Unity Game Engine to Get Official 2D Game Support and a Built-In Ad Solution
m.techcrunch.com
m.techcrunch.com
2D Toolkit - $65 (http://u3d.as/content/unikron-software-ltd/2d-toolkit/1Wi)
NGUI - $95 (http://u3d.as/content/tasharen-entertainment/ngui-next-gen-u...)
Uni2d - $90 (https://www.assetstore.unity3d.com/#/content/3826)
All of these have more features than what Unity just introduced so I don't see their usage declining anytime soon- until/unless Unity makes some serious improvements to their built in 2D library.
Would it be too cynical to think that this is part of the point of the asset store? To let independent devs run thousands of experiments at their own expense, let them all run, give them their 70%, then just reproduce and integrate the very best of these assets with the next version of Unity?
I suppose from the Unity team perspective, it looks like they can't do anything right: don't add enough features and people will complain about over-reliance on the Asset Store - but add too many features and Asset Store publishers complain.
There's probably one of those 'yeah well, sounds obvious' lessons in here: don't make your product overly dependent on somebody else's platform. Easy to say that, of course.
"I suppose from the Unity team perspective, it looks like they can't do anything right" - I don't think we have this problem. If there's a big missing gap in features, we will close it sooner or later. Yes this might upset some asset store publishers, but that's how things are. On the other hand, many of them will have had several years of really, really good sales of their packages.
(I work at Unity. YMMV etc.)
Ultimately I'm willing to bet that improving the core product will mean there'll be more opportunities for asset store publishers, not less.
That said, some people do not want work for any company; they just want to be "independent". And that's ok.
But I think what most people are missing is that the real game changing 2D news is the new 2D physics engine (box2d). Doing sprites has been a tiny hassle compared to using the 3D optimized physics engine we had before to do accurate 2D stuff.
You can manage team work somehow with prefabs. But I would like to see something like Havok Vision Engine's layering system, where every layer of a scene is it's own file, thus with file locking you can work on a single scene as a team. For example, you could split the scene in layers by developer, and then have someone integrate them in proper layers. Or you could just split specific work between people with lighting layer, static layer, collision layer and so on.
The guy who created NGUI was hired by Unity about a year ago to work on their new built in UI / 2D system. And, this is what he's created. It's still massively lacking in features compared to the 3rd party 2D plugins but I think this is just a start and we should expect to see a lot of great improvements over time.
These are the 3 most popular 2D plugins for Unity, and they're all less than $100:
2D Toolkit - $65 (http://u3d.as/content/unikron-software-ltd/2d-toolkit/1Wi)
NGUI - $95 (http://u3d.as/content/tasharen-entertainment/ngui-next-gen-u...)
Uni2d - $90 (https://www.assetstore.unity3d.com/#/content/3826)
Personally I use 2D Toolkit and I know for a fact he has plans to make his plugin use the new built in 2D Physics system and I'm sure he's looking at any other ways he can squeeze better performance and useability out of the new Unity 2D features.
I would love to stop using a 3rd party 2D plugin but I don't see it happening anytime soon.
With their Asset Store, they can easier gauge what Unity users need so badly they'll even pay for. Unity is used a lot for 2D games, yet is very 3D-centric, so there are many popular and I presume profitable 3rd-party extensions to make 2D first-class in Unity. So it makes a lot of sense for them to cater more "natively" to this segment of users.
Are we already at the point where Apple is irrelevant to the app vendors?
For a lot of people, the smartphone they buy is already fully functional for their needs out of the box. They get an Internet browser, media player, e-mail client, and some other utility/PDA features that are bundled with the OS. A lot of people will add 'service apps' like Facebook and Dropbox to access services they were already using, and then stop there. There is less of an incentive for people to go out and look for apps to make their smartphone more useful, like a 1990s computer purchaser going out and buying Microsoft Office and Quicken for their new otherwise-useless Windows box, and so I would argue that marketshare by itself is less meaningful a metric for comparing mobile and desktop platforms.
Unity truly is a marvelous piece of technology and ecosystem.
This is one of the main reasons I gave up on Cocos and used EaselJS for my last project.
That said, you can't deny that Unity has the toolset market pretty much cornered. If someone came up with some editors for MOAI, it might be an interesting world indeed ..
Moai is a very low-level framework. Basically just a tad bit higher than OpenGL, + lua bindings
Corona is more for those that want a high level game engine and all the tools for it built in as well as more beginner friendly (larger community, documentation, ease of use). The drawbacks are limitations from the source being closed and in the past there were performance issues for Android/iOS, but I have not tried Corona lately so it may have improved in that area.
Also, now with Apportable, porting to Android is a breeze. It's possible to have a running port within a couple hours.
And another good thing with Cocos2D is that you get the full source, allowing you to do basically anything you want and get good performance out of it.
Not sure about Cocos2D-X, but now thanks to Apportable, it's now possible to stick to Obj-C with is really nice.
Quite many, I'd say. Looking at top 50 grossing for iPhone right now, I see Temple Run 2, The Hobbit, Kingdoms of Camelot, Subway Surfers, CSR Racing at least; and probably some others I don't recognize. Many others have been in the top charts at various points in the past.
And he is proficient in C++ and Objective-C.
http://www.mobilechameleon.com/toolkits-for-making-2d-mobile...