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Unity 4 Adds Linux Support

dartttt writes "After more than 14,000 votes by Linux users and efforts by Brian Fargo, Unity has added Linux support to their popular 3D game engine. Starting with Unity 4.0, Linux will be supported as a publishing platform allowing Unity games to be played natively on Linux. Only standalone desktop games will be supported initially. From the article: 'Unity Technologies, maker of a widely used video-game engine, today announced that its fourth-generation product will introduce new animation technology and extend its support for Adobe Systems' Flash Player, Linux, and Microsoft's DirectX 11.'"

27 of 150 comments (clear)

  1. No source? by Hatta · · Score: 5, Funny

    How about a kickstarter to liberate the source of Unity?

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    1. Re:No source? by Sir_Sri · · Score: 5, Informative

      Um.... do you have any concept of what that would cost? You'd have to be offering a huge pile of money. Right now they can commercially licence their engine for all sorts of projects. Even if those projects don't make money Unity can.

      Have a look at their people page, they have probably 110 employees. That's probably 12-13 million a year in revenue alone. Are you going to try and get a kickstarter for 100 million dollars to effectively shut them down, or to guarantee them income to keep working indefinitely?

      Don't get me wrong, there need to be more open source game tools (no matter how many you point me to there can always be more). As someone on the teaching side of things in trying to train game developers it's a real problem to know what tools you want to use, because the emphasis shouldn't be on the tools, but fighting with tools puts the emphasis on them. But Unity is pretty good about giving away a free trial, and being a good example of the sort of experience you'll have in industry, with some stuff opened up to you. That's about all we can hope for. Asking for a commercial engine that costs millions of dollars to make and maintain to just give up that kind of money is a pipe dream at best.

      Now, trying to get them to pull an id software and release old versions of the engine as open source (say release 2.0 or 3.0 when 4.0 goes live) might be a more realistic goal and would still be awesome.

      And by the way, you can negotiate your way into source code for Unity3D. I've never worked with anyone that thought it important enough to try until today, though. I literally advised a company this morning that Unity is probably their best bet for an engine given what they want to do, and they were wondering about source licences, which is the only reason I know that at all. Given that, it wouldn't be a huge shock to see old versions end up open sourced, if nothing else because you can't keep something bottled up indefinitely.

    2. Re:No source? by Sir_Sri · · Score: 2

      Depends on what you're trying to do.

      idtech3 gets you basically nothing on mobile, and it's content creation tools are... uh.... well lets be polite. They're mostly for a first person or 3rd person game. Which, to be fair, is a huge swath of the gaming business, but it's certainly not all of it. Trying to do a RTS is idtech3 would be harder than unity.

      A game engine is a LOT bigger than just the graphics engine, at least these days. You have AI, pathfinding (which may be a part of AI), building targets to different platforms, asset management, asset pipeline, collaborative build tools, world editing, level editing (if that's separate from the 'world'), and then support for platforms. And 7 years is an eternity in this business, so technology has plodded along. Even then, id probably used some either custom in house or purchased collaborative software management tools, which aren't really part of the 'game engine' but are the kind of thing that comes with most modern game engines. So sure, they have AI, and graphics and so on, but the whole toolchain, not as much, and not as diverse as unity.

      Unity is great for students because they can build a mobile project on their own phones. When they go to a job interview you whip out your phone and say "I made this" and pass it around.

      Don't get me wrong, it's nice to have idtech3 in the wild, but the tools are only really useful for solving the problem of building a first person shooter or similar, and it doesn't include support for a lot of the newer collaboration and world editing stuff that a newer engine would use.

      Then obviously are just the improvements in technology over the years (ambient occlusion, volumetric shadows, etc.).

  2. Fuck yeah! by Anonymous Coward · · Score: 2, Funny

    OMG! OMG! OMG! More proprietary software is coming to Linux!!! Fuck yeah!!!

    1. Re:Fuck yeah! by SJHillman · · Score: 5, Insightful

      Given the choice between having a proprietary option and having no options, I'll take the option to have proprietary software available every time.

    2. Re:Fuck yeah! by oakgrove · · Score: 4, Insightful

      If you want Linux to ever be a remotely viable third choice on the desktop then proprietary software will be a given. If Android eschewed the presence of closed source apps it would be a non starter. Personally I don't have a problem with proprietary applications as long as the underlying operating system is Free. If the open source community isn't delivering for a particular niche then let the closed source people step in and first class games is a perfect example of this dynamic. If the community then steps up like has happened in so many other areas of software then even better but until that happens, I'll happily use unity on my Linux box right alongside my nvidia driver.

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    3. Re:Fuck yeah! by Lunix+Nutcase · · Score: 5, Funny

      You just made baby RMS cry.

    4. Re:Fuck yeah! by Microlith · · Score: 3, Insightful

      Well then he can weep, despite it moving one step closer to his goal. Actually, didn't he acknowledge that proprietary software on a Free platform was better than proprietary software on a proprietary platform?

    5. Re:Fuck yeah! by ArsonSmith · · Score: 2, Funny

      A hand job and a kick in the balls is better than two kicks in the balls.

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  3. How much effort is needed by the developer now? by oakgrove · · Score: 3, Insightful

    Now that the engine is ported, how much additional effort is required by the developer to make their game run on Linux? A lot? A little? I'm readily curious.

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    1. Re:How much effort is needed by the developer now? by gman003 · · Score: 3, Insightful

      Depends. I've never used Unity, but I have used UnrealEngine, Source and idTech, and I've done some light reading on it before.

      The most common scenario will probably be "needs some shaders re-written to work with Linux's outdated drivers", assuming, of course, that they'd already written GL shaders (and not just D3D). Best-case, all they need to do is check the "Export for Linux" box right next to the "Export for Android" and "Export for XBLA" boxes.

      However, it should be *possible* to make a Unity game that requires a ton of work to port. Either because you actively tried, or because you didn't use the engine to it's full potential and instead re-implemented half the functionality in system-specific ways. Think of Android - you *can* write native apps that don't run on non-ARM (or even only specific ARM) processors, but that's not exactly common.

      Of course, engine support historically hasn't translated into game support. UnrealEngine 2 supported Linux (think 3 does as well), as did several idTechs (even before being open-sourced), and yet we only rarely see games using those released for Linux. Although it may be a matter of how *good* the Linux support is - many of those may have required far more work than more modern engines.

    2. Re:How much effort is needed by the developer now? by evil_Tak · · Score: 4, Informative

      Actually, Unity's surface shaders are more or less 3d-system-agnostic. Some features will of course degrade when the underlying system doesn't support them, and some, although supported, will be too intense for the hardware (e.g. fog on mobiles).

      It is of course possible to create a platform-dependent game: in fact, it's as easy as File.ReadAllText("C:/Windows/blah").
      However, the majority of real content that has been tried has run out of the box with no major issues.

    3. Re:How much effort is needed by the developer now? by nschubach · · Score: 2

      Considering Wasteland 2 was promised to Linux users that backed it... and that they were working with the Unity team to permit Linux support... I'd say it's probably a fair conclusion to say that it will ship. If they decided not to ship it, there would be quite a few upset people on the whole Kickstarter process, inExile, and everyone involved.

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  4. Ubuntu Unity GUI finally works on Linux? by Anonymous Coward · · Score: 5, Funny

    Pics or GTFO!

  5. Re:next: steam for linux by MobileTatsu-NJG · · Score: 2

    cool more game for Linux! it seems that some companies in the game industry take notice of Linux and it's market

    Was that an accidental typo or very clever satire?

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  6. Gnome + Ubuntu by Anonymous Coward · · Score: 5, Funny

    I thought this was another "gnome 3 is horrible" post. It's so horrible that after a few releases it NOW supports Linux.

  7. Re:Question by gman003 · · Score: 4, Informative

    It's not the kernel, it's the libraries. That's really all a game engine does - it takes all the libraries and presents a simple interface to them, while integrating the asset tools (ie. model file formats, etc.)

    On Windows, almost everything you need is in DirectX. Same for the XBox - it's pretty much the same library. Graphics, audio, networking, input, it's all there except a basic AI library and physics simulation.

    On OS X, there's a bunch of less integrated APIs. OpenGL for the graphics, some proprietary library for input, and so on. iOS uses mostly the same libraries.

    Android also uses OpenGL, but has it's own, different libraries for pretty much everything else. The same is true for the non-Microsoft consoles - either OpenGL or the OpenGL ES, and custom proprietary crap for everything else.

    Linux, again, uses OpenGL. But that's about it as far as "common code". Want to tell if Mouse3 has been pressed? Need new code. Want to play a sound? New code.

    Now, it's not quite as bad as it seems - most of the engine is, in fact, the "turn basic libraries into something that does all the work for you", and the renderer *is* the biggest library bit, but it's still quite a bit of work to go from Android to Linux.

  8. Re:next: steam for linux by robmv · · Score: 3, Interesting

    I think this trend is being forced by proprietary OS vendors, Valve should be threatened by the Windows 8 Market that is locked (for Metro applications only, for now) and the prospect of a locked down OS X. If that future of entirely lock down stores arrive, Steam will be dead soon. That is the only reason they are looking for an exit on the Linux market.

  9. Why Unity Is Used by joetainment · · Score: 4, Informative

    As response to the above I can confirm that Unity is very much used because of the development environment, ease of use for 3D artists, and an incredibly simple tool chain that lets you target many platforms with one codebase. Art assets can be shared between platforms as well, or specified per platform.

    For these reasons, Unity is used a lot at small studios, particularly where gameplay is the main focus and the technology doesn't have to be cutting edge. Systems like Unreal and CryEngine are more powerful from a technology and graphics standpoint, but are not nearly as easy to use for small teams of developers.

    In particular, Unity's documentation, specifically its scripting documentation, is outstanding. The documentation for other systems is extremely rough by comparison.

    I have no affiliation with Unity3D, other than the fact that I've used the software in the past and like it. I know the facts I mention above because I've done consulting and training for many local game studios, many of which have used or are using Unity3D. Also, hundreds of my students currently work in the game industry (many in Vancouver BC) so I often hear about what's going on in local studios.

    1. Re:Why Unity Is Used by Canazza · · Score: 4, Informative

      I'm on a small team who uses Unity for... well, they're not games in the strictest sense, more interactive flythroughs, and when I say small team, I mean there's me, a 3D modeller and an Interface Artist, and the Interface Artist rarely actually loads up Unity. He just passes me the graphics and I build the GUI.

      It's fantastically simple to use, if you're programming for it the hardest thing you'll probably need is a working knowledge of Vectors and Quaternions (and even then there's code samples out there for 90% of the stuff you'll want to do). Although the standard 2D GUI script is awful, but, again, there's code out there that bypass it entirely and can do UI's that can rival what Scaleform can do (there were actually rumours of Scaleform partnering with them to include it in the engine, don't know what happened with that tbh)

      You don't have much access to anything below game logic and file systems. For programming, you can use C# or a variant of Ecmascript to code on top of the Unity engine API and Mono (basically .NET 2.0), but you don't get access to the graphics pipeline. The closest you get is the shader language.
      You can use the same scripts to modify the Editor to do stuff too. As such there's loads of 3rd party assets in the store, from Scripts, to models, even entire editing suites (one of my favourites is the Strumpy Shader Editor that, as you can guess, gives you a graphical interface for building shaders). Some are pay-for (for which Unity gets a cut) and some are free (like Strumpy) and if you pay for enough cash and buy enough plugins you can probably forgoe actually coding anything at all. It turns the whole thing into a glorified map maker.

      It also uses a fair amount of middleware (like PhsyX and FMOD), which is why you'll never see it open source.

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  10. I knew it!! by rikasa · · Score: 3, Funny

    I knew Linux could not be responsible for such a Desktop travesty! I wonder how much Shuttleworth was receiving to take the rap??

  11. Re:Article is misleading. by Jeng · · Score: 2

    Lets say that there is an article about Ford's term as Vice-President. Just because you thought about the motor company first that doesn't make the article misleading.

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  12. Re:DirectX takes one in the nads by PerfectionLost · · Score: 2

    Honestly, I don't see how XBox could be losing money with the annual subscription. That said, I won't be renewing my subscription the second time around. I was really hoping windows media center would be a good thing for, you know, media. But as it turns out it blows, so I'm going to build a mini-atx computer to replace it.

  13. Re:Question by im_thatoneguy · · Score: 2

    Just to be clear there is a LOT that goes on under the hood beyond DX/OpenGL calls and AI.

    A substantial part of an engine involves efficiently managing all of that data so only subsets of the data are getting streamed/updated at any given time.

  14. Re:DirectX takes one in the nads by flimflammer · · Score: 3, Insightful

    Are you being serious? Studios will continue to not target Linux for the foreseeable future and generally remain DirectX only. Unity of all things isn't going to change this. A DirectX only strategy is not "suicide" when the broad majority of your target user base uses DirectX. But really, you were probably just trolling or seriously delusional anyway.

  15. Largely because of Wasteland 2.. by Billlagr · · Score: 2

    I contributed to the Wasteland 2 kickstarter, and it was said all along that if/when it reached X dollars there would also be a Mac and Linux version. It easily passed that amount. In one of the follow-up newsletters, they stated that they had reviewed a number of game engines and chosen Unity, one of the reasons being that they had been working on porting it to Linux anyway and that there had been a substantial amount of work done already to that end, before being chosen for Wasteland 2. That and the development tools made it very easy to work with and they could put more resources into content, rather than creating/porting an engine and so on. (I don't have the email in front of me - so I'm going from memory)

  16. Liberated s/w on unliberated OS, or vice versa? by unixisc · · Score: 3, Interesting

    Yeah, he very specifically did say that in one of his recent essays. He doesn't like this unliberated software, but he'd rather that it sleeps w/ his liberated OS, rather than an unliberated one.

    I actually tend to believe that the opposite choices are the way to go. Had the FOSS movements (not talking about just the FSF, but everybody involved in having source code automatically available w/ binaries) actually started w/ useful apps and making those liberated or open-sourced - things like Office Suites, Image & video editing software, Publishing software, financial software like and so on - that would have been better for FOSS as a whole. People would have gotten used to the likes of Open Office, GIMP, VLC and so on ages ago, just like they're used to Firefox and Chrome, and those would have been ubiquitous on computers. This would also have given these platforms the opportunity to get feature rich and customizable, letting people install either just the features they need, or all the bells & whistles.

    Once that was out there, it would have been relatively easier to migrate them to FOSS OSs, be it Linux, BSD, osFree, ReactOS, et al. The initial port may have been a bitch - all those API translations and so on - but once that was done & out of the way, making upgrades to say, Linux versions of FOSS titles would have accompanied the upgrades to Windows equivalents (incidentally, while on that subject, such software should not have to be re-written b/w different versions of glibc or GCC or GTK or Qt - once it's written in each library, it should automatically be supported by its successors). Only caveat I see - the business models behind these would have needed to be worked out, but aside from that, it would have ensured a much wider acceptance of FOSS. In other words, if these programs need to be sold, do it, so that the projects don't remain in the red.

    In short, what keeps FOSS from being widely embraced is its focus on lower layer s/w like kernels and userland utilities, rather than actual programs that end-users need. Stop making 20 text editors, 10 music players (KDE, I'm looking @ YOU), and so on, and actually produce the type of software that people need - be it things like Quickbooks, Photoshop & so on (close the gaps b/w GNUcash & Quickbooks, GIMP & Photoshop, Calligra vs MS Office and so on). Once those are successful, it will be easier to talk people into installing BSD or Linux or other FOSS OSs, since these titles can be ported there, given the availability of the source.