Unity Editor for Linux
blogs.unity3d.com
blogs.unity3d.com
Seems like one of big corporations funding the authors, probably Valve (old Microsoft kind-of-enemy).
We produce our own game launcher (think: uplay or origin) and I asked if there were plans to produce a Linux version of the launcher. They replied “no because productions (games) [weren’t] asking for it.”
Inversely, when I ask productions if they will support Linux they say that there’s no point because the launcher doesn't support it and the launcher is mandatory.
Edit: That said, it's not like the lack of Unity Editor on Linux was stopping them from having a Linux version of Hearthstone. It has been possible to target Linux for years.
I'm also kind of baffled by the need to install a Blizzard root cert in the cert store. That's normally only necessary for people who are too cheap to get their certs signed (Blizzard makes enough money to do this) or who want to MitM encrypted traffic from your host.
I don't like this practice too and I would opt-out of that "feature" having the choice. I just used to develop similar software, so I understand why they did that.
I've heard recently about some movement to allow HTTP connections to localhost, but I did not investigate that thoroughly. TLS should not be needed for localhost, that's true.
Varies by distro. For example, on my CentOS 7 desktop just now:
$ cat /etc/pki/ca-trust/source/README
...
QUICK HELP: To add a certificate in the simple PEM or DER
file formats to the list of CAs trusted on the system:
Copy it to the /etc/pki/ca-trust/source/anchors/
subdirectory, and run the update-ca-trust command.
That README is part of the "ca-certificates" package.As seba_dos1 points out though... why would doing this be needed for a single application?
It should be possible to point the cert validation code at a non-system-wide CA chain.
That's an educated guess, not something I know for a fact, and it makes sense given what I know about how the tool has evolved.
Unity has been able to produce games that run on Linux for a long, long time, so Linux is making some headway, you're right.
I recommend using GDScript instead of messing with C#, which is supported but much more difficult to set up. GDScript is really similar to Python, the editor has Intellisense/autocomplete (even for strings!) and all the documentation is built in under the Help menu. It's a very very pleasant experience overall. It's also the first time I've been able to work fully offline thanks to the extensive built in help, and this does wonders for productivity.
Unity feels like Windows, they stack on top of each other all the latest shiny features to attract customers resulting in a massive mess instead of thinking about a coherent overall architecture/UI. Their latest ECS system is an eg of this, they have just stacked on top of the pile a more FP approach although their architecture is not necessarily designed for that, but hey, FP and data-driven is trendy so let's add this too on the pile .
The real drawback right now with Godot is the 3D renderer which is okay but clearly not on par with UE or Unity, but 4.0 is coming with a re-written from scratch new Vulkan renderer.
Unity's licensing terms are complicated and litigious, and because of this their tooling is locked to their online platform -- you can't use Unity without logging in. This means they at any time they can lock you out of their tools. I'm honestly more comfortable with older licensing models where you'd get your software on a disc for a fee. Not only do you not own the engine, you don't own what you created on it. They can lock you not only out of selling, but out of even compiling or editing your own game.
I get that the games industry is driven by revenue, and I'm comfortable with buying and selling games as a product. I'm even comfortable with selling commercial software at a flat fee. But that doesn't mean we can't collaborate on engines and tooling outside of a revenue context to move the state of the art forward. Most advances in game development have been locked for decades in the proprietary engines of large studios, and every serious indie developer had to develop in 2d or start from scratch. Unity's more open licensing model was a huge step in the right direction and has inspired a lot of creativity but it's still fundamentally a closed platform that can lock further innovations behind a paywall and deprive creators of tools.
This is their right -- they're not hiding the terms of their licensing at all. But if as an indie developer you really want to own your game's code instead of locking it into Unity's platform, Godot is the way to go.
You definitely can, but it requires working with a sales rep to buy named or floating licenses that are served up by a locally run license server. I would be surprised if they did this for single quantity license purchases, though.
Additionally, after subscribing for two years, you can stop subscribing at any time and continue to use the latest version of the editor at the time your subscription expires, perpetually, as in "perpetual license that you own." This was announced at the same time they announced the switch from perpetual licensing to subscription licenses, if I remember correctly.
With regards to the perpetual license, this is rooted in a promise from the company that they will continue to license it "perpetually", not that it is impossible for them to shut down your software. What happens if their licensing servers go down, or they decide that you as a user are so egregiously in breach of their contract that they cannot continue their perpetual license? This can be due to arbitrary restrictions, such as a local government passing laws which do not allow them to continue their license. Consider if an old version of the Unity engine is in violation of GDPR, for example. They would not be legally able to continue perpetual licensing for their product, and they would be forced to shut you down. That is not ownership, and do not let anyone fool you into thinking it is.
If it stays on Steam, anyways. Epic’s store probably won’t ever support Linux I’d imagine :(
I do not know if they roll their own license server or if they can use commercial license servers that may already be in place in an organization.
License servers exist. Surely it is cheaper for them to license from someone who does license servers, or use a client's existing license servers than it is for them to develop and support their own server.
I have high hopes for it, since the experimental version already worked quite well for some time. Still, Unity was one of the reasons I got Win10 on an external hard drive...
It's quite a dead meme, but with things like photopea, Blender, smooth Linux VsCode version, stepping stone distros like Mint and now Unity the year of the Linux desktop might come!
Mint is super solid though and probably the most approachable beginner distro in 2019. Comes with an easy installer, a choice of desktop environments that are all pretty nice out of the box and familiar and the fact it's based on Ubuntu/Debian makes looking up any problems or looking to customize it a breeze.
If you are looking for a Distro that works out of the box, Mint is pretty good.
Earlier this year I was forced to do an OS refresh on my home system, and I decided I wanted something closer to MacOS; before I had a hacked together system that approximated (virtually identical) Crunchbang (#!) - but was based on Ubuntu Minimal (14.04 LTS) and built up from there.
I wanted something that was still "lightweight" in the sense that it did what you wanted and no more; something with a fairly MacOS-like "intuitive" interface. I wanted something that could be configured easily without needing to hack on config files (as I had to do with my mess - updating OpenBox, etc). But I still wanted to be able to easily modify it to make it mine (unlike MacOS which is pretty locked down in the modding department).
I looked at PopOS, I looked at Mint, I looked at straight Ubuntu, and I tried BunsenLabs (what evolved out of #!); it wasn't until I tried Solus that I found the interface I liked - Budgie Desktop.
Unfortunately, I hated the Solus package management system; I wanted my Debian archive files, and Ubuntu repos, etc! But a quick search found me Budgie Ubuntu - I tried it, and loved it.
Ultimately, to each their own; Budgie Linux may not meet your definition of "MacOS-like" - but it met mine, and is certainly worth a look I think. I don't regret choosing it (my only "regret" - which is minor - is choosing the 18.04 LTS - so I couldn't get the latest version of Budgie, and won't until the next LTS release; currently Budgie is on 19.x (x.10 and x.04) - and that version has the latest version of Budgie, but LTS won't get it until 20.x).
For example, the installation is a window where you just click through the settings, not some command line jungle, to give you some kind of feeling of Mint. Under the hood there is of course the full power of Linux.
Personally, the switch brought me to discover i3wm (https://i3wm.org/) which is a fundamental different way of thinking about your screenspace. Not affiliated, but if you currently have an open mind about your workflow, I can highly suggest it for frontend-dev. Basically, windows automatically fill all available screenspace, which is awesome for the plethora of terminals you tend to have sometimes as well as resizing graphics/webpages.
Have fun whatever you do :)