
I know it’s been a while since I last posted, and I have a REALLY good reason for it
You see, Andy Zupko had been dropping comments here and there about how he’d wanted to do Unity3D work. First couple of times I heard him say it, I was thinking “yeah yeah flash master Andy, what’s this unity thing anyway?”
Well, I finally asked him what Unity3D was and he pointed me over to www.unity3d.com and then showed me their Tropical Paradise demo and my jaw began to hit the floor. This was a web plugin? holy polygons/lighting/shaders batman!
Tropical Paradise – Terrains, streamed terrainse
With OpenGL and DirectX support, this little web plugin ROCKS. It’s a complete game development tool that allows you to code in JavaScript, C# and a dialect of Python called Boo. The JavaScript is strictly typed and compiles to native machine code – it’s just as fast as C# or Boo. Not to mention 20x’s faster than Flash’s ActionScript. And for me, getting into Unity took practically ZERO time. I was up and importing FBX (you can export as FBX from 3D Studio Max) models and practically doing what I do in Papervision3D with very little effort! In fact, moving some of my classes over to Unity for this game that Andy and I are working was a matter or some simple refactoring to accommodate Unity’s api.
Now, before we start getting totally OHH and AHH over this, let’s take a look at the discussion that’s already on your mind probably at this point in the post: Why can’t FLASH/ADOBE have this?!? I know, cause I was thinking the same thing
The answer might be something like “I don’t think there’s a good reason anymore”. It USED to be a really big discussion about player size. I remember back on Flash6 beta, I was begging for w3d support since you could use those files in Director at that time, and they were fairly lightweight. But the argument was around hardware support and player download size.
But check this out:
Flash player download = 5.5mb
Unity3D web player download = 4.5mb
Ding. Round one over. The winner? Unity3D.
Ok, so is that a fair comparison? No, not really, but in the argument about the player growing in size seems to be greatly reduced from the days of a 700k Flash player plugin download. I realize that 5.5mb + 4.5mb = a bit more of a struggle to convince people to download, BUT, I’m SURE there’s a conversation that could be had about loading and running SWF’s into Unity3D like Director does. Yes? Did I mention Unity3D is cross-platform compatible? Publish standalone builds for Mac OS X (Universal Binary, or specific, smaller Intel/PPC-only builds) and Windows 2000/XP/Vista – OH and then put it on the web…cause you can.
If that wasn’t enough to sweeten the pot on Adobe buying out Unity3D – Unity3D does iPhone apps with a single click ( watch the Demo Movie of the iPhone development setup – that’ll sell you right there ). Hmmm I love me some iPhone
Not enought?? How about Wii Development?! BAM! NOW WHAT?
Terrain, Shaders, Physics, Lighting, Cross-Platform, multi-depolyment option, multi-lingual, Game churning tool!
Have you ever found yourself saying: ” I wish Director used Actionscript – if it did, I’d move right on over to it and develop there!” Well, ok, maybe that’s too drastic and silly, but Unity3D gave me more power than Director and it was extremely easy to get into – the “power” here is that it is realized and made available to *me*. I’ve had access to Director for nearly 10yrs now, and not once did feel like I could get into it easily. I realize you can do Javascript now (Lingo was an abomination), but after my bad experiences in the past, I wasn’t willing to get into the the Director mess again. I saw Unity for 5 minutes and downloaded it instantly. Unity’s IDE rocks – flat out. It’s fairly easy to understand, and debugging 3D scenes at runtime is awesome. You can have the scene up top with the game running below and you have access at runtime to really dig through and manipulate all objects and properties at runtime (hmmm… where have I heard that before…XRAY
Unity3D IDE
One of the other nice things is that you can configure TextMate with a Unity3D bundle for editing.
I think I’m a fairly good indication of what *could* happen when other Flashers like me get a hold of Unity3D. I hope Adobe’s listening
With all of that, combine the fact that SilverLight is working hard to compete with Flash and they have access to DirectX – it won’t be long until Adobe see’s they need a kick-ass solution. THIS one actually works cross-platform with a ton of speed, easy adoption rate by the development community and a smaller player download size than Flash. Either they’re already looking at Unity3D as I type this post or they soon will be.
One other thought I had is that, I’m not sure the Flash player is going to keep up or IS keeping up with the abilities of hardware that have been out for a while now. I can see where they’re going with Pixel Bender etc, but I know I wasn’t the only one disappointed with what came out in FP10 in terms of hardware acceleration etc and so on ( I don’t need to restate what others have already said ). I think that’s exactly what draws me to Unity3D – total frustration over speed/performance. With Unity, it was like a massive breath of life for me in terms of developing games and playing in my own time.
Avert Fate – Particles, physics, ragdolls, image effects and custom shaders
So, let’s put our money where our mouth is, shall we?
By now, you know I work for Infrared5 with a ton of great developers. If you want Flash / Flex / Red5 work done, we can do it. Duh. But what about iPhone development? what about serious game development? What about product/marketing efforts that need more than what the Flash Player can give us in terms of power? Where would we turn? Well, we’ve officially added Unity3D and iPhone game developement to the list of services BECAUSE of Unity3D. Considering that any one of our developers can get up to speed in a matter of an hour or less, it’s a no brainer to expand our service base. SO, if you’re in the market for iPhone game development or app development, let me know, and I’ll get you in touch with the right people
Given how well many iPhone / iTouch apps are doing in the app store with Apple, I think there’s a bonanza of opportunity there – HUGE.
Ok, so the payoff for even posting this…post, is that I wanted to FINALLY show a few screen shots of a game I’d story boarded 4yrs ago and promised I would produce wayyyyyy back in 2002 (8/16/2002 to be exact) when I released my first Star Wars game – Escape of the Falcon. I’m not going to show too much, but you guys and gals need to see I’m serious about what I just typed above.
Original Star Wars game: Escape of the Falcon
Web Version of the Trench Run
Web Version of the Trench Run

And Since Keith was showing off his iPhone Gravity fun, I wouldn’t feel right not sharing since he mentioned a Star Wars game
iPhone Trench Run – low poly trench model

I have to thank Andy for getting into Unity though! I don’t know that I would have heard of it or gotten into it if he hadn’t pointed out the obvious to me
To say the least, he’s in hog heaven with real physics, custom shaders and streamed terrains!
I seriously suggest that if you’re into 3D, Gaming and Flash right now, you should try Unity3D. And yes, I fully expect that I’ll drive SO much traffic their way that they’ll give me a license
Thankfully, IR5 got me one ! LOVE YOU CHRIS/REB/DOMINICK! LOVE you. Man love.
And Finally: Adobe – if you’re reading this, you guys should seriously consider buying out Unity3D. I can’t say it any more plain than that. If you don’t, I don’t know how you’ll COMPETE with them. As soon as they’re able to support running SWF’s in Unity, i’m going to be doing alot more work over there
