The point Hari is making is very valid.

Unity won't necessarily prioritize the issues that you have, instead
they have the tendency to push forward with features that will
generate more money for them, or they will spend time on fooling
around with their licensing model, rather than delivering a solid
product. So unless the feature set that they are delivering right now
exactly matches what you want to do (and there is no way to evaluate
this), I wouldn't touch it.


On Jan 27, 10:21 pm, Hari Edo <[email protected]> wrote:
> They list compatible phones.  Buy one of those.
>
> This is the most important paragraph I found in your forum link:
>
>   The problem is, publishing to Android won't really be
>   solid for another year. Consumers get locked into 2 year
>   contracts, in the same way I got locked in, and the most
>   common will be the free phones and the cheaper (50$) for
>   the next 2 years. Without a way to dumbdown your app, or
>   modify the published one within Eclipse to work for ARMv6,
>   that is potentially a GIANT chunk of current market share
>   which will be LOST to a Unity>Android developer.
>
> The market has a ton of very competent devices out there, but
> Unity is not doing what they need to do to be compatible
> with what is out there NOW.  As much as a developer may want
> to tease over the specs to find 'Samsung Galaxy S' is a
> compatible model, the general public does *not* see any
> clear differentiation or tiers.  They just see that your
> game sucks because it won't run while Angry Birds does.
>
> That, and Unity has no "try ON THE PHONE before you buy"
> plan to get into Unity development.  You might go with the
> trial on your desktop, but that doesn't really tell you
> whether your idea will work well on the Android platform.
> If you had to buy Eclipse and the Android SDK just to load
> an app on your own phone, we wouldn't have come so far so
> fast.  If the price of those tools was as high as Unity,
> come on now.
>
> On Jan 24, 7:29 pm, HV-Charley <[email protected]> wrote:
>
>
>
>
>
>
>
> > Hey everyone,
>
> > I'm new to Android development and am looking to sort out what I
> > should be getting as a development device for non-emulator testing
> > purposes. Naturally, my goal would be to get a device that best
> > represents the most common end-user device looking ahead to the next
> > 4-12 months when our first title(s) are likely to be released.

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