do you have any idea about release date of unity 4.0? i found some dates about previous releases 1.2 12.2005 2.0.2 02.2008 2.6.1 12.2009 3.2 02.2011 3.3 03.2011
We have not announced any release date of Unity 4.0. If anyone pretends to have an idea of such a release date, they are only guessing blindly.
Yeah, but we could try to get an estimate based on release dates of 1.0, 2.0, 3.0. Using linear approximation for example. I know only 3.0 - Aug or Sep 2010
nowadays i will buy unity. unity iphone basic is must for me. i try to make a desicion to buy pro versions. if release date of 4.0 is recent it will be bad for me that i will pay for upgrade. then i will buy iphone basic and wait. if release date is about one year i will buy pro versions.
It does seem as if Unity 3 will stick around for a long time, considering the many and frequent heavy updates already in the last 6 months. Don't even try to expect Unity 4 before fall 2012. Of course, these are my 2 cents, but I think they are pretty modest estimates.
Chances are that it will be summer to autumn 2012 in line with Unite 2012 as major enhancement versions and major announcements so far hit around that date, though I expect more like preorder beta to start then with the engine to hit for GDC 2013. 2011 is pretty unlikely out of my view as developing an all new engine core is pretty much impossible in 12 months, already 24 months is rather short with the 2 major fields where Unity is lacking heavily to completely which might require a widely new core: Multithreading and current 3D API and tech support instead of DX9 and OGL 2.0 (I blame apple due to their crawling back instead of finally releasing the OGL 3.x support) Not even the 100 men dev team of crytek pulls that off and they have 3 platforms, UT has to care for 10+ platforms by now with half as many programmers or alike But we will see, the fact that nobody was willing to confirm that the flash molehill targeting will come to Unity 3.x at made me a bit fishy as molehill likely will become production usable in autumn 2011 to winter - spring 2012 with the targeting likely being ready at launch due to the early availability of the whole platform due to Adobe Labs ...
I'm in no rush for Unity 4.0. 3.2 works great, 3.4 will hopefully fix the issues in 3.3, 3.5 will probably be when we get the light probes (and other big thing they're working on which has only been hinted at, but isn't Flash related), 3.6 will probably fix the last few bugs and then a few months later 3.7 will bring the whole Flash thing to pick up a few more sales of v3 before v4 comes along. Mid 2012 we might start hearing the rumors of what 4.0 might have.
Unity Technologies tend to announce new releases at their annual "Unite" events, so I'd expect a 3.x release (probably 3.5) to be announced at this year's. That makes the "Unite 2012" event the earliest potential opportunity for a 4.0 announcement—I think a 4.0 release prior to 2013 is unlikely—with most of the year spent refining and consolidating the 3.x platform with a couple of additional point releases. It's also possible that the 3.x codebase may be around even longer. Remember: the number after the dot needn't be within the range "0..9". It can go all the way up to 11!
But its Unity3D, not 2D, hehehe. Well I suppose its appropriate, given the fact that even I had trouble attempting a 2D game with sprites, its good that they are expanding on this.
For me... it is more important to have DX10 or DX11 in Unity to have AntyAliasing in deffered rendering. Maybe in Unity3D - 3.4???
I wonder...does Unity have a software maintenance subscription, so we could pay a smaller yearly fee and keep getting updates?
As far as I know it's always been the plan to skip DX10 entirely and move straight to DX11 when the time is right.
I don't think its possible to have AA in deferred rendering as i was told, the closest you can get is using the edge blur or a custom shader that all other AAA games use. But I cant wait for DX11
Maybe not, but some better buildin solution is necessary. Now we have very... very bad solution... Unity have problem with far objects, this is sample: http://forum.unity3d.com/threads/87405-Line-rendering-problem
To be honest the answer you got in the other thread is the direct answer you need to keep in mind. If there are not enough pixels to display the geometry, NO engine will display it properly. The only real way around that is to design levels that do not directly allow that to happen/be seen and to work with a higher resolution as your standard. Judging by the image in the other thread you are working in a low resolution, and that sort of thing can and will happen.
Hi, You are wrong. For that problems is one good solution: AA. I was tried this same scene with forward rendering and AA and it was good line rendering, but i must use Deffered and this is problem... UNITY we need DX11 support !!!!
I am curious to see a screen shot of using AA for comparison. Given the pixel information I am not sure how it could have cleaned up that well. From the image it appears that the resolution is too low that there will always be some choppy or missing pixels even after anti-aliasing. I see very large visible pixels viewing the image at 1920 x 1080 resolution.
How much is the upgrade for Unity Pro and iPhone Pro? Just wondering. Judging from the past history - I think Unity is in a 2-3 year major version refresh cycle right? I just wish it would be 2013 summer for 4.0 release... cause I just paid for this not long ago! Its too soon to pay for another upgrade!
50% of the full price And I doubt the situation you describe is gonna happen unless "not long ago" is an unrealistic timeframe as "6 months"
It is, however its not the best. This new engine will bring Unity up to par in the terms of 2D... Well, I hope so at least.
Hi, http://dl.dropbox.com/u/1015844/deffered.jpg - deffered no AA http://dl.dropbox.com/u/1015844/forward.jpg - forward AA this 2 images are from another apliacation. I dont have in home source for this map, but this is this same problem. On forward we have AA and good lines, but on deffered, lines are cropy ang ugly. Resolution 640x480
Hm, I hope UT include Autodesk Kynapse in the 4.0 release. I've never actually used it, but i watched a tech demo on Autodek's website, and I was very impressed by what i saw (and considering I have virtually no AI dev know-how, that's saying something), here's the link to the tech demo for anyone who wants a look. Autodesk Kynapse AI Middleware, to view the demo, click on it's link under "Related Information" Since Unity 3.0 added AD's Beast light mapping system, next logical step would be to add their AI system too.
Unity 3 didn't add Autodesks Beast Lightmapping system. At the time it was added, AD actually didn't have its rotting fingers even close to it unlike now unhappily. Also the two things are totally unrelated so even if Beast were AD at the time of addition, there is no "next logical step" as its a whole different, distinct thing
@rasq Thanks for the example of the difference. I have to squint while on my large monitors, but I can see a slight difference there (I tried upscaling but things bot all fuzzy instead of pixelated). I suppose I haven't trained my eyes that well, its mostly indistinguishable between the two for me. I have trained my eyes to look for polygons previously, but never pixels. I can see how it would make a difference now though. Actually I now remember being upset about no AA for the grass on terrains with Unity 3 that made a large difference in quality. I stand corrected.
Are you a cleric? nice necro-bump. There are other threads discussing metro apps. Nothing definitive from Unity from what I see. Try your own search. Start a new thread if you can't find your answer. Posting this question in a thread with an unrelated topic from over a year ago is something that probably should not have been done.