Dynamic shadows are a pro only feature. They are nice, but no where near CryEngine quality. And tbh, for performance reasons, and quality, lightmaps are a better way to go w/ Unity. A Unity Pro license though isn't all that expensive.
Having used both, I'd definitely go with Unity, unless there's a specific thing Neo Axis has that Unity lacks and you need. We used Neo Axis where I used to work. It's a decent engine, but nowhere near the quality of Unity. We also ended up running into a good deal of technical issues with Neo Axis if I remember correctly.…
I know that, i think you have you have no idea what i was getting at. If you bake your lighting you can not build you level in Unity because there is no way that you can export your unity scene as a mesh file or something and when you build your map in a different app like max then you dont have all that perfomance…
Okay, question for all of you with experience working with Unity. Let's say I wanted to create a simple MetroidVania platformer. Nothing too fancy. Player character jumps around the environment and shoots. Enemies follow fixed, pre-defined patterns. 3D graphics with 2D gameplay. For the moment we'll assume that there would…
So I just downloaded the Unity Demo for windows and I have to say its really impressive. I have never seen a game engine that's so easy to use. The learning curve was almost non existent thanks to the help buttons and excellent documentation. Importing a model from Maya was as simple as saving my scene and then directly…
the guys at Unity were nice enuff to respond in the Area to my shadowless indie disatisfaction: well. that solves everything. grrrrrr.... http://area.autodesk.com/index.php/stories_bts/bts_detail/unity_ceo_david_helgason/
I've been working with Unity at work for a few months now and I love working with it, and now that I dont have to shift over to a mac I will love it even more!