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Unity Engine ToS change makes cloud-based SpatialOS games illegal

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121–130 of 277 posts

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#121
post #115

Just curious, how does the godot engine compare to Unity and UE4? Is it suitable for AAA studios or are there any major pieces missing?

It is not ready imo. Someone correct me if I am wrong about any of this. Their custom scripting language is extremely slow to the point where I wouldn't consider using it. You can use C#, but if you download the c# version you get a warning on startup which states that this version isnt production ready. You can use C++, but I found the workflow here awkward, plus they just introduced it with 3.0. They are about to l…

Oh, come on, how many compute-intensive things you need to do in a game scripting language? GDscript is fast enough for scripting, C++ is there for the compute-intensive tasks you might do (though most of them are already implemented by the engine).

C# on the other hand, is to attract Unity users that are too lazy to put in 30 minutes to go through GDscript's concepts. It's OK that it's there, but personally I found C# one of the least enjoyable languages to program in.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#122
post #37

> You may not directly or indirectly distribute the Unity Software, including the runtime portion of the Unity Software (the “Unity Runtime”), or your Project Content (if it incorporates the Unity Runtime) by means of streaming or broadcasting so that any portion of the Unity Software is primarily executed on or simulated by the cloud or a remote server and transmitted over the Internet or other network to end user d…

I think Unity has a much easier learning curve than Unreal. The other thing about Unreal is it’s really targeted towards triple A workflows, which is great if you’re triple A but a bit heavy if you’re not. They also have some IMO killer features that UE lacks, like humanoid animation retargeting. If you’ve ever done animation you probably realise how much time and effort it takes to make a good one, so being able to…

> They also have some IMO killer features that UE lacks, like humanoid animation retargeting

I prefer Unity over Unreal for a ton of reasons, but unreal has had animation retargeting since the early days.

https://docs.unrealengine.com/en-us/Engine/Animation/Animati...

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#123

Earlier quoted context omitted.

Yes, UE4 is not FOSS as per GNU, it is open source in that you can see the code and there's a large community contributing fixes and additions with every new version. I think the distinction is pedantic for most users.

The Open Source Definition doesn't come from the Free Software Foundation or "GNU". It's a separate organization.[1]. Also the whole point of this story is that license terms do matter, especially if you want to sell games commercially. [1] https://opensource.org/osd-annotated

I think the distinction is pedantic for most users.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#124
post #122

Earlier quoted context omitted.

I think Unity has a much easier learning curve than Unreal. The other thing about Unreal is it’s really targeted towards triple A workflows, which is great if you’re triple A but a bit heavy if you’re not. They also have some IMO killer features that UE lacks, like humanoid animation retargeting. If you’ve ever done animation you probably realise how much time and effort it takes to make a good one, so being able to…

> They also have some IMO killer features that UE lacks, like humanoid animation retargeting I prefer Unity over Unreal for a ton of reasons, but unreal has had animation retargeting since the early days. https://docs.unrealengine.com/en-us/Engine/Animation/Animati...

I stand corrected

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#125

So right now we know the "what", but not the "why". What Improbable really has, or claims to have, is a way to scale massively multiplayer games where everyone is in the same world. They have a back end which is basically a synching system for small data elements between computers in a data center. Think of it as being like the way a shared memory multiprocessor synchs its memory system. Some data items belong to a s…

https://en.wikipedia.org/wiki/Gameframe

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#127
post #80

Earlier quoted context omitted.

Hopefully some of the Unity exodus helps Godot along with more contributors.

The issue, of course, is most of the people using Unity are using it because they don't have the ability (or time) to write the functionality Unity provides themselves.

There will be higher skilled devs who are using Unity that are appalled by this business practice and will want to move to a more open platform.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#128

Earlier quoted context omitted.

I don't know why people are still using unity instead of UE4 except for historical reasons where users of the engine are hesitant to switch and have to relearn some things. Unity is not open source, it does not come with batteries included (so you end up buying a bunch of poorly maintained unity assets/plugins to do stuff that UE4 does out of the box), and I think they're struggling as a company more than people real…

UE4 focuses on high-end console/PC. For rapid development of mobile games, Unity is basically the only choice.

> For rapid development of mobile games, Unity is basically the only choice.

Why? Unreal Engine has targeted iOS + Android phones for 5+ years now, successfully. (Fortnite, PUBG, Dungeon Defenders, Horn, etc).

More mobile developers are experienced with Unity over Unreal today, but that's largely inertia more than anything else.

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#129

Earlier quoted context omitted.

Godot is also behind the curve on content pipeline tools. I love it to death, but I would never be able to convince anyone outside hobbyists to use it because it has no goddamn FBX support, or an easy ECS framework.

Native FBX support is not compatible by license, you are free to make a module that lets Godot use FBX, just with a FBX compatible license. Traditional ECS doesn't fit with Godot's philosophy, but you can make behaviors into nodes and just add these nodes as a child for ECS-like behavior. Honestly, I find Godot's way more natural and extendable.

Is there a blog post that goes into this ECS vs nodes paradigm?

Re: Unity Engine ToS change makes cloud-based SpatialOS games illegal

#130
post #44

Earlier quoted context omitted.

There are protections against that in the EU - you can reverse engineer and otherwise circumvent all the protections for the sake of making things interoperable.

Isn't Unity Danish?

According to https://en.wikipedia.org/wiki/Unity_Technologies they're based in San Francisco these days (but were founded in Denmark).
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