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Unity 5 release date?

Discussion in 'General Discussion' started by PROTOFACTOR_Inc, Mar 20, 2014.

  1. Marek_Bakalarczuk

    Marek_Bakalarczuk

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    Well, maybe good tool to make great games for this price. Like I said before competition has it already and is 4 times cheaper. I know, that C# is easy to learn than C++, but can it be a reason? No. It look's like "want it, pay for it, otherwise learn C++"... Maybe I'm littl epique, but got 3 months delay because of irresponsible coop, and now had another problems with crashing editor...
     
  2. Marek_Bakalarczuk

    Marek_Bakalarczuk

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    Anyway, anyone got idea, what happened, that I can't run any project? When using other computer can run every projects but today's. Recently had to restore system. Is this can be a problem?
     
  3. Andy-Touch

    Andy-Touch

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    As I have said many times before; When Unity 5.0 is as stable as our dev team can make it possibly be, it will be released. Its not like we have the release version of Unity 5.0 locked in a safe in the Copenhagen Office whilst our R&D team is sitting around twiddling their thumbs or playing Hearthstone. Have patience, we have our best men and women working on it as hard as they possibly can so that when the not-beta version ships it will be awesome. :)

    And just like the situations with Oculus with whatever their retail VR kit is, Valve with the mysterious Half Life 3 and Hello Games with the beautiful No Man's Sky; We will announce Unity 5.0's release date when it is the best it can possibly be and it is ready to be public for everyone to download and makes interactive things with. :D

    For the time being you can either buy Unity Pro and get access to the Unity 5 Beta (Which several things have been shipped with already and a fair amount of companies are already making games/visualisations with) or use Unity 4.6 (For totally and utterly free) which now has an option for iOS 64Bit support. Or you can go back to posting random dates and speculate when 5.0 will ship.
     
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  4. Andy-Touch

    Andy-Touch

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    Unity 5 will have a free version (and no royalties!) so when it finally ships, you can have the 64bit editor for the effort of downloading and installing the engine/IDE. Not sure how it can get cheaper than that. :)
     
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  5. Eric5h5

    Eric5h5

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    YES IT IS!!! I can't keep the truth to myself anymore, I've seen it, that's exactly what you're—

    error: user not found
     
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  6. Marek_Bakalarczuk

    Marek_Bakalarczuk

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    Well I'm making games that need Pro, and I subscribing pro. So I can complain for tool I have and paying for, right? Got serious problems I can't solve. 64-bit solve almost 80% of them. But 32-bit can't help to solve other 20%. I can't wait for 5. I hope it will be faster that I suspect...
     
  7. zenGarden

    zenGarden

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    It's not sold to public, it's some pre order and cosed beta access for Pro users, some little gift to have them playing with features, but not finished, as it needs bug fixes and improvments.

    And it's better Unity not rushing up like Epic is doing , as it can cause many problems or even worst with loosing a complete map. I hope Unity devs to find some more calm period after UT5 release, it will still be improvments like terrain , anti aliasing, shadows, but the main big job will have been done then.

    The biggest problem has been Enlighteen middleware also, i hope Unity will have learned a good lesson with that :rolleyes:
     
  8. Andy-Touch

    Andy-Touch

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    On the Unity 5 Beta page:

    You can download the beta version (Yes, it has 64bit support) right now...
     
  9. Andy-Touch

    Andy-Touch

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    As a non-U5 user, how have you come to that conclusion?
     
  10. zenGarden

    zenGarden

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    From people saying it was hard to manage and include and from Beta forums.
    Sometimes custom solutions or based on open source works can be better.
    I just hope Unity to success manage to have it working fast enought for the baking phase and keeping good results without too much memory space needs :D
    I think lightampping to stay a great solution , perhaps cheaper and running faster for mobile or desktop not needing GI.

    Epic runs fast, but perhaps too fast, and main indies games you see can be done in Unity, only the graphics make it appart. Unity try to not rush up and that's a really good thing, more mature decision, and i think we know what 3D engine will stay leader for indie developpers.
     
  11. goat

    goat

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    Carnac.jpg
     
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  12. zenGarden

    zenGarden

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    For people asking release date :D
     
  13. Ryiah

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    Unreal 4 is also very much in a beta stage of development. Crytek may be far more stable but I have yet to actually give it a whirl and, from the way people describe both it and its community, I doubt I ever will.

    Keep in mind too that Unreal 4 was a complete rewrite of the engine from the ground up. It is also not dependent on any middle-ware. Unity does not have these advantages. Thus a 64-bit editor will naturally involve a lot of time and effort.
     
    Last edited: Jan 14, 2015
  14. SunnySunshine

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    What do you mean by this? UE4 incorporates tons of middleware.
     
  15. Ryiah

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    Unreal 4 does not incorporate any middle-ware. It is not dependent on any in the slightest.

    Epic's approach to supporting middle-ware was implemented by a plug-in system that allows middle-ware developers to give support for their products while leaving the core engine's source untouched. If someone wishes to use a specific middle-ware, they license it from the developer and install the plug-in.

    It is this approach to middle-ware that allows Epic to distribute the full source to the engine for such an affordable price.
     
    Last edited: Jan 15, 2015
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  16. SunnySunshine

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    Ah I see your point. While UE4 utilizes middle wares, it's not dependent on them.
     
  17. Aurore

    Aurore

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    If you have a problem, create a different thread in the correct support section and be more descriptive.
     
  18. HonoraryBob

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    Would it be possible to release the new WebGL export feature before Unity 5.0 as a whole is finished, because I would think that this feature is pretty much independent of the rest, isn't it? Plus, I think many of us probably need that feature above all else.
     
  19. Eric5h5

    Eric5h5

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    I expect Unity 5.0 will be finished before WebGL export is, since right now it's a preview feature. I'm not sure what you mean by "released before Unity 5.0 is finished" though. It's available right now, as part of the Unity 5 beta.

    --Eric
     
  20. Neoku

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    Why Unity does not have a roadmap?
     
  21. Dantus

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    They mentioned a roadmap would be available some time after/around the Unity 5 release, if I remember correctly. For sure, a roadmap is in the works.
     
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  22. Andy-Touch

    Andy-Touch

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    We used to have a Roadmap in 2009: http://blogs.unity3d.com/2009/04/10/unity-roadmap/

    Our VP of Engineering, Brett, said we will have another roadmap in place after 5.0 ships. For now, here is a video of all the R&D team leads talking about things for the future:
     
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  23. zenGarden

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    So a roadmap each 6 years or will that be annual ?
     
  24. djweinbaum

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    Did that paragraph from 2009 turn out to be LoadLevelAdditiveAsync? Because that paragraph is still still a dream to me six years later.
     
  25. Andy-Touch

    Andy-Touch

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    Well, we don't have a bit on our website which says 'here is the public roadmap with dates and stuff' but we do let people know what we are working on (via blogs, videos, presentations, live demos, interviews etc) in advance of us shipping it. Just things we haven't announced are release dates or sometimes which . release a thing is in. So we sort of had a roadmap all these years.
     
  26. ChrisSch

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    Can you also include what you plan on working on, at some point, in the roadmap? Even if you're not working on it right now. I sort of like knowing the future even if its just a guess or something you guys wanna do. :)
     
  27. Andy-Touch

    Andy-Touch

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    Well, we are always planning on what to work on in the future; we just may not publicly talk about it until we are fully committed to delivering it and it's an achievable goal. It's all about setting expectations for the Unity community. For example, if we stated in a blogpost "Hey, we are thinking of making Unity export to a Toaster! But no-one is currently working on it and we don't know how feasible it is." Unity Devs would then get excited for toaster-based gaming. If after 2 months of r&d time we discover it isn't possible and posted another blogpost of "hey, we just discovered that toasters aren't compatible with our engine; we aren't doing it now!" Then that is going to annoy a lot of previously excited people, and we really don't want that. :(

    We feel a lot more comfortable in talking about upcoming features once they have been researched, there is a community out there for them, we have a development team in place to make it and we have fully committed to it.

    However, if you watched that video I posted earlier, you can see our devs talking about things on the wish list for Unity. An all new Input System, for example. :)
     
  28. ChrisSch

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    So there isn't plans for export to a Toaster? Damn... :D
    I didn't watch that vid yet, I've been super busy lately (passed my last exam finally, frigging math...) so I've been too tired for even playing games. But I'll watch it asap. xD
     
  29. Murgilod

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    What are you talking about? I exported to an Ouya like a month ago.
     
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  30. Narlix

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    Unity 5 Beta does what it needs to do, so i expect waiting for the public final release is acceptable (as if i have a say in it anyways XD) but its more for the features that are not fully supported by the beta yet, mostly on my part is the Unity Remote. but thats just a minor inconvenience, you can always build to iOS to see the result and test, but xCode build time, is laughable.
    I've been following the 5 Beta currently on the 21'st beta install and it keeps getting better and better so it cant be to long before we see something awesome, unless they decide to throw some new feature in that will postpone the release, tho' i dont see that happening since they announced Unity 5 about a year ago if memory serves right.
    I doubt to see the unity team putting a "Fez" on the engine.
     
  31. DocLogic

    DocLogic

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    Half life 3 confirmed!

    Seriously though, cant wait for Unity 5. I mean I can wait, and am happy to wait. The timing is perfect for me, currently wrapping up a project so I can get all experimental with Unity 5 and a new project. Assuming half life 3 doesnt eat up all my time.

    I was too deep into a project to switch over to the new GUI system, how is everyone liking it?
     
    Last edited: Feb 3, 2015
  32. shkar-noori

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    Already converting our project... there are some stuffs here and there but you can always customize it for your needs as its open source...
     
  33. Tomnnn

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    I was hating on it big time when initially dealing with anchor points and scaling. But you can change size and position with code to overcome this, so if setting it up in the editor isn't enough, you can use the practices you're familiar with from the old system like setting buttons to be some % of the screen and apply that to the new stuff.
     
  34. shkar-noori

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    Actually IMO it's way better to just give the new UI a little bit of time instead of doing positioning in code, i really like how the anchors and everything work [I personally prefer to code but this isn't the case with OnGUI and Unity UI].
     
  35. Tomnnn

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    It's only for when the resolution / aspect ratio changes. If you design your game in 16:9 and then switch it up, some of the buttons will stretch or squish or get cut off entirely.In extreme cases (which I always test for lolz) the anchors cannot do everything. So when the resolution changes, I use code to make sure everything is scaled correctly. It's really not difficult since I played with the canvas & gui camera until it was 1:1 with the initial screen size :p

    Screen.width and the canvas rect transform are initially the same ^-^ Doesn't get easier to scale than that.
     
  36. shkar-noori

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    @Tomnnn well I don't know how you set up your UI but in my UI every aspect ratio i tested gives me the same result......
     
  37. Tomnnn

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    My tests get minecraft-esque. I'll test resolutions & aspect ratios that aren't really standard just to see the ui break. When the screen shrinks, I expect the buttons to become a % of what they were, not stay the same or get cut off on the edges. Don't know what I'm doing wrong in my projects but apparently I'm the only one who can switch aspect ratios and see the ui break itself / get lost entirely on some edge of the screen.
     
  38. djweinbaum

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    You need a canvas scaler component on your root canvas.
     
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  39. Tomnnn

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    I tried, and at certain aspect ratios the buttons still became... strange. Eh, it's really not that much work make up for whatever I'm not doing correctly :D Thanks for the suggestions though, I've probably let down & baffled almost 10 people by now who've tried to assist with this. I've even downloaded samples and managed to screw those up.
     
  40. Nubz

    Nubz

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    LMAO lets us know how that works out after you pay them the royalties they make you give them.
     
  41. zenGarden

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    So perhaps some Unity annoucement at GDC ?
     
  42. Ostwind

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    Most likely released there as we are already in RC phase.
     
  43. Ippokratis

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    I think unity 5 is coming at the GDC.
     
  44. jashan

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    I agree ;-)
     
  45. imaginaryhuman

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    Just got an email from Unity to try the unity 5 beta, which includes a trial pro activation `until 5 releases`... I imagine this means Unity 5 will release within about a month-ish?
     
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  46. Ostwind

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    Yeah GDC is early next month so probably by then or some time after. I think all asset sellers were sent a key to work out/test their assets by release time if possible.
     
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  47. Tomnnn

    Tomnnn

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    That's a pretty excellent business practice.
     
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  48. zenGarden

    zenGarden

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    I was using UE4 for a game demo, but i'm back and strong on some Unity projects i had in the making,UT remains the most easy to use and program (I only hope bigger levels with bigger performance).
    I can't wait for GDC , i hope as UT Free users we won't be deceived about prices and features that will be announced.
     
  49. Andy-Touch

    Andy-Touch

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    Welcome back ZenGarden! :)

    And we dont purposely try to decieve UT Free Users on prices and features. :)
     
  50. zenGarden

    zenGarden

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    So don't decieve me and propose me a some Pro affordable price until i would had a game briging me back enought money :)