can public game for Android use Unity Personal - unity3d

I'm just starting to work with Unity engine and I want to know
1. Unity free version has the ability to publishing game on Google Play Store?
What are the limitations of the free version (Unity Personal)?
Thanks.

The public, free version has virtually all the functionality that the paid version has.
To answer your questions:
Yes, unity free can publish on google play
The limitations are mainly on Support from the Unity Company. Also you get a discount in the assetstore with the paid versions.
You need a paid version if you earn more than $100.000 a year.
I believe there may be an extended profiler with the paid version, but I'm not sure.
Also, the free version forces the Unity logo on your splash screen (initial loading screen) on publish builds. You can remove this by purchasing the paid version.

Related

Laggy Hololens App since update to XR SDK

Since I updated my Unity3D Hololens 2 project, using MRTK 2.5.1, to also use the XR SDK for holographic remoting, the app has become laggy also when deploying even though the profiler doesn't show much activity.
Is this a known issue that can be updated in some settings?
Could you provide more information about your project? Without any specific context, the above information make it is difficult for us to profile your application. It is recommended you follow this guide to optimize the performance of mixed reality apps in Unity: Performance recommendations for Unity
In addition, the GitHub issue page of MRTK is an important way for us to collect user feedback, and it currently has no reports on the latest MRTK performance issues. As for XR SDK, because it is a Unity API, we recommend that you submit a new feedback to the Unity product team for a professional suggestion. We always recommend the latest Unity LTS (Long Term Support) stream as the best version to develop MR app, and the current recommendation is to use Unity 2019.4.15f1: https://unity3d.com/unity/qa/lts-releases

Manage free version and paid version in Flutter

What is the best way to manage free version and paid version using Flutter?
What I have checked
One dirty way is having two almost identical projects, and building one as a free version and the other as a paid version.
Another way is implementing differences between versions as features after in-app purchase. (I might go with this if there is no better way.)
I found info for Android and for iOS (which are the ones written above), but does Flutter provide a better way?
Environment
1.12.13+hotfix.9
Dart 2.7.2
Two ways to do this:
Implement in-app-purchases with a non-consumable (if you want to
unlock premium features 'forever')
Create a subscription that a user
purchases to unlock premium features (potentially combined with
a free trial period) for a period of time
Anything else is likely to get blocked by the App Store and Play Store review process.

GameAnalytics, validating in app purchases on Unity

I'm setting up for the first time GameAnalytics in my Unity3D project.
I'm try to figure out if there is a way to validate in app purchases for both android and iOS from it.
In the docs I found http://www.gameanalytics.com/docs/ga-data#business-event. I understood that you need to work with native sdks to get this feature, am I right?
Could it be an option to configure from the dashboard an android and an iOS game and then changing the keys in unity with precompilator instructions? (like #if UNITY_ANDROID)?
I am an SDK developer # GameAnalytics.
Yes.
There is a way to make the GA servers validate Android and iOS IAP purchases in business events. From Unity.
Short story
You need to send the receipt in the business event after the purchase.
You can read our complete Unity tech guide in the Github Repository.
Regarding IAP validation you should read this section.
https://github.com/GameAnalytics/GA-SDK-UNITY/wiki/Business%20Event
About the keys
You should create a game for Android and iOS in our tool at go.gameanalytics.com
Inside the Unity Editor you can add platforms (Android / iOS) and then add specific keys to each.
You can read more about the in-editor settings in the wiki docs as well. Including how to login and select games directly in the editor.
Let me know if you have any issues. You could also file a support case with our friendly support staff.
When you install the Game Analytics unity package, you are essentially installing the native libraries for each platform (Android, iOS, ...) located in the Plugins folder.
If you want to target multiple platforms in your code with an API like Game Analytics, I recommend you use the preprocessor tags as you mentioned since the functions from Game Analytics are platform specific.

2D game development with Unity3D

I tried to find some answers to a few questions I have about Unity3D games development. I want to create 2D mobile games.
The thing I really want to know is if I can create a mobile game for different platforms at one time (as cordova can build Android / iOS / Windows hybrid apps) and if I have to pay a license or something to do that.
I read that it is cross-platform but the official website doesnt give more info about how can you do it or the prerequisites to create them.
You won't need to purchase any licencing for those platforms. You will need to start paying when your annual turnover is high enough but I doubt you have to worry about that now. See here: https://unity3d.com/get-unity. Unless you make $100 000 a year off of Unity then you can deploy to all platforms for free. If you make that large amount you will have to purchase the pro licence and additional platform specific licences.
Unity builds on the Unity Player for mobile games, so as long as ur target platform can handle Unit Player, u can distribute ur game. U can see a current list on their website, but as I know, it supports all current platforms.
The compatibility between those platforms, are independent on development aspect. U create ur game with Unity and then set the target platform to deploy.
As for the licening, first of all Unity itself pro costs about 1024$, and every platform i think another 1024$ so u could first use the free version and after a bit of success easy upgrade to the pro version. On the other hand u can use the free version as long as u stay with ur yearly income under 100 000$
yes you can create cross platform games for Android, windows and IOS etc. You don't necessarily have to buy license. you can use free unity3d but keep in mind there are certain things you are not allowed to change, such as startup splash screen. also if you reach revenue of 100k there is a fee.
here is a link for license info you can find all the details https://unity3d.com/legal/eula

Multiplayer game using unity free version for Android

I am going to start my first game on unity which is a real time multiplayer game for android. I want to ask few things.
Do I need to buy pro version or any license for the whole process (from development to submission to play store, I know that splash screen can not be change). My game is almost like 8 pool ball with all multiplayer features (create user profile, play with friends, play with Facebook friends, challenge friends, leader board filters etc etc) like in 8 pool ball. I am planning of using Photon for multiplayer.
I also need the Web and Facebook version as well in future.
I also see few pages about this but I am still confuse.
Thanks in advance.
The Unity3D personal version does NOT support C# sockets on mobile, so no 3rd party realtime plugin, neither Photon nor any other, will work on Android (or on iOS) with the personal version of Unity3D, but they all require Unity3D pro.
There is only one exception to this: PUN+ works even with Unity3D Personal on Android and iOS, because it applies a fallback to use C++ sockets through a native plugin on platforms, on which C# sockets are not available in Unity3D Personal. However, this is only true for PUN+ (Photon Unity Networking Plus), not for PUN (Photon Unity Networking).
Unity in Version 5 has no engine-specific pro-Features anymore. So basically free = pro (besides some services and splash screens). So you can go with Unity 5 free and e.g. Photon.
Regardings costs: It could be that you need some sort of webservice for your game (managing profiles etc.) so the webserver could produce some costs. But for getting started there are many free services out there like https://www.heroku.com/
Furthermore you will need to pay the 25$ fee for Google Play to publish the game.