Show Your Support For Unity3D Editor On Linux
feedback.unity3d.com
feedback.unity3d.com
I don't even know where to begin...
Simple turn based type games can be made with PHP/HTML. Unity, while vastly overpowered, might still be a reasonable choice from the ease of use perspective.
[1] http://www.sauropodstudio.com/dev-diary-number-seventy-seven...
If a lot of well intentioned but not actually Unity developers upvote this it will only serve to take their time away from doing features that will benefit their real userbase.
well, I'm not a Unity developer, but if they added Linux editor support, I might become one. I've longed to try it in the past, but I just can't go back to Windows.
The ability to develop or run proprietary software, if I so choose, is a form of freedom.
But understand this: the vast majority of the population just doesn't care about "freedom" when it comes to software. They care more about two other things, about in equal measure: 1) does it work well enough to do what I want; 2) can I hold somebody else accountable if/when it doesn't? The latter may be even more important at the "big enterprise" level, where generally "I need to make sure my ass is covered if something this thing touches breaks" outranks "I need to make sure this is a good solution for my company" on the list of priorities. The fact is that FOSS does a decent job of filling (1), but a really poor job of filling (2).
In light of this, the notion that people will switch to linux simply because of the free-ness is a bit, well, naive. Sure, it happens. It isn't happening in large numbers and, in my opinion, isn't likely to.
The Unity3d development environment runs on OSX and Windows.
The support ticket is for running the development environment on Linux.
Whenever I try to set a breakpoint and debug the app hangs and I have to force quit.
I recently found out that the secret trick to get debugging to actually work is to click the button to connect the debugger to unity "really quickly" (seriously).
There is a weird thing with Monodevelop on OSX where the "connect to debugger" pane is super laggy, and yeah, you have to select your debugger connection as fast as possible. If you let it sit there it doesn't work for some reason. That's been a bug for years.
My other annoying OSX bug is that for some reason on my macbook pro retina (it worked on my old macbook pro) the shift-cmd-b hotkey doesn't work. Other than that I haven't noticed any problems with Unity3d on OSX vs Windows, and I use Unity3d on both for 8+ hours a day.
At $1500 a developer (or $4500 if you need iOS + Android licenses), Unity3d is a steal. Plus you can happily develop with the free version until your company is making 6 figures in revs. The free version is lacking some features but until you get really serious about Unity you don't really need it.
Non-commercial use: free
Commercial use for in-house applications (e.g. training simulations): $2,500 per-seat
Commercial use for end-user-oriented applications (e.g. game development): $99 plus 25% of royalties above $50,000
Full terms: http://www.unrealengine.com/udk/licensing/commercial_license...
For anything but not-successful games the 25% royalties is going to be a lot more than just $1500-$4500 up front per dev. I'll take the Unity licensing scheme any day of the week.
Oh well. I stand corrected :-)
Maybe I was thinking of Xamarin's license costs instead ;-)
Unity3d comes with Mono Develop (http://monodevelop.com/). That's their default editor. However, you can easily switch to Visual Studio or whatever you want. You can use gvim if you want. If you pair up Unity with cygwin and git you come pretty close to what Linux gives you. I'd still prefer it if they ported the editor to Linux, since it would mean I don't have to boot Windows.
Unity3d is not a text editor. It's similar to Blender... it's a UI for manipulating 3d objects and setting various components of those 3d objects. When you need to edit the scripting of an object, it launches the external text editor.