Reminds me that I should upload my shitty game to itch.io.
Edit: I’m doing my part.
Drama is over, people continue using Unity as if there are no issues with it.
When you look at games made within the last 30 days, godot is double unity
If this is a sign of what’s yet to come, Unity is in big trouble. Very impressive growth by Godot.
Yes, considering many games might be stuck on unity with months or years of sunk cost development, so they don’t change until the next project. At that point, Godot will be even more developed, so more attractive.
I assume many games that are AAA will negotiate their own terms. Some will use unity until they get burned later with fees. Eventually as godot comes to parity, unity will be pointless.
This is not an industry where people won’t be contributing to the source code, I can understand how not many programmers keep gimp up to date with photoshop. This is an industry of programmers. Godot is undoubtedly the future, now.
There’s the saying that software development is one of the few crafts where the craftspeople also create the tools for themselves.
It at least killed my Unity game, 3 months in development. Now I’m using only FOSS engines.
Yep, drama always comes. The question is, do you want to have any power and rights when the drama comes?
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Drama is over, people continue using Unity as if there are no issues with it.
One out of six is not bad, considering the costs of migrating over from Unity to Godot, and the maturity level of Godot vs Unity. The real tell will be for future/new projects, and in what product they are done in.
But overall, familiarity (and sunk-cost fallacy) grabs you by the privates, and its hard to get it to let go.
15 to 90 feels good man, could be less, and the gap is closing faster than you can say Riccitel-whatever-his-name-was
As far as I know, Godot has no replacement for Unity ECS and DOTS. Not to mention the comparatively extremely small library of community tools. I definitely want to see it continue to grow, and it’s clearly trending in that direction. But its not there yet.
I wish I could say Bevy could replace Unity ECS, but I can’t. While Bevy’s ECS is undeniably far better than Unity ECS, one of the issues with Bevy is sometimes developers don’t want to be completely locked into using ECS, and since Bevy is practically ECS-only that causes some issues. Plus the fact that Bevy is just new and unpolished, it lacks a lot of features that would be necessary to even be considered professionally.
Considering that DOTS is allegedly at least partially to blame for the disaster that is Cities: Skylines 2 (Source), I’m almost tempted to say that’s a good thing.
While the licensing changes were the last straw, I was always annoyed with the direction Unity was going, which was grafting a bunch of unfinished, barely documented features onto the engine, putting the stuff it’s supposed to replace on life support and never actually finishing those features for years.
Sure anything can be a performance drain if the devs implement it poorly. It seems like it came down to a poor implementation of culling causing waay too many verts being sent to GPU.
Yes, there were lots of other issues, but what I’m mostly referring to was that many of these broken systems wouldn’t have to be built if stuff like DOTS and virtual texturing wasn’t unfinished:
And the reason why the game has its own culling implementation instead of using Unity’s built in solution (which should at least in theory be much more advanced) is because Colossal Order had to implement quite a lot of the graphics side themselves because Unity’s integration between DOTS and HDRP is still very much a work in progress and arguably unsuitable for most actual games. Similarly Unity’s virtual texturing solution remains eternally in beta, so CO had to implement their own solution for that too, which still has some teething issues.
How many of each before recent news?