Happy to see the end of Unity as a Linux user. The Linux versions of games were very poorly optimized, and instead of native ports we got buggy, slow, unstable games, for years. Also Unity games were mod unfriendly, meaning that those games are mostly dead by now. And I don't know what it was exactly, but Unity games (specifically the RPGs) seemed to lack some sort of gritty realism with character interaction and mov…
The Death of Unity
191–200 of 242 posts
Re: The Death of Unity
#192Earlier quoted context omitted.
The thing that I like the most about Godot is that the binary weighs less than 200 MiB, compared to the several GiBs of Unity, and that you don't need to deal with any account, registration or license BS like you do in Unity. However, one thing I don't like about Godot is their choice of a dynamically-typed, scripting language as their main programming language, instead of a statically-typed, compiled language which,…
GDScript can be made to use static typing: https://docs.godotengine.org/en/stable/tutorials/scripting/g... Additionally, C# has first class support and community supported languages include stuff like Nim, Rust, and Typescript: https://github.com/Vivraan/godot-lang-support Compilation is irrelevant to a game engine scripting language. I think Godot does some magic on their end to make the interpreted nature of GDScri…
Re: The Death of Unity
#193I'm surprised Apple is so married to Unity as the main creation tool for their Apple Vision / MR stuff
Re: The Death of Unity
#194Earlier quoted context omitted.
Revenue isn’t profit. So if you build a toy game and it takes off without a solid business and pricing plan you could be stuck and have to shut it down. Seems like that makes Unity is a very bad place to start.
If it’s free you want have to pay anything? If you managed to get over 200k installs and 200k revenue you can just upgrade to pro and increase these limits to 1 million. I’m not a fan of these changes and the whole model seems too convoluted but the fees don’t seem to be that unreasonable. It seems they are actually even lower now than they were for a subset of users.
Re: The Death of Unity
#195Re: The Death of Unity
#196>Imagine releasing a game for 99 cents under the personal plan, where Steam takes 30% off the top for their platform fee, and then unity takes 20 cents per install, and now you're making a maximum of 46 cents on the dollar. Not only that, but with this predatory practice of taking any percent (steam, apple) or fix dollar value, makes just having a game up a potential liability. If you need to refund anyone you are re…
What I am confused about is WHY is the CEO taking such a brain-dead executive decision on a stable, profit earning cash-cow. I mean - this is something that all high-level executives should have pointed out to Riccitiello as a very dumb idea. This isn't rocket science or some financial black-magic wizkid deduction. This is basically committing hara-kiri on the product and looks to be effectively a company killing dec…
Stable profits are worthless. (Forget the fact that, y'know, they keep the company alive, everyone paid, and everything that actually matters to 95% of people working fine.)
All that matters is growth. Growth is what gets CEOs praise from shareholders, bonuses from boards, and even-higher-paying CEO jobs elsewhere.
Re: The Death of Unity
#197Earlier 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.
Re: The Death of Unity
#198Earlier quoted context omitted.
If it’s free you want have to pay anything? If you managed to get over 200k installs and 200k revenue you can just upgrade to pro and increase these limits to 1 million. I’m not a fan of these changes and the whole model seems too convoluted but the fees don’t seem to be that unreasonable. It seems they are actually even lower now than they were for a subset of users.
At the least it will essentially kill Unity as an option for F2P games (where only a low percentage of users are "pay users"), which (on the mobile platforms) is where Unity so far rules supreme. No wonder they want a cut of that sweet F2P money, but at the same time F2P games have such a high "churn" that Unity could very quickly become irrelevant in that sector as old games (or at least game clients) are replaced w…
Will it though? That $0.20 fee seems like a red herring (and not such a big deal unless most of your users are in US, Western Europe etc.) and hardly anyone will pay that much. Why would they?
Anyone who makes over $200k is already using Pro and your per install fee is unlikely to be above $0.05 or so, maybe you van even get it down to $0.03 or $0.02. Which still might be a significant hit for some but that alone is unlikely to kill Unity in the F2P mobile market.
Also considering how much some of these game developers are willing pay for Ads $0.05 can’t be a very significant amount for them.
Don’t get me wrong, I don’t really like this whole pay per install thing or where Unity has been heading over the past 4-5 years in general but I don’t think these new fees will be such a huge hit for 90%+ or all their clients.
Re: The Death of Unity
#199I'm surprised Apple is so married to Unity as the main creation tool for their Apple Vision / MR stuff
Something like 85% of VR games/apps are made in Unity.
Re: The Death of Unity
#200Earlier quoted context omitted.
What does "non-trivial game" mean? Also what does "spending loads of time debugging the internals of the engine" mean? I have worked on small and large (AAA) games with both custom and 3rd party engines and all of them needed a lot of time both profiling (to make things faster) and debugging (to avoid/fix[0] bugs) the engine internals. Where is the threshold where that time is "loads"? Without being specific on the r…
For one example. > Projects written in C# using Godot 4 currently cannot be exported to iOS With unity or unreal it's one click as long as you're using a Mac. https://docs.godotengine.org/en/stable/tutorials/export/expo...