Just wondering if there are still no plans to bring the editor to linux, because I really want it.
If you really want to work with Unity so bad, use Windows, or OSX.
Thankfully, no. This would completely burn a hole in unity’s development priorities for really absolutely no reason. Maybe we should have an ipad version of unity as well
I hate to be negative but I need unity to focus on the important things like improving performance and having fast native PBR.
Never… unless Linux gains a > 20% share among game developers as their primary platform.
Which quite frankly… is not going to happen anytime soon.
How about a 64 bit editor first?
At this stage I think there’s far less overall cost for a few developers to install a new OS than for Unity to add and maintain an entire new development platform.
^ Exactly! I personally dont like Linux (I have Windows 8.1 (Which is hell with Unity)). I think they should work on Unity’s features than its platforms. It’s not like Unity will gain another million users if they support Linux, so don’t expect it anytime soon.
If Unity had a Linux editor how many Pro licenses would your studio purchase? (I really want a Lamborghini Gallardo but it turns out these cost money.)
Unity does deploy to Linux, so Linux users can still play your games.
It’s not financially viable. The majority of people wanting a Linux editor likely can’t afford Pro licenses to help keep its development ongoing. Existing sponsors who help keep Unity Indie free of cost likely don’t want their sponsorship used for a platform that has less than 5% of the game market.
Linux is not a reliable game development platform. Android (which is based on Linux) is already a problematic platform for many game and middle-ware developers.
On the other hand, VMWare works very well on Linux. You can most probably run Unity for Windows inside VMWare
You sound awfully bitter and resentful about something you have no control of.
Your personal grievances don’t change anything as far as deploying to those platforms are concerned
“Unity does deploy to Linux, so Linux users can still play your games.”
Okay?
It amazes me the level of entitlement and self-centredness some people have about technologies they have not even the slightest understanding of in creating. Perhaps learn to speak with your wallet instead of going about complaining and making ridiculous demands like some spoiled little girl?
^^This.
Am i the only one who thinks it should have been there on release? I mean isn’t it obvious that almost all development machines are gonna be 64 bit?
- Authoring 64-bit games (i.e. games that actually need to be 64-bit due to large data)
- Allowing 32-bit games to have all their resources loaded in the Editor without falling over - i.e. my builds use around 3GB already when textures are at full resolution, so I actually cannot have the textures at full resolution in the editor because there’s no memory left for Unity’s editor tools. Thus I cannot do the WYSIWYG thing properly.
- Building large streaming worlds - i.e. even if I’m only going to load a small section of my city into memory at one time during gameplay, when authoring it’s helpful to load neighboring sections (or even the whole city) so I can make sure things are built correctly across streaming boundaries
I get out-of-memory crashes very frequently with Unity; 64-bit would make them go away.
Or someone could put together a poll of what the community prefers Unity to work on next. Have the options of 64-bit, Linux editor and something else. This way you may get a better idea of what people want.
The problem with forum polls though is that not all users are on the forums.
I have no doubt that if those 8563 (12 Feb 14) users all queued up outside the Unity Copenhagen offices with their $1500 in cash in their hands the Linux editor would be worked on right away. With some social media I’m certain that we could get almost anything the top-voted wish.
The thing about polls and voting is that the vast majority of people outside of UT have absolutely no idea about the relative amounts of work involved.
If there’s super-popular feature A that is going to take six months and 10 engineers to build, and less-popular-but-still-useful feature B that is going to take a couple of days and 1 engineer to build, then the popularity of the features really doesn’t matter; feature B is what’s going to get built first.
Porting the runtime to Linux is a substantial chunk of things but there’s still an absolute ton more to do, particularly in the editor where a lot more third party libraries are used.
No thanks. I’d be more interested in the 64bit version of unity. I hear that’s whats keeping Houdini Engine from being deployed on OSX.
Also, keep in mind Unity is only one aspect of game dev, you still need other supporting tools like music and art related applications. I don’t see any applications that can rival paid software available on windows or OSX - and those that are available, houdini for example, I don’t see the run of the mill hobby game dev purchasing anytime soon.
OTOH, I recently moved from linux to osx - I get tools like Cheetah 3D, Pixen, and if I really need houdini I could drop the $$$ for it. You get great audio libraries like vsl, synths like zebra and alchemy.
My bottom line, choose the best tool for the job.
I already stated facts, but they don’t fit your deluded sense of entitlement and reality.
Your follow up reply is bordering on nonsensical and illiterate and I honestly doubt you would know anything about developing native Linux applications that can run seamlessly across different distributions, architectures, video drivers, audio drivers, withstanding the challenges and resources needed to achieve such.
If you were any bit knowledgable of Linux on ARM, you would already know that rPi running Android could support Unity games made with 3.5.x. The poster was referring to silliness of trying to actually develop games with such a low powered device.
I wasn’t aware Houdini Engine wasn’t available on OSX yet, that is a real bummer! I guess I shouldn’t be too mad about having to install Houdini twice, at least I get to use it! I know SideFX was planning on dropping support for 32 bit platforms altogether with H13 but in order to support the Houdini Engine in Unity they have to continue to compile a 32 bit build.
UT really does some things that just make me roll my eyes, no 64 bit editor is at the top of that list.