We did port to Unreal because of the Runtime Fee, but our other reason was actually the URP/HDRP fracture, so it's good to hear that they're curing this original sin. We just couldn't solve the Sophie's Choice of running on mobile and then never looking good on desktop, and we had to stop the bleeding of endless months of shader development trying to make all the parts play together. Most of these problems disappeared for us in Unreal, and we probably saved a year in development by spending 4 months porting.
This might be one of the few corporate recoveries in history that is actually a recovery. I'm glad they finally took serious the pile of technical issues and split paths Unity was becoming, let alone not destroy their licensing. Hopeful.
I had the privilege of being part of the Unity family for four years and I know there's been a lot of concern from both customers and the teams at Unity recently. It’s encouraging to see a new direction taking shape because from my experience, the Unity staff were always a pleasure to work with and their passion for supporting gamers and game developers is genuine. Wishing the team and new leadership all the best and I excited to see what’s next.
This surley is good news for the future! Im doing game development a lot on my free time after work and I like using all 3 of these game engines: Unity Unreal and Godot and I want to be able to continue using all of them also in the future for my different projects and creations. They all have their specific charm!
Unity 6.1 is shipping in April 2025. Also the most exciting thing about Unity 7 aside from CoreCLR and Unified RP, is Domain Reloads would be gone, meaning things like compiling scripts will be soo much faster, entering/exiting playmode, building the game, all should be faster, basically faster iteration time, I think that is the single most important feature of Unity 7.
No domain reloads has been in Flax engine for years, while now by this video unity releases will be more consistent but further in time, so Unity 7 is when? end of 2026 ?
@@cialk2028/2030 more likely as stated major releases are put on a slowburner and they do minor versions for a long time. my guess we get a X.1 every 1/2 year.
@@swuffy464 A few years ago, Unity introduced this thing called the Scriptable Rendering Pipeline which came with two different modes built in, Universal Render Pipeline and High Definition Render Pipeline. As you can tell by the names, one was High Fidelity graphics and worked well only on powerful platforms like PS4 and PC, and the other one is a stripped down version made to run for all platforms but compromised on a lot of features that HDRP had. The issue with this model was that you couldnt easily upgrade to HDRP if you needed features that missing in URP, or vice versa. It was a choice that you had to make upfront, when you start a project. And also asset developers now had to support two versions of their assets, one for each pipeline. And URP used to lack a lot of features too, not sure about the state of it now. So you initially think that URP supports all platforms so ill go with that. Then as you develop your game you realize URP sucks and you need to switch to HDRP. But switching to HDRP removes mobile and Nintendo Switch from your options cuz it runs really bad on those platforms.
@@swuffy464 Unity has three different types of rendering systems Basic ( Old and outdated ) Univeral ( Low-end computers, and Mobile phones ) High Definition ( High-End gaming PC's ) If you are using unity you're better off practicing the coding aspect of the engine and not delve too much into these pipelines for now, because they'll be gone in the next year or two
I'm liking this direction that unity is going so far. Actually trying to fix the mistakes that they have done, but also trying to bring good tools together in a more meaningful way like they used to. I originally didn't get into using unreal cause it was far more complex to me at the time, and I liked unity's configurability. I still run unity, despite the runtime fee, as I just don't like the workflow of many other game engines. So this is really good news to me.
Some positive updates overall, and I'm excited to see how the future of Unity unfolds. I doubt it's going to convince me to switch back to Unity as my main engine of choice, Godot has pretty firmly taken that role. But Godot cannot do everything yet, so I'm still keeping an eye on Unity :)
Hope Unity's comeback will be a success and they will value their customers in the long run. Speaking as UE indie dev. We need competition to keep things healthy. Epic's recent moves are concerning. And big hopes for Godot and other open-source tools.
@@tigerija I replied already, but somehow my comment got deleted. Epic wise if you read the news about Quixel, Sketchfab, Artstation, Fab with no user reviews, and other developments you kind of get the wind direction. I like UE a lot, the amazing tools that it provides us, and I admire the strides Epic are making in general. But they accumulated a lot of power and leverage in one hands, got big investors such as Disney and others, and life shows us that these kind of things often lead to ambiguous results, so to speak. We all saw Unity last year, Adobe recently, etc. etc. Who knows what's next. I hope I'm wrong.
Just wanted to say how I appreciate you man for still covering Unity news despite all the controversy surrounding Unity and despite having a majority of audiences no longer using that engine. Good to see someone that is neutral when it comes to anything related to game development.
Glad to be of service, it's what I am to be, a neutral news source for all game developers. Unity may screw up, and I will cover that, and when they do good things, I will cover that too. ... I do have more fun designing the thumbnails when they screw up though. ;)
Ah, going by the numbers on SteamDB, mobile, and TH-cam, Unity is still the vast majority of both commercial indie games released and viewers of game-dev content online. Godot's presence in comment sections is more vocal than its actual size in the market.
@@zzmarxmost definitely. This GamesFromScratch community definitely has the most negativity/hate towards the engine. The engine is still a very popular choice based on SteamDB stats
Can't wait for the single render pipeline. Hopefully they figure out a way to force asset publishers to update for it though. The reason I was fine sticking with Unity 2022 and below is because of all the stuff on the Asset Store that just doesn't work with either URP or HDRP so sticking with Built-in meant I could use the stuff I bought. Also, I'm not as big a fan of the cinematic demos because unlike Blender and their open movies, the licensing terms for these assets will likely be non-commercial so doesn't really do much for me. (Even if I don't use their main character, some of the other stuff might actually be useful in a game, but nope - not allowed.) Still, anything that just makes it easy for me to make a game is better. Having to go in and install the new input system and cinemachine into each project I created was just kind of dumb.
I like the little movies, I think they're impressive and fun to look at. But they tell me only two things: they have a decent renderer, and they have great artists. Sure, maybe if your target audience are gamers that could fly, but that's not the case. I'm a game developer, and you are selling a game development tool, so show me game development features. They should make small games, is what I'm saying. Don't even need to be large in scope, but they do have to prove any mechanic thinkable can be achieved. Then they can dress it up with all the graphics they like for eye candy if they want to.
They don't try to impress devs with that. They just try to impress shareholders with shiny graphics. Which already tells you where their focus is. Also, all those demos always use custom made systems that don't scale well and are not production ready. It's only for shows.
@@SomeDudeSomewhere Nah, they've been doing the demo shorts as inspiration for many years, long before they ever went public or even ran these big splashy keynotes. Used to see them use parts of the annual demo in panel talks discussing specific mechanics & features.
100% this ... this is the thing I struggle with in Unreal. I know anything is possible but not everything is easy. But it could be easier and it should be easier. I feel as though Unreal has nailed the art pipeline. Like I know how to import anything into the engine and get it looking great really quickly, the shader editing is really great but the character movement and being able to create your own custom player control mechanisms and game mechanics and game interaction is really clunky if you want to create something that is unique and not done before. It's not easy to figure it out at all. Same thing goes for Niagara. I know the tools are in there ... somewhere.
I was quite positively surprised about what they announced and presented. Although I will miss the builtin render pipeline where everything just worked, with proper support for written shaders without a lot of overhead too. (although new Unity versions will have block shaders which I hope will turn out decent for a written shader abstraction)
I can’t believe it’s already been a year since Unityageddon… good to see the rolling back of the RTF and the refocus on gaming… hopefully they’ll complete their redemption arc. As a hobbyist the past 4 years I’ve mostly messed about with both Unity and Godot (but have tried lots of other engines/frameworks), and I’m still trying to decide which to focus on, but I think Unity is still the most complete, supported and professional option really, especially for 3D.
"hopefully they stay to their words this time"... very important emphasis on "this time" th-cam.com/video/6TMOMTtAMBI/w-d-xo.html - replace "more corn" with "new Unity"
Extremely happy to hear the plans beyond Unity 6.1 (unify RP and ECS in core). Big hopes that Unity will finally stop pushing out half-baked features and be able to develop with focus instead of having to support dozens of version and setup combinations. Seems as if Unity is actually on a decent path again. Honestly, I hope they will just introduce a flat 1 or 2% royalty above $1m revenue or something like that in the future. Simple und transparent, still cheaper than Unreal, completely irrelevant to the vast majority of indie devs anyway and it would help finance high quality updates in maybe even faster cadence. Something everyone would greatly benefit from. Especially now when they want to shift the core of operations back to the engine instead of ads/monetization additional services. Keep in mind Unity (the actual company) has never turned any profits yet, so I'd fully expect some additional changes to the pricing sooner or later. The important bit is watching out whether it will be a sustainable and fair path forward where they don't try to rip off their customers.
I never used Unity, so let me ask you. Is it good for cinematic shots intended to be used in film productions like Unreal? Because the demo looks very very good…..
Will watch the full keynote later. CoreCLR support is the big one for me, but I don't see going less-modular as a plus. People seem to dislike having choices, but real-world requirements means you need to be able to choose the right packages & versions for each platform & device. I get that asset-creators may have had a hard time supporting multiple render-pipelines. But the main issue is that a lot of users just don't know how to actually *use* most things in Unity, and try to jump onboard the latest shiny hotness without knowing wtf they're doing. I'm sure experienced users will still be able to enable / disable things as-needed (runtime-customizable ProjectSettings are also coming), but versioned-packages made that super-easy.
truly hope build-in never gets removed as tons of applications and games that i build packages for only work with Build-in and migrating or converting to URP/HDRP is pretty much impossible if they get forced to use those.
The whole scriptable pipeline stuff was so confusing I actually started to write my own framework which was a lot more fun than unravelling abstractions Unity put over an RP. It's long overdue that Unity starts to prefer simplified workflows and scalability over different workflows again. You can have great modularity and thus scalability without huge divides in workflows.
Making "some" sub components of the engine exist as different projects /repos is probably a fine idea - but bundling with a specific engine version would've been better from the get go... pushing this off on the user was sort of silly... "dots", ecs, burst, urp, etc, etc.
Jesus finally! They did something with engine versions. . . Using engine versions, and migrating projects to new version was, oh god, awful. . . Update releases will come slower, good. i like the new light probe system, and animation and cloth deformation in the presentation. Let's hope they will update the engine with more systems, and features to be better.
Looks like I can go back to Unity for 3D. I spent a lot of money on asset store. I glad they removed the runtime fees. But for 2D, I will still use Godot.
Will start my first large game project in November and choosed Unity after long considerations and evaluating all three main engines. So i am hopefully the lucky one . 😇
It's been a mess since the start, the render pipelines didnt even have feature parity with default unity for many years after they were released and now they're just fusing everything back into one piece again.
Gotta say, I'm impressed with the probe volume, I didn't expect good lighting in one click. This reminds me of the Cryengine voxel GI but with probes. It's still using baked lighting to do it (ancient tech) but the results are what I'm actually impressed with. And yes the multiple pipelines was a nightmare to support. Good riddance!!
unreal engine sets the ground for how much real you can go in realtime, so i think in unity there will be corners cut to keep its stable form. maybe they going into the vfx designing category that unreal is in rn.
I wrote a blog post on our website how we are slowly transitioning from Unity to Godot, funny thing is it was exact 1 year after the last one to the Unity fckup. I stick to my "final words" in this Blog Post: We will use Godot where ever possible if we can and Unity only where we can't avoid it. But now we can use at least newer Unity versions again. Unity has proven to be unreliable as a Business "partner" and nobody knows what/when they stab us in the back again.
If they supported CoreCLR, they would kill their export pipeline the same way that part of Godot is broken because they moved from mono (perhaps too early).
They need to do dogfooding games not cinematics. That's what Unity China did and they have tools like "Virtual geometry" rendering a bunch of mechs with a single draw call and "Real-time dynamic global illumination" with "mobile raytracing". Unity West needs to get back ahold of some of that tech but it seems the two have fully split and those tech stacks will need to be reinvented before we get them outside of Tuanjie.
to be honest, no trust.. i think most devs dont want to get caught after a year of development in a new " version of runtime fee " just named differently :)
Nothing new at Unity. Any meaningful development is coming in a future, subject to change version at an unknown date. Today, the groundbreaking new feature is occlusion culling.
im staying on unreal, better perf for high quality games, better character controller out of the box, metahumans. hard to have that out of the box with unity.
Funny how publicly traded companies rush into the short profit game while great investors like Warren Buffet prioritize the long run, and the value along the time, not the short path.
Why Cinematics is an Unreal engine thing? I can't see the logic on this statement. In my case I use both Unreal and Unity to do visualizations and not to create games.
When you mentioned "Dogfooding" by making actual games, it reminded me that Unity actually DID try this, with the internal team making "Gigaya", which was off to an amazing start and everyone loved, so they cancelled. it. :D
For me to use Unity for game development again I have to be able to read the source code. I also dont like how Epic is becoming monopoly so I hope Unity becomes better. Looking into Godot but Godot doesnt look great so far. Future looks really bleak. I have huge hopes for the next version of CryEngine.
Have you had a look at Stride3D or Flax? Maybe one of those would fit your requirements. Both have full source available. (Open source and source-available, respectively)
Goddamn this is one big shift from past few releases, no useless stuff or small improvements, many new super useful features coming in the future!! Definitely in the right direction I'm glad! Can't wait for the "future" (possibly Unity 7) features to come out!
I guess AI game development is here to stay, in terms of using Dall-E, Midjourney, Suno, Meshy, Cascadeur etc., I reckon it makes more sense to concentrate on core functionality and keep these kind of tools out of Unity, rather than piling more stuff onto Unity and the developers. For now ...
@@BoltRM btw i have a peanut charector in ma game, having trouble to find a good name for it. can ya help me choose? the options so far are .mr. taki .ko-nut .penat pan and .sir isenkstine the third
@@kaysta_dev Shellshock Nutorious P.E.A. Kernel Krunch Baron Von Nutters The Nutterfly Nutty McNutface The Nutjob Crunchmaster General Peanutso the Great
I kind of feel like the rendering demos that Unity puts out at these evens are a bit pointless, just some impressive looking fluff to show shareholders and an attempt to copy Unreal. While they really should be putting that time and effort into making some actual games using the newest features of Unity both to show the community what can be done with their tech while also letting the actual devs of Unity get hands on using their product for a real production video game so that they can better identify the flaws and shortcoming in what they are creating. Overall It seems like they are trying to go in the right direction, but after what happened I do not trust that they will stay that way long term so I am certainly not going back. Plus by now I am comfortable with Godot and Unreal and I like them both a good bit better then Unity. It is nice that they are finally moving away from the stupid fragmented render pipelines and a more unified and feature complete Unity 7 sounds great, but really this jsut way too late for me, they should have started doing these things many years ago. Still I do hope that they get things straightend out, the more competition the better.
Ill never comprehed Devs complaining about having the ability to disable and enable features at their leasure, its such a dumb fucking thing to complain about, specially when it hasnt affected the performance in any meaningful way, thats really fucking idiotic, just let me choose what comes and goes.
So they're still chasing after Unreal instead of focusing on what Unity is mainly used for and fixing/removing all the outdated junk. They will NEVER catch up to Unreal in the 3d department and they'll just lose more and more market share to Godot in the other departments if they continue with this.
Honestly, and this is my opinion only, but I would say the Time Ghost stuff was a vestigial part of old Unity. It would have been heavily invested in already by the time the new CEO came on board. I wouldn't be surprised if there is less of a focus on the cinematic side of things next Unite.
Unreal is great for mid-sized studios with *rich* technical experience, e.g. Croteam. But not each indie or small team can allow to have a cohort of quality programmers (they are hella expensive) which will deliver stable and performant gameplay. Ironically, Unity is more usable for actual performance for small studios rather than Unreal, because of high-level workflow and rich asset library.
I know you couldn't resist talking about old news that never even affected 90% of users (although I'm sure the mobile market appreciates y'all fighting the good fight), but good video on the actual new-news coming out of the conference. Really excited about CoreCLR and unifying the rendering pipelines, those are two things in Unity that I just can't stand when working in the engine.
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My question is does it have a Nanite Rival
It's nice that Unity is started Competing Again, good for US
Best of luck to the new Unity team.
We did port to Unreal because of the Runtime Fee, but our other reason was actually the URP/HDRP fracture, so it's good to hear that they're curing this original sin. We just couldn't solve the Sophie's Choice of running on mobile and then never looking good on desktop, and we had to stop the bleeding of endless months of shader development trying to make all the parts play together. Most of these problems disappeared for us in Unreal, and we probably saved a year in development by spending 4 months porting.
It was a shitty move to begin with. On unity's part.
@damsen978 No, that ship has sailed.
Who The F are you, also nobody asked for your opinion. This Channel is called GameFromScratch. Not for tiny brain youtube short filmmakers.
@damsen978 I just tasted Unreal a few weeks back, and damn, I don't think I will be back to Unity. Althought, this presentation is pretty good.
Going to Unreal doesn't change that choice though - what's your performance like on mobile?
This might be one of the few corporate recoveries in history that is actually a recovery. I'm glad they finally took serious the pile of technical issues and split paths Unity was becoming, let alone not destroy their licensing. Hopeful.
I had the privilege of being part of the Unity family for four years and I know there's been a lot of concern from both customers and the teams at Unity recently. It’s encouraging to see a new direction taking shape because from my experience, the Unity staff were always a pleasure to work with and their passion for supporting gamers and game developers is genuine. Wishing the team and new leadership all the best and I excited to see what’s next.
This surley is good news for the future! Im doing game development a lot on my free time after work and I like using all 3 of these game engines: Unity Unreal and Godot and I want to be able to continue using all of them also in the future for my different projects and creations. They all have their specific charm!
Unity 6.1 is shipping in April 2025. Also the most exciting thing about Unity 7 aside from CoreCLR and Unified RP, is Domain Reloads would be gone, meaning things like compiling scripts will be soo much faster, entering/exiting playmode, building the game, all should be faster, basically faster iteration time, I think that is the single most important feature of Unity 7.
And that's why we wanted it in unity 6
@@Furfire True, but it takes a lot of work, so one more year until Unity 7 is ready is not that bad.
No domain reloads has been in Flax engine for years, while now by this video unity releases will be more consistent but further in time, so Unity 7 is when? end of 2026 ?
Assembly definitions already resolve most compile-time issues. Faster builds would be nice, though.
@@cialk2028/2030 more likely as stated major releases are put on a slowburner and they do minor versions for a long time.
my guess we get a X.1 every 1/2 year.
Damn everybodys talking about Runtime Fees, but getting rid of selecting between URP and HDRP is crazyyy lol
I’m new to game development. What does that change mean?
@@swuffy464 A few years ago, Unity introduced this thing called the Scriptable Rendering Pipeline which came with two different modes built in, Universal Render Pipeline and High Definition Render Pipeline.
As you can tell by the names, one was High Fidelity graphics and worked well only on powerful platforms like PS4 and PC, and the other one is a stripped down version made to run for all platforms but compromised on a lot of features that HDRP had.
The issue with this model was that you couldnt easily upgrade to HDRP if you needed features that missing in URP, or vice versa. It was a choice that you had to make upfront, when you start a project. And also asset developers now had to support two versions of their assets, one for each pipeline. And URP used to lack a lot of features too, not sure about the state of it now.
So you initially think that URP supports all platforms so ill go with that. Then as you develop your game you realize URP sucks and you need to switch to HDRP. But switching to HDRP removes mobile and Nintendo Switch from your options cuz it runs really bad on those platforms.
@@swuffy464
Unity has three different types of rendering systems
Basic ( Old and outdated )
Univeral ( Low-end computers, and Mobile phones )
High Definition ( High-End gaming PC's )
If you are using unity
you're better off practicing the coding aspect of the engine
and not delve too much into these pipelines for now, because they'll be gone in the next year or two
@@SalmanKhan-dx1ch thanks, this really clears things up!
@@swuffy464 Remember when you would load an asset and its pink? Well.. Render pipelines were probably the reason.
Glad to see Unity going back to to be amazing, thanks new CEO!
I'm liking this direction that unity is going so far. Actually trying to fix the mistakes that they have done, but also trying to bring good tools together in a more meaningful way like they used to.
I originally didn't get into using unreal cause it was far more complex to me at the time, and I liked unity's configurability. I still run unity, despite the runtime fee, as I just don't like the workflow of many other game engines. So this is really good news to me.
So pumped for Unity 7!
Playmaker's the only tool that has ever really "clicked" with me, so as someone who is chained to Unity by the ankle I'm pretty happy with this.
Even though I am as far from releasing anything as you could possibly imagine, The news is still good to hear....
Some positive updates overall, and I'm excited to see how the future of Unity unfolds. I doubt it's going to convince me to switch back to Unity as my main engine of choice, Godot has pretty firmly taken that role. But Godot cannot do everything yet, so I'm still keeping an eye on Unity :)
Hope Unity's comeback will be a success and they will value their customers in the long run. Speaking as UE indie dev. We need competition to keep things healthy. Epic's recent moves are concerning. And big hopes for Godot and other open-source tools.
I agree on the need to have competition with Unreal and also hope godot get better. What recent moves have Unreal made that concerns you?
@@DirkTeucher Recent Quixel announcement, for instance. Fab eating Sketchfab etc., things of that nature.
I agree on anything and also curious about concerns you mentioned. Tell us.
@@tigerija I replied already, but somehow my comment got deleted. Epic wise if you read the news about Quixel, Sketchfab, Artstation, Fab with no user reviews, and other developments you kind of get the wind direction. I like UE a lot, the amazing tools that it provides us, and I admire the strides Epic are making in general. But they accumulated a lot of power and leverage in one hands, got big investors such as Disney and others, and life shows us that these kind of things often lead to ambiguous results, so to speak. We all saw Unity last year, Adobe recently, etc. etc. Who knows what's next. I hope I'm wrong.
Just wanted to say how I appreciate you man for still covering Unity news despite all the controversy surrounding Unity and despite having a majority of audiences no longer using that engine. Good to see someone that is neutral when it comes to anything related to game development.
I think the Unity user base is still huge.
Glad to be of service, it's what I am to be, a neutral news source for all game developers. Unity may screw up, and I will cover that, and when they do good things, I will cover that too.
... I do have more fun designing the thumbnails when they screw up though. ;)
Ah, going by the numbers on SteamDB, mobile, and TH-cam, Unity is still the vast majority of both commercial indie games released and viewers of game-dev content online. Godot's presence in comment sections is more vocal than its actual size in the market.
@@zzmarxmost definitely. This GamesFromScratch community definitely has the most negativity/hate towards the engine. The engine is still a very popular choice based on SteamDB stats
Thank you!
I was looking for more info on this, couldn't find any livestream of it, and heard some very nice features were coming out!
Can't wait for the single render pipeline. Hopefully they figure out a way to force asset publishers to update for it though. The reason I was fine sticking with Unity 2022 and below is because of all the stuff on the Asset Store that just doesn't work with either URP or HDRP so sticking with Built-in meant I could use the stuff I bought. Also, I'm not as big a fan of the cinematic demos because unlike Blender and their open movies, the licensing terms for these assets will likely be non-commercial so doesn't really do much for me. (Even if I don't use their main character, some of the other stuff might actually be useful in a game, but nope - not allowed.) Still, anything that just makes it easy for me to make a game is better. Having to go in and install the new input system and cinemachine into each project I created was just kind of dumb.
I like the little movies, I think they're impressive and fun to look at. But they tell me only two things: they have a decent renderer, and they have great artists.
Sure, maybe if your target audience are gamers that could fly, but that's not the case. I'm a game developer, and you are selling a game development tool, so show me game development features.
They should make small games, is what I'm saying. Don't even need to be large in scope, but they do have to prove any mechanic thinkable can be achieved. Then they can dress it up with all the graphics they like for eye candy if they want to.
They don't try to impress devs with that. They just try to impress shareholders with shiny graphics. Which already tells you where their focus is.
Also, all those demos always use custom made systems that don't scale well and are not production ready. It's only for shows.
I’d like to see them resurrect that small ‘midrange’ game they were dogfooding… it looked nice. Can’t remember what it was called.
@@owdoogames Gigaya. Not going to happen: they fired the team behind it.
@@SomeDudeSomewhere Nah, they've been doing the demo shorts as inspiration for many years, long before they ever went public or even ran these big splashy keynotes. Used to see them use parts of the annual demo in panel talks discussing specific mechanics & features.
100% this ... this is the thing I struggle with in Unreal. I know anything is possible but not everything is easy. But it could be easier and it should be easier. I feel as though Unreal has nailed the art pipeline. Like I know how to import anything into the engine and get it looking great really quickly, the shader editing is really great but the character movement and being able to create your own custom player control mechanisms and game mechanics and game interaction is really clunky if you want to create something that is unique and not done before. It's not easy to figure it out at all. Same thing goes for Niagara. I know the tools are in there ... somewhere.
A turn to rationality instead of more insanity? If so, that's a huge relief.
+ 1 for Unity 7 being more "unified" instead of modular. Unity is a messy toolbox.
This is hopeful, been using Unity 15 years now and I really want them to return to developer focus, the people with boots on the ground as it were.
That's good to see Unity going forward, last year I ported all my work to Unreal due to all the hassle but I still love Unity
I was quite positively surprised about what they announced and presented. Although I will miss the builtin render pipeline where everything just worked, with proper support for written shaders without a lot of overhead too. (although new Unity versions will have block shaders which I hope will turn out decent for a written shader abstraction)
I can’t believe it’s already been a year since Unityageddon… good to see the rolling back of the RTF and the refocus on gaming… hopefully they’ll complete their redemption arc.
As a hobbyist the past 4 years I’ve mostly messed about with both Unity and Godot (but have tried lots of other engines/frameworks), and I’m still trying to decide which to focus on, but I think Unity is still the most complete, supported and professional option really, especially for 3D.
I've heard this several times before...hopefully they stay to their words this time
"hopefully they stay to their words this time"... very important emphasis on "this time"
th-cam.com/video/6TMOMTtAMBI/w-d-xo.html - replace "more corn" with "new Unity"
U weren’t gonna make a game anyways
@@RandomNoob1124 Are only game developers allowed to worry about game developers?
@@RandomNoob1124 I did make a card game, but decided to make it on Godot
Extremely happy to hear the plans beyond Unity 6.1 (unify RP and ECS in core). Big hopes that Unity will finally stop pushing out half-baked features and be able to develop with focus instead of having to support dozens of version and setup combinations.
Seems as if Unity is actually on a decent path again. Honestly, I hope they will just introduce a flat 1 or 2% royalty above $1m revenue or something like that in the future. Simple und transparent, still cheaper than Unreal, completely irrelevant to the vast majority of indie devs anyway and it would help finance high quality updates in maybe even faster cadence. Something everyone would greatly benefit from. Especially now when they want to shift the core of operations back to the engine instead of ads/monetization additional services.
Keep in mind Unity (the actual company) has never turned any profits yet, so I'd fully expect some additional changes to the pricing sooner or later. The important bit is watching out whether it will be a sustainable and fair path forward where they don't try to rip off their customers.
An end to package version hell?
About damn time.
I'm guessing that the number of dev's that shifted to other engines must have been fairly substantial?
The huge shift in games using Godot over Unity in the 7000 entries to the GMTK game jam is a testament to that, among hobbyists and indies at least.
@@owdoogames oh noo it will hurt Unity... anyway. LOL
@@owdoogames Game jams aren't really indicative of anything... By definition jams are where you mess around, not reflective of your production work.
@@Mosopia Not just indies, example slay the spire 2
it's still money even it's a small percentage.
I never used Unity, so let me ask you. Is it good for cinematic shots intended to be used in film productions like Unreal? Because the demo looks very very good…..
No, UE5 is way better with Lumen and Nanite for cinematic shots
The new Time Ghost demo looks stunning. Did they mention whether they will release this demo online for us to sample the various techniques ?
Will watch the full keynote later. CoreCLR support is the big one for me, but I don't see going less-modular as a plus. People seem to dislike having choices, but real-world requirements means you need to be able to choose the right packages & versions for each platform & device.
I get that asset-creators may have had a hard time supporting multiple render-pipelines. But the main issue is that a lot of users just don't know how to actually *use* most things in Unity, and try to jump onboard the latest shiny hotness without knowing wtf they're doing. I'm sure experienced users will still be able to enable / disable things as-needed (runtime-customizable ProjectSettings are also coming), but versioned-packages made that super-easy.
Nice to see the try to compete for a change.
Simply put, Unity is amazing ❤
truly hope build-in never gets removed as tons of applications and games that i build packages for only work with Build-in and migrating or converting to URP/HDRP is pretty much impossible if they get forced to use those.
The whole scriptable pipeline stuff was so confusing I actually started to write my own framework which was a lot more fun than unravelling abstractions Unity put over an RP. It's long overdue that Unity starts to prefer simplified workflows and scalability over different workflows again. You can have great modularity and thus scalability without huge divides in workflows.
Making "some" sub components of the engine exist as different projects /repos is probably a fine idea - but bundling with a specific engine version would've been better from the get go... pushing this off on the user was sort of silly... "dots", ecs, burst, urp, etc, etc.
I hope they fix the issues of GPU resident drawer with the Unity 6 release, cus its crashing crazy
They knew it was either taking the bull by the horns or going under. Second options is not out of the question just yet, it might be too late.
Thanks for the summary, much appreciated
*_Great stuff for Unity, I'm happy for it!_*
Jesus finally! They did something with engine versions. . . Using engine versions, and migrating projects to new version was, oh god, awful. . .
Update releases will come slower, good.
i like the new light probe system, and animation and cloth deformation in the presentation. Let's hope they will update the engine with more systems, and features to be better.
Looks like I can go back to Unity for 3D. I spent a lot of money on asset store. I glad they removed the runtime fees. But for 2D, I will still use Godot.
I prefer Unreal for 3D, Godot for 2D and Unity for 1D since last year.
If Unity EVER wants to take on Unreal Engine for AAA - they need to do stuff like Time Ghost.
All I can say is, About F-ing time they started to get rid of that modular 💩. lol
The demo Time Ghost is real time or in-engine rendered?
just when i was thinking of trying my hand again at game dev
Will start my first large game project in November and choosed Unity after long considerations and evaluating all three main engines. So i am hopefully the lucky one . 😇
Sounds like a lot of good news.
I guess I am back with Unity now
Well, built in renderer is still quite good though . Very stable .
I hate the separate rendering structure in Unity. Just make it one thing with options to turn features on and off. Is that too difficult to do?
It's been a mess since the start, the render pipelines didnt even have feature parity with default unity for many years after they were released and now they're just fusing everything back into one piece again.
Gotta say, I'm impressed with the probe volume, I didn't expect good lighting in one click. This reminds me of the Cryengine voxel GI but with probes. It's still using baked lighting to do it (ancient tech) but the results are what I'm actually impressed with.
And yes the multiple pipelines was a nightmare to support. Good riddance!!
Still a professional Unity developer. Thanks for the coverage!
unreal engine sets the ground for how much real you can go in realtime, so i think in unity there will be corners cut to keep its stable form.
maybe they going into the vfx designing category that unreal is in rn.
This is good competition for Unreal Engine.
amazing announcements
I wrote a blog post on our website how we are slowly transitioning from Unity to Godot, funny thing is it was exact 1 year after the last one to the Unity fckup.
I stick to my "final words" in this Blog Post: We will use Godot where ever possible if we can and Unity only where we can't avoid it. But now we can use at least newer Unity versions again.
Unity has proven to be unreliable as a Business "partner" and nobody knows what/when they stab us in the back again.
If they supported CoreCLR, they would kill their export pipeline the same way that part of Godot is broken because they moved from mono (perhaps too early).
Can’t wait for polyspatial to be a non pro sub feature
Sounds pretty cool.
Unity 7 is gonna be 🔥
Thanks for this
Well that demo is 10 times more real than any u5 thing
Did they migrate unity to .NET fully?
I find it very hard to even consider going back to unity
They should really bring Gigaya back to life
That's what I thought as well!
Love the real time next gen demos.
It's a start!
yup definitely better than Unity doing nothing.
They need to do dogfooding games not cinematics. That's what Unity China did and they have tools like "Virtual geometry" rendering a bunch of mechs with a single draw call and "Real-time dynamic global illumination" with "mobile raytracing". Unity West needs to get back ahold of some of that tech but it seems the two have fully split and those tech stacks will need to be reinvented before we get them outside of Tuanjie.
to be honest, no trust.. i think most devs dont want to get caught after a year of development in a new " version of runtime fee " just named differently :)
Nothing new at Unity. Any meaningful development is coming in a future, subject to change version at an unknown date. Today, the groundbreaking new feature is occlusion culling.
im staying on unreal, better perf for high quality games, better character controller out of the box, metahumans. hard to have that out of the box with unity.
If Unity 7 is a proper rewrite, they better make multiplayer a first-class feature.
Funny how publicly traded companies rush into the short profit game while great investors like Warren Buffet prioritize the long run, and the value along the time, not the short path.
My favorite cinematic from Unity is "Book of the Death".
Artengine? Artengine anything? It is strongly connected with gamedev
Cinematics are cool but Unity needs to make actual whole games themselves.
Why Cinematics is an Unreal engine thing? I can't see the logic on this statement. In my case I use both Unreal and Unity to do visualizations and not to create games.
Does anyone know if Unity Loading Screen will be removable on a free version any time soon?
Splashscreen is removed from personal edition in Unity 6. So next month, yes.
@@gamefromscratch Nice) Thank you!
When you mentioned "Dogfooding" by making actual games, it reminded me that Unity actually DID try this, with the internal team making "Gigaya", which was off to an amazing start and everyone loved, so they cancelled. it. :D
Cool for the devs already heavy in the workflow of Unity but I still prefer Godot. It's only a matter of when that they'll pull another blunder.
For me to use Unity for game development again I have to be able to read the source code. I also dont like how Epic is becoming monopoly so I hope Unity becomes better. Looking into Godot but Godot doesnt look great so far. Future looks really bleak. I have huge hopes for the next version of CryEngine.
Have you had a look at Stride3D or Flax? Maybe one of those would fit your requirements. Both have full source available. (Open source and source-available, respectively)
Goddamn this is one big shift from past few releases, no useless stuff or small improvements, many new super useful features coming in the future!!
Definitely in the right direction I'm glad! Can't wait for the "future" (possibly Unity 7) features to come out!
the realistic short movie they make is just a demo.....nobody actually makes that kind of game with unity...yet.
maybe i will give a try to this new version, but still dont trust the company. we never know when they change the terms again
Fool me once and all that. No thanks.
you are welcome
I always and always whined about the stupidity of two rendering pipelines . It’s called unity damn it ! Unify stuff !
Can they catch up to where Godot will be when Unity 7 launches?
so they gave up on inbuilt AI game development for laziest of devs?
🎉🎉🎉🎉
I guess AI game development is here to stay, in terms of using Dall-E, Midjourney, Suno, Meshy, Cascadeur etc., I reckon it makes more sense to concentrate on core functionality and keep these kind of tools out of Unity, rather than piling more stuff onto Unity and the developers. For now ...
@justlimeguy So you are still using Assembly to develop with?
@@BoltRM nah, godot
@@BoltRM btw i have a peanut charector in ma game, having trouble to find a good name for it.
can ya help me choose?
the options so far are
.mr. taki
.ko-nut
.penat pan
and
.sir isenkstine the third
@@kaysta_dev Shellshock
Nutorious P.E.A.
Kernel Krunch
Baron Von Nutters
The Nutterfly
Nutty McNutface
The Nutjob
Crunchmaster General
Peanutso the Great
under 10 minute gang.
I kind of feel like the rendering demos that Unity puts out at these evens are a bit pointless, just some impressive looking fluff to show shareholders and an attempt to copy Unreal. While they really should be putting that time and effort into making some actual games using the newest features of Unity both to show the community what can be done with their tech while also letting the actual devs of Unity get hands on using their product for a real production video game so that they can better identify the flaws and shortcoming in what they are creating.
Overall It seems like they are trying to go in the right direction, but after what happened I do not trust that they will stay that way long term so I am certainly not going back. Plus by now I am comfortable with Godot and Unreal and I like them both a good bit better then Unity. It is nice that they are finally moving away from the stupid fragmented render pipelines and a more unified and feature complete Unity 7 sounds great, but really this jsut way too late for me, they should have started doing these things many years ago. Still I do hope that they get things straightend out, the more competition the better.
Ill never comprehed Devs complaining about having the ability to disable and enable features at their leasure, its such a dumb fucking thing to complain about, specially when it hasnt affected the performance in any meaningful way, thats really fucking idiotic, just let me choose what comes and goes.
So they're still chasing after Unreal instead of focusing on what Unity is mainly used for and fixing/removing all the outdated junk. They will NEVER catch up to Unreal in the 3d department and they'll just lose more and more market share to Godot in the other departments if they continue with this.
Honestly, and this is my opinion only, but I would say the Time Ghost stuff was a vestigial part of old Unity. It would have been heavily invested in already by the time the new CEO came on board. I wouldn't be surprised if there is less of a focus on the cinematic side of things next Unite.
Unreal is great for mid-sized studios with *rich* technical experience, e.g. Croteam.
But not each indie or small team can allow to have a cohort of quality programmers (they are hella expensive) which will deliver stable and performant gameplay.
Ironically, Unity is more usable for actual performance for small studios rather than Unreal, because of high-level workflow and rich asset library.
Did they change their API again in Unity 6?
when unity 6 realese?
October 17th
wow this demo looks 10x better than any unreal game
I know you couldn't resist talking about old news that never even affected 90% of users (although I'm sure the mobile market appreciates y'all fighting the good fight), but good video on the actual new-news coming out of the conference. Really excited about CoreCLR and unifying the rendering pipelines, those are two things in Unity that I just can't stand when working in the engine.