Unity 3.1

The October newsletter mentions Unity 3.1 being announced at Unite '10. Do we know anything about the “Next Big Thing”. What are you guys up to!?! :expressionless:

I don’t know anything about the “Next Big Thin” But i wanna know, and for 3.1 i hope they have all the bug’s fixed and a better terrain editor :S

#1 Pro will feature a watermark as well so that people don’t complain anymore. From the statement: We’re very proud and excited…

#2 The free version will only run on systems with a webcam and Unity will check if the user sitting in front of it has a Unity logo on their shirt. These shirts can either be bought from the store or logos can be download for a small fee - sorry, this seems to be wrong, actually it’s said to be for free, awesome - so that you can print it on a shirt of a taste of your own as well.

#3 Other useful stuff…

#4 The free version of unity will feature a MAKE MMO RPG button for noobs. This will work only with a webcam mentioned above to make sure users can prove they are under 14.

#5 Related to the MAKE MMO RPG button, We have removed all scripting from the unity engine, now any game can be made simply by dragging dropping our premade scripts into objects.

One thing thats known for near 100% is that the texture technology that allows you to store procedural data instead of pixel for massive size savings will come to Unity 3.1 as the press release on both ends early this month stated Nov

Also, as UnityGUI wasn’t touched for 3.0 and iOS and now also Android still have no multitouch UI (nor does UI batch), I have the hope that a new GUI system will happen along 3.1 as well to adress this. Can’t be that after 2 years we are still sitting around on an UI not complying to base requirements of the target platform and still leading to a “tips for optimization list” that as first or second entry always has “Don’t touch OnGUI”

OnGUI has become my best friend over time…just kidding. :stuck_out_tongue:

No but seriously, I would pay another 1,500 for a “super-pro” option, just for a goddamn new GUI system. I’m hoping for at least a way to tell if we are over a GUI element, such that Raycasts don’t cast on buttons…

that part is easy with being over.
as you have the rects for button cached anyway on iOS (dynamic allocation is deadly) you can use use rect.Contains

Hoping to see mac app store support personally. Thats a deal breaker.

Also would like to see updated shaders for iphone.

I would love linux support :slight_smile: But alas, thats prolly a pipe dream …

Actually the mac app store usage is possible.
Someone described how to do it on the corresponding thread.

Its not integrated but if you want to go the route you can. For a developer it should be easy to grasp

Wouldn’t mind to seem them either, but would prefer if they are really iOS targeted (GLSL), not surface shaders

I hope they bring in that 1 draw call 2D engine they promised for 3.0.

Such a thing does not exist, 1 draw call.
But one that is able to batch sprites etc … though unsure if they priorize that any longer with SM2 on the plate that does it already

The 2D sprite engine was originally intended for 3.0, but promised for a point release. I hope it is 3.1.

I want pixel perfect GUI, no more crap with the buttons so large that they have around a 4 to 8 pixel border outside of the text, I have had pixel perfect GUI in older engines dating back to the late 90’s so I seriously can’t believe this is something that can not be done in Unity… I also want a pure 2d engine base, hell, I would PAY additional for a pure 2d engine in Unity, so much so that I own both the iPhone 2D Engine by GG and the regular 2D engine from GG, oh and I want database use working fully in Unity, so tired of commands not being recognized, blah, but wait though, U3 does totally rock so all the things I want really mean zip because in the end, this is the best engine on the planet for sure, maybe by U4… this is like Vista vs Windows 7 difference

Now this sounds like me zumwalt :slight_smile:
Owned TGB since 0.7 (T2D EA back then) and own iTGB since day 0. Urgs I’ve even given GameSalad several shots and recheck Cocos2D several times per year (the newest one is great and finally supports tiled more or less completely among other things)

also own SM2 and EZGUI (ok all 3 systems above and beyond software sell)

Mac store!!

#6 strengthening the sophisticated marketing strategy, especially for arabic countries

SM2 is a great tool, but it is not a Unity core tool. Sprites should be within Unity core. If they claim that Unity is a good tool for 2D games too, they should have a spritemanager themselves, not rely on someone who does a awesome job, but is an outsider.

Unity is crap for 2D games by itself. Unity and SM1/2 (or self created spritemanager tool) is the way to go for 2D games.

By crap for 2D games, I mean there is no easy path to import sprites (not accounting SM1/2) and use them within the engine. Yet for instance, on the 3D side, 3D animations are really simple to import and play with. This is something that should be fixed (if they want to keep claiming that Unity is good for 2D games).

My 2 cents.

I don’t think they do. Unity is first and foremost a 3D engine, which is 100% of what they concentrate on on their site; I can’t find any mention of 2D anywhere.

–Eric