Posts Tagged ‘windows phone’
Unity 4.2 update has been released and includes Windows Phone, Windows Apps for free and also included Blackberry 10 basic exporting.
Many other great features like source control support (text-based assets), realtime shadows and NavMeshes are now mostly available in free versions. Text based assets is the biggest helper when working with teams that use Unity Basic for assets or shared repos for basic/pro versions.
Unity 4.2 comes with three new platforms: Windows Phone 8, Windows Store apps and BlackBerry 10. That’s right, we’ve doubled the number of mobile platforms Unity supports! Now it’s up to you guys to create new games and port existing titles to these platforms so even more people can benefit from your creative talents.
In Unity 4.2, all users of the free version of Unity can publish to any mobile platform they wish, be it Windows Phone 8, Windows Store, iOS, Android or BlackBerry 10 without it costing a dime. In addition, Unity Pro users can use the Windows Store Pro deployment option (which includes the Windows Phone 8 and Windows Store apps platforms) absolutely free of charge.
Plus, Unity Pro users can benefit from advanced Unity features when deploying their iOS, Android or BlackBerry 10 projects by purchasing Unity iOS Pro, Android Pro or BlackBerry 10 Pro Add-On products from the Unity Store.
I like the moves to free for all mobile platforms for basic and the Windows Phone and Apps Pro upgrades for free for Unity Pro users (Blackberry 10 Pro upgrade still is $1500). I was hoping over time the Asset Store and a lower subscription would emerge and the ecosystem would grow. The Windows addition for free is great for Microsoft’s platforms growing like iOS and Android did as Unity is a big push on game content to those stores/markets.
Other great feature updates in Unity 4.2
- Shuriken Particle Collisions
Shuriken Collision Event Callback Scripting Interface: Efficient callbacks on GameObjects and Particle Systems are issued when Shuriken particle collisions occur. Per particle callback data includes collision positions, incident velocities, surface normals and Collider references. Use this feature to can cause damage to GameObjects and apply forces to rigidbodies.
- OpenGL ES 3.0 for Android
ES3 has nicer shadow filtering, ETC2 texture compression, GPU skinning via transform feedback, HDR rendering, multiple render targets, derivative instructions in shaders etc.
Requires an ES3-compatible GPU, for example Qualcomm Adreno 3xx or ARM Mali T6xx.
Note that the official Android version does not support ES3 yet. So to test it you should install ES3 drivers directly from the GPU makers (e.g. Qualcomm).Platform switching, player building and asset importing can now be cancelled! How cool is that?
- Platform Switching
Platform switching, player building and asset importing can now be cancelled! How cool is that?
- 64-bit Mac Universal Exports
Mac OS X: 64 bit standalone player support (x86_64 and Universal).