For future , unity3d can support development OVI Store / Blackberry and Windows phone7 platform?
First , Nokia and Blackberry same use java to development , so unity3D support Nokia and Blackberry middle ware is not difficult , other , Windows Phone7 is C# development , unity3D same support C# script , so unity3d support wp7 development same not difficult .
total , unity3D can build to iOS / Android / Nokia / Blackberry / Windows Phone 7 , 5 big platform !!!
I hope unity development team can consider my comments , thank
No there’s no tech thats the same. java isn’t the same. unity does not use java, it uses java syntax, there’s a big difference there with the underlying technology.
it is difficult.
Nokia / Blackberry / Windows Phone 7 - are not big platforms. They don’t have big sales bases in the west. Android and iOS have the most customers worldwide now, people who pay for apps.
Nokia (Symbian) is dead, nokia has no plans to build further upon it.
Also it would allow native code but 95% of all devices can’t even load unity into ram and execute so no topic at all
Blackberry is reachable only through Union (playbook) if you have a finished, good game but its a platform on a scale where the effort is massive to go there and the financial payback is low at best as the playbook is not exactly the burner. the rest is not reachable.
and WP7 is not reachable either as microsoft offers no native code platform at all and unity is not .NET + XNA which is the only thing that goes there.
You want to build for 5 environment i will advice you to go learn all the mobile device and do manual porting. LOTS of games i see are ported manually (Not only games) between big platforms like PC to Mac, PC to Linux and vice versa.
If only all these device are using something in common like the OS, it’s hard to make an engine that port to 4/5 OS because this will make most of the time debugging OS codes than making Unity a more stable game engine.
But I still hope unity team can build blackberry and windows phone platform for future ^^
now , the Market share , android 38% , apple ios 28% , blackberry 20% !!! , windows phone 9% , so I still hope unity support build blackberry phone/taplet and windows phone platform . thank ^^
If you do that, then Blackberry standing, especially when it comes to games and game interested owners (as Blackberry outside the USA never sold to anything but serious business users as its too large, too expensive and too archaic for normal users - thats why the iPhone had such an easy going to ramp it out of the way with its casual appeal), will look even worlds worse than Nokias
It’s not just how many handsets there are, but how much of a business potential it is for us.
For example, the clear winner for most devs is ios. Android is very difficult to earn anything from despite huge user numbers due to the fact it is an unlocked platform. You can just download apps and run them and so piracy is the easiest thing in the world. After android, the curve of paying users drops astronomically sharp, in fact there are almost no games for blackberry that are remotely ambitious, plus no central store either. Going further down you hit nokia, where the only thing people will buy are ringtones.
I do not think Windows mobile will crack it for a few years yet. It will be like XBox though, MS will just keep pumping more and more and more cash into it until it works. Once a big company has decided it wants a market share, it will usually get it.
Incorrect…Unity only uses C# for scripting, the engine is C++. C++ isn’t allowed on Windows Phone 7, therefore Unity can’t run on it (unless they get an exemption from Microsoft to run native code).
I disagree.
With Mango and the Nokia baking later this year, they will have much more force behind it than one might think, especially with google doing their best to remain as dev unfriendly as possible by “letting inconsistency be inconsistency”, which will pretty fast give WP7 the edge over android at least.
the only reason it does not get there at the time is that there is a single WP7 device (yeah many brands but only 1 hw setup) and that darn thing is running on the same 2008 hardware the HTC Desire runs on, a slow, graphically extremely underpowered Snapdragon 1 QSD.
Funny thing is if you take the WP7 games and compare them to what you get to see on HTC Desire and Android, you realize that its graphically seriously ahead of android already and unlike android it has reliable multitouch and will keep it (a thing that for android could become a problem but not for MS as Ms invented the multitouch stuff in its lab so Apple can’t use ligitation to stall WP7 as it can with android and did since its launch)
Actually i think the rate of piracy for iOS is even worst. I mean i see lots of apps being hosted in third party cydia repos (FOR JAILBROKEN) phones, but i know in android, you need not unlock the phone to install externally downloaded apps but android apps are of poorer quality, In general therefore not much of a point to pirate them. But still some potential apps are ported from Android to iOS and vice versa.
Unity support on mango would be nice. Blackberry not so. I don’t get why a business black berry user would want to play a graphics intense memory consuming game on his bb.
Piracy exists everywhere.
On Android its basically trivial as you don’t even need to crack a joke DRM to do so.
The important factor is always “how tech savy are its platform users” and "how many users does the “non pirating percentage mean in devices” and on both ends of the sticks the iOS wins pretty easily as iOS users normally barely know enough of pcs to start them and use office (htere are exceptions but its definitely not the norm for them to be tech savy. I know more people having already probs syncing their iphone up to itunes than I know people knowing how to jailbreak it or even knowing what jailbreak technically is).
Even if WP7 had 0% piracy, the number of devices you would reach then “unpirated” is still lower than it would be on iOS if you had a 90% piracy rate
the license would be seriously expensive as blackberry will not sell 4-5 figure license numbers like iOS and Android thus the small number would have to cover for it … such platforms are normally then handled through Union it seems (if targetable at all), which already has brought some Unity applications to the Blackberry Playbook and I guess it will remain the only path for long / forever as chances are that RIM will face major problems and potentially cease to exist basing on the serious problems they have with everything lately. One flop after the other and totally missing every single trend on the smartphone - mobile sector for 3 years (or blatantly ignoring it in their arrogance to be the best business smartphone)
I agree with zine92 or maybe you want to take a lot at another game engine like ShiVa. I think you can port over to palm, iphone, android, pc, mac, and some others.http://www.stonetrip.com/what-is-shiva-3d.html
Hey , shiva-3d 's iPhone / iPad / Android is free , and more Palm os / Linux , why unity3d 's iOS / Android need 400USD /per os ??? shiva3d is free for development every platform !
No its not free for unity
and the reason why it costs is cause UT supports its platform.
Shiva moved in a year less than unity since Unity 3.3 as hard as it is (I own Shiva advanced).
Its a superb platform if it offers you what you need for your development and you don’t need the flexiblity and expandability (it has no osx editor, no editor expandability and its scripting language is very lacking as the castrated lua by the most important aspect of lua, its tablets, calling it stonescript), but if not, you are basically out of luck as their team is not 100 persons in size (I think 8 at the time or so?) yet they claim to support even more platforms than unity in a reasonable form which is just not possible.
The only way to target XNA + other platforms to my knowledge is the Delta Engine which actually is XNA and cross compiles to the rest
The other way round is hard to impossible and plain simply a massive, annoying effort, cause native code rewrites in C# are alraedy bad enough but OpenGL / DX “trashing and limiting” to XNA is a whole other level thats often not doable at all without killing enough of the engine to make it a totally different one but its no problem to bring the limited C# - XNA world to native code platforms