After a long break I am back and say hi for all my unity friends.
I am very very much waiting for Unity v 3 release, I regularly check website (bookmark :)) for every 6 hrs per day, because of any release issue. so could any one please let me know when did OUR dream engine release !!, because I am waiting for cloth simulations in Unity.
I hope Unity will win crown in top rating game enignes in very soon with its awesome features set.
It’d be nice to at least see what the feature delta between Unity and Unity Pro (as well as Unity iPhone vs Unity) is going to be before they release it.
Will happen on release, before that point the pages related to features etc are targeted at the current license I would guess as it makes no sense to kick out pages that are correct at the time to replace them with something that does not reflect the current state, especially if the license differenciation etc won’t change (for a pro addon you still need pro, non-desktop is still an addon etc)
What we know is that non-pro (on any of the platforms) will not get Umbra or GI+ of Beast.
Also RenderTextures etc will remain a pro only feature on any platform (no realtime shadows or postfx for non-pro).
Deferred rendering on the desktop is a unity pro only feature as well.
That covers the new / moving things of U3 pretty much at least as far as we know now.
On the mobile side only 2 things change:
old occlusion is gone, there is only umbra → occlusion culling new a pro only feature
plugins are now available in the non-pro iphone license too
Yes, there is still an Occlusion Culling one in the works, a Debugger one that needs to be re-recorded, and a Tree Creator one (that will probably be released post 3.0’s release).
So what good is Beast for non-pro Unity if point light or spot light shadows are disabled in forward rendering? (since it would basically eliminate the creation of lightmaps with baked shadows for scenes that use those light types)
beastmaps are very cool with or without deferred rendering. it’s tough to get better lighmapping results in an external program, it’s dead simple to use, and now you can assemble scenes with unrelated 3D content and still make it pretty. Also, it’s very useful for iphone scenes, no deferred rendering there.