Unity launches native 2d support. Yay or Nay.
-
nasty_wolverine
- Posts: 1371
- Joined: Sun Oct 09, 2011 11:44 pm
Unity launches native 2d support. Yay or Nay.
Just found out that unity now has native support for 2d and 2.5d.
How viable is it now for shmup development?
Has anyone tried it? Opinions please...
How viable is it now for shmup development?
Has anyone tried it? Opinions please...
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
-
n0rtygames
- Posts: 1001
- Joined: Thu Mar 15, 2012 11:46 pm
- Contact:
Re: Unity launches native 2d support. Yay or Nay.
It's okay.
Doing a vert shooter in unity is a pain with tate and all. Without pro you have no access to rendertargets either.
Doing a vert shooter in unity is a pain with tate and all. Without pro you have no access to rendertargets either.
facebook: Facebook
-
nasty_wolverine
- Posts: 1371
- Joined: Sun Oct 09, 2011 11:44 pm
Re: Unity launches native 2d support. Yay or Nay.
well that sucks, how I am supposed to use my 32 framebuffer texture attachment lazy composite method then??n0rtygames wrote:It's okay.
Doing a vert shooter in unity is a pain with tate and all. Without pro you have no access to rendertargets either.
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
-
BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: Unity launches native 2d support. Yay or Nay.
Is it strictly rotation that's an issue or are there additional design flaws?
Re: Unity launches native 2d support. Yay or Nay.
I'm interested to mess around with it; but every time I open it up, I'm pretty much just bewildered.
The license costs honestly scare the shit out of me, too. I know the free version isn't as ridiculously limited as other software's; but still.

The license costs honestly scare the shit out of me, too. I know the free version isn't as ridiculously limited as other software's; but still.
-
null1024
- Posts: 3823
- Joined: Sat Dec 15, 2007 8:52 pm
- Location: ʍoquıɐɹ ǝɥʇ ɹǝʌo 'ǝɹǝɥʍǝɯos
- Contact:
Re: Unity launches native 2d support. Yay or Nay.
This, so damn much.Rozyrg wrote:I'm interested to mess around with it; but every time I open it up, I'm pretty much just bewildered.![]()
I'd love to use Unity -- its platform support and general power appeal to me greatly. But I'm only slightly less overwhelmed opening it than I am opening Blender or something.

Come check out my website, I guess. Random stuff I've worked on over the last two decades.
-
nasty_wolverine
- Posts: 1371
- Joined: Sun Oct 09, 2011 11:44 pm
Re: Unity launches native 2d support. Yay or Nay.
tbh, i find blender easier to understand then unity, but that may be because i do have some knowledge of 3d modelling.null1024 wrote:But I'm only slightly less overwhelmed opening it than I am opening Blender or something.
I know that tate is a problem, but what making yoko-tate games, like mars matrix, touhou, hellsinker, recca etc? also what about hori's?
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
-
n0rtygames
- Posts: 1001
- Joined: Thu Mar 15, 2012 11:46 pm
- Contact:
Re: Unity launches native 2d support. Yay or Nay.
tbh if you guys wanted I could arrange to stream a "HOW TO UNITY" some day with some simple getting started tips
facebook: Facebook
-
nasty_wolverine
- Posts: 1371
- Joined: Sun Oct 09, 2011 11:44 pm
Re: Unity launches native 2d support. Yay or Nay.
You dont need to ask us permission, just do it already...n0rtygames wrote:tbh if you guys wanted I could arrange to stream a "HOW TO UNITY" some day with some simple getting started tips

Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
Re: Unity launches native 2d support. Yay or Nay.
im working on a shmup in unity2d right now, and although the ui is a total mess, i really like unity. done some stuff in xna previously and having the editor and the built in stuff for components, collision detection and such is really sweet.
dont know anything about tate and stuff though, not that far along yet.
using the free version, and havent really found anything i need in pro yet.
dont know anything about tate and stuff though, not that far along yet.
using the free version, and havent really found anything i need in pro yet.
-
nasty_wolverine
- Posts: 1371
- Joined: Sun Oct 09, 2011 11:44 pm
Re: Unity launches native 2d support. Yay or Nay.
you dont need RTT? you aint got enough bling yet!!!eatfrog wrote:im working on a shmup in unity2d right now, and although the ui is a total mess, i really like unity. done some stuff in xna previously and having the editor and the built in stuff for components, collision detection and such is really sweet.
dont know anything about tate and stuff though, not that far along yet.
using the free version, and havent really found anything i need in pro yet.

Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
Re: Unity launches native 2d support. Yay or Nay.
i dont even know what that is.nasty_wolverine wrote:you dont need RTT? you aint got enough bling yet!!!eatfrog wrote:im working on a shmup in unity2d right now, and although the ui is a total mess, i really like unity. done some stuff in xna previously and having the editor and the built in stuff for components, collision detection and such is really sweet.
dont know anything about tate and stuff though, not that far along yet.
using the free version, and havent really found anything i need in pro yet.

but what is the problem with tate in unity? cant i just... rotate the camera 90 degrees?
-
n0rtygames
- Posts: 1001
- Joined: Thu Mar 15, 2012 11:46 pm
- Contact:
Re: Unity launches native 2d support. Yay or Nay.
No it's a little more complicated than that. You leave your camera alone completely.
The camera outputs to a render target and you render this on to a surface (ideally the GUI layer) with the correct scaling and rotation based on user settings.
Don't worry about tate for now, just focus on improving your skill set in other areas and over time this will make sense.
The camera outputs to a render target and you render this on to a surface (ideally the GUI layer) with the correct scaling and rotation based on user settings.
Don't worry about tate for now, just focus on improving your skill set in other areas and over time this will make sense.
facebook: Facebook
-
nasty_wolverine
- Posts: 1371
- Joined: Sun Oct 09, 2011 11:44 pm
Re: Unity launches native 2d support. Yay or Nay.
Render-to-Texture. Yes a game can be done completely without it, but it just gives so much freedom once you learn to use it well. You can just forget ordering to render from back to front. just use multiple textures, render to them depending on what Z you want the object in, then composite them later to the screen in order you want, this also stops additive objects from bleeding and blending with the background (darius burst style lasers). Infact, you can composite them to another texture, add PostFX like scanlines, then scale rotate them for TATE or zoom or even the shadow playfield like in Danmaku Unlmited 2 (which to be honest is better than any wall paper)eatfrog wrote:i dont even know what that is.nasty_wolverine wrote: you dont need RTT? you aint got enough bling yet!!!![]()
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
Re: Unity launches native 2d support. Yay or Nay.
thank you norty and nasty for your replies. interesting stuff. even though i have been a developer for several years professionally, game development is a different beast altogether so there is much to learn. 
what kind of problems would one run into if trying to tate through rotating the camera + setting Camera.rect?

what kind of problems would one run into if trying to tate through rotating the camera + setting Camera.rect?
-
nasty_wolverine
- Posts: 1371
- Joined: Sun Oct 09, 2011 11:44 pm
Re: Unity launches native 2d support. Yay or Nay.
ur aspect ratio will be skewed. also depending on how coordinate system is implimented, things will be weird.eatfrog wrote: what kind of problems would one run into if trying to tate through rotating the camera + setting Camera.rect?
also, game programming and normal programming isnt all that different, apart from a few major ones. you will still be using almost all the stuff you use in normal programming. difference is where as applications are designed around a event loop, games are designed around a FSM (Finite State Machine), games have to update constantly even where there is no user input. order of update is important, weird things can happen if not done properly. then they all have to rendered in the proper order, or you can end up with the HUD behind the background.
apart from that, you have lots of libraries to help you out with boiler code as usual, some free source engines you can use to rapid develop games. its not that hard, you just have to think a little differently when writing games. lots of beginner tutorials out there, since you have already been programming, it will be like learning how to write a different kind of application then usual.
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment