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16. June 2016

 

A few weeks back Unity announced new pricing that didn’t exactly make their community dance with joy.  Part of the announcement was the addition of the “Plus” tier, which was basically the free tier with some cloud functionality thrown in.  The general reaction to this new tier was a resounding meh.  Well, it seems Unity have listened, as the features of that tier have just been altered.  In this blog post entitled Evolution of our pricing and products, they announced two major and incredibly useful changes to the Plus tier of Unity pricing:

So with this goal in mind we are going to make these changes to what we announced previously:

  • We’re making the Unity splash screen in Unity Plus optional, like it is in Unity Pro.
  • We’re raising the revenue cap in Unity Plus from $100k to $200k so that more of you are able to take advantage of it.

In order to be able to do this, we removed the option to subscribe to Unity Plus without a one-year commitment. We also restricted Pay to Own to only apply to Unity Pro and not Unity Plus (see Pay to Own details further down). We let these things go from Unity Plus in order to be able to introduce the new advantages.

 

So basically you can now make twice as much money and most importantly, you no longer have to show the Made With Unity splashscreen, a huge caveat for manner developers.  There is of course a downside, the Plus plan is not eligible for the Pay To Own plan and you have to commit to at least a year of subscription.

 

When Plus was announced I said it would be a great deal more popular if it removed the splashscreen.  I guess I will find out if I was right or not.  Either way, the Plus tier certainly sucks a great deal less now!

 

Another change for users of the free “Personal tier”, is now the splash screen is going to be more customizable.

The new splash screen will read “Made with Unity” in all editions of Unity – no more mention of “Personal Edition”. You will also be able to customize it with your own (blurred) background image and your own company logo in addition to the Unity logo. This feature is coming, but give us a bit of time to perfect the technical aspects of it before we release it. The customizable splash screen will be available in all versions of Unity, but can be completely turned off in Unity Plus and Unity Pro. We’ll have a blog post with further details later.

 

Finally for the people that outright purchased Unity in the past, and the hardest hit by the pricing changes, they have announced some changes there too:

  1. For up to five seats, you may subscribe to Unity Pro at the special price of $75 per month for a limited transition period, after which the price will revert to the normal subscription price of $125 per month:
    • If Unity 5 Pro is your first version of Unity, your transition period is one year.
    • If you owned Unity 4 Pro, your transition period is two years.
  2. If you make less than $200k per year, you may choose Unity Plus and pay $35 per month with an annual commitment.

We will start sending out these transition offers by email after the new products have launched in our store.

 

They also appended their policy on support for Pay to Own subscribers to include 3 additional patches past the end of the support period:

. At such point, you will stop receiving access to Pro tier services, new features and upgrades. You will receive the next 3 patchs.

 

All told some pretty good news all around.

GameDev News


16. June 2016

 

Unity have just released another patch, this one version 5.3.5p4.  This one is composed primarily of fixes with a new diagnostic commandline option added for debugging memory and improved WebSocket support being the two solitary improvement, then of course several fixes are included.

From the release notes:

Improvements
  • Runtime-Other: Added diagnostic option to cmdline arguments -debugallocator [1/2] which helps to identify memory access issues in the engine on Windows and OSX x64 platforms.
  • WebSocket: Improved memory allocation and socket writing procedure (fixed not expected connection closing)
Fixes
  • (796242) - Android: Abandon/Request audio focus on pause/resume.
  • (789398) - Android: Audio - Fixed audio latency in GearVR regression.
  • (746248) - Android: Buildpipe - Don't check for passwords if exporting project.
  • (746248) - Android: Buildpipe - Don't merge manifests if exporting project.
  • (781657) - Android: Buildpipe - Remove mdb files from release build.
  • (790236) - Android: Editor - Fixed an issue where it was impossible to push to devices running Android N Preview.
  • (802824) - Android: Fixed the issue of game freezing when changing resolution with Screen.SetResolution.
  • (786289) - Android: Fixed high memory usage of RenderTexture.GetTemporary.
  • (751102) - Android: Fixed a crash related to the main context not being an Activity.
  • (793738) - Android: Fixed an issue where Indonesian and Hebrew weren't properly recognized by SystemInfo.
  • (none) - Android: Fixed deployment to devices with unknown OpenGL ES target.
  • (782985) - Android: JNI - Throw correct exception when method not found by reflection.
  • (696580) - Android: Tegra 2: Application no longer crashes if UnitySendMessage is called during initialization.
  • (795931) - ETC1: Fixed ETC1 variant getting stripped out from android build.
  • (793780) - Fixed an issue where Cache Server failed to validate prefab created from script.
  • (none) - Graphics: Fixed potential memory leak with timesliced realtime reflection probes.
  • (797495) - IL2CPP: Implemented Process.GetCurrentProcess on some platforms and provide a useful error message where it was not possible to implement.
  • (800301) - IL2CPP: Prevented a possible deadlock on PS4.
  • (802618) - IL2CPP: Support IPv6 addresses for LocalEndPoint and RemoteEndPoint properties of the .NET Socket class.
  • (792932) - iOS: Enabled incremental build for il2cpp by default for old projects.
  • (803206) - iOS: Fixed crash when calling WWW.Dispose.
  • (790853) - iOS: Removed unneeded il2cpp files that increase build size.
  • (794783) - Model Importer: Fixed a crash when importing .obj and .fbx files with malformed or duplicate vertex data.
  • (763536) - Mono: Added MD4, SHA384 and SHA512 signature verification to X.509 certificates.
  • (793415) - Mono: Handle marshaling properly of a class with a fixed size array field and a base class with multiple fields.
  • (none) - Multiplayer: Cleaned up the connection containing StateUpdate channel can cause crash.
  • (761566) - Multiplayer: Fixed: Calling NetworkDiscovery.StopBroadcast() and NetworkServer.Reset() crashes editor.
  • (794054) - Multiplayer: NetworkTransport.SetBroadcastCredentials crashes unity.
  • (788808) - Multiplayer: ReliableFragmented channel can drop data.
  • (760104) - Multiplayer: WebSockets: Fixed crash on NetworkClient.SendByChannel call.
  • (774657, 768041, 794455) - OpenGL: Fixed various shader translation (for GLCore/GLES3) issues. Atomic operations on RWByteAddressBuffers, vertex-to-fragment inputs not being float4/half4 sized, geometry shaders where first input is not a SV_POSITION, tessellation shaders that were making some drivers not happy.
  • (707886) - OSX: Fixed icons in batch mode builds.
  • (787233, 793518) - OSX: Fixed infrequent crashes in Screen Selector.
  • (696234) - OSX: Fixed SSL protocol support on 32-bit OSX standalone.
  • (776115) - tvOS: Fixed support for default font of Unity (Arial).
  • (800964) - UnityWebRequest: Hard EXC_BAD_ACCESS crash from AsyncOperation.
  • (none) - UnityWebRequest: Make headers case insensitive, in order to better match RFC 2616 semantics.
  • (791362) - WebSockets: Make Incoming buffer configurable: ConnectionConfig.WebSocketReceiveBufferMaxSize param.

You can download the patch here.

GameDev News


16. June 2016

 

There is another hotfix for the recently released Unreal Engine 4.12.  Composed entirely of fixes, hotfix 4.12.3 consists of:

 

Fixed in 4.12.3


Fixed! UE-31735 Get Class Defaults node disconnects output pins when project upgraded from 4.11 to 4.12
Fixed! UE-31743 Components derived from scene component reset vector location upon closing and re-opening editor
Fixed! UE-31812 CrashReporter Client has no options to close without sending
Fixed! UE-31789 GitHub 2484 : Git Plugin: fix the Submit To Source Control menu broken by new "migrate" support in 4.12 (and master)
Fixed! UE-31702 Assertion opening blueprint with HISMC created in 4.11
Fixed! UE-30934 GitHub 2406 : Git plugin: Fix for Git diff not working in UE 4.12 (and master)
Fixed! UE-31265 GitHub 2432 : BUGFIX: ProceduralMeshComponent crashes game
Fixed! UE-31578 [CrashReport] UE4Editor_Renderer!InjectTranslucentLightArray() [translucentlighting.cpp:1578]
Fixed! UE-31851 Reflections have an extra vector offset than in 4.11
Fixed! UE-31787 Vive: Positional Latency w/ Rotation

 

You can read more about the release in the Unreal forums.

GameDev News


16. June 2016

 

Cocos Creator 1.1.10 was just released.  Cocos Creator is a full game editing environment built on top the Cocos2d-x series of technologies.  If you are interested in learning more I did a hands on with Cocos Creator video a few months back.

 

This release brings several new features and fixes to the table including:

  • [Atlas] Add ‘Use specified Atlas to replace spriteFrame in current Scene’ menu item in ‘Developer’ menu.
  • [Assets] Imporved atlas asset importing performance.
  • [Scene] node path shown in Scene status bar can be selected and copy now.
  • [NodeLibrary] nodes dragged from Node Library will no longer be prefabs.
  • [NodeLibrary] a zoom slider is added to control how big the node icons are.
  • [Import] Fixed a Widget error when importing from Cocos Studio project.
  • [Import] Fixed an node visibility animation effect error when importing from Cocos Builder.
  • [Prefab] Fixed a critical error that occurs when close prefab editing mode while reloading scene.
  • [Animation] add animatable Collider.size property.
  • [Animation] add animatable Node.skew property.
  • [Animation] add cc.AnimationClip.createWithSpriteFrames API to generate animation clip in runtime.
  • [Build] Fixed build to ‘Web-Desktop’ show incorrect viewport issue.
  • [Build] Fixed build to Android with ‘default’ template will report error issue.
  • [Editor] Fixed font size in some editor buttons.
  • [Dashboard] Add path validation to new project page.

Component

  • [Sprite] Fixed crash error when using Tiled mode on tiny images.
  • [Mask] Fixed using removeChild to remove a node with Mask component will report error issue.
  • [Component] Fixed many different failures when modifying a property’s type if it’s already serialized.
  • [ScrollView] Add scrollToOffset API to allow positioning scrolling content with pixel position.
  • [ScrollView] Add event capture phase to solve registering event on node under scrollView may fail issue.
  • [Layout] Fixed None mode wrong calculation of anchor position.
  • [Label] Fixed set color on the node has no effect on label color issue.
  • [Label] Fixed calculated node size wrong using ‘Resize Height’ mode.
  • [Spine] Fixed v1.0 project Skeleton node cannot be scaled issue.
  • [Tilemap] Fixed scene graphic display error in Windows environment.
  • [Tilemap] Native platform now supports CSV layer data.

Engine

  • [Engine] loadResAll now allow path ended with ‘/’.
  • [Engine] Fixed handling cross domain images will report downloadImage error issue.
  • [Engine] Fixed hot update failed on Android platform issue.
  • [Engine] Fixed missing JavascriptJavaBridge dependencies in C++ engine that cause calling Java method from JavaScript failed issue.
  • [Engine] Fixed opacity related actions like FadeOut, FadeTo fail to work in JSB issue.
  • [Engine] Fixed EventTouch getID method may cause recursive looping issue.
  • [Desktop] Fixed when allow window size to change, the viewport shows wrong zoom when resizing window issue.

 

The full release notes are available here.

GameDev News


15. June 2016

 

Spine is a 2D bone based animation system compatible with almost every modern game engine.  I recently covered Spine in this detailed review a couple months ago.  Esoteric Software just released version 3.3.0 today.  The biggest features of this release are certainly animatable paths and path constraints.  That said, there are several changes in this release:

  • Added paths (cubic splines) that are keyable and weightable.
  • Added path constraints so a bone can follow a path.
  • Bounding boxes are now keyable and weightable.
  • Bounding boxes now have a color.
  • IK and transform constraints now appear under the target bone in the tree.
  • Added constraints to tree filter.
  • Constraints can now be created by clicking New... on a bone's properties in the tree.
  • Can drag/drop or copy/paste to copy transforms for bounding boxes and paths.
  • Fixed root bone translation not following parent or world axes.
  • Changed automatic backup file names to include the Spine version number.
  • Icons for clickable bone labels.
  • Added Match button for transform constraints to set the offset values to match the bone's current transform.
  • Fixed vertices in selection groups sometimes not working after a project reload.
  • Selection group internals have changed, selection groups in older projects have been cleared (sorry).
  • Fixed position of self intersecting bounding boxes.
  • Local shear is disabled on IK parent bones. The math is insurmountable. Local nonuniform scale is fine and it can still inherit nonuniform scale and shear.
  • Fixed exiting edit bounding box mode without creating vertices.
  • Dopesheet Select bones button now also selects the bones in the tree.
  • Fixed single bone IK with nonuniform scale.
  • Fixed automatic backups being created even when disabled.
  • Import Data and Import Project are now available in the trial.
  • Faster image export when loading many different images.
  • Fixed exporting multiple skins not loading the images correctly.
  • Fixed mesh, bounding box, and path tool origin from jumping after manipulation and undo/redo.
  • Increased zoom in amount.
  • Weights view doesn't lose selected bones when undo/redo is used.
  • Added a Set Parent button when multiple images are selected.
  • Higher contrast for selected dopesheet bones.
  • Pose tool translation no longer loses the current selection.
  • Fixed horizontal scrollbar scaling in lists.
  • Fixed file dialog on OS X, no longer shows full path as file name.
  • Slightly smaller project file size.
  • Fixed a number of hotkeys when a non-English language is used.
  • Tool and bone selection colors aren't drawn when using color dialog.
  • Added bone transforms to Metrics view.
  • Fixed IK mix from rotating the wrong direction in some cases.
  • Can now paste keys from one IK/transform/path constraint to another.
  • Fixed transform constraints showing as edited but not keyed (yellow).
  • Click + drag on multiple visibility dots now uses a single undo/redo step.
  • Fixed Events node visibility when there are multiple skeletons and when duplicating a skeleton.
  • Hovering over a bone or slot label highlights it in both the viewport and tree.
  • Attachments and bones can now be selected via the tree even if hidden or selection is disabled by the Options panel on the main toolbar.
  • Fixed tree not scrolling to correct location in some situations.
  • Fixed color chooser slightly changing some color values.
  • Increased time to show image preview for region and mesh attachments versus image files.
  • Improved constraint icons and colors.
  • Improved tree selection when shift and/or ctrl are held.
  • Tree expands and scrolls to selection when filters change.
  • Enforced inherit rotation and scale for IK constrained bones.
  • Entering mesh/bounding box edit mode no longer shows images/others.
  • Constraint bone/slot/attachment labels truncate long names in tree properties.
  • When changing attachment visibility, if the previously visible attachment was selected in the tree, the newly visible attachment is selected.
  • Fixed select box list display location.
  • Fixed FPS label color.
  • Dopesheet now highlights rotate, translate, scale, or shear timelines depending on which tool is selected.
  • Darker triangles lines in mesh edit mode.
  • Bones are only shown with weight colors when the Weights tool is active.
  • Fixed Create tool mouse cursor icon disappearing after deselection.
  • Transform constraints can now constrain multiple bones.
  • Arrow keys can translate in mesh edit mode.
  • Arrow keys work when vertices are selected with the Rotate tool.
  • Hold shift with the Create tool when creating a new bone to keep the parent bone selected, to more easily create many siblings.
  • Bone and image compensation buttons are now highlighted when compensation is applied.
  • When no bones are selected, the Create tool selects the root bone if the project contains only one skeleton.
  • Better relative path calculation, preventing ../ back to the drive root.
  • Set Parent works for multiple slots or bones.
  • Numeric transform entry is applied as you type.
  • Prevented double clicking launcher buttons.
  • Better horizontally tree scrolling when viewport objects are selected.

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