24 layers in unity3d for developing multiple mini games is not enough - unity3d

My Team has a project to develop multiple mini games on different scenes in one project. I found that it will take 4 to 7 layers to work on one game, and the empty layer will soon be running out since we are developing many games.
We are thinking to write a script to manually control the collision by Physics.IgnoreCollision function. The question is that will this approach be efficient and necessary? Is there any proper way to solve this problem?
Thank you!

Related

Augmented reality Interaction between two phones

I try use Wikitude to development AR app. (Use Unity)
Now I want phones can interact with each other.
I think if at the same place I need GPS indoor, so it's seem difficult. I just want they can create group and play together.
If anyone have solution, thanks a lot

Unity 3D vs. UDK 3 for iOS

I have a couple ideas for some 3D games/apps and need to know which 3D engine to go with. I like the high-level approach of Unity and UDK. I have done some 2D games using cocos2d before, but I'm entirely new to the 3D world, which is why i think Unity or UDK are a good choice. I know about the differences in licensing, and i am more concerned with the learning curve instead of the licensing cost.
Plans:
A 3D "side scroller" that goes forwards (up) instead of to the side. Third person space ship. This would primarily be for learning. Tilt to steer, tap to jump. Very simple graphics, vertex coloring would be enough.
A 2.5D "side scroller" like the above one but with a car. This game would generate the levels randomly out of a couple prefab blocks of a certain length that fit together seamlessly.
A 3D augmented reality display for pilots with a terrain mesh loaded from DEM data. Accelerometer and GPS access required.
Other important points:
Must be able to tie in to In-App purchases.
The more community content like tutorials and forums the better.
Ability to add third party libraries like Flurry Analytics is a big plus! But i guess this isn't possible?
Which engine would you recommend for these projects, and why? Preferably, i'd like to pick one and stick with it.
You’re going to have a way, way better time developing with Unity. UDK’s got a fantastic, incredibly capable engine, but its tools don’t have the ease-of-use of Unity’s, its developer documentation leaves a lot to be desired, and the community hasn’t been using it for long enough for there to be much help to be found there. Some quick Googling suggests you can write your own Objective-C plug-ins for Unity games, so in-app purchases and third-party libraries are definitely a possibility. I think Unity’s your best bet.
What about cryengine? it free for non commercial use and also provides mono c#.
Check it out CryEngine

xcode basic game template

I am wondering if anyone knows of a open source or paid Xcode template.
It would be for a basic game, ( NOT COCOS2d ).
It would include simple items like profile management, load/save, Menu, Settings,
( perhaps include Openfeint/Game Center )
Something to use as a base for creating new games, things that get used over and over.
I am thinking about creating either a simple match three game, or maybe a card game.
Before I sat down and created one myself, I thought I would check to see if something
was available. ( No need to recreate the wheel right? )
Thanks everyone!
This isn't quite the solution you're looking for as it's not a game template, but it's worth checking out Sparrow - it's an open-source Objective C library so you don't need to learn anything new (unlike COCOS2D) and there's a nice Beginners Action Game tutorial you can follow.
Cheers..
If you don't want to use Cocos2D I guess you are thinking of 3D i.e. OpenGL ES games. If so, have a look at former question Alternative of Unity & SIO2. Maybe this is what you are looking for, but you should take SIO2 and Unity3D themselves into consideration. Especially Unity3D (I am just evaluating it the last 2 weeks) will save you a lot of work. SIO2 is a library using Blender for design and ships with customized exporter. It was open source since V1.4 but then they "convert" it into commercial software. What a pitty that the 1.4 source code is still not available at the according SF project.
There are two more engines: Unreal 3 Engine and Torque. I failed to find the pricing for Unreal now, but it might be something about 25% of your revenue or so. Torque stopped selling their 3D engine on iPhone and is now available in 2D only.
PS: Even for simple games I recommend using some kind of game engine, it will save you a lot of work compared to native XCode hacking.
You can use this template which is a well researched one available in the market.
http://www.binpress.com/app/ios-boilerplate-and-template/1597

Game platform/engine for inexperienced/solo developer? [closed]

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There are a number of discussions on stackoverflow.com about what is the best iPhone game platform/engine. My question is not necessarily what is the best, but what is the best for an experienced iPhone developer but not not experienced in game design. This will also be a solo project plus a graphics designer. Consider I will be working full-time at my day job and will need to support a number of other iPhone apps. In other words, designing the game will be very much a part-time project but needs to go out in 2 - 4 months(?). Ramp up time needs to be quick. I'd like to build 2D in the beginning and then go to 3D.
I lean toward Unity 3D since it has lots of documentation and help. From what I can see, the iPhone basic version is $399 and you get the IDE for free. Can anyone confirm?
Unity3D is for 3D but I've read you can still do 2D. I'm trying to find out what is involved there. One drawback with Unity3D is the 8-15 second Unity splash screen. I've also read this doesn't get much better with the higher priced version. But I suppose that is the price you pay for the convenience of having a simpler framework available.
Cocos2d is a great framework and free but lacks documentation. It also requires much ramp up time to learn its framework and choose a suitable physics engine. I don't see this route as practical. I can see learning it across a long timeline as a side project but then you eat into getting your game out the door fairly quick. If I go with Unity, I probably abandon Cocos2d altogether since I will have invested so much into Unity.
Does my reasoning for Unity sound feasible?
---EDIT---
Based on some of the comments, here is the type of game I'm referring to initially: A 2D shooter similar to Zomebieville but most likely without its large feature set.
I'll vote for Unity 3D. It contains a very nice interactive development environment and supports a variety of platforms (including the iPhone). If you don't have experience writing game loops or any of that, then you will depend heavily on such development environments - you might as well get the best.
If your game is worth it, people won't mind the wait screen.
This will also be a solo project plus a graphics designer.
designing the game will be very much a part-time project but needs to go out in 2 - 4 months(?).
Two words:
Forget it!
Yes - Unity3D is $399 for the basic iPhone license.
Using Unity to create 2D games works in most simplistic terms as follows:
The Camera views a 3D world and creates a 2D game when the camera is directly facing a platform from the side. I guess you could also aim the camera straight down (birds eye view) on a surface as well.
The difference is as follows: In Cocos2D you are still running an openGL ES app. You have the ability to have layers in the Z coordinates.
Unity however would be best used when using 3D objects to be animated as the art. If your art is already 2D then in Unity you would be placing your art onto a flat plane. If you are concerned about the quality of the artwork when it comes to your game - if the art is 2D then there really is no point in using Unity and spending the money.
Also consider that Unity3D's basic package will not give you access to your own methods outside of it's framework - if you have some objective c you would like in your game from say another project or you have a special server you want to connect to using your own code that will not work. This kills it for me.
I understand there is a lack of documentation however - There are a lot of tools and tutorials to help.
First consider that Unity3D has a WYSIWYG approach with actions built in for physics.
Cocos2D allows you to use several different physics libraries including the one in Unity3D.
Youtube Cocos2d iphone box2d and chipmunk - mix the tags up
One nice thing about 2D art in cocos is SVG and tiles - see this tutorial / video - not much work - not much at all.
http://www.youtube.com/watch?v=yvZM-YPPbII
Cocos is actual simple - it is python and the documentation is poor - however there are plenty of small open source games out there using cocos - a quick google code search will reveal a few - open one up in xcode and it becomes quite clear and if you are a developer who knows an actual programming language it should look as easy as html form there.
I am convinced after working on several projects opening a few games that are out there will make complete sense of all of it.
I don't know much about Unity3D. But I know of a very nice game engine witch you can use it's called Game Maker. I think it's very useful for the inexperienced/solo game developer. With it you should be able to create good quality games in about two to three months. The last I checked it's about $20 for the full version of the software. So, I guess it's light on the wallet too.
2D games are easy with Unity. Its as simple as changing the view mode of the camera. Technically the game is still 3d but seen as 2d. If your looking to solo make a game in a short time then Unity is the way to go. Unity can make a 2d game for a iPhone to a super advanced MMO. Also there are hundreds if not thousands of tutorials out there that can teach you pretty much anything you need to know.
Unity is easy to make games for every platform and gets rid of the heavy lifting. I like Unity because you see the results fast and its cross-platform compatibility.

Game engines for iPhone vs. native iPhone sdk development

What are people's opinions and/or experiences with game engines such as Unity or Torque Engine? If one were new to iPhone game dev is it worth it to learn one of the engines? What is the performance difference between apps generated by those engines vs a natively built App using the sdk?
Both will equal the performance of what most people could write themselves (i.e. if you're not an experienced game engine developer).
Whether it's worth learning (and buying since both Unity and Torque cost for iPhone development) you'll have to ask yourself two questions:
Is my game idea suited the engine?
Is my passion for programming or game design?
Looking at the range of games made with Unity, it seems very flexible because although it is a 3d engine, lots of 2d games have been made with it. The downside of using Unity for something very simple (say, a match-3 tile game) is that it's a bit over the top in terms of download size.
On the passion issue, some people like programming a lot and will always feel it's better to write the engine themselves. And that's OK. But if you have a great idea for a game and just want to 'bring it to market' as soon as possible, and it requires 3d rendering, character animation, that sort of thing, using Torque or Unity is going to get you there a lot faster.
If you want to do 2d development you should have a look at cocos2d iphone it is implemented in cocoa free open source and very easy to pick up
I think time to market is important to consider - if your going to burn out after a short time and of the engines mentioned above will allow you to build and launch a game quickly compared to writing the engine & game from scratch.
Like U62 said, where is your passion?
Currently I'm building a framework/engine and a game. Its a great learning experience, but we had to understand that it would take a long time (we have day jobs) and that we have to just keep chipping away at it. So far, the experience has been an eye opener and I've learned a great deal ... however, would I do it again? Probably not - I think I prefer designing the game and coding game specific logic - not engine specific.
I've done a lot of research on the platforms and I personally really like Unity. You can email them and request the iphone trial license.
Anyways, good luck!