Am I using Unity or Unity 2D?

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Answer #: 1

Note:

As of Ubuntu 12.10, Unity 2D is no longer developed and all systems use Unity 3D (with LLVMpipe for systems without hardware acceleration).

The easiest way I have found is to look at the launcher:

Subtlety in the design of the of the launcher popups – Unity 3D lives up to its name with a darker shadow “3D” effect whereas Unity 2D is lighter and has a “2D” flat effect.

Unity 3D Unity 2D

If you don’t trust your eyes you can rely on the system to tell you, just look at the desktop session variable, open a terminal and type:

echo $DESKTOP_SESSION

If it echoes back ubuntu-2d that means you are using Unity 2D and ubuntu for Unity3D.

But if you want a bit more details (and that’s a big if), here is an extended review:

Unity 3D

Unity 3D has several features that set it apart, that are the result of it’s “3D” nature and the capabilities afforded to it that way:

The launcher items fold when...
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Spoken like a true fanboi! I happen to agree though

It's the most convenient way to cover the largest number of platforms (with an increasing number having natively compiled code through IL2CPP), and one of them being WebGL is a nice bonus. I don't think 2D performance is an issue (filled the screen with stuff without a hitch), and download size bears no relation to memory usage. Cutting down on that just needs profiling and a little graphics optimisation knowhow. I've made sprawling mess platformer levels that barely used 80MB RAM on a desktop.

That seems a bit much. I haven't been able to use anywhere near 200MB even accidentally on a mobile device yet, doing more complicated things.

Is C2 a very handholdy engine then? There's usually that tradeoff - with control comes complexity, but it's worth it when you're trying to eke out some performance on as many mobile devices as possible. With very managed engines you have little control beyond the source art sizes, and no idea...

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HTML5 vs. Unity

With the advent of web apps and hybrid apps, HTML5 based app development has become a contender for the titles that only native app frameworks and game engines held before.

HTML5 and and Unity are the two technologies that are constantly pitted against each other because of their popularity in the mobile application world.

Before we head for the knockout rounds, let’s first choose how to categorize the rounds. Here’s where you decide if you need a web app, a hybrid app or a native app. A great description of the different app types can be found in this Nielsen Norman Group article.

This is how we come to the two broad categories for their comparison:

Gaming Apps: These are preferably native apps with heavy animation graphics, motion events and sound effects.

Non Gaming Apps: These could be native/ hybrid / web apps depending on the required features. For example if the native features like back camera or front camera are...

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So in 4.2 I had Screencast working where i could cast a ray from my mouse out into the scene and get an objects position if i hit it. NOW things have changed since I'm switching to Physics 2D because it's a 2D game. Come to find out old raycast don't work on 2D colliders and i cannot for the life of me figure out how I'm going to get the position of an object that my mouse is over when an event is triggered.

I'm avoiding using OnMouseOver on objects because this is going to be a random thing that is controlled 100% by the player.
Below is a sample of my code i'm attempting to use and it's not even close to working.

///
public void ScreenMouseRay()
{
Vector3 mousePosition = Input.mousePosition;
mousePosition.z = Mathf.Infinity;

//RaycastHit2D hit = Physics2D.Raycast(Input.mousePosition ,Vector2.zero,Mathf.Infinity); //Hit object that contains gameobject Information
RaycastHit2D hit = Physics2D.Raycast(mousePosition, mousePosition...

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Create normal mapped sprites in Unity

Switch back to Unity. You should see 3 files in your Assets folder:

A document called sprites - the data file contain the information how to slice the sprite sheet A sprite sheet called sprites - you can see the sprites contained in it using the little arrow icon next to the sprite sheet. A normal map sprite sheet called sprites_n - containing the normals. A material called sprites - the sphere - required for rendering the light effects.

Normal mapped material

The light effects require a special material. This material connects the normal map with the sprite.

TexturePacker Importer automatically creates this material for you. To use it simply attach it to all sprites and animations you create.

The default shader the importer uses is called Standard. You can use different shaders — depending on the effects you want to create.

Rendering mode is set to Fade ...

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Unity3D allows developers to create 2D and 3D interfaces. In this tutorial I will be explaining how to set up a simple GUI (graphical user interface) or HUD (heads up display), which shows the lives/score of a player. There are currently several 3rd party UI building solutions for Unity, such as Autodesk’s ScaleForm or UniSWF. Both of these 3rd part solutions use Adobe Flash to create the UI elements, and are said to be quite intuitive, although I haven’t yet had the opportunity to try them myself. Although it should be noted that their is a good reason such 3rd party tools exist, as at the time of this tutorial, 2d interface and menu systems in Unity leave much to be desired…

Using your favourite graphics tool such as Photshop, create the assets you would like to bring into your game.
It’s nice to create some kind of backing for the text to sit on top to make it easy to read. Making sure the backing graphic doesn’t clash with the underlaying graphic styles in...

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It's a personal preference. Unity will get you up and running faster, but you will have to do things the Unity way, which limits how much you can customize your API. Unity takes out a lot of the drudge work and technical aspects of development so you can focus on making a game. This is a blessing if you just want to make games, but if you want to know how to program in Android for later app development...

I personal love using Unity because it lets me focus on making the game and that alone. If you are not trying to deploy your game on multiple systems, you may benefit from going Android specific and coding in Java as you will have finer control over all the aspects of your program. But at the end of the day, it really depends on what you are trying to accomplish.

Edit: Also, if you're new to programming and worried about which language to learn, you will eventually find that learning new languages is easy after you learn two. Plus, Java and C# are incredibly similar....

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0:30 - Updating API from Unity 4.6 to Unity 5

1:45 - Setting up the enemy sprites

2:38 - Locking Layers to avoid accidentally selecting the Canvas

3:40 - Setting up the Enemy walk anim

4:38 - Begin Enemy script

6:56 - Explanation of why we need myWidth for Linecast

9:10 - Setting up isGrounded Linecast check

12:35 - Use isGrounded check to flip the enemy if he gets to an edge

15:52 - Changing move direction to be in local space to the enemy

16:45 - Adding an isBlocked check for hitting walls

17:21 - Using ExtensionMethod .toVector2() to add a Vector2 and a Vector3:

https://www.youtube.com/watch?v=D3_r7088dJ4

20:20 - Using myHeight to Linecast from middle left of enemy instead of bottom left corner

22:24 - Demonstration of enemy movement fully...

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Objective

The main objective of this code sample is to explain how to crop 2D sprite in unity.

In version 4.3 and later, Unity introduces new 2D tools for 2D game play.

Step 1 Sprite

Sprite is one of the new functionality of 2D tools that is used in 2D games. Setting the texture importer of an image in project explorer can create sprite.

To create sprite, just drag and drop an image in assets folder and set Sprite Importer settings in inspector.

After creating sprite, it can be used as graphic in scene with the help of Sprite Renderer component.

Step 2 Sprite Renderer

Understand About Sprite Renderer:

Sprite Renderer component is used to access or display the sprite in scene.

Some useful properties of 2D sprite renderer:

Step 3 Example

The following simple c# code will draw simple line rectangle on mouse move and crop the 2D sprite when mouse up.

3.1 Basic Setup

Add empty...

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As part of our Unity 4.3 announcement here at Unite ’13, we’re thrilled to show off our native support for 2D development. Our users have been making 2D games for many years at this stage, and we felt it was about time we stepped up and acknowledged that fact, and brought native support for Sprites and related 2D workflows to Unity.

With the knowledge that Unity users love making 2D games in Unity – evidenced by some incredible titles (see BattleHeart, Tumbledrop, Ski Safari, Bad Piggies, Year Walk, to name but a few) as well as some fantastic tools in our Asset Store – we decided to look at how to make the Unity workflow you already know and better support 2D. In future you’ll see a lot more in these tools, but as part of the first release you can expect features such as –

New Sprite type, with an editor that will auto slice your 2D graphics for you Upgraded Animation window with Dopesheet style view and quicker parameter animation Integration with the Animator to...
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Today, at the biggest show in the game development industry, we threw the veil off of Unity 5 and announced that it’s coming this year! This release is about combining all perspectives of game development together. We’re adding crazy fancy middleware to Unity, helping you out with your business, optimizing the engine dramatically, creating better workflows and filling gaps where we knew we could do better.

You will be blown away.

Unity 5.0 ushers in the 64-bit era, we’re upgrading PhysX to the newest and most powerful 3.3, and a new multithreaded job scheduler will be introduced so that you can light all the cores on fire.

But the biggest thing of Unity 5.0 is our new physically-based unified shading system (example screenshot below) and the new Geomerics’ Enlighten real-time global illumination engine.

If you haven’t heard of Enlighten yet, it’s the most advanced lighting system the games industry knows and is used for some of the most beautiful...

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Teaching 46 courses with 58,824 students from 173 countries including United States, United Kingdom, Australia, Morocco, Canada, Poland, India, Egypt, Malaysia and Indonesia

I assist many of my clients, ranging from small/medium businesses to INC 500 corporations to multimillion dollar businesses (and even billion dollar businesses), by guiding them to achieve tremendous growth in revenue and profits utilizing my social media user engagement strategies, mobile applications and proprietary tools.

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Clients refer to me as a profit strategist - I am an expert at helping my clients with referral marketing using my proprietary Fast Referral System.

In addition, I advise a number of high profile celebrities who have been featured on Miss USA, The Apprentice, Miss Universe, BET,...

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As I explore the 2D features of Unity, I discover more and more cool things. This time it was how to do animated sprites, but not just any animated sprites, sprites with multiple animations. We’ll cover the basics and a few pitfalls and shortcomings of this new technology.

UPDATE: Added missing step as noted in comments.

NOTE: Be sure to read the follow-up article :

Getting Started

First we need some artwork, I am generally a huge fan of opengameart.org so we’ll use some artwork from there today. This particular spritesheet was done as part of the “Liberated Pixel Cup” on opengameart.org, the artist is Skyler Robert Colladay, with the entry, FeralFantom's Entry.

Lets start a new Unity 2D project:

Open Unity 4.3 and select File->New Project. Lets name the project 2DAnimation and make sure you select 2D from the ‘Setup defaults for:’ drop down.

This will make Unity use a default working mode for 2D instead of 3D,...

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We’re pleased to announce that Unity 5.3 is ready for download! Go grab it now. With this latest release, we’re bringing you a wide variety of new features and platforms!

In short:

New tools: A MonoDevelop upgrade, multi-scene editing, 2D tools and automated unit testing Graphics optimizations, including a new OpenGL core, experimental support for Metal in OS X, and an upgraded particle system. Coming soon: tvOS support Improved platform support for WebGL and iOS 9 Integrated in-app purchase support VR improvements and new VR learning samples And more…

So sit back, relax, and let’s take a look at what’s new in Unity 5.3:

New and upgraded tools

The Unity 5.3 release includes a variety of new tools to simplify and streamline your development process:

Improved scripting editor experience

Unity 5.3 ships with version 5.9 of MonoDevelop-Unity, a significant upgrade to the existing version of Unity’s scripting editor. In addition...

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A few weeks ago at GDC, we announced support for WebGL publishing for Unity 5. Now I’d like to share some more information on what this is all about, and what you can expect from it.

Some background

WebGL is a 3d graphics library built into the browser which allows JavaScript programs to do 3d rendering inside any supported browser without requiring any plug-ins. To us, this always seemed like a perfect fit for running Unity content on the web, as it would give end users the most barrier-free experience – as the browser would supply everything needed out of the box, and everything would just work without the user bothering with installing any plug-ins.

However, we initially had some doubts on whether this would be technically achievable, as WebGL is a JavaScript API – which means that all our code (both our Unity runtime and your game code) needs to run in JavaScript somehow. But at the same time, we thought that this technology was too cool not to...

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Latest patches:

4.3.7p4: http://forum.unity3d.com/threads/unity-patch-releases.246198/#post-1777310
4.5.5p5: http://unity3d.com/unity/qa/patch-releases
4.6.9p4: http://unity3d.com/unity/qa/patch-releases
5.0.3p3: http://unity3d.com/unity/qa/patch-releases
5.1.3p3: http://unity3d.com/unity/qa/patch-releases
5.2.3p3: http://unity3d.com/unity/qa/patch-releases
5.3.2p4: http://unity3d.com/unity/qa/patch-releases
5.3.6p4: http://unity3d.com/unity/qa/patch-releases
5.4.1p1: http://unity3d.com/unity/qa/patch-releases

Release 4.3.7p1
15 May 2014

Hello everyone,

As part of our continued efforts to reduce the number of outstanding issues with the current released version, we are happy to announce the release of patch 4.3.7p1. Please see the up-coming On Sustained Engineering blog post for more information about the overall plan and version numbers.

4.3.7p1 is the first patch release and please be on the look out for...

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Introduction

Is Unity for Me?

Unity is a video game development environment, popular with professional and amateur game developers. Unity can deploy games to a very wide range of platforms from a single unified base (hence the name). You can deploy your game to mobile, console, PC and much more.

Unity has been gaining respect within the industry for many years. It already has over 80% of the indie developer market, and with the recent improvements in graphics and professional tools, it is becoming a tool of choice for large game houses too.

Whether you're a keen amateur or a game studio looking for a serious development platform, Unity deserves your attention.

This practical guide will get you off to a good start.

Is Unity Just for Making Games?

Actually, no! Unity makes it very easy to develop mobile, desktop and...

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