Unity is a feature rich, fully integrated development engine for the creation of interactive 3D content. It provides complete, out-of-the-box functionality to assemble high-quality, high-performing content and publish to multiple platforms. Unity helps indie developers and designers, small and major studios, multinational corporations, students and hobbyists to drastically reduce the time, effort and cost of making games.

Using Unity, you can publish your game on the following platforms: Mac OSX App, Windows Executable, Web Browsers (using the Unity WebPlayer), iPhone, iPad, Android phones and tablets, Wii, PS3 and Xbox 360.

Unity supports the creation of almost any game imaginable, including:Browser-based MMOGs, First-person shooters, Racing games, Real-time strategy games, Third-person shooters, Roleplaying games, Side-scrollers, ...and many moreVisit the gallery section of our site to see some of the games that have been powered by Unity.

You can download Unity for free from anywhere on our website. No charge whatsoever and no strings attached. Anyone who meets the terms of the license agreement can use Unity to create, publish and sell games for desktop computers and the web at no cost. 

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About Realm Zero with 2 comments by realmzero on Sep 20th, 2014

Over the past few months we've had a few new additions which we took from concept to creation. We began by designing and implementing a dynamic cross-breeding plant system, which yields various resources. These resources can then be used in other aspects of crafting to create some really unique and diverse items. We've also introduced player zones and customizable housing. This feature allows players to stake claim and create a unique plot of land, they consider home.

Plant SystemHouse System

However with only a few months until the Alpha launch (Register Here), I've began shifting the development focus towards getting the game network ready. The game has been network aware for quite sometime but, there is a big difference between being aware and being ready. The progress in this area is going extremely well as most of the underlying fundamentals have been implemented. We are now going through and enhancing and implementing new features to make the online experience more enjoyable.

First let's discuss player movement, latency and animation. When I began the average ping was right around 350-400 this was before implementing animation, yikes! This was to be expected as I knew that my initial packet push was overkill and had to be thinned out and optimized. So I ignored that aspect and continued by adding animation packets. Naturally the ping increased once again, this time it was sitting right around 2000-2500.

Player Networking

Alright, now it was time to optimize the packet delivery system. In a 3D environment a players position is recorded in what's called a Vector3 and contains three floating point numbers which are extremely accurate up to several decimal places. So I began by rounding these numbers down for only the network transmission. Next I would evaluate these numbers and see if a significant movement or rotation had been detected and then forward that packet for delivery. This reduced the packet load dramatically as now only necessary packets were being sent, instead of sending redundant information.

Another bit of information that had to be removed and calculated after delivery was player direction and speed. When a player moves in any given direction their movement is a combination of forward, backward, left and right key combinations. Since a player may be moving in more than one direction at any given time, for example (forward & left): you have to calculate the blended direction and speed post process. I achieved this by retaining an instance of previous player position and calculating the DOT Product of the players movement. Using this technique I was able to obtain a direction indicator and also a speed modifier. Now I simply apply both of these variables to the players movement in-between draw cycles which results in very smooth and somewhat interpolated movement.

This entire process of packet optimization took a few days, but was well worth it! Remote players now experience very fluid movement, and rotation with no delays between packet to movement delivery. The best part is now the average ping from Florida->Texas->Florida sits stable at around 50-60, which is a HUGE performance increase! However, I'm not finished optimizing the packets yet! I'm still evaluating two different encryption/compression packages which should help reduce that number even further and assist in the prevention of packet sniffing.

Player Char

We're currently working on implementing a very unique and customizable player chat and communication system. Like most online games you have the standard chat box which displays public communications. We plan to extend this to offer private messaging, inbox notifications and local overhead chat communications. I understand that not everyone wants to see overhead chat communication, this is why we are implementing several options to customize the experience. You will have the option to change the onscreen duration, color and disable the feature all together.

On the back-end we've also added several improvements to protect players and allow game masters to quickly identify problems, such as: player abuse and hacking. Coming from a compliance and security software background, I understand the importance of not losing a single piece of information in day to day transactions and communication. This is why I've designed and implemented a 2-layer transactional log system. Using a non-blocking and low priority threaded logging system these transactions are sent to a MySQL server. In the event the MySQL server is unavailable or and error occurs during processing that data is then recorded into a local XML file. Upon the next server maintenance which is typically every hour and unnoticeable by the players, this local XML file is then merged into the MySQL database.

This system is being used to record communication, item creation, player trades, item destruction, etc. You can see from the illustration below how the system operates inside of the networking engine.

Network Processing

Over the next few months you will begin to see more and more networked components introduced. Some of these will include: equipment, inventory, resource node generation, gathering and much more! We've also allocated a solid month to improving the characters animation and combat system introduction. Since there are many underlying components that support the combat framework, we are saving that feature for last.

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Post comment Comments  (10 - 20 of 168)
Guest
Guest Apr 22 2014, 2:08pm says:

So hyped for Unity 5!

+2 votes     reply to comment
115spt2
115spt2 May 17 2014, 8:33pm replied:

UMmm unity 5 will cost 750$ for basic version because unity are losing alot of money so from now on unity basic will be 750$
Again......

+1 vote     reply to comment
aaro4130
aaro4130 Aug 2 2014, 12:35pm replied:

$750 to get a full license to produce as many games as you want without restriciton. With such a good engine, and they don't require you to even say it's made with Unity. The horror!

+1 vote     reply to comment
Goatfatdoc
Goatfatdoc Jun 1 2014, 2:17pm replied:

Unity is overpriced. Unless that is the game-making pack thing.
Still thats overpriced anyway 750$??

+2 votes     reply to comment
DonBre
DonBre Jun 5 2014, 4:18pm replied:

750$ is truly a huge amount of money ..i guess it has to be a really good product.. still its overpriced

+1 vote     reply to comment
Stepper321
Stepper321 Jun 16 2014, 8:25am replied:

Overpriced? Are you guys idiots? You can sell your game for MORE THAN $100.000 with the free version, thats plenty to buy a license. $750 is really not a huge amount of money for an engine. I think only people know how businesses works know why this is not overpriced. Unity was started by a small team for Mac OS X lots of years ago, they expanded and expanded. Unity 3 was really, really popular. They made a game engine, with A LOT of features, for you to use. The free version even has plenty to use.

+4 votes     reply to comment
Guest
Guest Jul 29 2014, 5:23am replied:

This comment is currently awaiting admin approval, join now to view.

cristaloleg
cristaloleg Jun 24 2014, 5:18am replied:

gold words

+1 vote     reply to comment
Quast
Quast Apr 12 2014, 10:46am says:

is there any news that Unity will follow Cryengine or Unreal price's ?

+3 votes     reply to comment
Silver8848
Silver8848 Mar 4 2014, 10:06pm says:

If you need someone to review your games on Youtube or test your games I would be honored to do it send me a message or a download link I would be happy to review your games my channel is Silver8848

+2 votes     reply to comment
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Released May 30, 2005
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Highest Rated (6 agree) 7/10

The advantages of Unity are: +You can build for nearly all major plattforms +Easy to learn +Great assets pipeline, which supports most 3D packages +Great and helpful community and hundreds of useful tutorials +Good documentation +A big fund as backbone. So this engine will be further developed and getting better +one of the most optimized mobile engines So why I give only 7 out of 10? Well, Unity has unfortunately some really weak points: -Basic version is free. But if you serious about game development…

Sep 21 2011, 4:07am by dongiboy2000

Lowest Rated (5 agree) 3/10

Hours of work lost...
I've been slaving away for about 5 hours creating my game when I suddenly got "Unity Editor has stopped responding". What a waste...

Dec 22 2012, 1:44am by Isaiahere

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