![]() When Apple launched its App Store in 2008, Unity quickly added support for the iPhone. ![]() It included a Networking Layer for developers to create multiplayer games based on the User Datagram Protocol, offering Network Address Translation, State Synchronization, and Remote Procedure Calls. The release also added features whereby developers could collaborate more easily. The release included an optimized terrain engine for detailed 3D environments, real-time dynamic shadows, directional lights and spotlights, video playback, and other features. ![]() Unity 2.0 launched in 2007 with approximately 50 new features. Unity was initially released for Mac OS X, later adding support for Microsoft Windows and Web browsers. The next year, Unity was named runner-up in the Best Use of Mac OS X Graphics category in Apple Inc.'s Apple Design Awards. The Unity game engine launched in 2005, aiming to "democratize" game development by making it accessible to more developers. The engine has been adopted by industries outside video gaming, such as film, automotive, architecture, engineering, construction, and the United States Armed Forces. The engine can be used to create three-dimensional (3D) and two-dimensional (2D) games, as well as interactive simulations and other experiences. It is particularly popular for iOS and Android mobile game development, is considered easy to use for beginner developers, and is popular for indie game development. The engine has since been gradually extended to support a variety of desktop, mobile, console and virtual reality platforms. Riccitiello says that he is bullish on gaming, and that the company's recent mergers will allow Unity to become even more successful during that time with microtransactions being a key component of its presumed success.Unity is a cross-platform game engine developed by Unity Technologies, first announced and released in June 2005 at Apple Worldwide Developers Conference as a Mac OS X game engine. This reflects Riccitiello's general view of gaming, as he believes that it will "double as an industry" over the course of the next five to seven years. Unity has recently acquired Ziva Dynamics, Weta Digital, and ironSource, which signals a desire for growth in virtually every area of business. Riccitiello's commentary implies that he wouldn't disagree with the sort of brazenness Immortal's monetization system has put on display. Already, the game is being compared to the worst video game microtransaction systems ever conceived, though it's worth pointing out that Activision Blizzard did earn $24 million in the first two weeks after it came out. Though neither Unity nor Riccitiello had anything to do with it, the recent launch of Diablo Immortal made waves through gaming communities worldwide. At the same time, Riccitiello claims that he appreciates the classic one-and-done payment system that video games used to have: "I know their dedication and care," he said about developers who still stick to this model. The CEO believes that modern video games ought to be finely tuned to accommodate an optimal engagement loop for long periods of time, which would presumably lead to improved microtransaction conversion rates. With companies such as BMW introducing microtransactions for cars, it certainly seems like Riccitiello is voicing an opinion that's reasonably commonly held in the tech industry. They’re also some of the biggest f***ing idiots." The former CEO of Electronic Arts didn't mince words about the importance of clever, engaging monetization in contemporary video games, and holds the belief that developers should opt to bake them into their titles and focus on building a correctly tuned "compulsion loop" that keeps players coming back for more, over and over again. Specifically, Riccitiello said that developers who don't implement monetization systems early on are "the most beautiful and pure, brilliant people. RELATED: Unity Engine Cinematic Demo Shows Life-Like Character Unity CEO, John Riccitiello, spoke about the company's recent merger with the business platform ironSource in an interview with, where he had a few choice words for game developers who aren't overly keen on aggressive monetization mechanics. While the latest iteration of Unreal Engine has always enjoyed a certain amount of prestige, Unity has come a long way over the last couple of years. While most studios used to build their own, bespoke engines that were purpose-built for specific genres, generalized toolkits such as Unreal Engine and Unity have become the go-to option as of late, instead. The choice of a game engine is one of the most important decisions a developer could make during the pre-production stages of game development, and the contemporary state of the industry has led to a bit of consolidation in this regard.
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