Mine team is interested in this licence. And i saw couple posts about this which confused me.
If i got it right, to setup collaboration project in unity within the team, every person in team need to have this licence (unique one).
How does this thing actually work, for now we used dropbox and it’s great and simple to keep project updated between members. But it’s not prefect with that all reimports all day along.
So my questions are:
Does every member of team need unique licence to buy?
Does unity have to be pro version?
Does its works similiar to dropbox? What are advantages?
Do we have to buy server or it can be set on some of project leaders machines?
Is it licenced only per project?
We have multiple team license-s here.
We stopped buying it when we moved the VCS from Unity Team Version Control to SVN / GIT.
Every member who does cross-compilation needs the team license. So you end up with 2 senior developers who will have it.
Every member needs to have a UnityPro license. It costs 3 weeks of good Unity work to earn it. When a person joins our team, we ask him for credentials or a game they made.
You can look-up SVN / GIT instead. This is totally free to use. You do not even need to use the SVN / GIT Plug-in if your team becomes proficient and use direct SVN commands.
If you use SVN or GIT, the SVN or GIT server software is free. I’ve used the Unity Version Control server and after some time I un-installed it and moved on to SVN / GIT setup.
SVN or GIT is not licensed per project. Team License is not licensed per project, it is licensed per user.
If you use Team License, the only advantage is the cache-server part.
The Team-Server part is very slow and can be replaced by SVN or GIT or HG.
I have some more questions and i didnt wanted to start new thread , this can be used again.
So we finally decided to buy pro licence of Unity3D.
Im confused now by Android and Unity3D Licence.
Questions:
If we buy Unity Pro licence and for example setup in scene pro features. Then we build that scene for android. Will that features be exported to android since we didnt bought Android Pro licence?
We are making mobile apps/games should we buy UnityPro or AndroidPro?
If i got it right UnityPro is for pc build games Win/Mac/Linux and AnroidPro of course only mobile?
UnityPro are pro features for dekstop builds, and MobilePro for mobile features?
iPhone Pro and Android Pro are add-ons to Unity Pro. When you purchase them, they activate the specific pro-related features in Unity Pro.
This inevitably leads to other questions, such as can you mix licenses (so i.e. only the person who does builds runs iPhone Pro). You can google these answers, but the short and sweet is:
Note, you don’t need to purchase the Mobile Pro add-ons to be able to develop for mobile, you only need them if you want to access Pro features. You’re still entitled to build distribute apps made with Unity Pro + Mobile Free so long as everyone on your team has as minimum Unity Pro.
You will need plenty of hard drive space however, it can grow pretty huge. Also you will need a large amount of ram on the Cache Server system - I’d imagine around 8gb would suffice.
Just to correct a pretty dangerous, incorrect point above:
No you do not need pro
The Unity Pro requirement for Team Licenses was removed half a year ago or so if I recall right. You can now buy Team Licenses on top of free licenses.
Generally you can trust the Unity store. if it does not require you to get something you will not need it.
The only case when you have to buy Unity Pro is when you want to buy any of the mobile pro addons, as mobile pro addons require the desktop pro addon as a base.
no it does not crash Unity constantly as Dropbox does on a half way performant computer due to the concurrent file access from unity + dropbox onto the library files.
If you use perforce then the team license since Unity 4.2 gets you integrated perforce support.
But even more important for cross platform projects is the cache server which stores the serialized data of different platforms for immediate lookup reducing switch times across platforms massively.
A cache server can make a difference between a working and a near useless continous integration setup on a cross platform project.