Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice
  3. Dismiss Notice

Unity 3 XBOX 360 and PS3 support?

Discussion in 'General Discussion' started by qcom, Nov 20, 2010.

  1. qcom

    qcom

    Joined:
    Nov 20, 2010
    Posts:
    4
    Hey everyone!

    I have stumbled upon Unity, and it seems like an awesome game engine for my projects!

    I was wondering what the support was for the XBOX 360 and the PS3. Also, does Unity support Windows and Mac OS X development?

    I apologize for the possible duplicate question, I couldn't find any reliable or current information about this topic.

    Also, in effect, with clean source code, one may develop a simple game (e.g. Pong), in C#, and deploy it to Windows PC's, Mac OS X Macs, XBOX 360's and PS3's?

    If so, that's awesome! :D

    Thanks!
     
  2. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    X360 and PS3 are expected to be like the Wii license and as such not available nor affordable for home brew devs likely (as nobody else would go for a pong at the license fees we talk about here). you will need to be a registered console developer with the manufacturer to even have a chance to invest into the 5 figure per title license for it (see Unity Wii to get an idea on licensing and fees)
     
  3. qcom

    qcom

    Joined:
    Nov 20, 2010
    Posts:
    4
    OK, but Windows and Mac OS X are supported, correct?

    Thanks for the information though.


    Now, Nintendo is relatively strict about the requirements of handing out the Wii SDK to developers, correct?

    I'm assuming you need to become a registered and licensed developer with Nintendo before being able to use Unity to develop Wii Games. If so, perhaps it's a good idea to gain a track record as a startup dev company with Unity on Windows and Mac OS X, to "show your stuff" in essence.
     
  4. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Windows and Mac OSX are present in the regular versions right (free - pro)

    Android and iPhone are available as "normal addons" on the store without any further requirement (aside of being on mac osx 10.6.x to do iphone dev at all)


    As for Wii: right, you need to be a licensed dev with nintendo before you can buy Unity Wii to start developing a wii title (console licenses are per title)
     
  5. qcom

    qcom

    Joined:
    Nov 20, 2010
    Posts:
    4
    OK, sounds good, thanks for the help!

    Now, just to be 100% clear, when you said that the 360 and the PS3 are "expected" to be like the Wii, are you saying that they aren't out yet?

    Also, these Wii games are legit, non "Wii-Ware" games, right?
     
  6. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Correct PS3 and XBox 360 support is not available yet.

    As for Wii Games: Depends on the license you buy / can buy. Wii Ware previously used to be $15'000 per title, disk distribution used to be $30'000 per title, ontop of team wide U3 Pro licenses I assume (no fees mentioned on the Wii Publishing page anymore at http://unity3d.com/unity/publishing/wii )

    Best drop the support / sales questions in relation to this if something isn't obvious from the page (where you can find the information on wii)
     
    Last edited: Nov 21, 2010
  7. seon

    seon

    Joined:
    Jan 10, 2007
    Posts:
    1,441
    Wii and Wii-Ware are nothing to do with legit or not. Both are exactly the same, just one is retail boxed and one is digital download. Unity Wii supports making Wii boxed titles as well as Wii-Ware.

    Unity Xbox and Unity PS3 are not shipping products yet but IF you are an existing Microsoft 360 developer AND/OR Sony PS3 developer, you can contact Unity Sales about POSSIBLY getting your hands on a Beta copy of Unity for those platforms.

    My understanding is that these are closed betas at the moment.
     
  8. qcom

    qcom

    Joined:
    Nov 20, 2010
    Posts:
    4
    OK, thanks again for the help.

    If you have the knowledge, do you think it's a good idea for a start-up developing company to get noticed by making a noteworthy PC and Mac game?

    Because I believe Nintendo wishes to see "provable experience".
     
  9. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Its a good idea yes, otherwise you can basically save the time on contacting them without a very wii focused innovative concept.

    also doing a game etc that way makes sense cause part of the requirements to get console dev licenses is dedicated office space, stable financial situation to drive the project and comply to the nda (and indemnifications if you don't) and naturally experience as they won't let beginners on there.
     
  10. Eric5h5

    Eric5h5

    Volunteer Moderator Moderator

    Joined:
    Jul 19, 2006
    Posts:
    32,401
    They are available, as was said in the Unity keynote. You have to send an email to sales@unity3d.com.

    --Eric
     
  11. hippocoder

    hippocoder

    Digital Ape

    Joined:
    Apr 11, 2010
    Posts:
    29,723
    nintendo require you be a full company with more than one employee and quite a few games under your belt. Even then it could cost you 20k before your game sees the light of day on the wii. Thats old stuff I know from the DS days. I don't know about wii...
     
  12. seon

    seon

    Joined:
    Jan 10, 2007
    Posts:
    1,441
    Normally the best path for a startup these days is to make an awesome game any platform you can, then shop it around to publishers. A publisher can get you a deal to convert a game to Wii, XBox360 or PS3 with out you needing to qualify for a developer license from Nintendo, MS or Sony, as they (the publishers) generally have licenses if they publish games on those platforms.

    It is getting increasingly harder and harder for Indies and startups, even with a good title to showcase, to get developer status on consoles without a long track record and financial stability.

    For now, I would concentrate on making an awesome game. Get that far and then see what options you have available then.
     
  13. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Fully agree with Seon, having something you can get through a Publisher is the by far most solid path to consoles nowadays. Also it solves the problem of moneytrees for engine licenses and alike ;)
     
  14. RElam

    RElam

    Joined:
    Nov 16, 2009
    Posts:
    375
    Well, I'm bet that the costs won't quite be that bad. I mean, if the 360 license costs too much, they're just forcing independents to use XNA, not really a good path to wide engine adoption. Software is priced according to what people are willing to pay, and I'd imagine/hope that they'd have pricing that'd scale well enough (but admittedly a 15K Wii-ware price is a bad sign).
     
  15. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,404
    If you are interested in a cheaper way to create X360 games (Xbox Live Community games + Windows PC and Windows phone).
    Check this out:
    http://www.synapsegaming.com/products/sunburn/engine/
    Their 2D engine is top-not, featuring realtime lighting and shadows!
    It also support cool Xbox Live features, like Xlive customizable avatars, ladderboards, trophies, etc.
    This is provably the most advanced and featured (and fully working) XNA engine i ever saw!
     
  16. iceshaft07

    iceshaft07

    Joined:
    Jul 23, 2010
    Posts:
    293
    I contacted them a while ago, and I believe the starting prices for those licenses was above $80K. I was hopeful too. I was, at minimum hoping for a less expensive version to release games for Xbox live.
     
  17. tatoforever

    tatoforever

    Joined:
    Apr 16, 2009
    Posts:
    4,404
    Xbox Live dunno, i know that you can now send your community game for an Xbox Live review but regarding the synapse license (Community XLive ones) they are quite cheap:
    150$(Xbox360, PC and Windows Phone) Indie,
    300$(Xbox360, PC and Windows Phone) Pro.
    1000$ (Xbox360, PC and Windows Phone) Studio.
    For more info:
    http://www.synapsegaming.com/products/sunburn/engine/editions.aspx
     
  18. thomasmahler

    thomasmahler

    Joined:
    Mar 18, 2009
    Posts:
    181
    Are there actually any Xbox or PS3 games using Unity in development? We'll want to make sure that Warsoup runs on every platform, but we're very scared about performance issues on x360 and ps3, since if Unity isn't optimized on consoles, there won't be much that we can do about that - and for Warsoup we definitely want a 60fps experience.

    I'd love to hear some reports on that - how well do Unity games run on those machines and which optimizations have to be done to make things run really well?
     
  19. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    console platforms are commonly under NDA so you won't get such informations from anyone but UT directly i guess.
     
  20. minevr

    minevr

    Joined:
    Mar 4, 2008
    Posts:
    1,018
    $30'000.......
     
  21. TestPilot

    TestPilot

    Joined:
    Nov 13, 2010
    Posts:
    55
    Yes. On Unite they said actually there are few such titles. First Unity based games should appear on X360 and PS3 in the Q1 2011.
     
  22. Dreamora

    Dreamora

    Joined:
    Apr 5, 2008
    Posts:
    26,601
    Well the old Wii Prices were known, weren't they? :)
    $15'000 per title for WiiWare
    $30'000 per title for Disk

    And wii targeting is trivial compared to the highly parallel, high visual platforms like X360 and PS3 especially for an engine like Unity which has a single thread base at the time. Using the PS3 and X360 usefull and performant will surely be no short way for Unity but the good thing is that once it does it on X360 we can hope that it uses multicore systems on the desktop as well cause due to the "3 core nehalem" alike processor the x360 has (3 core, dual thread execution engine)
     
  23. seon

    seon

    Joined:
    Jan 10, 2007
    Posts:
    1,441
    Unity isn't all single threaded at the moment, though agreed, it could definitely utilise more cores for more tasks, and Unity Devs are aware of this. You have to remember that the Unity Dev team have built up a massive knowledge base on how to really optimise their engine for current gen consoles based on their work on iDevices, so I am sure we will see great performance on the consoles.

    Like any platforms developers make games for... the bottleneck is usually the game developer, not the engine (well in my experience).