Game Development Reference
In-Depth Information
software which had support for console development on the Nintendo Wii.
In 2008 they announced iPhone support for the program, one of the i rst
engines to do so. By 2009 they were of ering a free fully functional trial
version for educational and non-commercial purposes, and by 2010 they
had 250,000 developers registered. In fall of that year they released the
redesigned version of Unity 3D, and as of this writing there are now well
over two million registered developers using Unity 3D.
There are two versions of Unity 3D. The free version is called Unity Free or
Unity Basic while the paid version is Unity Pro. Both l avors of Unity can
be downloaded for free with a limited timed trial license for Unity Pro.
Presently, the dif erences in terms of features between Unity and Unity Pro
are fewer than most Free and Pro program combinations. For a complete
list of the dif erences check out the Unity website www.unity3d.com.
Version 4 brought signii cant improvement in look and feel plus
extended support for more platforms and scripting.
Platform Development Support
Here's a basic list of the supported platforms as of this publishing:
• Mac/Linux Desktop application
• PC Desktop application (including Windows 8 support)
• Web Player (HTML 4,5/Javascript based, requires downloadable plug-in)
• Nintendo Wii and Wii U
• PlayStation 3, Playstation Vita, Playstation 4
• Xbox 360, Xbox One
• iOS (iPod Touch, iPhone, iPad)
• Android OS
• Windows Phone and Windows 8 Mobile
UNITY'S AUDIO ENGINE: UNDER THE HOOD
As with a lot of game engines the Unity developers chose to use an existing middleware audio toolset in
order to generate sounds in game. Unity's audio duties are thus handled by an older version of the FMOD
audio engine (which you should be familiar with from earlier levels), and inherit a lot of terminology
from it as well. Unlike the full version of FMOD though, Unity only comes with a basic low-level access
to the FMOD Ex API, and Unity's programmers have implemented only a portion of its more advanced
functionality and almost none of its GUI-based features. Access to these FMOD-derived features in Unity
(beyond the basics, which we'll be covering) is usually done in code via Unity's API, based around a C#
code interface (with a couple of shorthand scripting variants). While the API uses a few FMOD terms, it
does not resemble FMOD code or scripting in any signii cant way.
 
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