In the Unite 2009 conference keynote we promised you that Unity would be picking up speed, and it has: Unity has become a powerhouse in the game industry and beyond. Nobody else is as active in democratizing sweet game technology to as many developers, and enabling them to target as many consumers. Unity has been used by well over 100,000 developers of all shapes and sizes to create thousands of games and other interactive 3D content that has touched over 40 million people.
We’re moving fast. Our engineering team now consists of 36 people (up from some 12 or so a year ago), and they are firing on all cylinders. We’ve continually released major updates with tons of features over the last years. We also started working on an Xbox 360 port, and recently blogged that our iPhone team is working on iPad support.
But those teams are just a handful of our people! So what else have we been up to? Thousands of code check ins have been done, many subsystems reworked, leading technologies integrated in Unity, and a massive automated testing suite implemented so that we can move as fast as we can.
In fact, here's a historical graph of our code checkins:
Until today it was all hush-hush, but now we're finally ready to announce our plans. Let it be known: for the last year we’ve been working on the next major release: the uber-cool Unity 3: unity3d.com/unity/coming-soon/unity-3
So far the only time frame we’ve promised is “summer 2010″, but we’ll be giving early beta access – and a discount – to anyone who pre-orders.
Also, we’ve just announced that Unity will add support for iPad, Android, Xbox 360, and PS3! That’s the kind of "author once, deploy anywhere" that has remained a developer’s wet dream for years. And not just from “one codebase”, but from one heck of a unified and polished IDE paired with the industry’s best asset pipeline!
I hope you’ll stick around with us, we're only just getting started!
PS. Because we're unifying the core Unity products with Unity iPhone (and all the other deployment targets too) the upgrade rules are a bit complicated and we haven’t done the best job at explaining them. We are working on this, please bear with us as we are inundated with questions – we will sort this all out and make it as clear as it can be in the near future.