Xbox One License

Hey guys, I’m getting my Xbox One on Christmas and I already went ahead and filled out the Xbox ID stuff to start being able to make games for it (when I get approved or whatever).

But anyways, that’s not my question.

My question is, I read on the Unity Blog about the Xbox One that we (if accepted) get a limited Pro edition if we don’t already have it, what does this mean?

What that’s different would I be getting?

If I recall correctly, I think you get a separate version of Unity with Pro features, but you can only build to XBox.
Or it unlocks pro features, but you’re only licensed to use them for an XBox build.

Well that sucks (I mean that’s good) but what if I want to test it on my PC before the Xbox to save time, I’ll have my license revoked because I decided to test on pc first LOL?

I think you are planning way too much ahead. Do you have a company yet or a successful title released? getting accepted is not that easy as fill the form and wait the developer console arrive in mail.

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I just like to know what’s going on that’s all, I’ll start getting paranoid if I don’t know how every single detail works.
Blame that on the PTSD lol.

But no I haven’t actually released anything (and was honest with them about it).
But, I do have nearly 15 years of Modding experience and about a year with Unity now.

Well you can’t even apply if you don’t have a legal form company for starters and even with one you need to have released title or a good wip project to show em.

No you don’t it says on the application if you don’t have a legally created company to just put your name then.

Oh I’ve got a bunch of WIP images and stuff, but that’s all they are, just WIP lol.

Well I’m not gonna sit here and wait for good news for it though because I understand what you are saying.
If it works it works, if it doesn’t then oh well lol.

I don’t know how or where you applied but the official form and faq both say it :slight_smile:

First field:

“The Studio or individual must be a legal form of company or in the process of becoming a legal form of the company, in order to be eligible for ID@Xbox program.”

Just saying these cause a lot of other will probably read this thread in future. At the moment they won’t send the dev console to everyone asking it and you can’t use your own yet. It could be however that with Windows 10 comes the unified publish across desktop, mobile and xbox and might be possible to use own console for development.

Oops I must of read it wrong, oh well haha.

Well technically I’m in the process, the day I get the money for my licenses lol.

But yeah I hear what you are saying bro.

The only reason (without being entitled to everything) for deploying on xbox one is to publish on xbox one, therefore having a valid business is a good idea.

Else it’s the same experience to just use a controller on a computer.

It’ll be exactly the same as developing for iOS/Android. You can hit the Play button in the Editor, or you can deploy it to your device.

Actually, it’ll be a better workflow than that because, as Hippo points out, you can pretty much use the same IO on your PC as you can on your device, which isn’t true of mobile devices.

You dont need that. Xbox1 is a PC.
Its a AMD box(both cpu and gpu) with custom windows karnel, with modded directx runtime; just like xbox360(with exception of RISC PPC triad cpu). Same goes for ps4, its custom linux kernel(orbis) with amd’s(with sony?) opengl implementation which they call psgl. Well there could be some vendor made custom chips for various purposes, it does not make severe differences.

If you want to test on pc, it also does not sound right. We will never know how unity guys utilized xb1-ps4-equivalent pc’s hardwares. So build to direct console sounds more ok to me.

Don’t you still need a dev kit for all forms of XBO development ?

I don’t think so. All retail console can be turned into debug kit by some special button combo. Unless there is some security check(from unity-ms side) to prevent running executables, it very likely retail will be good to go.

That’s not true. You still need to use the dev kit which you can only get after being accepted and passed all the other requirements. Retail consoles do not support dev mode yet. It might come when Windows 10 is released on all platforms.

I think I referred about this one:
http://www.maxconsole.com/maxcon_forums/threads/278782-Xbox-One-Debug-Mode-Unlock-Method

Just to put things in to a little bit of perspective. I released a game at the end of january, it rose to the top of the iOS & android charts, even knocked Minecraft off the top spot for a day ( :smile: ) I got in touch with both Sony & Microsoft.

Sony was down straight away, I formed a company, applied to be a licensed dev, signed NDAs and other contracts, was invited to their London HQ and ordered a PS4 & PSVita dev kit.

Microsoft put me on a waiting list called ID@Xbox where I still am almost a year on, a year that my game has remained around the top 10 of the charts in Europe.

The moral of the story… don’t hold your breath, Microsoft are being very particular.

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Yep, MS is not handling this whole LiveID thing very well, they are neglecting most indies, while favouring a small group of elite few.

I’m shocked at how badly this whole process has been handled to be honest, Sony is doing a much better idea of embracing indies.The LiveID program is almost 2 years old, and there has been very little communication.

I would just apply for the Sony program, MS just doesn’t seem very interested, although on the contrary they will try and tell you they are doing their ‘best’ to embrace indies.

Dang, yeah I won’t hold my breath for the Xbox One Indie stuff lol.

But figured I’d try anyways.
Who knows lol.

If you take a look at the current showcase of indies on the PS4… They all have at least one proven title. If they only have one title then it was on Steam first. The XBO paperwork looked more official than the Sony paperwork so that with the addition of Microsoft being less flexible for Indies when the platforms and that discussion was coming around I would assume that the Xbox would be a hard target.

It’s reasonable though… When you look at ‘indies’ these days they’re more professional than most people seem to assume. But, there are plenty of smaller one or two man teams that pull a sweet game out but its not as common as more coordinated teams that get the ‘indie’ spotlight on them. I think the console curators are drawing a line between those two and filtering out devs that aren’t working on their game full time or have at least one solid title out there. Hobby dev versus Indie dev, I suppose. They don’t want to waste their time working with, planning with and promoting products that aren’t likely to be driven through the finish line.

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