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The Death of Unity

gamedeveloper.com

11–20 of 242 posts

Re: The Death of Unity

#11
post #2

The decline of Unity is sad. Unity got so many things very right in their pre-IPO years. They made rapid prototyping and development of 3D games much easier than anything that came before. Being able to develop in C# was a huge win, especially for small teams and solo indie, and it made developing for multiple platforms easy, and took away a lot of the pain of native mobile development for Android/iOS. But Unity has…

> the obvious go-to engine choice for indies and mobile developers What do you think has taken it's place?

There's a lot more indies talking about Unreal, and also Godot. Too early to see how much of that talk will translate to shipping finished games, though.

Artists are excited by the potential of UE5, as Unity's rendering tech has stagnated somewhat. But making a UE5 Nanite/Lumen game is likely to be limiting your audience rather a lot, with high hardware requirements.

Re: The Death of Unity

#13
post #8

Well, I write one thing: https://godotengine.org/

People believing that in the mobile space Godot can be a replacement to Unity are delusional, in 10 years maybe? Godot is a "mature" toy engine. There is not a single quality / money maker game that shipped on Godot.

> Godot is a "mature" toy engine.

This does not seem to be related to this:

> There is not a single quality / money maker game that shipped on Godot.

There's some missing context in the middle. I'm curious how one implies the other? I'd be game for chains of logic going from first -> second or vice versa.

I'm specifically curious, what is Godot missing?

Re: The Death of Unity

#14
post #8

Well, I write one thing: https://godotengine.org/

People believing that in the mobile space Godot can be a replacement to Unity are delusional, in 10 years maybe? Godot is a "mature" toy engine. There is not a single quality / money maker game that shipped on Godot.

This seems like a negatively charged take. Vampire Survivors could have been made in a ton of different engines that are far far less capable that Godot, for example. The engine is not the thing that holds back a product from succeeding.

This is the same as saying "no FAANG company uses X language/platform so X is a toy", it's far too reductive and not actual reality.

Re: The Death of Unity

#15

About time. What makes a game unique in spirit is its engine.

What an absurdly facile perspective. While it's true that developers like Valve develop games only to take advantage of or exhibit new engine developments and Minecraft's revolutionary voxel engine likewise enabled a game that could not be built otherwise, you seem to be suggesting that eg all UE games throughout the last thirty years are undifferentiated "in spirit" because they share an engine.

What an insult to writers, artists, and game designers! None of them have managed to imbue their works with "unique spirit?"

Re: The Death of Unity

#16
post #13
post #8

Earlier quoted context omitted.

People believing that in the mobile space Godot can be a replacement to Unity are delusional, in 10 years maybe? Godot is a "mature" toy engine. There is not a single quality / money maker game that shipped on Godot.

> Godot is a "mature" toy engine. This does not seem to be related to this: > There is not a single quality / money maker game that shipped on Godot. There's some missing context in the middle. I'm curious how one implies the other? I'd be game for chains of logic going from first -> second or vice versa. I'm specifically curious, what is Godot missing?

Godot is missing the game that shows this engine is a viable alternative to Unity at large.

I mean look at the showcase:

https://godotengine.org/showcase/

It all looks amateur.

All the mobile dev work on Unity so you better have good reasons to change the entire pipeline.

Re: The Death of Unity

#17
post #8

Earlier quoted context omitted.

People believing that in the mobile space Godot can be a replacement to Unity are delusional, in 10 years maybe? Godot is a "mature" toy engine. There is not a single quality / money maker game that shipped on Godot.

This seems like a negatively charged take. Vampire Survivors could have been made in a ton of different engines that are far far less capable that Godot, for example. The engine is not the thing that holds back a product from succeeding. This is the same as saying "no FAANG company uses X language/platform so X is a toy", it's far too reductive and not actual reality.

As someone who’s played a lot of games… I disagree. These days I specifically avoid Unity games because they always feel janky, and yes it absolutely is the engine.

Re: The Death of Unity

#18

About time. What makes a game unique in spirit is its engine.

There's two types of game developers: those who finish and publish games and those who write their own game engine.

Every minute spent on re-inventing the wheel for the umpteenth time is time lost on actually writing and polishing the actual game. Tools like Unity were a godsent for small teams and solo devs who just wanted to write and publish games.

While libraries like SDL can lighten the burden somewhat, they are still no replacement for solid asset pipelines, visual editors, performance analysing tools, and a mature pipeline for multi-platform packaging and publishing.

Re: The Death of Unity

#19
post #16
post #13

Earlier quoted context omitted.

> Godot is a "mature" toy engine. This does not seem to be related to this: > There is not a single quality / money maker game that shipped on Godot. There's some missing context in the middle. I'm curious how one implies the other? I'd be game for chains of logic going from first -> second or vice versa. I'm specifically curious, what is Godot missing?

Godot is missing the game that shows this engine is a viable alternative to Unity at large. I mean look at the showcase: https://godotengine.org/showcase/ It all looks amateur. All the mobile dev work on Unity so you better have good reasons to change the entire pipeline.

[deleted]

Re: The Death of Unity

#20
It’s the endless struggle. Make developer tool backed by a corporation. Charge nothing / very little. Venture capital stops flowing. Start charging. Get increasingly expensive. Milk giant companies with stable revenues who don’t think it’s worth switching. Repeat forever.

The solution is only use open source for dev tools, or pay one-time fees.

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