"cybereality" wrote:
"roswell108" wrote:
Unity 5 just went public. It is the same deal as Unity 4.
No, that is not accurate. Unity had a free version before, but many features were missing. Unity 5 now has nearly all the same features as the paid version.
For Unity 5 Professional EditionUnity 5 Professional customers who earned/received more than $100,000 in revenue/funding in the previous fiscal year must purchase iOS Pro and/or Android Pro deployment add-ons to deploy to these platforms. The iOS and Android Pro add-ons enable deployment without the Personal Edition splash screen.
Unity 5 Professional customers who earned/received less than $100,000 in revenue/funding in the previous fiscal year can deploy with included iOS and Android support with the Personal Edition splash screen.
See the Unity Software License Agreement for full details.
For Unity 5 Personal EditionDeployment to all platforms included with the Personal Edition splash screen.
That is the same deal as Unity 4. They lightened the restrictions on the editor, but there is still a free and a Pro and significant differences between them.
"budwheizzah" wrote:
"cybereality" wrote:
"roswell108" wrote:
Unity 5 just went public. It is the same deal as Unity 4.
No, that is not accurate. Unity had a free version before, but many features were missing. Unity 5 now has nearly all the same features as the paid version.
Free or not the question is it more stable or less stable?
4.6.x reached the fringe of unusability. Not quite there, but so, so much crashing at the end, especially with plugins (something we notably have no choice to do with Oculus stuff). I fear 5 can only be worse the way things have been progressing and I hope to hell I'm wrong, 'cause I'll probably have to endure the version's life cycle either way!
Highly thinking of switching to UE4. I had enjoyed Ue3, and it looks like UE4 has what I wanted; all stuff Unity 4 had and not UE3.
Doesn't work with the Oculus Mobile SDK, but otherwise extremely stable. It has the 64-bit editor, builds are finished in nearly half the time, and the cache server on a home network cuts the load times to seconds even with a 5GB project. As for the build, it seemed to run much smoother and looked significantly crisper than before the import to 5 but no settings were changed.