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The Death of Unity

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221–230 of 242 posts

Re: The Death of Unity

#223

The new prices don't seem that huge.

> According our last year numbers, we would owe Unity 109% of our revenue (1M of revenue against 1.09 of Unity Runtime fee), this means, more than we actually earn. And of course I'm not taking into account salaries, taxes, operational costs and marketing.

from https://old.reddit.com/r/Unity3D/comments/16hgmqm/unity_want...

Re: The Death of Unity

#224
Unity has internal champions for its features. Once those champions leave the company, that feature languishes and falls apart. Unity buys competing products, and then if the owner of that product leaves the company, it is no longer supported.

If the agreement changes underneath you as you're making the game, you can't budget for it, and trust is completely lost.

I have it on good authority that they just today learned what charity bundles are and how they work.

Imo, the price increase amount is basically irrelevant. Unity's reputation has already been rapidly shifting towards "untrustworthy" over the past few years because of the endless support problems and unfulfilled promises. At this point, I can't imagine pinning years of work on the hope that they won't pull the rug out from under you midway through production.

It feels like they've broken an implicit contract. This probably won't hurt studios pumping out mobile games, but it probably won't help their long term reputation or with the loss of enthusiasm in the community

Re: The Death of Unity

#225
post #141

I believe it when I see it. I would like to see it, but I doubt that a significant enough portion of developers are going to jump ship. For smaller indie studios, there are definitely better alternatives, but when it comes to the big packages, there's really just Unity and Unreal.

The big studios are mostly developing on Unreal, or their own in-house engines. The exception is companies targeting F2P / mobile games, but they're the ones who're going to be impacted by the pricing changes the most.

"mostly", but there are notable examples. Intelligent Systems Fire Emblem Engage, Atlus' Shin Megami Tensei 3 HD port, or Bethesda Classic Doom re-release come to mind for bigger company Unity releases. It is less prominent in AAA, but not every company can afford to build their own RE Engine, and some companies chose Unity over Unreal, which in hindsight is stupid.

Or might be related to them working on the Wii U before, where Unity was officially supported (you even got a free license as a Wii U developer), while Unreal Engine 4 wasn't supported (until it was?). Maybe not a big deal given that there's like ten Wii U games in total, and that Unreal is supported on the Switch (Yoshi's Crafted World and Octopath Traveler come to mind).

Re: The Death of Unity

#226
post #69

Earlier quoted context omitted.

Having played a lot of games isn't really much of a qualification, is it? I'm curious about your claim that Unity games "always feel janky". Which games gave you this impression?

Basically every famous unity game? Like Cities Skyline has always been a complete disaster. So is Kerbal Space Program and in Dyson Sphere Program there are all kind of issues where once your map reaches a certain complexity the game just falls over, and save files bloat to hundreds of megabytes.

What are you referring to with Cities: Skylines? I've never had any issues with it, it's a pretty polished game. The real issues only start cropping up after installing tons of mods on top of it.

And yeah, I feel like you're choosing some specific games while ignoring all the others. Tons of famous Unity games are great. Is Subnautica janky? What about Hollow Knight? Rimworld, Beat Saber, Outer Wilds, Cuphead, both Ori games - the list of major Unity projects can go on for a while, and I wouldn't call any of the above examples janky.

Re: The Death of Unity

#227
post #118
post #90

Earlier quoted context omitted.

And with OSS alternatives like Godot available, it's getting harder to justify using Unity.

Game consoles.

Did not know this, but from the docs [0]: "Lone Wolf Technology [1] offers Switch, PS4 and XBox One porting and publishing of Godot games."

I supposed there could be some way the core team could setup a different group targeting closed source SDKs (even maybe for a fee... as a way to finance the main open source development?). For instance monogame is open source and supports most popular game consoles [2].

--

0: https://lonewolftechnology.com/

1: https://docs.godotengine.org/en/3.0/tutorials/platform/conso...

2: https://docs.monogame.net/articles/platforms.html

Re: The Death of Unity

#228
post #69

Earlier quoted context omitted.

Basically every famous unity game? Like Cities Skyline has always been a complete disaster. So is Kerbal Space Program and in Dyson Sphere Program there are all kind of issues where once your map reaches a certain complexity the game just falls over, and save files bloat to hundreds of megabytes.

What are you referring to with Cities: Skylines? I've never had any issues with it, it's a pretty polished game. The real issues only start cropping up after installing tons of mods on top of it. And yeah, I feel like you're choosing some specific games while ignoring all the others. Tons of famous Unity games are great. Is Subnautica janky? What about Hollow Knight? Rimworld, Beat Saber, Outer Wilds, Cuphead, both O…

> Is Subnautica janky?

Yes: I could make the crashed burning spaceship pop into and out of existence by walking a couple of metres back and forth across the floating platform I was standing on.

Re: The Death of Unity

#229
post #69

Earlier quoted context omitted.

Basically every famous unity game? Like Cities Skyline has always been a complete disaster. So is Kerbal Space Program and in Dyson Sphere Program there are all kind of issues where once your map reaches a certain complexity the game just falls over, and save files bloat to hundreds of megabytes.

What are you referring to with Cities: Skylines? I've never had any issues with it, it's a pretty polished game. The real issues only start cropping up after installing tons of mods on top of it. And yeah, I feel like you're choosing some specific games while ignoring all the others. Tons of famous Unity games are great. Is Subnautica janky? What about Hollow Knight? Rimworld, Beat Saber, Outer Wilds, Cuphead, both O…

They've never actually gotten the agent simulation to work. Traffic doesn't even use all available lanes.

Re: The Death of Unity

#230
post #69

Earlier quoted context omitted.

Basically every famous unity game? Like Cities Skyline has always been a complete disaster. So is Kerbal Space Program and in Dyson Sphere Program there are all kind of issues where once your map reaches a certain complexity the game just falls over, and save files bloat to hundreds of megabytes.

What are you referring to with Cities: Skylines? I've never had any issues with it, it's a pretty polished game. The real issues only start cropping up after installing tons of mods on top of it. And yeah, I feel like you're choosing some specific games while ignoring all the others. Tons of famous Unity games are great. Is Subnautica janky? What about Hollow Knight? Rimworld, Beat Saber, Outer Wilds, Cuphead, both O…

The Ori games have terrible performance for pre-rendered 2d graphics. That's the exact kind of jank I'm talking about. Tons of microstutters. It's like using a '90s Java GUI app.
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