When to get Unity Pro?
When is it worthwhile to upgrade to Unity Pro? I've been using the free version of Unity for 3 years now.
Having written most of my own small features that Pro comes with; it would be nice to have those built into Unity instead. But I'm not sure if that is enough reason? I know I'll definitely be using Unity for my future projects. So there is no doubt it is then engine for me.
So those of you who did purchase the Pro, when did you decide it was necessary?
Having written most of my own small features that Pro comes with; it would be nice to have those built into Unity instead. But I'm not sure if that is enough reason? I know I'll definitely be using Unity for my future projects. So there is no doubt it is then engine for me.
So those of you who did purchase the Pro, when did you decide it was necessary?
Comments
There's a couple features that are important to us in Unity Pro, like the Profiler. Making a game run smoothly on lower end machines is important when you're charging money. (I don't know if there is a free version of the Profiler)
But staying free right up until the point where you're committing to that commercial release is probably fine. It's not like you'll be at any disadvantage having used the free version for so long.
I have heard of very successful commercial games which have had the Unity splash screen at the start, though as a point of pride I wouldn't want that on a commercial game I released.
The Unity loading screen really is a pain on my pride.
I'll keep this all in mind before I commit to buying the full version.
- Render to texture, which you'll want to make your game look prettier,
- The profiler, which you'll want to make your game run prettier,
- and asynchronous loading methods, which you'll want to make your loading prettier.
If it sounds like you won't need or could do without any of those things, pro is otherwise not worth it. Of course, you're unlikely to find a game that won't benefit from access to the profiler, so by that measure it's always worth it.If I was using Unreal 4 I wouldn't mind showing that at the start? But Unity... :P
Thing is, especially on mobile end users don't know shit about this. Just my opinion.
:/
I probably won't be getting pro anytime soon (Dead Run isn't worth that yet), but eventually, I will. It kinda sucks that it's an ongoing spend as opposed to once-off though.
But what @Tuism says is true: You want your startup screen to be useful to you, not someone else ;)
@Chippit: I had no idea that you could bake lightmaps in basic. Music to my ears :) same goes for those nasty hard shadows.
1. Instantiating/destroying stuff instead of pooling
2. Use of fonts can be very heavy if not bitmap
3. Putting sprites into one spritesheet, maximising the use of atlases
Man, is there somewhere people have gotten a bunch of these optimisation things in a list? That would be damn valuable.
Unity is awesome for games - why not for corporate/government apps? And why not, it ports so easily between platforms? Oh and I have obviously requested a purchase of Unity, obviously.... ;)
If you can't beat 'em, make them join you...
I recently used Unity at our offices to give people a 3D tour of our new and yet to be built office building. I think it has great non-game uses!