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 Q&A Unity 3D,
W. Thomas Grové, Marketing Communications Manager, Unity Technologies
January 2010
 

 

In just over a month since releasing the free version we've nearly quadrupled our user base!

<Unity 3D in action

   
Q1 Unity (standard edition) is free, even for commercial uses. What are the reactions of 3D developers?
A1 The reaction has been overwhelmingly positive. In just over a month since releasing the free version we've nearly quadrupled our user base!
   
Q2 What would you say for developers that want to create a 3D web games, and who hesitate between different engines?
A2 For those who want to make console quality 3d games on the web, there is no reason to hesitate; the only real choice is Unity. It has a larger install base than any of our competitors and It has been adopted by brands such as EA, Cartoon Networks, Disney, Warner Bros, and LEGO to drive their premium online content. Furthermore Unity is probably the most user friendly 3D engine out there, web or otherwise.
   
Q3 Flash 3D engines become more and more sophisticated. Is Flash a menace for Unity?
A3 Since Flash has already established its market share, and since we're still expanding ours like crazy, we're probably the "menace". I think 3D Flash engines still have a ways to go, especially in terms of performance and usability, but it is something that we understand as a potential competitor. It's probably worth noting that John Grden, one of the lead programmers behind PaperVision3D (the leading Flash-based 3D engine) spoke at our conference and when he wants real 3D — with physics and custom shaders — he uses Unity.
   
Q4 Realtime 3D rendering can now produce nice shadow. What can Unity achieve in the field of shadowing ( Ambient occlusion, soft shadow, deferred rendering)?
A4 Unity allows for dynamic shadows. We currently do not have a solution for generating ambient occlusion maps, but they can be imported as light maps from a modeling application. In our latest release we added screen space ambient occlusion for dynamic AO. We allow for full screen post processing and you can write your shaders in CG, so if someone wanted to then they could do deferred shading in Unity. We do not have a deferred renderer built in, but we are currently considering adding some sort of deferred lighting system into Unity (although it would only be enabled for higher end systems because of the upfront memory cost).
   
Q5 Flash is often used for creating HUD (ScaleForm, Hikari...). Can Unity use Flash for creating nice UI and HUD?
A5 No, but people are making very elegant solutions for seamlessly switching between Flash and Unity in browser. Check out U3DObject, an open source framework for this type of integration. It is made by a Brazilian company called Aquiris — they're doing great work with using Flash for loading screens and game menu screens while using Unity for the actual game content.
   
Q6  Unity has a good workflow with 3ds max and maya. What about the other DCC softwares (Softimage, C4D, Lightwave,...)? What is the "strategy" of Unity regarding assets importing, do you believe in "cross DCC" formats such as FBX and Collada?
A6 We support assets from all of the packages you just listed (3DS Max, Maya, Softimage, Cinema4D, Lightwave), in addition to Blender and any other application that supports FBX export. We're a big fan of formats like FBX which have allowed us to build an asset pipeline that is best of class when it comes to ease of use.
   
Q7 DX11 introduces new tessellation capabilities, as Unity is rely on an OpenGL API, do you plan to add such effects?
A7 Unity runtime displays on OpenGL on Mac OS X but defaults to Direct X for Windows — unless Unity detects a particularly buggy card/driver combination, in which case it will automatically use OpenGL instead. We're always improving our rendering and have some of the brightest minds in that field working at Unity, so anything is a possibility.
   
Q8 What is the repartition of Unity users according the different usages (serious games, web3D, iPhone)?
A8 The most popular use of Unity is for creating web games and iPhone games, some of which have gained the top selling game spot such as Mika Mobile's Zombieville USA, or even the top selling app spot in the case of Graveck's Skee-Ball. But there have also been a number of serious games, simulations, and training applications developed in Unity as well as architectural visualizations and interactive installations for store fronts or art museums. I think we will continue to see the adoption of Unity for these non game applications as people in those fields learn about Unity, what it is capable of, and how easy it is to use.
   
Q9 Unity offers a nice learning curve for beginners, but is this engine ready for building advanced games?
A9 Unity has been adopted for full scale MMOs, Wii games, and rich online experiences such as Tiger Woods PGA Tour Online. Unity is ready for prime time.
   
Q10 iPhone are very popular, is it possible to create augmented reality Apps using Unity?
A10 Yes, in fact it has already been done. It does however require the user to write their own access to the iPhone camera through our plugin architecture.
   
Q11 Unity is now available on Windows and can export to iPhone : what is the next milestone?
A11 The Unity editor run on OS X and on Windows but Unity can publish to a variety of platforms including OS X, Windows, Web Browsers, the iPhone, and the Wii console. We announced Xbox 360 support at our user conference in October and we're always experimenting with other consoles and mobile devices.
   
Q12 It seems that the differences between expensive solutions such as CryEngine, UDK, Emergent and affordable engines such as Unity is becoming less and less visible. What is your feeling?
A12 From a technical stand point there isn't much of a difference at all, but from a standpoint of public perception, that's where we're really seeing the gap narrowing. One of the reasons for this is that when you're spending a million dollars on your engine you're probably going to be spending at least a million dollars on art too. Since the art budgets of early adopters of reasonably priced engines was often times nearly to zero, the resulting game visuals are more likely to look amateurish. Now that we're seeing professional studios adopt Unity we're starting to see contend made in Unity that is on par with the other big engines. That's going a long way towards narrowing the perceived gap.
   
Q13 The web is becoming a key component of the game industry (online gaming, MMORPG, Steam, OnLive...). But there are still few games that can be played inside the browser, why ?
A13 There are tons of games that can be played inside the browser; even if you only look at casual gaming portals, the number has to dwarf the number of board games, current generation console games, or current generation handheld game. If the question is "why are there so few AAA web games" then I think that the answers is a combination of budget and technology. Ad supported games just don't generate enough revenue to pay for AAA production values, but I think that will change very quickly now that monetization methods are becoming more sophisticated and developers have access to Unity's powerful development tool and web deployment technology.
   
   
 
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