Lucas Meijer

Game Development Consultancy

26 Jan, 2009

More Director vs Unity

I frequently get emails along the lines of “hey, what do you think is a best for my project. director or unity”. The answer to that question totally depens on what kind of project you’re making. Let’s do a quick featurelist:

Unity3D

  • superb 3D engine
  • crap 2D support. No layered psd import, no 2d layout functionality
  • wii support
  • iPhone support
  • webplayer support. plugin penetration +-0%
  • webplayer with very clean install. Claimed by Unity to have a 50% succesful install rate
  • standalone support (pc/mac)
  • blazing fast scripting platform
  • okayish documentation. not great, not bad

Director

  • mediocre 3D engine
  • crap 2d import pipeline, but great photoshop support trough PhotoCaster Xtra. Okay 2d layout capabilities
  • flash integration
  • webplayer support. My guess is plugin penetration is around 50% for mature markets. (*)
  • webplayer with opt out google toolbar, and opt out Symantec anti virus included with installer. (**)
  • standalone support (pc/mac)
  • slow scripting languages
  • horribly outdated and incomplete documentation

So who wins? It depends on what you want to do. Here’s my list:

  • offline 3D application
    Unity wins bigtime. Better 3d engine, no serious downsides.
  • online 3D application
    Unity wins, but a closer call. Better 3d engine. Penetration disadvantage (which I’ll get to in a sec)
  • offline 2D application
    Director wins. Flash also already covers this area quite well, but I can see there is a niche inside the offline 2d arena where using Director makes sense.
  • online 2D application
    Director wins. But Flash beats Director here. Flash has 99% penetration rate, and can do pretty much anything Director can do 2d wise..
  • if you want to bring anything to iPhone
    Unity wins. Director is no option.
  • if you want to bring anything to Wii
    Unity wins. Director is no option.

I think the only somewhat controversial item on this list is Unity winning the online 3d game category. “0% penetration rate, get lost!” one might think. But if we do some math, the difference isn’t quite as big as it feels (***):

Potential audience for Unity Game = Installbase + (100% – installbase) * successful_player_installrate.
Potential audience for Shockwave game = Installbase + (100% – installbase) * successful_player_installrate.

Not all the variables here are public. If we believe the numbers Adobe claims and Unity claims, we can fill in some:

UnityAudience = 0% + (100% – 0%) * 60% = 60%
ShockwaveAudience = 50% + (100% – 50%) * shockwave_install_succesrate = ?

I wonder if Adobe would be willing to share the successful install rate number with us. With the payloads, and the required browser restart, I would guess them being at 40%. I could be high, I could be low. If anybody knows the right answer, please let me know. Let’s fill in 40%.

ShockwaveAudience = 50% + 50% * 40% = 70%

So it’s a 60% vs 70% situation. That looks a lot different than 0% vs 50%.

Is there any market left for Director to compete in? In my list above I have it winning only in Offline 2D. A market that is already fairly adequately covered by Flash.

Naturally feature sets alone is not enough to base your decision on. If you have 3 experienced Director devs, and no experienced Unity devs, that would make the balance move more towards Director.
If you already have a few Unity devs, Unity would come out more favorably. I haven’t included price in the comparison yet, as my reference frame is mostly projects that have a scope where a $1000 license fee is not a big enough deal to base a tool decision on.

Am I being too harsh for Director here? I’d love to read your comments if you feel Director makes sense to use in a certain area that I don’t, I’d love to hear your arguments. Here’s some I can imagine coming up:

  • director is extendable trough xtras
    So is Unity.
  • but director also has this extendability in its webplayer
    Unity also has this, as long as you confine your extendability to a .net assembly. Also, the extendability in the shockwaveplayer brings up a very scary verisign dialog that will scare away even more users. Every sane dev I know tries to not use non-adobe xtras in online shockwave applications.
  • this 60% vs 70% difference matters!
    It does. However, Unity’s much more efficient workflow easily compensates that difference imho. You’ll spend a lot less money developing, leaving you more money to make your content better.

Do you know more?

(*) Adobe claims a 58.2% penetration rate for shockwave 7 and higher. It provides no data on Shockwave 10 or 11. If you want to do 3d you at least require shockwave 8.5. So actual penetration rate depends on the shockwave version you target. 50% is my guess for shockwave 10 penetration.
imho, it’s a bit silly that adobe measures shockwave7+ penetration rate, as shockwave7 is useless, making the stat useless. At least shockwave8.5+ should be measured. And ideally a better overview of penetration by version would be provided. Emerging markets were last measured at 34% for shockwave7+

(**) The shockwave installer has a opt out google toolbar and a opt out symantec antivirus payload. However you always get “offered” (I would say tricked into) only one thing in a single instal.

(***) example used from a David Helgason blogpost.

6 Responses to "More Director vs Unity"

1 | glopman

January 26th, 2009 at 8:38 pm

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Adobe are giving up director, they’re not interested by an expensive software with a few customers

they don’t put enough money in developement to stand a decent product, after 3 hotPatches there are still amazing bugs on vista since d11 release especially with 3d… they still stand the 2d features but they give up 3d.

Unity3d is specially made for hardware 3d so there’s no hesitation at all now

2 | Daniel Rodríguez

January 27th, 2009 at 5:09 am

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Unity 3d really beats Director for game development. Period.

As you point, in other markets like 2D RIAs Director is better but here Flash is even better.

Simply put: Director is dead.

Cheers! Like your blog very much.

3 | Director vs Unity 3D | diamondTearz

March 29th, 2009 at 10:36 pm

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[...] Lucas MeiJer does a good job of comparing Director and Unity3D in Web Player Strategies and More Director Versus Unity. He also has an entry titled Hello Unity3D From November of Last year written as a Former Director [...]

4 | Ricky

May 1st, 2009 at 6:50 am

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I still use Director for touch screen kiosks and 2D stuff, but it missed its opportunity to capture the 3D gaming market by not really evolving past the Director 8.5 capabilities.

Director 8.5 impressed me with its showcase pieces like the realtime anim of the guy diving through the laser security beams, and the interactive demo where you make the girl walk around that basic square… but they never actually provided any tools or resources to help people create that kind of stuff themselves (to this day I cannot get a character loading into Director, and exporting something accurately as a W3D file has been near-impossible).

Tools like Unity, Torque and DarkBasic Pro seem to be the way to go now.

5 | Niclas

August 25th, 2009 at 5:20 pm

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That’s an impressive and amusing way of converting a penetration rate from 0% to 60%! The bit missing in the equation is the fact that a casual user is 99% less likely to play the game if they have to install a plugin at all.

Director therefore wins on all online content, if the content is aimed at a casual audience.

Of course this may change, and I have a feeling it will because of Unity’s advantages on every other front.

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