for the love... love of Money. Nothing wrong with that!

Juan Manuel Serruya
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There are many web / desktop games made using Unity3D.



The production times are many times faster then using just the UDK, and if you're not going for a AAA game, Unity is a way better choice than UDK.

Dan Saundberg
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and your point? I am not even going to start debating why your statements are fallacious at best. My post was in regard of the total BS that Evan posted. If Unity really cared about making an affordable Indie engine they would support all platforms deployment at the $1500. That is what a comparable engine: Shiva3D does. So let's not say that Unity is nothing more than a regular company trying to make money.



All the world needs is game engine fanboys :rolleyes:

E Zachary Knight
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I really wish they would release Linux support for at least the web player.



I really want to support Unity and would love to use it, but if I can't make a game and be able to play it on my home PC, what is the point?

Robert Gill
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@Ephriam



Thank you for stating that. Just beginning to type the same thing.

Thomas Grove
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When Chrome with Native Client is released for Linux, you'll be able to play Unity web games on Linux.

E Zachary Knight
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And the solution to us Linux/Firefox users would be where? I already refuse to use a dedicated OS to just gaming, why would I feel the need to run a dedicated Browser to game?

James D
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One of Native Client's goals is browser neutrality. In the interim, the open source nature of both Chromium and NaCl means that we'll at least be able to hack together standalone Linux ports for our games.

Mark Venturelli
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Unity is kicking ass and taking names.

james sadler
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I didn't know it was coming out today. You'd think they'd have sent out an email to their community. Thankfully my team is early enough in development that we can probably make the switch without any ill affects or too much time wasted. I'm really excited for the Unity guys and hopefully our game will also benefit from the changes they've made.

Troodon Formosus
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I am still at a loss regarding the kind of code Unity3D generates when building games for Windows. Is it pure native code? CIL code? Something else?



Your help is appreciated.

Jeffery Wilson
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Unity3D is basically C# code running on top of Mono.

Søren Christiansen
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To clarify: Unity's backend(rendering, physics, audio ...) is written purely in highly optimized C++. User scripts are compiled to CIL running on top of Mono.


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